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Player > Weapon > Melee > Swoop hammer, advanced

Swoop hammer, advanced

Starfinder Core Rulebook p.190

Level: 9
Price: 14300
Damage: 3d10 B
Critical: Knockdown
Bulk: 2
Special: Analog, reach, unwieldy

The combat head of a swoop hammer is affixed to an elongated haft. The extra reach of the haft allows for a greater swinging arc and accelerated damage.

One-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Swoop hammer, tacticalAdvanced533601d10 BKnockdown2Analog, reach, unwieldyCRB p.190
Swoop hammer, mach IAdvanced13441005d10 BKnockdown2Powered (capacity 40, usage 4), reach, unwieldyCRB p.190
Swoop hammer, mach IIAdvanced1727300010d10 BKnockdown2Analog, reach, unwieldyCRB p.190
Swoop hammer, mach IIIAdvanced2090570014d10 B & FKnockdown2Powered (capacity 40, usage 4), reach, unwieldyCRB p.190

Knockdown

The target is knocked prone (see page 277).

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds.

Reach

Only melee weapons can have the reach special property. Wielding a weapon with reach gives you 10 feet of reach for attacks with that weapon. See Reach and Threatened Squares on page 255 for more information.

Unwieldy

Weapons with the unwieldy special property are large and awkward, can’t be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can’t use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can’t attack with it more than once per round, and you can’t use it to make an attack of opportunity.

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