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Player > Weapon > Melee > Shock truncheon, aurora

Shock truncheon, aurora

Starfinder Core Rulebook p.186

Level: 11
Price: 23000
Damage: 2d12 E
Critical: Arc 2d4
Bulk: 1
Special: Powered (capacity 20, usage 2), stun

These polycarbonate batons have a side-handle grip and a electrode-lined striking surface that delivers an electrical charge.

One-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Shock truncheon, staticAdvanced891501d12 EArc 1d41Powered (capacity 20, usage 2), stunCRB p.186
Shock truncheon, stormAdvanced16802003d12 EArc 3d41Powered (capacity 40, usage 2), stunCRB p.186
Shock truncheon, tempestAdvanced195450006d12 EArc 6d41Powered (capacity 40, usage 2), stunCRB p.186

Arc

The attack’s energy leaps to a second creature. This secondary target must be within 10 feet of your original target and must be the creature closest to the original target (you choose if multiple creatures are equidistant). Roll the amount of damage listed in the weapon’s arc—the secondary target takes this damage (not multiplied by the critical hit), of whatever type the weapon deals.

Powered

A melee weapon with an internal battery that must be charged to function has the powered special property, which lists its capacity and usage. Unlike with a ranged weapon, the usage is for 1 minute of operation rather than per attack, though using a powered weapon for less than 1 full minute still expends 1 full usage. The number of charges expended is equal to the usage × the number of minutes the weapon is used, rounded up to the nearest minute. You can activate the power of the weapon as part of the action used to make an attack with it, and it automatically deactivates after 1 minute.
As with ranged weapons, you can recharge the battery of a powered melee weapon using a generator or a recharging station, or you can purchase new batteries for it. If you try to attack with a powered weapon that’s out of charges, it functions as an improvised weapon (see page 169).

Stun

You can set a weapon with the stun special property to stun mode (or reset it to normal mode) as a move action. While in stun mode, all the weapon’s attacks are nonlethal. See page 252 for more about how nonlethal damage works.

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