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Player > Weapon > Range > Shout projector, damper

Shout projector, damper

Starfinder Armory p.50

Level: 6
Price: 4750
Damage: 2d6 So
Range: 40 ft.
Critical: Demoralize
Capacity: 20 charges
Usage: 2
Bulk: 2
Special: Explode (10 ft.), integrated (2 slots), nonlethal, unwieldy

Shout projectors amplify your speech to overwhelming or destructive volume, and then project it in a cone. Words and sheer sonic pressure in this cone can't be ignored. All shout projectors can be installed as armor upgrades (taking one upgrade slot per hand needed to wield the weapon), allowing the projectors to be used hands-free. That way, a user can carry lethal weaponry, safety gear, or protest signage. Exhorter shout projectors can be useful for crowd control with a lighter touch. Damper and pacifier models are ostensibly for nonlethal but more coercive applications, while the riot and crackdown projectors are for heavy-handed use.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Shout projector, exhorterHeavy14201d6 So30 ft.Demoralize20 charges22Explode (10 ft.), integrated (2 slots), nonlethal, unwieldyARM p.50
Shout projector, damperHeavy647502d6 So40 ft.Demoralize20 charges22Explode (10 ft.), integrated (2 slots), nonlethal, unwieldyARM p.50
Shout projector, pacifierHeavy11228003d8 So60 ft.Demoralize40 charges42Explode (15 ft.), integrated (2 slots), nonlethal, unwieldyARM p.50
Shout projector, riotHeavy173040005d8 So60 ft.Demoralize40 charges42Explode (15 ft.), integrated (4 slots), stun, unwieldyARM p.50
Shout projector, crackdownHeavy209180009d8 So80 ft.Demoralize80 charges82Explode (20 ft.), integrated (4 slots), stun, unwieldyARM p.50

Demoralize

You can attempt an Intimidate check with a –5 penalty to demoralize your foes as a reaction. Compare the result of this check to the DC of each creature that took damage from this attack using the guidelines from the demoralize task of the Intimidate skill (Core Rulebook 142).

Explode

Explosives have the explode special property, which lists the amount of damage the explosion deals, the damage type, special effects (with a duration, if necessary), and the radius of the explosion. When you attack with this type of weapon or ammunition, aim at a grid intersection. Each creature within the blast radius takes the listed damage but can attempt a Reflex saving throw for half damage. If the explode special property has any special effects other than damage, they are negated with a successful saving throw. Some exploding weapons, such as smoke grenades, don't deal damage, so they don't include the damage and damage type entries.

Nonlethal

This weapon deals nonlethal damage. See page 252 for more information on how nonlethal damage works.

Unwieldy

Weapons with the unwieldy special property are large and awkward, can't be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can't use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can't attack with it more than once per round, and you can't use it to make an attack of opportunity.

Integrated

An integrated weapon can be wielded normally or installed in an armor upgrade slot. When properly installed, the weapon is considered to be wielded without needing to assign a number of hands to wield it. An integrated weapon requires the listed number of armor slots for proper installation. An android or any other creature with the upgrade slot racial ability cannot combine its racial upgrade slot with armor upgrade slots to install an integrated weapon. Installing, removing, or replacing an integrated weapon in a suit of armor takes 10 minutes, as if it were an armor upgrade.

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