SFS Standard Crimson Claw

Price 15 credits
Damage 1d4 Modular
Bulk L
Hands 1
Type Melee
Category Martial
Group Brawling
Upgrades 1

This clawed glove's tips end in sharp steel points that glow bright red with superheated veins of trace starmetal alloys.

Mode 1

Damage 1d4 F

Mode 2

Damage 1d4 S

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Crimson Claw 0 — 15 credits 1 1d4 —
Tactical Crimson Claw 2 +350 credits 365 credits 1 1d4 +1
Advanced Crimson Claw 4 +650 credits 1015 credits 2 2d4 +1
Superior Crimson Claw 10 +9000 credits 10015 credits 2 2d4 +2
Elite Crimson Claw 12 +10000 credits 20015 credits 3 3d4 +2
Ultimate Crimson Claw 16 +80000 credits 100015 credits 3 3d4 +3
Paragon Crimson Claw 19 +300000 credits 400015 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.
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.
modular (F, critical [flame], and tech, or analog and S):The weapon has multiple configurations that you can switch between using an Interact action. Typically, switching between configurations of a modular weapon allows it to deal different types of damage (listed in the trait, such as “modular B, P, or S”), though it's possible for a modular weapon's description to list most complicated configurations
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.

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.
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.