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Player > Weapon > Range > Rackarack, hammer

Rackarack, hammer

Starfinder Near Space p.150

Level: 18
Price: 371000
Damage: 6d10 So
Range: 60 ft.
Critical: Nuisance
Capacity: 40 charges
Usage: 2
Bulk: 1
Special: Boost 4d4

Most often employed by overeager skittermanders and named from the concussive sound they make when fired, these weapons transform battery charges into sonic bursts and flashes of light and noise. A rackarack is an ostentatious weapon certain to draw attention, which is often just as their wielders prefer.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Rackarack, pulseLongarms12051d6 So60 ft.Nuisance20 charges21NSP p.150
Rackarack, surgeLongarms644002d6 So60 ft.Nuisance20 charges21Boost 1d4NSP p.150
Rackarack, drumLongarms13461005d6 So60 ft.Nuisance20 charges21Boost 2d4NSP p.150
Rackarack, hammerLongarms183710006d10 So60 ft.Nuisance40 charges21Boost 4d4NSP p.150

Nuisance

This weapon delivers targeted pops of sound and strobes of light. If you score a critical hit against a target with this weapon, the target is affected as though hit with harrying fire.

Boost

You can charge up a weapon with this special property as a move action. When you do, you increase the weapon's damage by the listed amount on the next attack you make with the weapon. Boosting expends charges from the weapon equal to its usage value. This increases the weapon's damage and is multiplied on a critical hit. Boosting a weapon more than once before firing it doesn't have any extra effect, and the extra charge dissipates if the weapon is not fired by the end of your next turn.

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