SFS Standard Void Cutlass Item 4+

Price 1818 credits
Damage 2d6 Void
Bulk 1
Hands 1
Type Melee
Category Martial
Group Sword
Upgrades 1

While some void cutlasses are crafted out of void energy condensed to a slow vibration, rumors suggest some evolve after absorbing 999 souls and no longer need a physical blade, or battery, to contain the void energy. This weapon deals vitality damage instead of void damage to creatures that are immune to void damage.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Advanced Void Cutlass 4 — 1818 credits 1 2d6 +1
Superior Void Cutlass 10 +9000 credits 10818 credits 1 2d6 +2
Elite Void Cutlass 12 +10000 credits 20818 credits 2 3d6 +2
Ultimate Void Cutlass 16 +80000 credits 100818 credits 2 3d6 +3
Paragon Void Cutlass 19 +300000 credits 400818 credits 3 4d6 +3

Traits

Agile:The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
Analog:Armor with the analog trait eschews advanced electronics, computers systems, and electric power sources, it was manufactured and calibrated using the latest advanced technology and modern materials. This armor is immune to abilities that target technology. Armor runes don't function on this armor unless this armor also has the archaic trait. Analog armor usually has the exposed trait.

A shield with the analog trait eschews advanced electronics, computers systems, and electric power sources, but was manufactured and calibrated using advanced technology. This shield is immune to abilities that target technology. Shield runes don't function on this shield unless this shield also has the archaic trait.

A weapon with the analog trait eschews advanced electronics, computers systems, and electric power sources but was manufactured and calibrated using advanced technology. This weapon is immune to abilities that target technology. Weapon runes don't function on this weapon unless this weapon also has the archaic trait.
deadly d6:On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice for elite and ultimate grade weapons and 3 dice for paragon grade weapons. For instance, an elite nano-edge rapier deals an additional 2d8 piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.
Finesse:You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.
Magical:Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical. Vehicles with this trait are powered by spells, magic items, or an entirely magical engine.
Sweep:This weapon makes wide swinging attacks. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.
tracking +1:This weapon has been developed with several integrated targeting, stabilizing, and homing systems. Attack rolls with this weapon gain an item bonus equal to the listed value. Area attacks with this weapon gain an item bonus equal to the listed value to the class DCs of saves.

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.

Sword The target is made off-balance by your attack, becoming off-guard until the start of your next turn.