SFS Standard Maglock Spine Item 4+

Price 1600 credits
Damage 2d10 P
Bulk 2
Hands 2
Type Melee
Category Martial
Group Pick
Upgrades 1

This rod uses fin-shaped plates to become a greatpick, taking one action to reassemble itself with the breakdown trait.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Advanced Maglock Spine 4 — 1600 credits 1 2d10 +1
Superior Maglock Spine 10 +9000 credits 10600 credits 1 2d10 +2
Elite Maglock Spine 12 +10000 credits 20600 credits 2 3d10 +2
Ultimate Maglock Spine 16 +80000 credits 100600 credits 2 3d10 +3
Paragon Maglock Spine 19 +300000 credits 400600 credits 3 4d10 +3

Traits

Breakdown:This weapon can be taken apart into multiple small pieces. While broken down, the weapon is treated as a small object with light Bulk. Breaking down or reassembling a breakdown weapon is a 3-action activity, which has the manipulate trait and requires two hands.
fatal d12: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.
Modular: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.
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.

Pick The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.


* Nethys Note: This description was copied over from the PF2 Definition as none was provided