Where other power weapons emit a constant energy field, the power hammer is
designed to energize the power field only upon impact, enabling it to conserve
energy until it is actually needed, and allowing the weapon to deliver a particularly
devastating blow. Upon impact, the thunder hammer's blue energy field explodes with
a thunderous crack, more often than not smashing through armour, and leaving a smoking
hole that crackles with blue sparks. The weapon's main
drawback in combat is its slowness in delivering a strike compared to most other close
combat weapons.
Melee: Attacks with this trait can be used during close combat without penalty.
Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by weapons that have both the Power and Parry traits, energy based shields, or via the Parry Master skill. In addition, if the hit roll for a Power weapon is a 6, that hit automatically wounds.
Pulverize: After making an Injury roll for a successful attack that has this trait, the attacking player can roll a D6. If the result is equal to or higher than the target's unmodified Toughness, or is a natural 6, they can change one Injury dice from a Flesh Wound result to a Serious Injury result.