Storm HammerThis massive warhammer’s magnetic discharge deals additional damage that can sometimes knock a target to the ground. Dwarves in the Diasporan Star Citadels first developed storm hammers to bring larger foes to a more manageable height; many bear aesthetic designs hearkening to Angradd and other dwarven motifs. The materials used in a storm hammer’s construction determine the magnetic force and thereby the strength of the weapon; available versions include diamagnetic, paramagnetic, ferromagnetic, antiferromagnetic, and metamagnetic storm hammers.Shock WeaponsShock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. Source Starfinder Armory pg. 48 Level 3; Price 1,300 Hands 2; Proficiency Advanced Melee Damage 1d8 B & E; Critical knockdown Bulk 1; Special powered (capacity 20; usage 2) Source Starfinder Armory pg. 48 Level 7; Price 5,520 Hands 2; Proficiency Advanced Melee Damage 3d6 B & E; Critical knockdown Bulk 1; Special powered (capacity 20; usage 2)Source Starfinder Armory pg. 48 Level 11; Price 22,900 Hands 2; Proficiency Advanced Melee Damage 6d6 B & E; Critical knockdown Bulk 1; Special powered (capacity 20; usage 2)Source Starfinder Armory pg. 48 Level 16; Price 145,000 Hands 2; Proficiency Advanced Melee Damage 12d6 B & E; Critical knockdown Bulk 1; Special powered (capacity 20; usage 2)Source Starfinder Armory pg. 48 Level 20; Price 728,000 Hands 2; Proficiency Advanced Melee Damage 20d6 B & E; Critical knockdown Bulk 1; Special powered (capacity 20; usage 2)
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