SFS Standard Skyfire Sword

Price 30 credits
Damage 1d8 F
Bulk 1
Hands 1
Type Melee
Category Advanced
Group Flame
Upgrades 1

Famously wielded by warriors of the Skyfire Legion, this flaming blade is powered by burning gas held in place by magnetic fields.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Skyfire Sword 0 30 credits 1 1d8
Tactical Skyfire Sword 2 +350 credits 380 credits 1 1d8 +1
Advanced Skyfire Sword 4 +650 credits 1030 credits 2 2d8 +1
Superior Skyfire Sword 10 +9000 credits 10030 credits 2 2d8 +2
Elite Skyfire Sword 12 +10000 credits 20030 credits 3 3d8 +2
Ultimate Skyfire Sword 16 +80000 credits 100030 credits 3 3d8 +3
Paragon Skyfire Sword 19 +300000 credits 400030 credits 4 4d8 +3

Traits

Deadly d8:On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice for elite and ultimate grade weapons and 3 dice for paragon grade weapons. For instance, an elite nano-edge rapier deals an additional 2d8 piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.
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.
Two-Hand d10:This weapon can be wielded with two hands to change its weapon damage die to the indicated value. This change applies to all the weapon's damage dice.

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.

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