Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Armor | Shields | Weapons
Artifacts | Augmentations | Creature Companions | Computers | Hybrid Items | Magic Items | Technological Items | Traps
Manufacturers (Augmentations) | Manufacturers (Weapons) | Other Items | Special Materials


| Advanced Melee | Ammunition | Basic Melee | Grenade | Heavy | Longarms | Small Arms | Sniper | Solarian | Special
Critical Hit Effects | Special Properties | Weapon Accessories | Weapon Fusions


Shock Truncheon

These polycarbonate batons have a side-handle grip and a electrode-lined striking surface that delivers an electrical charge.

Shock Weapons

Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons.

Shock Truncheon, Tempest

Source Starfinder Core Rulebook pg. 171
Level 19; Price 545,000
Hands 1; Proficiency Advanced Melee
Damage 6d12 E; Critical arc 6d4
Bulk 1; Special powered (capacity 40; usage 2), stun

Shock Truncheon, Static

Source Starfinder Core Rulebook pg. 171
Level 8; Price 9,150
Hands 1; Proficiency Advanced Melee
Damage 1d12 E; Critical arc 1d4
Bulk 1; Special powered (capacity 20; usage 2), stun

Shock Truncheon, Aurora

Source Starfinder Core Rulebook pg. 171
Level 11; Price 23,000
Hands 1; Proficiency Advanced Melee
Damage 2d12 E; Critical arc 2d4
Bulk 1; Special powered (capacity 20; usage 2), stun

Shock Truncheon, Storm

Source Starfinder Core Rulebook pg. 171
Level 16; Price 80,200
Hands 1; Proficiency Advanced Melee
Damage 3d12 E; Critical arc 3d4
Bulk 1; Special powered (capacity 40; usage 2), stun