SFS Standard Injection Shotgun Item 2+

Price 450 credits
Damage 1d8 Po
Bulk 1
Hands 2
Range 15 ft.
Reload 1
Type Ranged
Category Martial
Group Dart
Upgrades 1
Expend 4

These weapons are used to fire poison darts into multiple enemies at once. If you're trained with this weapon and have the primary target class feature, it gains the ranged injection trait, but it only injects a substance into your primary target.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Tactical Injection Shotgun 2 — 450 credits 1 1d8 +1
Advanced Injection Shotgun 4 +650 credits 1100 credits 2 2d8 +1
Superior Injection Shotgun 10 +9000 credits 10100 credits 2 2d8 +2
Elite Injection Shotgun 12 +10000 credits 20100 credits 3 3d8 +2
Ultimate Injection Shotgun 16 +80000 credits 100100 credits 3 3d8 +3
Paragon Injection Shotgun 19 +300000 credits 400100 credits 4 4d8 +3

Traits

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.
area (cone):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.
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.

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