From: Lineage 1083 of the Iron-Sheath Gestalt
Slot: Hand (Main)
Description: This massive, two-handed tool-weapon features a head crafted from high-density cold iron. The rear of the hammer head contains a small, magically pressurized steam chamber. Upon a successful strike, the chamber releases a localized burst of kinetic energy, significantly increasing the force of the impact. The handle is wrapped in heat-resistant lead-mesh to protect the user’s metallic grip from the thermal feedback of the steam release.
Lore: Impact-Driver Warhammer 742
The “742” was never intended for the battlefield; it was born in the pressurized deep-foundries of the Seismic-Shelf, designed to crush high-density obsidian veins that resisted conventional picks. The High Artificers realized that even the strongest Iron-Sheath Gestalt had a physical limit to the torque their servos could generate. To break the unbreakable, they integrated a “Kinetic Bypass”—the magically pressurized steam chamber.
This chamber functions as a miniature, contained explosion. The cold iron head acts as a thermodynamic sink, keeping the exterior cool enough to prevent melting while the interior reaches pressures capable of liquefying stone. The 742-series earned the nickname “The Heart-Stopper” among foundry workers, not just for its power, but for the bone-rattling thrum it emits when the steam chamber is at peak pressure. To wield it is to manage a cycle of heat and release; a master smith does not just swing the hammer, they time their impact to the exact millisecond the pressure-valves scream, turning a standard blow into a localized earthquake.
Item Specifications
- Tier 1 Stats
- Attack Power: 24
- Impact Rating: 9
- Durability: 200/200
- Weight: 22 lbs
- Skills Gained (While Openly Held)
- Kinetic Timing (Temporary): 3
- Demolition Engineering (Temporary): 2
- Passive Magic
- Cold Iron Resonance: Attacks ignore the first 4 points of Damage Reduction (DR) or Armor when striking non-magical metallic or stone structures.
- Thermal Sink: The lead-mesh wrap provides the wielder with Fire Resistance 5 against external heat sources while the weapon is held.
- Activatable Magics
- Steam-Driven Surge: (Action) Expends the steam charge to double the weapon’s Impact Rating for one strike. On a hit, the target must make a Strength Save or be knocked back 10 feet and fell prone.
- Venting Blast: (Bonus Action) Releases the internal pressure through side-ports. All adjacent creatures must succeed on a Dexterity Save or take 1d6 Fire damage and be pushed 5 feet away.
- Specific Slot: Hand (Main)
- Tags: Two-Handed, Kinetic, Steam-Powered, Cold-Iron, Industrial-Tool, High-Impact, Tier-1, Thermal-Resistant, Demolition, Heavy-Weapon, Siege-Grade, Pneumatic-Drive, Pressure-Chamber, Structural-Bypass, Magma-Tempered, Recoil-Inducing, Armor-Cracker, High-Density, Thermodynamic-Sink, Kinetic-Overload, Siege-Weapon, Masterwork-Tool
Procurement and Commerce of the Impact-Driver Warhammer 742
Methods of Acquisition
The Impact-Driver Warhammer 742 is a specialized industrial instrument, rarely found in the hands of common adventurers unless they have a history within the subterranean forge-sectors of Saṃsāra.
- Industrial Apprenticeship: Within the Iron-Sheath Gestalts, a “742” is often gifted to a journeyman who has mastered the art of thermodynamic timing. It is a tool of rank, signifying that the bearer is trusted to operate high-pressure machinery without triggering a catastrophic venting.
- Salvage from the Seismic-Shelf: Many of these hammers remain buried in the “Deep-Vein” mines that were abandoned during the tectonic shifts of the previous age. Because the cold iron head is resistant to corrosion, they are often found perfectly preserved inside pockets of volcanic glass, though the lead-mesh grip often requires replacement.
- Black Market “Bunker-Busters”: Due to its ability to bypass structural reinforcements, the 742 is a high-priority item for “reclamation crews” (organized thieves) who specialize in cracking open ancient vault doors.
