Player > Weapon > Melee > Idaran force training baton
Damage: 1d4 B
Special: Operative, powered (capacity 20, usage 1)
This looks like a normal tactical baton, except it is much
thinner and lighter. The baton has passive nanoengineering
such that swinging it hard enough through any atmosphere
creates an electromagnetic force.
The damage from this weapon counts as a force effect when wielded by a character with at least 12 Strength. Note, this does not mean the weapon deals force damage, only that it counts as a force effect for overcoming certain defenses such as incorporeal.
|Idaran force training baton||Basic||2||400||1d4 B||—||L||Operative, powered (capacity 20, usage 1)||SFS1 p.12|
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.
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).