SFS Standard Nano-Edge Rapier

Price 25 credits
Damage 1d6 P
Bulk 1
Hands 1
Type Melee
Category Martial
Group Sword
Upgrades 1

The edge of this precision-crafted foil is sharpened to the thickness of a single atom, using regenerating nanites to maintain itself after countless strikes.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Nano-Edge Rapier 0 25 credits 1 1d6
Tactical Nano-Edge Rapier 2 +350 credits 375 credits 1 1d6 +1
Advanced Nano-Edge Rapier 4 +650 credits 1025 credits 2 2d6 +1
Superior Nano-Edge Rapier 10 +9000 credits 10025 credits 2 2d6 +2
Elite Nano-Edge Rapier 12 +10000 credits 20025 credits 3 3d6 +2
Ultimate Nano-Edge Rapier 16 +80000 credits 100025 credits 3 3d6 +3
Paragon Nano-Edge Rapier 19 +300000 credits 400025 credits 4 4d6 +3

Traits

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 d8: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.
Disarm:You can use this weapon to Disarm with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
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.

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.