SFS Standard Molten Edge Item 1+

Price 50 credits
Damage 1d6 F
Bulk 1
Hands 1
Type Melee
Category Simple
Group Axe
Upgrades —

This utility axe glows bright white when drawn and exposed to air, melting away into superheated slag after a single Strike.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Molten Edge 1 — 50 credits — 1d6 —
Tactical Molten Edge 2 +350 credits 400 credits — 1d6 +1
Advanced Molten Edge 4 +650 credits 1050 credits 1 2d6 +1
Superior Molten Edge 10 +9000 credits 10050 credits 1 2d6 +2
Elite Molten Edge 12 +10000 credits 20050 credits 2 3d6 +2
Ultimate Molten Edge 16 +80000 credits 100050 credits 2 3d6 +3
Paragon Molten Edge 19 +300000 credits 400050 credits 3 4d6 +3

Traits

Consumable:An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include serums and magical consumables such as spell ampoules and spell gems. When a character creates consumable items, they can make them in batches of four.
critical (flame):This weapon uses the critical weapon specialization of the listed weapon type rather than its own.
fatal d8:The fatal trait includes a die size. On a critical hit, the weapon's damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.
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.

Flame The target takes 1d6 persistent fire damage. You gain an item bonus to this fire damage equal to the weapon's item bonus to attack rolls.