SFS Standard Tailblade

Price 10 credits
Damage 1d4 S
Bulk
Type Melee
Category Martial
Group Knife
Upgrades 1

Adjustable bands secure this lightweight blade to a tail, tentacle, or similar appendage.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Tailblade 0 10 credits 1 1d4
Tactical Tailblade 2 +350 credits 360 credits 1 1d4 +1
Advanced Tailblade 4 +650 credits 1010 credits 2 2d4 +1
Superior Tailblade 10 +9000 credits 10010 credits 2 2d4 +2
Elite Tailblade 12 +10000 credits 20010 credits 3 3d4 +2
Ultimate Tailblade 16 +80000 credits 100010 credits 3 3d4 +3
Paragon Tailblade 19 +300000 credits 400010 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.
Analog:Armor with the analog trait eschews advanced electronics, computers systems, and electric power sources, it was manufactured and calibrated using the latest advanced technology and modern materials. This armor is immune to abilities that target technology. Armor runes don't function on this armor unless this armor also has the archaic trait. Analog armor usually has the exposed trait.

A shield with the analog trait eschews advanced electronics, computers systems, and electric power sources, but was manufactured and calibrated using advanced technology. This shield is immune to abilities that target technology. Shield runes don't function on this shield unless this shield also has the archaic trait.

A weapon with the analog trait eschews advanced electronics, computers systems, and electric power sources but was manufactured and calibrated using advanced technology. This weapon is immune to abilities that target technology. Weapon runes don't function on this weapon unless this weapon also has the archaic 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.
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.

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.

Knife 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.