SFS Standard Ionized Slag Lobber Item 10+

Price 1150 credits
Damage 2d8 F
Bulk 2
Hands 2
Range 40 ft.
Reload 2
Type Ranged
Category Martial
Group Plasma
Upgrades 1
Magazine 60 charges
Expend 12

This weapon lobs a bead of ionized slag, baking creatures on impact. If you're trained with this weapon, you leave the affected squares as hazardous terrain until the end of your next turn. A creature takes 1 fire damage per weapon die each time it moves into one of these squares. The ionized slag lobber must be loaded with at least light Bulk of worthless junk each time you reload it, but the ionizing process ignores whether or not the junk is made out of any precious materials.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Superior Ionized Slag Lobber 10 — 1150 credits 1 2d8 +2
Elite Ionized Slag Lobber 12 +10000 credits 11150 credits 2 3d8 +2
Ultimate Ionized Slag Lobber 16 +80000 credits 91150 credits 2 3d8 +3
Paragon Ionized Slag Lobber 19 +300000 credits 391150 credits 3 4d8 +3

Traits

area (burst 15 feet):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 +2: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.

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