Cordless Hammer Drill
Two Handed Weapon
SWORDS, WANDS
(empowered) CHALICES, Major Arcana
Close Range, Loud, (as weapon) Horrifying, Psychotic, (as tool) Unthreatening, Disguise: Electrician, Breaching / Demolition (Locks, Precision, Masonry - but slow), (in conventional unhammered mode) Screwdriver, Weak against: (Brutal, Blunt, Armour Crush, Swift, Coup-de-grace, Long Reach) Strong against: (Slow, Short Reach, Thrust, Pierce, Heavy)
Rotary drill using cam-action and two sets of toothed gears to spin the drill bit whilst simultaneously hammering it in and out. The percussive impact occurs rapidly - typically thousands of blows per minute.
After initial hit, continues to deal damage as trigger is held down and drills. The hammer drill gets twisted and stuck, snarls on any roll of 1, and can no longer be used next turn.
Roll a 1d10, 1d8, 1d6, 1d4 and accumulate total
If any of the rolls is a 1, the hammer drill bit has snarled and cannot be used after the turn.
Damage distribution is at least:
75% chance of 13-14 damage,
50% chance of 16-17 damage,
25% chance of 19-20 damage
When empowered by Trauma / magic damage:
add a d100, d20, d12 to the descending damage roll sequence.
Damage distribution is at least:
75% chance of 59 damage,
50% chance of 84 damage,
25% chance of 109 damage
(QM: I calculated this from
anydice.com)
QM experimental variant rule: you choose the maximum dice set of the damage sequence, eg whether it begins at d100, d20, d12 etc.
However if the drills snarls at all (ANY dice rolls a 1), the cumulative amount is dealt to self, as the hammer drill slips and injures you instead.
No snarl probability:
99/100*19/20*11/12*9/10*7/8*5/6*3/4=42%
Snarl probability = 58%