SFS Standard Electroflail Item 4+

Price 1250 credits
Damage 2d6 E
Bulk 1
Hands 1
Type Melee
Category Martial
Group Flail
Upgrades 1

A favored weapon of Hellknights of the Order of the Eclipse, the spiked head of this menacing flail is attached to a 2-foot- long chain that ominously suspends itself for a few seconds after each deadly blow, crackling with electricity capable of frying foes and circuits alike. If you're trained with an electroflail, on a critical hit with a Strike or Trip attempt, you confer the glitching condition with a value equal to twice your weapon dice to one tech item wielded by your target (or the target themself, if they have the tech trait).

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Advanced Electroflail 4 — 1250 credits 1 2d6 +1
Superior Electroflail 10 +9000 credits 10250 credits 1 2d6 +2
Elite Electroflail 12 +10000 credits 20250 credits 2 3d6 +2
Ultimate Electroflail 16 +80000 credits 100250 credits 2 3d6 +3
Paragon Electroflail 19 +300000 credits 400250 credits 3 4d6 +3

Traits

Arc:Weapon: The attack arcs to the closest enemy creature within 10 feet of the initial target. If the secondary target's AC is lower than your attack roll result, you deal electricity damage to that creature equal to 1 per weapon damage die.

Starship: The attack arcs to the closest enemy starship within 0 zones of the initial target. If the secondary target's AC is lower than your attack roll result, you deal electricity damage to that starship equal to 1 per weapon damage die.
critical (shock):This weapon uses the critical weapon specialization of the listed weapon type rather than its own.
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.
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.
Trip:You can use this weapon to Trip with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

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.

Shock The target must succeed at a Fortitude save against your class DC or be stunned 1.