SFS Standard Anti-life Crossbow Item 4+

Price 1125 credits
Damage 2d10 Modular
Bulk L
Hands 2
Range 100 ft.
Reload 1
Type Ranged
Category Martial
Group Crossbow
Upgrades 1
Magazine 1 projectile
Expend 1

This crossbow's bolts can be charged with void energy that disincorporate the cells of living creatures on impact.

Mode 1

Damage 2d10 P

Mode 2

Damage 2d10 V

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Advanced Anti-life Crossbow 4 — 1125 credits 1 2d10 +1
Superior Anti-life Crossbow 10 +9000 credits 10125 credits 1 2d10 +2
Elite Anti-life Crossbow 12 +10000 credits 20125 credits 2 3d10 +2
Ultimate Anti-life Crossbow 16 +80000 credits 100125 credits 2 3d10 +3
Paragon Anti-life Crossbow 19 +300000 credits 400125 credits 3 4d10 +3

Traits

modular (P or V):The weapon has multiple configurations that you can switch between using an Interact action. Typically, switching between configurations of a modular weapon allows it to deal different types of damage (listed in the trait, such as “modular B, P, or S”), though it's possible for a modular weapon's description to list most complicated configurations
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.
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.

Crossbow The target takes 1d8 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.