SFS Standard Disc Thrower Item 1+

Price 150 credits
Damage 1d4 S
Bulk 1
Range 30 ft.
Reload 0
Type Ranged
Category Unarmed
Group Dart
Upgrades —

Little more than a narrow curved channel installed along a weapon’s haft or blade, a disc thrower uses the momentum of the wielder’s swing to fling a razor-edged circular blade. The disc returns to the weapon at the end of its flight, where it’s recaptured by magnetic fields in the launcher.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Disc Thrower 1 — 150 credits — 1d4 —
Tactical Disc Thrower 2 +350 credits 500 credits — 1d4 +1
Advanced Disc Thrower 4 +650 credits 1150 credits 1 2d4 +1
Superior Disc Thrower 10 +9000 credits 10150 credits 1 2d4 +2
Elite Disc Thrower 12 +10000 credits 20150 credits 2 3d4 +2
Ultimate Disc Thrower 16 +80000 credits 100150 credits 2 3d4 +3
Paragon Disc Thrower 19 +300000 credits 400150 credits 3 4d4 +3

Traits

Installed (two-handed melee weapon):Shield Some shields aren't held but are installed as armor or weapon upgrades. You can Raise a Shield installed as an armor upgrade as normal. Shields can be installed only into weapons with the parry trait. When you use a parry weapon with a shield upgrade to get a bonus to your AC, the shield upgrade emits an inertial dampening barrier, and you automatically Raise a Shield. You can't Raise a Shield installed as a weapon upgrade any other way. If you use the weapon for any other purpose, the shield is no longer raised, and you no longer receive a bonus to your AC.

Weapon An installed weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be installed into. You must be wielding or wearing the item the weapon is installed into in order to attack with it. Typically, an item can have only one installed weapon. An installed weapon can't have weapon upgrades installed into it.

Installed weapons function as normal weapon upgrades, except that they can be improved to higher grades like a weapon using the weapon improvements table. They can't be improved past the grade of the installed weapon. Installed weapons always have the installed trait.
Recovery:When you make an unsuccessful thrown Strike with this weapon, it flies back to your hand after the Strike is complete, allowing you to try again. If your hands are full when the weapon returns, it falls to the ground in your space.
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.

Dart 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.