SFS Standard Voltaic Rifle

Price 60 credits
Damage 1d8 E
Bulk 3
Hands 2
Range 60 ft.
Reload 2
Type Ranged
Category Martial
Group Shock
Upgrades 1
Magazine 10 charges
Expend 1

Early iterations of this supercharged weapon were too dangerous to wield until insulated plating was added. Soldiers on the field found that the shape of the rifle and added bulk make it effective for parrying melee attacks.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Voltaic Rifle 0 — 60 credits 1 1d8 —
Tactical Voltaic Rifle 2 +350 credits 410 credits 1 1d8 +1
Advanced Voltaic Rifle 4 +650 credits 1060 credits 2 2d8 +1
Superior Voltaic Rifle 10 +9000 credits 10060 credits 2 2d8 +2
Elite Voltaic Rifle 12 +10000 credits 20060 credits 3 3d8 +2
Ultimate Voltaic Rifle 16 +80000 credits 100060 credits 3 3d8 +3
Paragon Voltaic Rifle 19 +300000 credits 400060 credits 4 4d8 +3

Traits

Arc:Weapon: The attack arcs to the closest enemy creature within 10 feet of the initial target. If the secondary target's AC is lower than your attack roll result, you deal electricity damage to that creature equal to 1 per weapon damage die.

Starship: The attack arcs to the closest enemy starship within 0 zones of the initial target. If the secondary target's AC is lower than your attack roll result, you deal electricity damage to that starship equal to 1 per weapon damage die.
Parry:This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
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.

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.