SFS Standard Zero Knife

Price 12 credits
Damage 1d4 C
Bulk L
Hands 1
Type Melee
Category Simple
Group Cryo
Upgrades 1

Unfolding like a switchblade, a supercooled chamber within this weapon instantly forms a blade of ice.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Zero Knife 0 12 credits 1 1d4
Tactical Zero Knife 2 +350 credits 362 credits 1 1d4 +1
Advanced Zero Knife 4 +650 credits 1012 credits 2 2d4 +1
Superior Zero Knife 10 +9000 credits 10012 credits 2 2d4 +2
Elite Zero Knife 12 +10000 credits 20012 credits 3 3d4 +2
Ultimate Zero Knife 16 +80000 credits 100012 credits 3 3d4 +3
Paragon Zero Knife 19 +300000 credits 400012 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.
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.
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.
Versatile P:A versatile weapon can be used to deal a different type of damage than its listed type. This trait indicates the alternate damage type. For instance, a piercing weapon with versatile S can deal piercing or slashing damage. You choose the damage type each time you attack.

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.

Cryo This weapon freezes part of the target, making it hard for them to move their body. The target is clumsy 1 until the start of your next turn.