Melee WeaponsEquipment PerksEquipment Heroics

Warhammer Training

Two(2) Handed

Base Scale: 3 Weapon Damage: 1D10

Damage Type: Crush

A heavily weighted weapon with a long handle ending in a devastating head capable of crushing its Targets, such as a sledgehammer, battleax, or maul. Warhammer Weapons have innate Armor Penetration equal to their wielder’s Power Attribute. Investing in Warhammer Training will enhance a Character’s Physical Save and Intimidation Ability Statistics every Odd Rank and their Attack and Damage Rolls with Melee Weapons, and their 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 thereafter.

Warhammer Heroic Actions

Heavy Impact

Prerequisite: Warhammer (Rank 1)

AP Cost: 5

Action Type: Melee Weapon Attack

Range: Adjacent

As a Standard Action, you can attempt a Two(2) Handed Melee Weapon Attack against an Adjacent Target. If successful, in addition to normal Weapon Damage, your Attack sends a small shockwave that inflicts your Minimum Damage to all Creatures Adjacent to your Target.

Wobbler

Prerequisite: Warhammer (Rank 1)

AP Cost: 5

Action Type: Melee Weapon Attack

Range: Adjacent

As a Standard Action, you can attempt a Two(2) Handed Melee Weapon Attack against an Adjacent Target. If successful, in addition to normal Weapon Damage, your Attack knocks your Target off balance with the Staggered Injury until the end of their next Turn. 

Break Formation

Prerequisite: Warhammer (Rank 2)

AP Cost: 10

Action Type: Melee Weapon Attack

Range: Double(2*) Speed(Charge)

As a Full Action, you can sprint forward up to Twice(2*) your Speed at a Target as a Charge. During your Charge, any Creatures within your Path of Travel can be forcefully moved a single Space out of your way or knocked prone as you pass through, inflicting 1D6 Crush Damage for every Point of your Power Attribute. Affected Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½) and Negate the Forced Movement Effect.

Ground Pound

Prerequisite: Warhammer (Rank 2)

AP Cost: 10

Action Type: Standard Action

Range: Adjacent

As a Standard Action, you can attempt a Two(2) Handed Melee Weapon Attack aimed directly at the ground beneath your feet, creating a powerful shockwave that shatters the floor and trips any Adjacent Creatures, knocking them Prone. Affected Targets can attempt a Maneuver against your Attack Roll to Negate the Forced Movement Effect. Alternatively, you can use Ground Pound to create a breach while Exploring. 

Spinning Throw

Prerequisite: Warhammer (Rank 3) & Thrown (Any Rank)

AP Cost: 15

Action Type: Melee Weapon Attack

Range: Adjacent/Thrown Weapon Range

As a Standard Action, you can attempt a Two(2) Handed Melee Weapon Attack by rotating your form before releasing your Weapon as a projectile aim at a Target within your Thrown Weapon Range. In addition to the Target of your Throw, your Attack Roll applies against any Targets Adjacent to you as you spin your Weapon, inflicting normal Weapon Damage to those struck. 

Wild Swing

Prerequisite: Warhammer (Rank 3)

AP Cost: 15

Action Type: Melee Weapon Attack

Range: Adjacent

As a Standard Action, you can attempt a Two(2) Handed Melee Weapon Attack against an Adjacent Target. If successful, your Attack inflicts Double(2*) your normal Weapon Damage. You lose any Equipment Bonuses to Armor until the start of your next Turn. This Attack provokes an Attack of Opportunity from Threatening Creatures. 

Roaring Thunder

Prerequisite: Warhammer (Rank 4)

AP Cost: 20

Action Type: Standard Action

Range: Adjacent

As a Standard Action, you can use a Two(2) Handed Melee Weapon to strike a nearby metal surface to unleash a tumultuous soundwave, inflicting the Deafened Injury on all Adjacent Target. Affected Targets can attempt a Physical Save against your Physical Impact to Negate the Injury Effect.

Windup Smash

Prerequisite: Warhammer (Rank 4)

AP Cost: 20

Action Type: Full Action

Range: Adjacent

As a Standard Action, you can attempt a Two(2) Handed Melee Weapon Attack against an Adjacent Target. If successful, in addition to normal Weapon Damage, your Target is knocked back a number of Paces equal to Half(½) of your Power Attribute. If your Target were to prematurely end their Path of Travel due to striking a solid surface, such as a tree, wall, or pillar, they instead suffer Maximum Damage. 

