SFS Standard Force Needle

Price 15 credits
Damage 1d4 P
Bulk 1
Hands 1
Type Melee
Category Martial
Group Dart
Upgrades 1

When a full vial of liquid is inserted into the bottom of this weapon's hilt, it creates an energy needle to hold and inject its payload.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Force Needle 0 15 credits 1 1d4
Tactical Force Needle 2 +350 credits 365 credits 1 1d4 +1
Advanced Force Needle 4 +650 credits 1015 credits 2 2d4 +1
Superior Force Needle 10 +9000 credits 10015 credits 2 2d4 +2
Elite Force Needle 12 +10000 credits 20015 credits 3 3d4 +2
Ultimate Force Needle 16 +80000 credits 100015 credits 3 3d4 +3
Paragon Force Needle 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.
Backstabber:When you hit an off-guard creature, this weapon deals 1 precision damage in addition to its normal damage. The precision damage increases to 2 for a +3 tracking weapon.
Concealable:This weapon is designed to be inconspicuous or easily concealed. You gain a +2 circumstance bonus to Stealth checks and DCs to hide or conceal a weapon with this trait.
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.
Injection:This weapon can be filled with a liquid, usually an injury poison, serum, or spell amp. Immediately after a successful attack with the weapon, you can inject the target with the loaded contents with a single Interact action. (If the target is willing, the injection takes only 1 Interact action total.) Refilling the weapon with a new substance requires 3 Interact actions and uses two hands.
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.
Ysoki:A creature with this trait is a member of the ysoki ancestry. Ysoki are also known as ratfolk and are known for their ingenuity and comradery. An ability with this trait can be used or selected only by ratfolk or ysoki.

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.

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