Player > Weapon > Melee > Mirage dagger, hallucination
Damage: 4d4 F
Special: Feint, operative, powered (capacity 20, usage 1)
The mirage dagger is an elegant one-handed blade that expels an aura of superheated air that causes visible distortions in the air around it. This minor displacement effect makes it easier to catch enemies off guard with it. A wide, circular guard protects the wielder’s hand while the blade is active. Distortion mirage daggers are the standard model; hallucination and illusion mirage daggers feature increased damage capabilities.
|Mirage dagger, distortion||Advanced||6||4450||1d4 F||—||L||Feint, operative, powered (capacity 20, usage 1)||ARM p.38|
|Mirage dagger, hallucination||Advanced||13||50800||4d4 F||—||L||Feint, operative, powered (capacity 20, usage 1)||ARM p.38|
|Mirage dagger, illusion||Advanced||20||897000||10d4 F||—||L||Feint, operative, powered (capacity 20, usage 1)||ARM p.38|
An operative can use the trick attack class feature (see page 93) with a weapon that has this special property. Any character can add her Dexterity modifier rather than her Strength modifier on melee attack rolls with weapons with this special property.
A melee weapon with an internal battery that must be charged to function has the powered special property, which lists its capacity and usage. Unlike with a ranged weapon, the usage is for 1 minute of operation rather than per attack, though using a powered weapon for less than 1 full minute still expends 1 full usage. The number of charges expended is equal to the usage × the number of minutes the weapon is used, rounded up to the nearest minute. You can activate the power of the weapon as part of the action used to make an attack with it, and it automatically deactivates after 1 minute.
As with ranged weapons, you can recharge the battery of a powered melee weapon using a generator or a recharging station, or you can purchase new batteries for it. If you try to attack with a powered weapon that’s out of charges, it functions as an improvised weapon (see page 169).
When using this weapon to feint (Core Rulebook 247), you gain a +2 circumstance bonus to your Bluff check.