Commercial Environments and Market Dynamics
Selling or buying a 742 requires visiting specialized vendors who understand the risks of pressurized steam-magic. Trading this item in a standard marketplace is often prohibited due to the danger of the pressure chamber detonating if mishandled.
- The Master Artificer’s Exchange (High-Tier Industrial Hubs): These are clean, high-tech environments where tools are treated like sacred relics.
- Buying: A factory-calibrated 742, with a certified pressure-seal and fresh lead-mesh, costs approximately 2,500 Gold. The price includes a “Tuning Service” to match the steam release to the buyer’s specific strike-force.
- Selling: A well-maintained hammer can be sold for 1,200 Gold. The vendor will strictly inspect the steam chamber for micro-fractures before agreeing to the purchase.
- The Scrapper’s Pit (Mining Frontiers): Found in the rough-and-tumble settlements near the volcanic islands, these shops are cluttered with heavy iron and used parts.
- Buying: You can often find a “rough” 742 here for 1,500 Gold. These usually have soot-stained heads and frayed grips, and there is a 10% chance the steam-driven surge might “misfire,” causing the user to take minor heat damage.
- Selling: Scrappers will pay roughly 700 Gold in trade-in value, usually preferring to swap it for fuel-cells or raw ore rather than coin.
- The Shadow-Market “Breacher” Dealer: Located in the lawless sectors of the Under-Cities, these dealers cater to the “demolition specialists.”
- Buying: Because of its utility in illegal entries, the price fluctuates based on local guard activity. It typically goes for 3,200 Gold. The premium covers the “No-Questions-Asked” nature of the sale.
- Selling: These dealers will buy a 742 for 900 Gold, but only if you can prove it hasn’t been “hot-modded” to bypass safety limits, which makes the weapon prone to exploding after a few uses.
Transactional Costs
In the regulated districts of Saṃsāra, owning an Impact-Driver 742 requires a “Class-4 Demolition Permit”, which costs 50 Gold annually. Failure to produce this permit when carrying the weapon in public can result in the item’s confiscation by the local peacekeepers. Furthermore, most reputable shops charge a Mechanical Certification Fee of 10% of the purchase price to ensure the steam valves are up to safety code.
Strategic Utility and Roleplay of the Impact-Driver Warhammer 742
The Impact-Driver 742 is not a weapon of finesse; it is a weapon of physics. Roleplaying with this tool involves describing the buildup of pressure, the violent release of energy, and the heavy physical toll it takes on both the environment and the wielder.
Combat Roleplay: Offensive Maneuvers
Offensively, the 742 is used to shatter defenses that are otherwise impenetrable, turning a single hit into a localized shockwave.
- The Timed Detonation: When the avatar swings, the player can roleplay the “Click-Scream” of the hammer. Describe the thumb-lever depressing as the head connects with an enemy’s shield. Instead of a standard impact, describe a thunderous BOOM as the steam chamber vents, the kinetic burst turning a blocked strike into a bone-shattering concussion that sends the foe flying backward.
- Structural Demolition: Against armored constructs or fortifications, roleplay the “Cold Iron Bypass.” Describe the hammer head glowing with a dull, internal heat as it strikes a reinforced door. The player might describe the metal groaning and liquefying at the point of impact, the hammer’s steam-driven surge forcing the heavy iron to buckle like wet parchment.
Combat Roleplay: Defensive Maneuvers
Defensively, the hammer is used to create space and discourage close-quarters aggression through sheer thermal and kinetic intimidation.
- The Venting Reprisal: When surrounded by multiple smaller enemies, the player can roleplay a “Emergency Blow-off.” Describe the avatar twisting the handle, causing the hammer to hiss violently as white-hot steam erupts from the side ports. This creates a literal wall of heat and pressure, forcing attackers to recoil or suffer severe burns.
- Heavy-Weight Bracing: Using the 22lb head as a shield, roleplay the “Lead-Mesh Grip” absorbing the shock of incoming blows. Describe the avatar leaning into the hammer’s massive handle, the heat-resistant wrap glowing as it dissipates the energy of magical fire or physical strikes, keeping the avatar’s metallic hands from fusing or warping under the stress.
