Player > Weapon > Melee > Swoop hammer, tactical
Damage: 1d10 B
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.
|Swoop hammer, advanced||Advanced||9||14300||3d10 B||Knockdown||2||Analog, reach, unwieldy||CRB p.190|
|Swoop hammer, mach I||Advanced||13||44100||5d10 B||Knockdown||2||Powered (capacity 40, usage 4), reach, unwieldy||CRB p.190|
|Swoop hammer, mach II||Advanced||17||273000||10d10 B||Knockdown||2||Analog, reach, unwieldy||CRB p.190|
|Swoop hammer, mach III||Advanced||20||905700||14d10 B & F||Knockdown||2||Powered (capacity 40, usage 4), reach, unwieldy||CRB p.190|
The target is knocked prone (see page 277).
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.
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.
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.