SFS Standard Pneumatic Basher Item 4+

Price 1250 credits
Damage 1d4 S
Bulk L
Hands 2
Type Melee
Category Martial
Group Laser
Upgrades 1

Automated pistons and side exhausts discharge compressed air when this pneumatic cylinder collides with flesh or surface.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Advanced Pneumatic Basher 4 — 1250 credits 1 2d4 +1
Superior Pneumatic Basher 10 +9000 credits 10250 credits 1 2d4 +2
Elite Pneumatic Basher 12 +10000 credits 20250 credits 2 3d4 +2
Ultimate Pneumatic Basher 16 +80000 credits 100250 credits 2 3d4 +3
Paragon Pneumatic Basher 19 +300000 credits 400250 credits 3 4d4 +3

Traits

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.
Razing:This weapon is particularly good at damaging objects, structures, and vehicles. Whenever you deal damage to an object (including shields and animated objects), structure, or vehicle with a razing weapon, the object takes an amount of additional damage equal to double the number of weapon damage dice.
Shove:You can use this weapon to Shove with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
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.
tracking +1:This weapon has been developed with several integrated targeting, stabilizing, and homing systems. Attack rolls with this weapon gain an item bonus equal to the listed value. Area attacks with this weapon gain an item bonus equal to the listed value to the class DCs of saves.

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.

Laser The target must succeed at a Fortitude save against your class DC or be dazzled until the start of your next turn.