Roleplay in Extreme Environments
- Subterranean Vaults: In cramped, echo-prone tunnels, roleplay the “Deafening Resonance.” Describe how every strike of the 742 causes dust to rain from the ceiling and makes the air vibrate so intensely that speech becomes impossible. The hammer isn’t just a weapon here; it’s a seismic event that warns everything in the deep that a master-smith has arrived.
- Metropolitan Metropolises: In a city setting, the 742 is roleplayed with “Restrained Power.” Describe the avatar carefully managing the pressure gauges while walking through crowded streets, the weapon emitting a low, rhythmic thrum-hiss that sounds like a predatory beast held on a short leash. Roleplay the tension of keeping a demolition tool in a fragile environment.
- Volcanic Forge-Islands: In the intense heat of the forge, the 742 is in its natural element. Roleplay the “Thermal Cycle,” where the avatar uses the ambient heat of the lava to quickly recharge the steam chamber. Describe the hammer head turning a deep, translucent orange as it drinks in the environment’s energy, readying a strike that could crack the very island in half.

Perception of Activation:
User’s Perspective
When the Impact-Driver Warhammer 742 strikes home, the avatar experiences a “Kinetic Feedback Loop.” Through the Mind’s Eye, the user perceives a surge of white-hot mana-vapor flowing from the handle’s pressure-valves into the cold iron head. The avatar feels a sudden, sharp “torque-jerk” in their servos as the Steam-Driven Surge ignites, followed by a sensation of localized gravity increasing around the point of impact. Extra-sensory “Thermodynamic Mapping” allows the user to feel the molecular bond-strength of the target, sensing exactly where the material is about to buckle under the pressure. The smell of scorched ozone and wet metallic steam fills the avatar’s internal sensors, signaling a successful activation.
Observer’s Perspective
To an onlooker, the activation is a violent, sensory event. As the hammer connects, there is a micro-second of silence followed by a deafening CRACK-HISS as high-pressure steam erupts from the rear vents of the hammer head. A visible shockwave ripples through the air, distorting light around the strike zone. The cold iron head momentarily glows with an internal, cherry-red heat that quickly fades as the Thermal Sink dissipates the energy. The observer feels a sharp vibration through the soles of their feet, as if the ground itself has been struck by a localized bolt of lightning, while the target is often physically displaced or crumpled by the invisible kinetic hammer-blow.
Positives
- Mechanical Overpower: The avatar can bypass the physical resistance of high-tier alloys and reinforced stone that would reflect standard weapons.
- Crowd Dispersion: The Venting Blast provides an automatic “breathing room” mechanic, pushing back lighter foes without requiring a specific combat maneuver.
- Sunder Mastery: The “Cold Iron Resonance” ensures that even on a glancing blow, the target’s armor or structural integrity is permanently degraded.
Negatives
- Thermal Bleed: Each activation of the steam surge raises the avatar’s internal temperature; excessive use without cooling can cause “Heat-Lock” in the hand servos.
- Acoustic Signature: The steam release is as loud as a cannon blast, making the weapon a “Stealth-Killer” that alerts every enemy within the sector.
- Recoil Strain: The violent kinetic release puts immense stress on the wielder’s arm joints, potentially leading to a decrease in Accuracy if the avatar’s Strength or Stability is insufficient to anchor the blow.
Schematic for the Steam-Pressure Crusher: Series 742
Materials Needed
- 20 lbs High-Density Cold Iron: For the primary hammer head; must be pure-grade to withstand internal thermal expansion.
- 1 Reinforced Brass Steam-Chamber: A specialized vessel rated for extreme mana-pressure.
- 1 Magically Infused Pressure Valve: To regulate the kinetic release and prevent a terminal detonation.
- 5 ft Heat-Resistant Lead-Mesh: For the handle wrap to insulate the wielder from thermal feedback.
- 1 Pint Alchemical Fire-Water: To act as the steam-catalyst within the internal chamber.
