SFS Standard Blast Knife Item 10+

Price 15002 credits
Damage 2d4 S
Bulk L
Hands 1
Type Melee
Category Simple
Group Knife
Upgrades 1

This adamantine knife has a sheet of combustible material folded into its base that can be detonated remotely using a remote in its sheath. When you successfully Strike a creature with a blast knife, you can spend your reaction to release the knife and embed it into your target. A creature must spend an Interact action to remove an embedded blast knife.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Superior Blast Knife 10 — 15002 credits 1 2d4 +2
Elite Blast Knife 12 +10000 credits 25002 credits 2 3d4 +2
Ultimate Blast Knife 16 +80000 credits 105002 credits 2 3d4 +3
Paragon Blast Knife 19 +300000 credits 405002 credits 3 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.
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.
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.
thrown 20 feet:You can throw this weapon as a ranged attack; it's a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon's Range entry.
tracking +2: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.

Knife 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.