Shattering Strike

Prerequisite: Warhammer (Rank 5)

AP Cost: 25

Action Type: Melee Weapon Attack

Range: Adjacent

You can attempt a Melee Weapon Attack against an Adjacent Target by delivering a heavy shattering impact that breaks solid objects as a Standard Action. If successful, in addition to normal Weapon Damage, your Target’s Armor is inflicted with the Broken Condition. Alternatively, you can use Shattering Strike to break an unattended Object or Device or instantly Kill a Frozen Target. Finally, the Target can attempt a Physical Save against your Attack Roll to Negate the Broken Condition.

Crush Wave

Prerequisite: Warhammer (Rank 5)

AP Cost: 25

Action Type: Full Action

Range: Half(½) Power Attribute(Cone)

As a Full Action, you can swing a Two(2) Handed Melee Weapon full force into the ground to send a shockwave of concussive power, inflicting 1D8 Force Damage for every Point of your Power Attribute and creating Debris Difficult Terrain in a Cone up to a Range equal to Half(½) your Power Attribute. In addition, affected Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½).

Misery

Prerequisite: Warhammer (Rank 6)

AP Cost: 30

Action Type: Melee Weapon Attack

Range: Adjacent

As a Standard Action, you can attempt a Two(2) Handed Melee Weapon Attack against an Adjacent Target aimed at destroying their legs or feet. If successful, in addition to normal Weapon Damage, your Target suffers an additional 1D8 Crush Damage for every Two(2) Points of your Power Attribute and is inflicted with the Crippled Injury setting their Speed to Zero(0). The Target can attempt a Physical Save against your Attack Roll to cut any Damage in Half(½) and Negate the Injury Effect.

Meteor Reversal

Prerequisite: Warhammer (Rank 7)

AP Cost: 35

Action Type: Reaction

Range: Half(½) Power Attribute

As a Reaction to being the Target of a Melee Weapon Attack or being in the Path of Travel of a Charging Creature, you can summon the entirety of your might into a counter swing to send your Target reeling. Your Target’s Attack or Charge is interrupted as they suffer your normal Weapon Damage and are knocked back a number of Paces equal to Half(½) of your Power Attribute. If your Target were to prematurely end their Path of Travel due to striking a solid surface, such as a tree, wall, or pillar, they instead suffer Maximum Damage. The Target can Attempt a Physical Save against your Physical Impact to Negate the Interruption and Forced Movement Effect.

Timber Sledge

Prerequisite: Warhammer (Rank 8)

AP Cost: 40

Action Type: Full Action

Range: Adjacent

As a Full Action, you can use a Two(2) Handed Melee Weapon to smash through the base of a tall structure that occupies a single Space, such as a tree, column, or pillar. The structure is instantly destroyed, falling in the direction of your choice in a straight line up to its height. Targets crushed by the falling structure suffer 1D10 Crush Damage for every Point of your Power Attribute and are not afforded a Physical Save to reduce the Damage. In addition, the structure can completely block passage or turn the Affected Area into Debris Difficult Terrain. Alternatively, You can use Timber Sledge to clear gaps and create improvised bridges or pathways while Exploring. 

Pendulous Swing

Prerequisite: Warhammer (Rank 9)

AP Cost: 45

Action Type: Melee Weapon Attack

Range: Adjacent

As a Standard Action, you can attempt a Two(2) Handed Melee Weapon Attack against an Adjacent Target with a high-velocity swing with centrifugal upward momentum. If successful, in addition to normal Weapon Damage, your Target suffers 1D10 Crush Damage for every Two(2) Points of your Power Attribute and is Knocked Prone. If your Target is already Prone, they instead suffer Maximum Damage and are knocked back a number of Paces equal to Half(½) of your Power Attribute. A Standing Target can attempt a Physical Save against your Attack Roll to Negate the Forced Movement Effect. 

World Splitter

Prerequisite: Warhammer (Rank 10)

AP Cost: 50

Action Type: Full Action

Range: Power Attribute(Line)

As a Full Action, you use your Melee Weapon to strike the ground in front of you to send a deadly fissure in a straight line at a Range equal to your Power Attribute, collapsing under their feet, creating Debris Difficult Terrain in the Affected Area and inflicting 1D10 Crush Damage and 1D10 Slash Damage for every Point of your Power Attribute while knocking any Creatures Prone. Affected Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½) and Negate the Forced Movement Effect. In addition, you can use World Splitter to separate the ground from initiating an environmental collapse or from breaching into a new area.