A rod able to project electricity short distances and also usable as a club or to block incoming attacks.
Melee: Attacks with this trait can be used during close combat without penalty.
Parry: Every ability that grants a fighter a Parry adds one use to a pool that refreshes each time this fighter initiates close combat or is declared as a close combat target, and empties at the end of the Fight action. Parry uses can be spent from this pool to force an Engaged enemy fighter to re-roll one successful close combat hit. However, if an attacker is outside a fighter's vision arc they must spend two Parry uses to force the enemy fighter to re-roll a successful hit.
Shock: When a fighter is hit by an attack with this trait the attacker rolls a D6. If the result is higher than the target's modified Toughness or is a natural 6 the target fighter loses their Ready marker (if they have one), and cannot make Reaction attacks for the remainder of this round.