So, I was reading Into the Storm, looking at some exotic weapons for purposes of providing my players with crazy loot, when I stumbled upon these two different hammers, finding both of them pretty damn cool….
First was the Inertial Hammer
Found mostly in the ruins of
several ancient dead worlds
surrounding the Cauldron, the
so-called Inertial Hammers have very
long haft, nearly shoulder high (leaving some
to believe the xenos race that created them
were taller than normal humans). The head is
a dead black colour, flaring into a huge flat
striking surface at one end. The other end is
surrounded by what are thought to be power
cables and the esoteric engines that drive
the device. When swung, the head seems to
gather inertial energy exponentially, so the
weapon seems lighter and swings more easily
the further it moves. On impact the inertia is
transformed into kinetic energy, allowing it to
strike in a single arc with enough concussive
force to rupture a tank hull.
If the user performs an All Out Attack
Action with this weapon, the weapon deals an
additional 1d10+3 I damage (for 2d10+10
total). This weapon requires two hands to use.
And then there is the Macro-Hammer
These puissant archeotech weapons are
thought to date back to the Dark Ages of
Technology. However, thus far they have
only been discovered on a long-lost city-cache hidden amongst the ruins of the war-world of Zayth. The Disciples of Thule seized the majority
of the weapons, though a few have found their hands into
other members of the Machine Cult in the Koronus Expanse.
Glowing with circuit-runes, the ancient tech-relic mounts a
suitably large hammer head covered with nano-sized warp
portals which burst open on contact. The impact of the portals
creates intense, localised warp disruptions, causing micro-explosions which devastate the enemy. Like many human
designs, its visage is intended to intimidate and cower all who
would stand before the righteous might of the Imperium and
the Machine God. This weapon requires two hands to use.
A hammer that makes Warp explosions? Bloody hell, this is crazy, I thought, looking at the page with weapon stats immediately to see what damage this beauty deals…
And here I was, thinking that can't be right. The ARCHAEOTECH_WARP_EXPLOSION_HAMMER_OF_DOOM does less damage than an ordinary Thunder Hammer? And said hammer of doom is less rare than just-some-alien-hammer?
Then I noticed another strange detail. The Inertial Hammer is written to deal an additional 1d10+3 damage when used for an all out attack, totaling at 2d10+10 damage total. Except It is written to have 2d10+7 damage here, which doesn't add up. The 1d10+7 damage the Macro Hammer is displayed to have, however, adds up perfectly to 2d10+10 with an additional d10+3… These details together lead me to believe that the statblocks for the two weapons were accidentally mixed up.
With that in mind, I opened up the latest Errata on the Support page to see how FFG resolved this small error.
Sadly, there was nothing concerning these two hammers in there. What I found was, however…
Whoa, I thought, there is another kind of Thunder Hammer in the book besides the Lathe-Pattern, and I missed it? I quickly opened the book to see the Mezoa-Pattern Thunder Hammer.
Guess what, it doesn't exist. There's still only the Lathe-Pattern, with its single head, and hard-hitting but unwieldy nature.
I'm still perplexed a bit. Now what are the true stats of the two exotic hammers? Am I correct about the stats being mixed up? Or was I the one that misread something? And where's the Mezoa-Pattern Thunder Hammer? Why are there fixes for a weapon which is just not there?
(Oh, and on this note, the Combat Shotgun is also missing altogether from the Core book, but the stats can just be copied over from the other games, thankfully.)