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Player > Weapon > Melee > Battleglove, power

Battleglove, power

Starfinder Core Rulebook p.187

Level: 10
Price: 16100
Damage: 2d8 B
Critical:
Bulk: L
Special: Powered (capacity 20, usage 1)

Battlegloves are popular, economical choices for mercenaries and guards. These durable nylon-web or para-aramid gloves hold a weighted plate over the wearer's knuckles. You can hold other objects or weapons in a hand wearing a glove, but you can't use the glove to make attacks while doing so.

One-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Battleglove, cestusBasic11001d4 BLAnalogCRB p.187
Battleglove, powerBasic10161002d8 BLPowered (capacity 20, usage 1)CRB p.187
Battleglove, novaBasic13525003d10 BLPowered (capacity 20, usage 1)CRB p.187
Battleglove, gravityBasic172148505d10 BLPowered (capacity 20, usage 1)CRB p.187

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).

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