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Player > Weapon > Melee > Magma sledge, basalt

Magma sledge, basalt

Starfinder Alien Archive 4 p.125

Level: 15
Price: 112000
Damage: 7d10 B & F
Critical: Staggered
Bulk: 2
Special: Powered (capacity 40, usage 2), reach, unwieldy

Inspired by the red-hot stony body of a thermatrod, magma sledges are the larger cousins of the more agile magma blades (Starfinder Armory 38). At first glance, a magma sledge seems like an analog weapon with a steel shaft and a head of solid stone. However, when the weapon powers on, cracks form along the surface show the magma hidden within, held in place with powerful magnetic fields. When slammed into a target, the intense heat and force can send even the most powerful opponents reeling. Factory floors that mass produce magma sledges are often swelteringly hot.

Two-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Magma sledge, rhyoliteAdvanced531001d10 B & FStaggered2Powered (capacity 20, usage 2), reach, unwieldyAA4 p.125
Magma sledge, andesiteAdvanced9138003d10 B & FStaggered2Powered (capacity 40, usage 2), reach, unwieldyAA4 p.125
Magma sledge, basaltAdvanced151120007d10 B & FStaggered2Powered (capacity 40, usage 2), reach, unwieldyAA4 p.125
Magma sledge, plagioclaseAdvanced2085000012d10 B & FStaggered2Powered (capacity 80, usage 2), reach, unwieldyAA4 p.125

Staggered

The target must succeed at a Fortitude save or be staggered for 1 round.

Staggered

You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

Powered

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).

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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