SFS Standard Binary Blaster Item 4+

Price 1350 credits
Damage 2d8 Modular
Bulk 1
Hands 2
Range 60 ft.
Reload 2
Type Ranged
Category Martial
Upgrades 1
Magazine 6 projectiles
Expend 1

This shotgun rotates between two barrels: a flat vent for lasers or a vertical muzzle for ballistic shells. The laser uses a battery with a capacity of 40 and an expend of 4.

Mode 1

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Advanced Binary Blaster 4 — 1350 credits 1 2d8 +1
Superior Binary Blaster 10 +9000 credits 10350 credits 1 2d8 +2
Elite Binary Blaster 12 +10000 credits 20350 credits 2 3d8 +2
Ultimate Binary Blaster 16 +80000 credits 100350 credits 2 3d8 +3
Paragon Binary Blaster 19 +300000 credits 400350 credits 3 4d8 +3

Traits

modular(F, critical [laser], and tech, or P, analog and concussive):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.

Laser The target must succeed at a Fortitude save against your class DC or be dazzled until the start of your next turn.
Projectile The target must succeed at a Fortitude save against your class DC or be slowed 1 until the start of your next turn.