SFS Standard Disintegration Rifle Item 4+

Price 1880 credits
Damage 2d8 A
Bulk 2
Hands 2
Range 100 ft.
Reload 1
Type Ranged
Category Martial
Group Sniper
Upgrades 1
Magazine 1 projectile
Expend 1

Despite using shells, shots fired from disintegration rifles contain ionized condensed chemical gas rather than physical projectiles, and as such, specific ammunition, including magic ammunition and ammunition made using special materials, don't affect Strikes with a disintegration rifle. Living creatures brought to 0 Hit Points by a disintegration rifle leave behind no corpse, but their gear is unaffected.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Advanced Disintegration Rifle 4 — 1880 credits 1 2d8 +1
Superior Disintegration Rifle 10 +9000 credits 10880 credits 1 2d8 +2
Elite Disintegration Rifle 12 +10000 credits 20880 credits 2 3d8 +2
Ultimate Disintegration Rifle 16 +80000 credits 100880 credits 2 3d8 +3
Paragon Disintegration Rifle 19 +300000 credits 400880 credits 3 4d8 +3

Traits

critical (corrosive):This weapon uses the critical weapon specialization of the listed weapon type rather than its own.
fatal d12:The fatal trait includes a die size. On a critical hit, the weapon's damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.
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.
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.
volley 30 feet:This ranged weapon is less effective at close distances. Your attacks against targets that are within the range listed take a –2 penalty.

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.

Corrosive The target takes 1d6 persistent acid damage. You gain an item bonus to this acid damage equal to the weapon's item bonus to attack rolls.