SFS Standard Card Slinger

Price 26 credits
Damage 1d4 P
Bulk L
Hands 1
Range 30 ft.
Reload 1
Type Ranged
Category Advanced
Group Dart
Upgrades 1
Magazine 7 projectiles
Expend 1

This ceramic weapon sharpens and fires playing cards, such as those from an infinity deck. Their folding design and innocuous ammunition make it ideal for infiltrating secure locations, especially casinos. While the weapon often relies on lucky hits, in the hands of a gambler familiar with card trajectory, it can become deadly.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Card Slinger 0 26 credits 1 1d4
Tactical Card Slinger 2 +350 credits 376 credits 1 1d4 +1
Advanced Card Slinger 4 +650 credits 1026 credits 2 2d4 +1
Superior Card Slinger 10 +9000 credits 10026 credits 2 2d4 +2
Elite Card Slinger 12 +10000 credits 20026 credits 3 3d4 +2
Ultimate Card Slinger 16 +80000 credits 100026 credits 3 3d4 +3
Paragon Card Slinger 19 +300000 credits 400026 credits 4 4d4 +3

Traits

Agile:The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
Concealable:This weapon is designed to be inconspicuous or easily concealed. You gain a +2 circumstance bonus to Stealth checks and DCs to hide or conceal a weapon with this 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.
Professional (Deception):A weapon with this trait can be used as a toolkit for the listed skill. Add the weapon's item bonus to attack rolls as an item bonus to skill checks using the listed skill. For purposes of proficiency, you treat this martial weapon as a simple weapon or this advanced weapon as a martial weapon, up to your proficiency with the listed skill (if higher than your normal proficiency for this weapon).
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.