SFS Standard Honor Enforcer Item 1+

Price 125 credits
Damage 1d6 S
Bulk L
Range 30 ft.
Reload 1
Type Ranged
Category Unarmed
Group Dart
Upgrades —
Magazine 1 projectile
Expend 1

Created by the Veskarium to deal with cowards who refuse to stand and fight, this boxy contraption fires whirling, high-density weights connected by woven titanium cable. Properly aimed, these projectiles wrap around the target’s limbs and bring them to the ground.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Honor Enforcer 1 — 125 credits — 1d6 —
Tactical Honor Enforcer 2 +350 credits 475 credits — 1d6 +1
Advanced Honor Enforcer 4 +650 credits 1125 credits 1 2d6 +1
Superior Honor Enforcer 10 +9000 credits 10125 credits 1 2d6 +2
Elite Honor Enforcer 12 +10000 credits 20125 credits 2 3d6 +2
Ultimate Honor Enforcer 16 +80000 credits 100125 credits 2 3d6 +3
Paragon Honor Enforcer 19 +300000 credits 400125 credits 3 4d6 +3

Traits

Installed (two-handed 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.
Kickback:A kickback weapon is extra powerful and difficult to use. A kickback weapon deals 1 additional damage with all attacks. Firing a kickback weapon give a –2 circumstance penalty to the attack roll, but characters with a +2 or greater Strength modifier ignore the penalty. Attaching a bipod to a weapon with the kickback trait can lower or negate this penalty.
Ranged Trip:The weapon can be used to Trip with the Athletics skill within the weapon's first range increment. The skill check takes a –2 circumstance penalty. You can add the weapon's item bonus to attack rolls as a bonus to the check. A ranged trip weapon doesn't deal any damage when used to Trip.
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.

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.