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Player > Weapon > Melee > Vibrogarrote, harmonic

Vibrogarrote, harmonic

Starfinder Armory p.51

Level: 7
Price: 7200
Damage: 2d4 So
Critical: Deafen
Bulk: L
Special: Conceal, grapple, operative, powered (capacity 20, usage 1), throttle

The vibrogarrote is similar to an analog garrote, but the handle contains a battery pack to power the weapon, and the garrote wire produces a coherent, cutting sound. When used, the vibrogarrote makes a distinctive pitch based on how long the wire has been extended. Basic, harmonic, and interference vibrogarrotes produce only audible frequencies, while infrasonic and ultrasonic vibrogarrotes also generate waves outside the typical auditory spectrum for additional damage.

Two-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Vibrogarrote, basicAdvanced24101d3 SoDeafenLConceal, grapple, operative, powered (capacity 20, usage 1), throttleARM p.51
Vibrogarrote, harmonicAdvanced772002d4 SoDeafenLConceal, grapple, operative, powered (capacity 20, usage 1), throttleARM p.51
Vibrogarrote, interferenceAdvanced11271003d6 SoDeafenLConceal, grapple, operative, powered (capacity 20, usage 1), throttleARM p.51
Vibrogarrote, infrasonicAdvanced161890006d6 SoDeafenLConceal, grapple, operative, powered (capacity 20, usage 1), throttleARM p.51
Vibrogarrote, ultrasonicAdvanced2092700010d6 SoDeafenLConceal, grapple, operative, powered (capacity 20, usage 1), throttleARM p.51

Deafen

The target must succeed at a Fortitude saving throw or be deafened for 1d4 minutes.

Deafened

You can't hear. You take a –4 penalty to initiative checks and opposed Perception checks, and you automatically fail Perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.

Operative

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.

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).

Conceal

A weapon with the conceal special property is considered especially small or easy to hide for purposes of Slight of Hand's hide object task, granting you a +4 circumstance bonus to skill checks to hide object.

Grapple

When wielding a grapple weapon, you can use it to perform a grapple combat maneuver without having your hands free. When you do so, you gain a +2 bonus to the attack roll, and if you roll a natural 20 on the attack roll, you apply the weapon's critical hit effect (if any) to the target.

Throttle

A throttle weapon deals damage only when it is used to grapple a foe, automatically dealing damage with every successful grapple combat maneuver. These are considered attacks for abilities that can increase a weapon's damage (such as trick attack). All throttle weapons are also grapple weapons. While a target is successfully being grappled with a throttle weapon, it cannot use its airways to speak or make vocalizations of any kind (though other forms of making noise work normally).

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