SFS Standard Aeon Storm

Price 50 credits
Damage 1d10 F
Bulk 2
Hands 2
Range 40 ft.
Reload 2
Type Ranged
Category Advanced
Group Laser
Upgrades 1
Magazine 10 charges
Expend 5

This submachine gun is a favored weapon of the Azlanti Star Empire's elite strike forces.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Aeon Storm 0 — 50 credits 1 1d10 —
Tactical Aeon Storm 2 +350 credits 400 credits 1 1d10 +1
Advanced Aeon Storm 4 +650 credits 1050 credits 2 2d10 +1
Superior Aeon Storm 10 +9000 credits 10050 credits 2 2d10 +2
Elite Aeon Storm 12 +10000 credits 20050 credits 3 3d10 +2
Ultimate Aeon Storm 16 +80000 credits 100050 credits 3 3d10 +3
Paragon Aeon Storm 19 +300000 credits 400050 credits 4 4d10 +3

Traits

Aeon:Weapon You can fit one aeon stone or spell gem into this weapon with a single Interact action. While you possess the weapon with an aeon stone in its indentation, you gain all the benefits of the aeon stone as if it were orbiting your head. While the weapon has a spell gem attached, you gain a number of bonus battery charges equal to the spell gem's item level Ă— 5. These charges regenerate during your daily preparations. In addition, you can use the spell gem while wielding the weapon, though using the gem in this manner still destroys it.

Armor You can fit one aeon stone or spell gem into this armor with a single Interact action. While you wear armor with an aeon stone in its indentation, you gain all the benefits of the aeon stone as if it were orbiting your head and you gain its resonant power. While you wear armor with a spell gem attached, you can use the spell gem without a free hand, though using the gem in this manner still destroys it.
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.
Caster:This weapon can be modified by Casting a Spell (including a cantrip) with 2 or more actions. If you do, resolve the spell normally. Once the spell is cast, if it had the acid, cold, fire, electricity, sonic, spirit, vitality, or void trait, the weapon deals damage of that type instead of its usual damage until the end of your next turn. If the weapon has the aeon trait and a spell gem installed, this lasts 1 minute. If the spell deals more than one type of damage, choose one when you fire the 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.

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.

Laser The target must succeed at a Fortitude save against your class DC or be dazzled until the start of your next turn.