- 1 Hardened Steel Core-Rod: For the handle, ensuring the 22 lb weight does not snap the grip under high torque.
Tools Required
- Heavy Induction Forge: Necessary to soften cold iron without losing its magic-nullifying properties.
- Precision Bore-Drill: To hollow out the hammer head for the steam-chamber housing.
- Arcane Pressure Gauge: To calibrate the steam-surge output to safe (non-exploding) limits.
- Riveting Hammer: For securing the lead-mesh wrap to the handle.
- Crystal-Tipped Engraver: To etch the pressure-sync runes between the valve and the chamber.
Skill Requirements
- Metallurgy (Trained): Level 3 to successfully shape and drill cold iron.
- Arcane Engineering (Trained): Level 2 to assemble and calibrate the magically pressurized steam system.
- Thermodynamics (Basic): Level 1 to manage the heat-bleed and ensure the thermal sink functions correctly.
- Artificing (Trained): Level 2 to bind the kinetic bypass to the striking face of the weapon.
Crafting Steps
- Step 1: The Head Forging: Heat the cold iron ingots until they reach a malleable state. Forge the rectangular head, ensuring a solid striking face and a thick rear housing to hold the pressure components.
- Step 2: Boring the Chamber: Once cooled, use the Precision Bore-Drill to create a central cavity in the rear of the hammer head. This must be perfectly centered to avoid throwing off the weapon’s balance.
- Step 3: Fitting the Steam-Vessel: Insert the Reinforced Brass Steam-Chamber into the cavity. Seal the edges with molten cold-iron slag to ensure an airtight and mana-tight fit.
- Step 4: Installing the Valve: Mount the Magically Infused Pressure Valve at the rear of the chamber. Connect it to a manual trigger mechanism that runs down the length of the steel handle.
- Step 5: Runic Synchronization: Etch the kinetic-link runes from the striking face back to the valve. These runes sense the moment of impact and command the valve to open, releasing the steam-surge at the exact millisecond of contact.
- Step 6: Handle Insulation: Wrap the steel handle tightly in the lead-mesh. Each layer must be overlapping to ensure zero thermal leakage from the head reaches the grip. Secure the ends with steel rivets.
- Step 7: Pressure Priming: Fill the chamber with Alchemical Fire-Water. Use the Induction Forge to bring the hammer head to “Idle Temperature” until the Arcane Pressure Gauge reads in the green zone. Test the Venting Blast in a safe area to ensure the seals hold.
Heavy Crushing-Stick with Angry Cloud Inside 742
This is the writing that was scraped upon the walls of the deep-down scratching-holes, translated from the mouths of the ones who forgot the sun. In the days of the Old Dirt, the Brothers of the Iron-Skin were doing a great digging for the King of the Hot Places. They were looking for the shiny-rocks, but they found the Black Glass Stone. The Black Glass Stone was very rude. It laughed at the hitting-picks. The Brothers hit the stone, but the backwards-pushing ghost broke their arms. The hitting-picks became bent like the sad grass. There was much dropping of the eye-water in the deep-down scratching-holes.
The King of the Hot Places did a great angry shouting. He pointed his fat finger at the High Thinkers of the Smoke-City. He said, “The Black Glass Stone is making a fool of our arms. You must build a hitting-stick that hits with the anger of a boiling soup, or I will put you in the soup.”
The High Thinkers were doing a great sweating. They said, “The arms of the meat and the metal are not strong enough. We must build a stick that has its own pushing-ghost inside.”
So, the High Thinkers went to the tops of the sleeping mountains, where the air hurts the face. They pulled out the Ice-Metal, the iron that is always shivering and never gets warm. They said, “When the pushing-ghost becomes too hot, the Ice-Metal will eat the hotness and keep the stick from turning into the water of fire.”
They made a very fat, square head of the Ice-Metal. But a fat head is just a fat head. It needed the angry ghost. So, in the behind-parts of the fat head, they dug a cave. They put a brass belly inside the cave. They filled the brass belly with the water-that-burns. They built tiny metal lips to hold the water. They said, “When the fat head kisses the rude stone, the metal lips will open, and the water-that-burns will turn into the Angry Cloud.”
