Home > Rulebook > Equipment > Magi-Tech & Legendary Items > Legendary Artefacts > Arm of the Victor
Cybernetic, Legendary Artefact
Crafting Recipe: –
Damage: 200 (d4%) Bludgeoning Critical: x2 Range: 1m TP Cost: 1
Properties: – Weight: 500g Cost: C$110

This prosthetic arm takes the place of the user’s arm, gaining multiple different functions and abilities. These arm’s are given to legendary soldiers who have lost arms in traumatic incidents, and features a combat arsenal for frontliners, with a fair amount of tools under it’s belt which allow the user to face a variety of situations

Rank 1

Charging Punch – When performing a Sprint action and attacking immediately after, this provokes no exposure, and deals x2 damage.

Rank 2

Charging Punch – When performing a Sprint action and attacking immediately after, this provokes no exposure, and deals x3 damage.
Shocking Strike – For every 10 movement actions performed by the user, the user may generate electricity from their fist, causing the attack to deal electric damage. This ability can be used again after 10 movement actions. If a user uses another ability that recharges based on movement actions, their movement actions are reset for this ability.

Rank 3

Charging Punch – When performing a Sprint action and attacking immediately after, this provokes no exposure, and deals x4 damage.
Shocking Strike – For every 8 movement actions performed by the user, the user may generate electricity from their fist, causing the attack to deal electric damage. The target must take a Resistance action (DC equal to weapon modifier) or become dazed for 1 round. This ability can be used again after 8 movement actions. If a user uses another ability that recharges based on movement actions, their movement actions are reset for this ability.
Rocket Fist – The user may launch their fist towards a target, dealing double damage, and having a range of up to 10m. The fist must be retrieved to be able to use any ability from this weapon again. The user is treated as not having an arm when their arm isn’t retrieved.

Rank 4

Charging Punch – When performing a Sprint action and attacking immediately after, this provokes no exposure, and deals x5 damage.
Shocking Strike – For every 6 movement actions performed by the user, the user may generate electricity from their fist, causing the attack to deal electric damage. This attack has a range of 10m. The target must take a Resistance action (DC equal to weapon modifier) or become stunned for 1 round. This ability can be used again after 6 movement actions. If a user uses another ability that recharges based on movement actions, their movement actions are reset for this ability.
Rocket Fist – The user may launch their fist towards a target, dealing triple damage, and having a range of up to 20m. The fist must be retrieved to be able to use any ability from this weapon. The user is treated as not having an arm when their arm isn’t retrieved.
Blaster Arm – Once per encounter, as a defensive action, the user can choose to fire a cannon from their arm, knocking the target back by 10m, and dealing an automatic critical success. If this attack deals more damage then the target’s attack, the target deals no damage to the user. This resets all abilities that use movement actions to charge.

Rank 5

Charging Punch – When performing a Sprint action and attacking immediately after, this provokes no exposure, and deals x6 damage.
Shocking Strike – For every 4 movement actions performed by the user, the user may generate electricity from their fist, causing the attack to deal electric damage. This attack has a range of 20m. The target must take a Resistance action (DC equal to weapon modifier) or become unconscious for 1 minute. This ability can be used again after 4 movement actions. If a user uses another ability that recharges based on movement actions, their movement actions are reset for this ability.
Rocket Fist – The user may launch their fist towards a target, dealing triple damage, and having a range of up to 40m. The fist must be retrieved to be able to use any ability from this weapon. The user is treated as not having an arm when their arm isn’t retrieved.
Blaster Arm – Once per encounter, as a defensive action, the user can choose to fire a cannon from their arm, knocking the target back by 20m, and dealing an automatic critical success. If this attack deals more damage then the target’s attack, the target deals no damage to the user. This resets all abilities that use movement actions to charge.
Warping Point – For every 10 movement actions performed by the user, the user may send out multiple, homing fingers to a target within 40m. The target must take a Resistance action (DC equal to weapon modifier) or be teleported directly infront of the user, the next immediate action the user performs on this target is considered exposed. This ability is considered silent. This ability can be used again after 10 movement actions. If a user uses another ability that recharges based on movement actions, their movement actions are reset for this ability.