SFS Standard Plasma Sword

Price 15 credits
Damage 1d8 F
Bulk L
Hands 1
Type Melee
Category Martial
Group Sword
Upgrades 1

This sword generates a focused beam of plasma around a localized force field powered by a generator in the sword's hilt. The beam only blazes to life when the sword is powered.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Plasma Sword 0 15 credits 1 1d8
Tactical Plasma Sword 2 +350 credits 365 credits 1 1d8 +1
Advanced Plasma Sword 4 +650 credits 1015 credits 2 2d8 +1
Superior Plasma Sword 10 +9000 credits 10015 credits 2 2d8 +2
Elite Plasma Sword 12 +10000 credits 20015 credits 3 3d8 +2
Ultimate Plasma Sword 16 +80000 credits 100015 credits 3 3d8 +3
Paragon Plasma Sword 19 +300000 credits 400015 credits 4 4d8 +3

Traits

Critical (plasma):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.
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.

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