They built seven-hundreds and four-tens and one of these sticks. But there was a great problem. When the Angry Cloud escaped, it made the holding-stick too hot. The meat-hands and the metal-hands of the Brothers melted together. They became the crying statues.
The High Thinkers did a great thinking again. They took the heavy grey dirt, which is the lead, and they made it into a soft blanket of wire. They wrapped the holding-stick in the heavy grey blanket many times. They said, “The heavy grey blanket will swallow the angry heat before it bites the fingers.”
This was the hitting-stick of the seven-hundreds and four-tens and two. The 742.
They gave the 742 to the Brother named Grok of the Thick Neck. Grok walked to the Black Glass Stone. The stone sat there, being very rude. Grok squeezed the tiny trigger-nipple on the holding-stick. The water-that-burns began to cook inside the brass belly. The hitting-stick began to do a great vibrating. It sounded like the angry bees trapped inside a skull. Thrum. Thrum. Thrum. The belly of the stick became completely pregnant with the pressure.
Grok of the Thick Neck lifted the fat head of the Ice-Metal. He did a great swinging. He hit the rude stone.
At the exact blink of the eye when the Ice-Metal touched the stone, the tiny metal lips screamed open. BANG-HISS! The Angry Cloud of the white steam exploded from the behind-parts of the hammer. The pushing-ghost did not go into Grok’s arms; it was forced forward by the escaping cloud.
The Black Glass Stone forgot how to be a rock. The invisible hitting-magic from the Angry Cloud entered its bones. It turned into the flying sand and the sad dust. The wind of the loud noise pushed Grok backward on his back-meat, but his hands were safe. The heavy grey blanket drank the burning heat, and the Ice-Metal cooled the brass belly.
Grok of the Thick Neck stood up. He looked at the empty hole where the rude stone used to live. He looked at the fat head of the hitting-stick venting the white breath. He nodded his head and said, “The soup is served.”
The moral of the story: When the problem is too hard for the muscles of your arms, put an angry boiling cloud inside a fat block of shivering metal, but always remember to wear your heavy grey blanket on your hands, or you will cook your own fingers while trying to win an argument with a rock.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Item Name: The 742 Industrial Breaching-Maul
- Classification: Weird Science / Melee Weapon
- Damage: 1d10 + 2 + db (Normal); 2d10 + 4 + db (Steam Surge)
- Skill: Fighting (Flail/Hammer)
- Build: 2
- Game Mechanics:
- Steam Surge: On a successful hit, the user may trigger the kinetic burst. This doubles the damage dice but requires a Hard STR check to avoid being knocked back 5 feet and falling prone themselves.
- Thermodynamic Shielding: The lead-mesh handle grants a Bonus Die on any Luck roll to avoid hand-related heat damage or burns from external sources.
- Malfunction: On a Fumble (96-100), the steam chamber ruptures. The user takes 1d8 burn damage, and the weapon is rendered useless until repaired with a Hard Mechanical Repair roll.
- Syntax: “The heavy cold iron head lets out a shrill whistle before the impact releases a localized concussive blast.”
Blades in the Dark
Item Name: The Spark-Wright’s Pneumatic Smasher
- Type: Heavy Weapon (2 Load)
- Tier: II (Fine Quality)
- Mechanics:
- Impact Surge: When you Wreck or Skirmish with this weapon, you may take 1 Stress to add Increased Effect to a strike. This represents the pressurized steam chamber forcing the blow through reinforced defenses.
- Lead-Mesh Insulation: You are protected from the heat consequences of your own gear. This weapon counts as Potent against ghosts or ethereal beings due to its cold iron construction.
- Venting Blast: You may expend a use of Special Armor to repel a group of enemies currently engaging you in melee, pushing them back with a cloud of scalding steam.
- Tags: Two-Handed, Forceful, Industrial, Cold-Iron.
