The Hidden Truth

Player > Weapon > Melee > Doshko, molecular rift

Doshko, molecular rift

Starfinder Core Rulebook p.187

Level: 17
Price: 248000
Damage: 10d12 P
Bulk: 1
Special: powered (capacity 20, usage 1), unwieldy

The traditional weapon of the vesk, the doshko is composed of one to four triangular blades arranged in a row and attached to a long haft. Ideal for devastating overhand blows and catching and parrying enemy weapons, its use is a highly respected art form in traditional vesk society, but it also sees use by creatures of other races as a variant axe. Traditionally, doshkos are made of steel, but in recent decades they have been crafted using advanced metallurgic techniques and even quantum technology to improve the stabbing edges.
Ultrathin doshko blades look exceptionally delicate but hold a fine edge. Zero-edge doshkos appear to have a blurred edge, while molecular rift doshkos have translucent blades. Dimensional blade doshkos have a narrower visible blade, but the solid surrounding aura makes them vicious weapons.

Two-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Doshko, tacticalAdvanced12401d12 P1Analog, unwieldyCRB p.187
Doshko, advancedAdvanced753002d12 P1Analog, unwieldyCRB p.187
Doshko, ultrathinAdvanced11246004d12 P1Analog, unwieldyCRB p.187
Doshko, zero-edgeAdvanced14715007d12 P1Analog, unwieldyCRB p.187
Doshko, molecular riftAdvanced1724800010d12 P1powered (capacity 20, usage 1), unwieldyCRB p.187
Doshko, dimensional bladeAdvanced1954610013d12 P1Analog, unwieldyCRB p.187


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).


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.

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