SFS Standard Painglaive

Price 30 credits
Damage 1d10 S
Bulk 1
Hands 2
Type Melee
Category Martial
Group Polearm
Upgrades 1

This fierce but deceptively elegant polearm rips apart enemies with a motor-powered fangblade. An adjustable pulse trigger allows the wielder to channel extra pain through the weapon.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Painglaive 0 30 credits 1 1d10
Tactical Painglaive 2 +350 credits 380 credits 1 1d10 +1
Advanced Painglaive 4 +650 credits 1030 credits 2 2d10 +1
Superior Painglaive 10 +9000 credits 10030 credits 2 2d10 +2
Elite Painglaive 12 +10000 credits 20030 credits 3 3d10 +2
Ultimate Painglaive 16 +80000 credits 100030 credits 3 3d10 +3
Paragon Painglaive 19 +300000 credits 400030 credits 4 4d10 +3

Traits

Boost 1d10: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.
Reach:This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.
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.

Polearm The target is moved 5 feet in a direction of your choice. This is forced movement.