Dungeons & Dragons (5th Edition)
Item Name: Impact-Driver Warhammer 742
- Weapon (Warhammer), Rare (Requires Attunement)
- Properties: Heavy, Two-Handed (Unique: This weapon deals 2d6 bludgeoning damage instead of the standard warhammer damage).
- Mechanics:
- Kinetic Discharge: This weapon has 3 charges, which it regains daily at dawn. When you hit a creature with this weapon, you can expend 1 charge to deal an extra 2d8 force damage. The target must succeed on a DC 15 Strength saving throw or be pushed 10 feet away and knocked prone.
- Cold Iron Head: Attacks with this weapon deal double damage to non-magical objects and structures.
- Heat Dissipation: While holding this weapon, you have resistance to fire damage from non-magical sources.
- Syntax: “Upon impact, the rear of the head vents a violent burst of steam, magnifying the physical force of the strike into a thunderous eruption.”
Knave (2nd Edition)
Item Name: Steam-Hammer 742
- Item Slots: 2 (Heavy)
- Damage: d10 (Two-Handed)
- Mechanics:
- Pressure Strike: When you roll damage, you may choose to “Vents.” Reroll the damage die and take the higher result. If the new result is a 10, the target is knocked back 10ft.
- Cold Iron: This weapon ignores the Armor of constructs or metallic foes.
- Thermal Feedback: If you use the “Pressure Strike” more than twice in a single combat, you must make a CON save or take 1d4 heat damage as the lead-mesh handle begins to glow.
- Tags: Metal, Heavy, Siege, Thermodynamic.
Fate (Core/Condensed)
Item Name: The 742 Pressure-Drive Hammer
- Type: Extra / Industrial Weapon
- Aspect: “Steam-Vented Demolition Engine”
- Mechanics:
- Kinetic Bypass: You gain a +2 bonus to Physique or Crafts when using the hammer to destroy inanimate objects, barriers, or armored constructs.
- Full Steam Ahead: Once per scene, you may invoke the hammer’s internal pressure to add +2 to a Fight roll. If the attack succeeds, you may also move the target one zone away as a free action.
- Thermal Insulation: The lead-mesh grip allows you to ignore any “Burned Hands” or “Extreme Heat” situational aspects while the hammer is in your possession.
- Cost: 1 Stunt or 1 Refresh.
Numenera & Cypher System
Item Name: Kinetic-Vent Smasher
- Level: 1d6 + 2 (Tier 2)
- Form: A massive cold iron maul with a humming brass cylinder and lead-wrapped handle.
- Effect: This heavy weapon deals damage equal to its level.
- Depletion: 1 in 1d20 (Check only when using the “Surge” ability).
- Specific Mechanics:
- Kinetic Surge: On a successful strike, the user can trigger a steam release. This adds +3 damage to the attack and knocks the target back a short distance.
- Cold Iron Edge: The weapon is an asset for tasks involving the smashing or dismantling of metallic machines or artifacts.
- Thermal Sink: The user gains an asset to defense tasks against heat or fire-based environmental hazards while holding the weapon.
- Syntax: “The internal valves cycle with a rhythmic clatter, releasing a gout of scalding vapor upon impact.”
Pathfinder (2nd Edition)
Item Name: Impact-Driver Warhammer 742
- Item 4 | Rare | Evocation | Magical | Structure
- Price: 100 gp
- Usage: held in 2 hands; Bulk: 3
- Base Weapon: Warhammer (deals 1d10 B damage)
- Mechanics:
- Demolition Tool: Strikes with this weapon ignore 5 points of Hardness when attacking objects or constructs made of stone or metal.
- Steam-Surge [Action]: (Frequency: Once per round) You trigger the pressure chamber during an attack. On a hit, the target takes an additional 1d8 Force damage and must succeed on a DC 18 Athletics check or be pushed 5 feet away.
- Thermal Shield: While wielding this weapon, you gain Fire Resistance 2.
- Syntax: “A deafening crack accompanies every successful blow as the steam-drive forces the cold iron head through the target’s center of mass.”
