The Hidden Truth

Player > Weapon > Melee > Core hammer, tactical

Core hammer, tactical

Starfinder Armory p.41

Level: 3
Price: 1320
Damage: 1d6 E & F
Critical: Jet 1d6
Bulk: 2
Special: Powered (capacity 40, usage 2)

The hollow head of this two-handed hammer is filled with exceptionally dense plasma, which is released on contact with enemies, sometimes even spraying plasma on a wellplaced strike. Core hammers constructed by the followers of Angradd tend to be functional works of dark metal, where vesk models are usually designed to display the plasma behind magnetic containment. Tactical core hammers and advanced core hammers contain a stable plasma core, while fusion core hammers and reactor core hammers employ devices that focus plasma to trigger momentary flares of nuclear fusion.

Two-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Core hammer, tacticalAdvanced313201d6 E & FJet 1d62Powered (capacity 40, usage 2)ARM p.41
Core hammer, advancedAdvanced891503d6 E & FJet 2d62Powered (capacity 40, usage 2)ARM p.41
Core hammer, fusionAdvanced13482006d6 E & FJet 4d62Powered (capacity 40, usage 5)ARM p.41
Core hammer, reactorAdvanced2072500015d6 E & FJet 8d62Powered (capacity 80, usage 8)ARM p.41


The attack emits a jet of energy that suffuses the target and extends to strike a second creature. This secondary target must be adjacent to the original target and on the opposite border or opposite corner of the target’s space from you. When in doubt about whether a second creature’s position compared to a target makes it subject to a jet attack, trace a line from the center of your space to the center of the second creature’s space. If the line passes through opposite borders or corners of the primary target’s space, then the second creature is a valid target for the jet attack. If multiple valid targets of the jet damage are present, you choose which is the secondary target. Roll the amount of damage listed in the weapon’s jet: the secondary target takes this damage (not multiplied by the critical hit) of whatever energy damage type the weapon deals.


A melee weapon with an internal battery that must be charged to function has the powered special property, which lists its capacity and usage. Unlike with a ranged weapon, the usage is for 1 minute of operation rather than per attack, though using a powered weapon for less than 1 full minute still expends 1 full usage. The number of charges expended is equal to the usage × the number of minutes the weapon is used, rounded up to the nearest minute. You can activate the power of the weapon as part of the action used to make an attack with it, and it automatically deactivates after 1 minute.
As with ranged weapons, you can recharge the battery of a powered melee weapon using a generator or a recharging station, or you can purchase new batteries for it. If you try to attack with a powered weapon that’s out of charges, it functions as an improvised weapon (see page 169).

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