SFS Limited Quantum Reaver Item 4+

Price 1090 credits
Damage 2d8 S
Bulk 1
Hands 2
Type Melee
Category Martial
Group Sword
Upgrades 1

The edge of this glowing, several-foot-long blade wavers and blurs, and reality seems to fracture when it's swung, offering fleeting glimpses of other worlds along its path. The quantum reaver is an advanced-grade weapon, and can be improved as normal.

Activate—Spatial Slice [two-actions] Frequency once every 10 minutes; Effect You phase the quantum reaver through space-time, making a melee Strike against any creature within 30 feet as if you were adjacent to it. On a critical hit, the target is slowed 1 for 3 rounds.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Advanced Quantum Reaver 4 1090 credits 2 2d8 +1
Superior Quantum Reaver 10 +9000 credits 10090 credits 2 2d8 +2
Elite Quantum Reaver 12 +10000 credits 20090 credits 3 3d8 +2
Ultimate Quantum Reaver 16 +80000 credits 100090 credits 3 3d8 +3
Paragon Quantum Reaver 19 +300000 credits 400090 credits 4 4d8 +3

Traits

Rare:This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play.
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.
Magical:Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical. Vehicles with this trait are powered by spells, magic items, or an entirely magical engine.
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.
Sweep:This weapon makes wide swinging attacks. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using 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.
Tracking +1:This weapon has been developed with several integrated targeting, stabilizing, and homing systems. Attack rolls with this weapon gain an item bonus equal to the listed value. Area attacks with this weapon gain an item bonus equal to the listed value to the class DCs of saves.

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.