Savage Worlds (Adventure Edition)
Item Name: 742-Series Steam Hammer
- Type: Melee Weapon
- Damage: Str+d8+d6; AP: 4
- Min Str: d10; Weight: 22 lbs
- Mechanics:
- Heavy Weapon: This weapon can affect vehicles and Large Scale creatures.
- Pressure Discharge: If the user gets a Raise on their Fighting roll, the steam chamber triggers. The target is automatically pushed back 1” (2 yards) and must make a Strength roll at -2 or be knocked Prone.
- Heat Protection: The wielder gains a +2 bonus to rolls made to resist Environmental Heat or fire-based Fatigue.
- Syntax: “The lead-wrapped handle vibrates with stored potential, releasing a violent kinetic burst that bypasses conventional armor.”
Shadowrun (6th World Edition)
Item Name: Saeder-Krupp “Shock-Point” 742 Breaker
- Type: Exotic Melee Weapon
- Reach: 1
- Damage: 5P
- Attack Rating: 6/—/—/—/—
- Mechanics:
- Steam-Assisted Impact: When the user performs a Slam or Strike attack, they may spend a Minor Action to prime the steam chamber. The next successful hit increases the Damage Value by +3 and reduces the target’s Defense Rating by 2 for that attack.
- Barrier Buster: When used against inanimate objects or structures, the 742 doubles its Damage Value.
- Lead-Mesh Insulation: Provides 1 point of Fire Resistance and protects the user from “Burn” status effects caused by their own weapon’s thermal bleed.
- Syntax: “The internal valves cycle with a rhythmic clatter, releasing a gout of scalding vapor upon impact.”
Starfinder (2nd Edition / Playtest)
Item Name: 742 Kinetic-Driver Maul
- Item 4 | Rare | Tech | Weapon
- Price: 2,150 credits
- Usage: held in 2 hands; Bulk: 3
- Base Weapon: Warhammer (deals 1d10 B damage)
- Mechanics:
- Integrated Steam Surge (Action): You trigger the pressurized chamber on your next strike this turn. On a hit, the weapon deals an additional 1d12 Force damage. If the attack is a Critical Hit, the target is also Pushed 10 feet and becomes Prone.
- Structure Cracker: This weapon ignores the first 10 points of Hardness on technological objects, doors, and bulkheads.
- Thermal Guard: The lead-wrapped handle grants the wielder Fire Resistance 5 against environmental heat.
- Syntax: “The pressurized steam chamber ignites upon contact, turning a standard swing into a localized atmospheric collapse.”
Traveller (Mongoose 2nd Edition)
Item Name: TL12 Pneumatic Demolition Hammer
- Tech Level: 12
- Weight: 10 kg
- Cost: Cr 3,200
- Mechanics:
- Kinetic Discharge: The hammer features a 5-charge internal steam battery. When a charge is spent on a successful hit, the damage is increased by +2D. Recharging the battery requires 10 minutes of connection to a standard ship’s power plant or a portable heater.
- Breaching Tool: Against non-moving targets (walls, hatches, airlocks), the hammer treats the target’s Armor as being 4 points lower than it actually is.
- Lead-Mesh Grip: The traveler ignores any “Heat” or “Radiation” penalties associated with holding the tool in high-temperature environments (up to 200°C).
- Syntax: “A heavy clank echoes through the hull as the pneumatic drive forces the cold iron head through the bulkhead.”
Warhammer (Age of Sigmar: Soulbound)
Item Name: Steam-Forged Impact Driver
- Rarity: Rare
- Damage: 2 + S (Crushing)
- Mechanics:
- Venting Surge: When you achieve a Great Success (3 or more 6s) on an Attack Test, the steam chamber vents. The target is immediately Knocked Prone and takes an additional 2 Damage from the scalding steam.
- Sunderer: This weapon ignores 1 point of Armor on any target it hits. Against constructs or inanimate objects, it ignores 3 points of Armor.
- Insulated Grip: You are immune to the Aflame condition while wielding this weapon, provided the fire source is direct contact with the weapon itself.
- Syntax: “The hammer’s head glows with a dull, internal heat, hissing like a captured drake before delivering a world-shaking blow.”
