SFS Standard Laserdisc

Price 95 credits
Damage 1d8 F
Bulk L
Hands 1
Range 20 ft.
Type Ranged
Category Martial
Group Knife
Upgrades 1

This disc has been retrofitted to generate a circular blade of razor-sharp hardlight when thrown. Xenoarchaelogists have found some evidence that some antique laserdiscs might have been used as a rudimentary form of data storage, but finding a device capable of reading that data would be a challenge.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Laserdisc 0 — 95 credits 1 1d8 —
Tactical Laserdisc 2 +350 credits 445 credits 1 1d8 +1
Advanced Laserdisc 4 +650 credits 1095 credits 2 2d8 +1
Superior Laserdisc 10 +9000 credits 10095 credits 2 2d8 +2
Elite Laserdisc 12 +10000 credits 20095 credits 3 3d8 +2
Ultimate Laserdisc 16 +80000 credits 100095 credits 3 3d8 +3
Paragon Laserdisc 19 +300000 credits 400095 credits 4 4d8 +3

Traits

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.
Thrown:You can throw this weapon as a ranged attack; it's a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon's Range entry.

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.

Knife The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.