SFS Standard Phoboverge Item 10+

Price 1060 credits
Damage 2d6 M
Bulk 2
Hands 2
Range 30 ft.
Reload 1
Type Ranged
Category Martial
Group Mental
Upgrades 2
Magazine 60 charges
Expend 5

A micro-singularity at the center of this sinister submachine gun siphons negative emotions it projects onto others. A rumor suggests that phoboverges harvest and curate particularly exquisite suffering for some unknown extraplanar entity.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Superior Phoboverge 10 — 1060 credits 2 2d6 +2
Elite Phoboverge 12 +10000 credits 11060 credits 3 3d6 +2
Ultimate Phoboverge 16 +80000 credits 91060 credits 3 3d6 +3
Paragon Phoboverge 19 +300000 credits 391060 credits 4 4d6 +3

Traits

Automatic:In addition to a normal Strike, you can fire this weapon using the Auto-Fire action.


Paizo ClarificationIf there are more targets in the area than ammunition expended, only creatures up to half the ammo expended from the weapon need to roll Reflex saves. Which creatures are decided upon by the GM based on positioning and the weapon used, but generally they are the creatures that are furthest away.
Magical:Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical. Vehicles with this trait are powered by spells, magic items, or an entirely magical engine.
professional (Intimidation):A weapon with this trait can be used as a toolkit for the listed skill. Add the weapon's item bonus to attack rolls as an item bonus to skill checks using the listed skill. For purposes of proficiency, you treat this martial weapon as a simple weapon or this advanced weapon as a martial weapon, up to your proficiency with the listed skill (if higher than your normal proficiency for this weapon).
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.

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.

Mental The target must succeed at a Will save against your class DC or be stupefied 1 until the start of your next turn.