Shock Maul
Overview
A compact, one-handed maul with a crowned striking head and embedded discharge rails. In standard mode it delivers concussive force with a crackling aftershock; when tethered to a power source it becomes a true crowd-breaker.
Description
- Form: Short haft, knurled grip, vented steel head with copper/steel electrodes.
- Coupler: Locking power jack at the pommel for cable or pack cell.
- Indicators: Small lumen stripe shows idle → armed → live.
Properties (rules)
- Weapon type: One-handed melee (treat as a mace/club equivalent for proficiency).
- Damage (unpowered): 1d6 bludgeoning + 1d4 lightning.
- Powered Mode (tethered): Lightning damage becomes 1d6. On a critical hit, the target is stunned until the start of its next turn.
- Connect / Disconnect: Requires 30 seconds of uninterrupted work (~5 rounds) to attach or remove the power line or pack.
- Notes: The maul functions normally if the cable is severed—simply reverts to unpowered damage.
(No charges to track; either tethered or not.)
Use & Tactics
- Riot control / shock troops: Open with powered strikes to fish for crits; once engaged, you can drop the cable to regain full mobility.
- Duelists: Pair with a shield or off-hand tool; the maul’s lightning helps punch through hardy targets.

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