SFS Standard Fangblade

Price 27 credits
Damage 1d10 S
Bulk 1
Hands 2
Type Melee
Category Martial
Group Axe
Upgrades 1

Durable teeth line the edges of this motorized sword and spin with the force of an industrial chainsaw.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Fangblade 0 27 credits 1 1d10
Tactical Fangblade 2 +350 credits 377 credits 1 1d10 +1
Advanced Fangblade 4 +650 credits 1027 credits 2 2d10 +1
Superior Fangblade 10 +9000 credits 10027 credits 2 2d10 +2
Elite Fangblade 12 +10000 credits 20027 credits 3 3d10 +2
Ultimate Fangblade 16 +80000 credits 100027 credits 3 3d10 +3
Paragon Fangblade 19 +300000 credits 400027 credits 4 4d10 +3

Traits

Backswing:You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.
Boost 1d12:You can charge up a weapon with this special property with an Interact action to add an additional damage die of the listed size to the next attack you make with the weapon. The damage from this trait increases to 2 dice for advanced-grade and superior-grade weapons, 3 dice for elitegrade and ultimate-grade weapons, and 4 dice for paragongrade weapons. On a critical hit, roll these after doubling the weapon's damage. Multiple boosts have no effect.
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.

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.

Axe Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage dice you rolled. This amount isn't doubled, and no bonuses or other additional dice apply to this damage.