SFS Standard Ball Lightning Cannon Item 4+

Price 1650 credits
Damage 2d10 E
Bulk 2
Hands 2
Range 45 ft.
Reload 1
Type Ranged
Category Martial
Group Shock
Upgrades 1
Magazine 40 charges
Expend 8

This triple-coiled, artillery, ionized, atmospheric amplifier, or ball lightning cannon, creates slow moving orbs of electricity that detonate in arcs of lightning when they finally hit their targets. If you're trained with this weapon, the Area Fire arcs from each creature in the burst that fails (or critically fails) its Reflex save to the closest creature within 10 feet that doesn't take any damage from the Area Fire, dealing electricity damage to that creature equal to 1 per weapon damage die.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Tactical Ball Lightning Cannon 2 +350 credits 2000 credits 1 1d10 +1
Advanced Ball Lightning Cannon 4 +650 credits 2650 credits 2 2d10 +1
Commercial Ball Lightning Cannon 4 — 1650 credits 1 1d10 +1
Superior Ball Lightning Cannon 10 +9000 credits 11650 credits 2 2d10 +2
Elite Ball Lightning Cannon 12 +10000 credits 21650 credits 3 3d10 +2
Ultimate Ball Lightning Cannon 16 +80000 credits 101650 credits 3 3d10 +3
Paragon Ball Lightning Cannon 19 +300000 credits 401650 credits 4 4d10 +3

Traits

Arc:Weapon: The attack arcs to the closest enemy creature within 10 feet of the initial target. If the secondary target's AC is lower than your attack roll result, you deal electricity damage to that creature equal to 1 per weapon damage die.

Starship: The attack arcs to the closest enemy starship within 0 zones of the initial target. If the secondary target's AC is lower than your attack roll result, you deal electricity damage to that starship equal to 1 per weapon damage die.
area (burst 15 feet):Weapons with this trait can only fire using the Area Fire action.
Delayed:When you Area Fire this weapon, you designate the area it will affect immediately but resolve all effects of the Area Fire at the beginning of your next turn, including the primary target soldier class feature and triggering reactions for using Area Fire. Other creatures that can detect you and can discern your weapon can anticipate the delayed effect.
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.
Unwieldy:You can't use an unwieldy weapon more than once per round to Strike and can't use it to Strike as part of a reaction, such as Reactive Strike.

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.

Shock The target must succeed at a Fortitude save against your class DC or be stunned 1.