SFS Standard Frytech Rifle Item 4+

Price 1700 credits
Damage 2d10 E
Bulk 1
Hands 2
Range 25 ft.
Reload 2
Type Ranged
Category Martial
Group Shock
Upgrades 1
Magazine 40 charges
Expend 5

This rifle is capable of disrupting technology. It deploys a telescoping ring containing spools of wire that glow blue with electromagnetic energy. When you Area Fire with a frytech rifle you're trained with, you can expend 10 charges instead of 5 to confer the glitching condition to all creatures and wielded tech items in the area instead of dealing any damage. Creatures that fail their saving throw against the Area Fire become glitching with a value equal to the number of weapon dice (twice the number of weapon dice on a critical failure).

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Advanced Frytech Rifle 4 — 1700 credits 1 2d10 +1
Superior Frytech Rifle 10 +9000 credits 10700 credits 1 2d10 +2
Elite Frytech Rifle 12 +10000 credits 20700 credits 2 3d10 +2
Ultimate Frytech Rifle 16 +80000 credits 100700 credits 2 3d10 +3
Paragon Frytech Rifle 19 +300000 credits 400700 credits 3 4d10 +3

Traits

area (line):Weapons with this trait can only fire using the Area Fire action.
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.