SFS Standard Magnet-Directed Battleglove Item 5+

Price 1603 credits
Damage 2d4 S
Bulk —
Hands 1
Type Melee
Category Simple
Group Brawling
Upgrades 1

There's a round electromagnet on the back of this battleglove. You can Install a one-handed melee weapon with light Bulk into the battleglove as if the installed weapon was an upgrade.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Advanced Magnet-Directed Battleglove 5 — 1603 credits 1 2d4 +1
Superior Magnet-Directed Battleglove 10 +9000 credits 10603 credits 1 2d4 +2
Elite Magnet-Directed Battleglove 12 +10000 credits 20603 credits 2 3d4 +2
Ultimate Magnet-Directed Battleglove 16 +80000 credits 100603 credits 2 3d4 +3
Paragon Magnet-Directed Battleglove 19 +300000 credits 400603 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.
Free-hand:This weapon doesn't take up your hand, usually because it's built into your armor. A free-hand weapon can't be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can't attack with a free-hand weapon if you're wielding anything in that hand or otherwise using that hand. When you're not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
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.
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.

Brawling The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.