SFS Standard Shock Truncheon

Price 16 credits
Damage 1d6 E
Bulk L
Hands 1
Type Melee
Category Martial
Group Club
Upgrades 1

Popular among security forces, this retractable baton discharges electricity with each Strike. A whirring device inside the grip generates voltage, creating a sound like a swarm of buzzing insects when it's fully charged.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Shock Truncheon 0 16 credits 1 1d6
Tactical Shock Truncheon 2 +350 credits 366 credits 1 1d6 +1
Advanced Shock Truncheon 4 +650 credits 1016 credits 2 2d6 +1
Superior Shock Truncheon 10 +9000 credits 10016 credits 2 2d6 +2
Elite Shock Truncheon 12 +10000 credits 20016 credits 3 3d6 +2
Ultimate Shock Truncheon 16 +80000 credits 100016 credits 3 3d6 +3
Paragon Shock Truncheon 19 +300000 credits 400016 credits 4 4d6 +3

Traits

Disarm:You can use this weapon to Disarm with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
modular (arc or nonlethal):The weapon has multiple configurations that you can switch between using an Interact action. Typically, switching between configurations of a modular weapon allows it to deal different types of damage (listed in the trait, such as “modular B, P, or S”), though it's possible for a modular weapon's description to list most complicated configurations
Powered:This melee weapon uses a battery. You can activate or deactivate a powered weapon with an Interact action or as part of drawing or stowing it. This weapon comes with a commercial battery installed and uses 1 charge per day (rather than 1 charge per attack). If you try to attack with a powered weapon that's out of charges or deactivated, it functions as an improvised weapon. A modular (powered) weapon activates or deactivates when it switches between its modular configurations.
Tech:Equipment with the tech trait rely on electricity and may gain the glitching condition. Some creatures and hazards also have the tech trait, such as artificial intelligence, robots, and turrets.

Armor with the tech trait incorporate electronics, computer systems, integrated power sources, and a comm unit.

Shields with the tech trait incorporate electronics, computer systems, and integrated power sources.

Weapons with the tech trait incorporate electronics, computer systems, and power sources. Usually the weapons rely on integrated power sources (such as melee weapons that don't have the powered trait), while others drain batteries with each attack.

Cybernetic augmentations are technological, not magical, though they aren't subject to any effect or attack that targets technology unless it specifies that it affects cybernetics.

Critical Specialization Effects

Certain feats, class features, weapon fusions, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Club You knock the target away from you up to 10 feet (you choose the distance). This is forced movement.