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Player > Weapon > Melee > Baton, tactical
Starfinder Core Rulebook p.184
Level: 1
Price: 90
Damage: 1d4 B
Critical: —
Bulk: L
Special: Analog, operative
A baton is a thin, solid metal shaft, usually with a textured rubber grip. A tactical baton can be used to inflict precise bludgeoning blows. An advanced baton, used by elite mercenary and security companies, often has an additional shaft, as well as a weighted end that can be powered to connect with substantially more force than a tactical baton.
One-handed Weapons | Type | Level | Price | Damage | Critical | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|
Baton, tactical | Basic | 1 | 90 | 1d4 B | — | L | Analog, operative | CRB p.184 |
Baton, advanced | Basic | 19 | 540000 | 8d6 B | — | L | Operative, powered (capacity 20, usage 1) | CRB p.184 |
This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds.
An operative can use the trick attack class feature (see page 93) with a weapon that has this special property. Any character can add her Dexterity modifier rather than her Strength modifier on melee attack rolls with weapons with this special property.
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