Player > Weapon > Melee > Swoop hammer, mach III
Damage: 14d10 B & F
Special: Powered (capacity 40, usage 4), 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, tactical||Advanced||5||3360||1d10 B||Knockdown||2||Analog, reach, unwieldy||CRB p.190|
|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.
You are lying on the ground. You take a –4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but you take a –4 penalty to your Armor Class against melee attacks. Standing up from prone is a move action.
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).
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.