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