Arc Warhammer

Arc Warhammer

Weapon Profile

Category
Energy
Damage
1d10 lightning
Range
Melee · 0–5 ft
Handling
The head discharges on contact. Against a construct or a creature with cybernetics, the discharge deals an extra 1d8 damage.
Grade
I · Standard
Rarity
Common
Tier
IV · Spacefaring
Training
Energy Weapons
Cost
3900
Weight
10 lb

Without training in energy weapons, you add no proficiency bonus to attacks with this and roll them at disadvantage. Proficiency

To make: 1,950 gm of materials and 2 days of work, at a fabricator: a starport yard, an industrial district or a ship's machine shop. To repair: 488 gm and 1 day. Downtime

Properties

Hover or tap any of these for what it means.

  • weaponSomething you attack with. Held in a hand, and covered by a weapon proficiency.
  • versatile (2d8)Usable in one hand or two. The die in brackets is the damage when both hands are on it.
  • power-cellRuns on a charged cell. Flat, it reverts to whatever it is without power.

A Holy Knight war-hammer with an energy projector fitted behind the head. It is the third of the Order's three powered patterns and the one the Chaplains use. The Order's engineers built it to open machinery. The head discharges on contact, and against a construct or a creature with cybernetics the discharge deals an extra 1d8 damage.

Grades

The same object, worked to a better standard. The grade is the rung; the bonus is what the rung is worth at the table.

  1. Grade I · Standard
  2. Grade II · Refined +1
  3. Grade III · Pristine +2
  4. Grade IV · Masterwork +3

Equipment Line

The same kit across the tiers. Later rungs replace earlier ones.

  1. Tier IV Thuulean Steel Maul
  2. Tier IV Arc Warhammer