Power Weapons

**Power Weapons** are technological marvels, Melee Weapons designed around matching or outperforming Ranged Weaponry.

## Power Swords

#### **Mark I Power Sword**

The Mk I was designed at the beginning of the African War by a team of Atlas Engineers. It utilizes an Energy Cell to heat the edge of the blade to immense temperatures. The blade itself is reinforced to avoid the heat weakening the construction.

The Mk I can take the form of either a Short, Long or Greatsword base.

* As a Bonus Action, the wielder can ignite the blade. This consumes the Energy Cell. The blade will shed Bright Light for 20ft and Dim Light for another 20ft. The blade can remain ignited for ten minutes until the cell runs dry.
* While ignited, the Mk I deals an additional 2d6 **Fire** Damage.

#### **Mark II Power Sword**

The Mk II was designed by Dr Santiago Alejandro after the African War when he was able to reverse-engineer EU and PRGA Power Weapon technology. Instead of focusing on increasing output, Dr Alejandro instead focused on ease of use in other applications. As a result, he improved the power system and allowed for easy storage and concealment.

The Mk II can only be found in Longsword or Shortsword base.

* The Mk II shares the blade ignition system with the Mk I, but the Energy Cell isn't fully consumed when the blade is turned off, allowing for multiple ignitions from the same cell. The battery life remains at 10 minutes.
* The Mk II can be folded down when not in use, making it take up roughly the same space as a small dagger. This allows the weapon to be smuggled through security checkpoints and stored in small spaces.

#### **Mark III Power Sword**

The Mk III was designed by an engineer named Ronnie Taylor under contract for Alejandro Technologies Inc. It utilizes an Iridium Coil system to ionize the air around the blade, causing it to become live with searing plasma waves.

The Mk III can take the form of either a Short, Long or Greatsword base.

* As a Bonus Action, the wielder can activate the Iridium Coil. This ignites the blade, shedding bright light for 40ft and dim light for another 40ft.
* While activated, the Mk III deals an extra 2d8 **Plasma** Damage on hit.
* When the Mk III hits a target that is either a construct or wearing power armour, the target has Vulnerability II to **Piercing** Damage until after it has taken damage again.

## Polearms

#### **Stun Lance**

The Stun Lance is a crowd-control weapon utilized by the Atlas Security Force when controlling large crowds of people. It was first utilized in late 2009 by the failing United States Government against protests in major cities due to the panicked overreach of the Saunton Administration. It was later adopted by the Atlas Coalition when fringe groups staged rallies against the Coalition's forced reconstruction of major systems in the country.

The Stun Lance can take the form of a Spear Base (Model A), a Pike Base (Model B) or Trident Base (Model C).

* As a Bonus Action, the Stun Lance can be activated. While Active, it deals an extra 1d8 **Lightning** Damage.
* Any target that takes damage from an Active Stun Lance for the first time in a round of combat loses their Reaction that round and must make a Constitution Save with a DC equal to your attack DC. On Failure, they have their speed halved until the end of their next turn.

## Hammers and Axes

#### **TitanCorp** **Power Axe**

The TitanCorp Power Axe, also known as the Titan Axe, is a massive brute of a weapon that was designed by Dr Barry Light as an answer to advanced Power Armour designs. The Titan Axe incorporates an array of Plasma Generators that deploy when the axe is hit by enough force- when it impacts against a target for example.

The Titan Axe can take the form of a Battleaxe (T27 Model) or a Greataxe (T24 Model).

* The Titan Axe fires a Plasma Blast when it impacts against an enemy, dealing an extra 2d8 **Plasma** Damage to the target. The Titan Axe can fire a total of 6 times before it requires a full-action reload. The Axe requires a Plasma Core for every Six Shots.

## Miscellaneous

#### **The Bloody Corkscrew**

The Bloody Corkscrew was first created by a Resistance Faction that soon earned the name the 'Blood Shredders' from the horror of their signature weapon. The Bloody Corkscrew was intially a torture device they used upon captives, but they eventually saw potential in using it as a potent weapon against unarmoured opponents. When the Blood Shredders attempted to take over the slums of Rio de Janeiro in 2034, they utilized these against the unprepared and underequipped gangs previously in control.

The Bloody Corkscrew was improvised by the Shredders out of construction equipment, and is in essence a massive barbed drill for slashing your target's insides to gruel.

* The Bloody Corkscrew deals 2d4 **Slashing** Damage as a base point, and contains 6 Drill Charges.
* On Hit, you can expend one Drill Charge to deal an extra 6d6 **Slashing** Damage.
* When you run out of Drill Charges, the Corkscrew breaks under the stress of cutting through insides.
* Targets wearing any form of Armour have Resistance II to the damage of Corkscrew attacks.