Damage Bonus: +2-16 (2d8) Physical (piercing).It's unclear whether this weapon was designed by the Gand or to silence them. On Hit: Stun 25% chance, 6 seconds, DC 22.There's a chance to receive from the following: On Hit: Stun 25% chance, 6 seconds, DC 18Ī useful tool for espionage, this weapon is more effective than the standard stun baton, but is still available on most worlds.There's also a chance to receive from the following: On Hit: Stun 25% chance, 12 seconds, DC 14Įnergy Batons are commonly employed by police forces who prefer to incapacitate instead of kill their targets.
While a clumsy weapon in combat, it can cut through sealed doors and containers easier than most blasters. Plasma torches are common accessories in most construction facilities. These weapons are unusable with weapons in the off-hand. Stun batons all have at least Damage: Physical (bludgeoning), 1-1 and Critical Threat: 20-20,x2 (5% chance). Some melee weapons can be created using a Workbench with sufficient Repair rank and Components: The more advanced can have additional bonuses. Strength modifier is normally added to both Attack and Damage, although with Finesse: Melee Weapons, Dexterity modifier is added to Attack if higher than Strength. Feats Required: Weapon Proficiency - Melee Weapons to use one or two melee weapons (most can be dual wielded, or are two-handed weapons), a feat which is granted to all classes except Droids (who cannot even select it).