The Hidden Truth

Player > Weapon > Melee > Incapacitator


Starfinder Core Rulebook p.185

Level: 9
Price: 14200
Damage: 3d4 B
Critical: Staggered
Bulk: L
Special: Nonlethal, operative, powered (capacity 20, usage 2)

When this nonreflective, dark-gray baton connects with a target, it discharges an electrical pulse that can stagger its victim.

One-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
IncapacitatorBasic9142003d4 BStaggeredLNonlethal, operative, powered (capacity 20, usage 2)CRB p.185


The target must succeed at a Fortitude save or be staggered for 1 round.


You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.


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


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).

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