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One(1) Handed

Base Scale: 1 Weapon Damage: 1D6

Damage Type: Crush

Hammers include any One(1) Handed Weapon with a haft with a gripped handle that relies on centrifugal force to slash or pierce a Target with a weighted head, including maces, axes, and war picks. Hammer Weapons have innate Armor Penetration equal to Half of their wielder’s Power Attribute. Investing in a Hammer Training will enhance a Character’s Physical Saves and Engineering Ability Statistics every Odd Rank and their Attack and Damage Rolls with Melee Weapons and Armor Penetration with all Weapons on Even Ranks. At Rank Five(5) and Ten(10), the Character’s Base Scale with any Weapon increases by plus One(+1), permanently increasing their Weapon Damage with all Weapons. A New Equipment Modification Slot becomes available at the First(1st) Equipment Rank and every Three(3) Equipment Ranks after that.

Hammer Weapon Heroics

Lowball

Prerequisite: Hammer (Rank 1) 

AP Cost: 5

Action Type: Melee Weapon Attack

Range: Adjacent

As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target. If successful, in addition to suffering your normal Weapon Damage, your Target is knocked Prone as if struck by a Trip Maneuver.  

Strike Through

Prerequisite: Hammer (Rank 1) 

AP Cost: 5

Action Type: Melee Weapon Attack

Range: Adjacent

As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target. If successful, in addition to normal Weapon Damage, your Target is knocked back a single Space away from you.

Bully Bash

Prerequisite: Hammer (Rank 2) 

AP Cost: 10

Action Type: Melee Weapon Attack

Range: Adjacent

Effect Duration: Rounds

As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target while mocking their performance. If successful, in addition to normal Weapon Damage, your Target suffers the Taunted Miscognition for the Effect Duration. Your Target can attempt a Force Save against your Attack Roll to Negate the Miscognition. 

Hook Smash

Prerequisite: Hammer (Rank 2) 

AP Cost: 10

Action Type: Melee Weapon Attack

Range: Adjacent

As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target while attempting to wrangle their Weapon out of their hands. If successful, in addition to normal Weapon Damage, your Target is Disarmed of an Equipped Weapon. Your Target can attempt a Maneuver against your Attack Roll to Negate the Maneuver. 

Smash Sternum

Prerequisite: Hammer (Rank 3) 

AP Cost: 15

Action Type: Melee Weapon Attack

Range: Adjacent

As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target by slamming your Weapon into their chest. If successful, in addition to normal Weapon Damage, your Target suffers 1D6 Crush Damage for every Two(2) Points of your Power Attribute and is inflicted with the Stagger Injury until the end of their next Turn. The Target can attempt a Physical Save against your Attack Roll to cut any Damage in Half(½) and Negate the Injury.

Void Warranty

Prerequisite: Hammer (Rank 3) 

AP Cost: 15

Action Type: Interaction

As a part of an Interaction, you can use a Melee Weapon Attack in place of an Engineering Ability Check made to Disable A Device. 

Haft Chuck

Prerequisite: Hammer (Rank 4) & Thrown (Any Rank)

AP Cost: 20

Action Type: Ranged Weapon Attack

Range: Thrown Weapon Range

You can attempt a Ranged Weapon Attack as a Standard Action using a Hammer Weapon as the Projectile. If successful, in addition to normal Weapon Damage, your Weapon becomes deeply embedded in your Target, inflicting the Impaled Condition until the Weapon is removed. You can reclaim your Weapon from the Target while Adjacent as a Rapid Action.

Kneecap

Prerequisite: Hammer (Rank 4) 

AP Cost: 20

Action Type: Melee Weapon Attack

Range: Adjacent

Effect Duration: Until Treated

As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target to smash their legs and inhibit their movement. If successful, in addition to normal Weapon Damage, your Target is inflicted with the Hobbled Injury, cutting their Speed in Half(½). Your Target can attempt a Physical Save against your Attack Roll to Negate the Maneuver. 

Bury The Hatchet

Prerequisite: Hammer (Rank 5) 

AP Cost: 25

Action Type: Melee Weapon Attack

Range: Adjacent

As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target by deeply embedding your Melee Weapon directly into their torso. If successful, your Target suffers your normal Weapon Damage and an additional 1D8 Slash Damage for every Two(2) Points of your Power Attribute, while also suffering the Impaled Condition as long as your Weapon remains embedded. You can reclaim your Weapon as a Rapid Action to inflict Minimum Weapon Damage. The Target can attempt a Physical Save against your Attack Roll to cut any Damage in Half(½) and Negate the Condition. 

Clobber

Prerequisite: Hammer (Rank 5) 

AP Cost: 25

Action Type: Melee Weapon Attack

Range: Adjacent

As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target with a series of relentless bashes. If successful, you can try an additional Melee Weapon Attack as a Move Action. If successful, you can attempt an extra Melee Weapon Attack as a Rapid Action. Each successful Melee Weapon Attack will inflict normal Weapon Damage. 

Alarm Bell

Prerequisite: Hammer (Rank 6) 

AP Cost: 30

Action Type: Reaction

As a Reaction to Acting during an Ambush, you can sound an alarm by striking a nearby metal surface. Any Comrade that can perceive you will also Act during the Ambush. 

Shattering Blow

Prerequisite: Hammer (Rank 7) 

AP Cost: 35

Action Type: Standard Action

Range: Adjacent

As a Standard Action, you can strike a perilous blow to an Adjacent Device, Object, or piece of Equipment to inflict the Broken Condition until repaired. Alternatively, you can instantly Kill a Target that is suffering from the Frozen Condition.  

Rivet Driver

Prerequisite: Hammer (Rank 8) 

AP Cost: 40

Action Type: Full Action

Range: Adjacent

As a Full Action, you can produce a metal spike and use it to nail an Adjacent Target to the ground, making it impossible to move through the Immobilized Condition until the spike is removed. If your Target is a Creature, it suffers 1D8 for every Point of your Power Attribute in addition to the Immobilized Condition. Any Target can attempt a Physical Save against your Physical Impact to Negate the Immobilized Condition and any Damage. It will require an Athletics Ability Check against your Physical Impact to remove the spike from an Object.

Clock Cleaning

Prerequisite: Hammer (Rank 9) 

AP Cost: 45

Action Type: Melee Weapon Attack

Range: Adjacent

Effect Duration: Rounds

As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target by bashing them over the head until they can no longer see straight. If successful, in addition to normal Weapon Damage, you will inflict your Target with the Confused Miscognition for the Effect Duration. The Target can attempt a Force Save against your Attack Roll to Negate the Miscognition. 

Iron Casket

Prerequisite: Hammer (Rank 10) 

AP Cost: 50

Action Type: Full Action

Range: Adjacent

As a Full Action, deliver a series of heavy strikes against a heavily Armored Target attempting to crumple the Armor in on its wearer painfully. Your Target suffers normal Weapon Damage and an additional 1D10 Crush Damage for every Point of Damage Resistance your Target possesses against Physical, Slash, Pierce, or Crush Damage and inflicting the Broken Condition on their Armor. The Damage of Iron Casket bypasses all forms of Damage Resistance. Therefore, the Target can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½) and Negate the Condition.