SFS Standard Chordpocalypse

Price 95 credits
Damage 1d8 So
Bulk 2
Hands 2
Range 20 ft.
Reload 1
Type Ranged
Category Advanced
Group Sonic
Upgrades 1
Magazine 10 charges
Expend 5

This showstopping techno-electric guitar emits a wave of sonic energy when played and is usually boosted by strumming a power chord. If you're trained with this weapon, you can expend 11 charges to increase its range when you Area Fire to 20 feet. If you aren't trained with this weapon, decrease its range when you Area Fire to 10 feet.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Chordpocalypse 0 — 95 credits 1 1d8 —
Tactical Chordpocalypse 2 +350 credits 445 credits 1 1d8 +1
Advanced Chordpocalypse 4 +650 credits 1095 credits 2 2d8 +1
Superior Chordpocalypse 10 +9000 credits 10095 credits 2 2d8 +2
Elite Chordpocalypse 12 +10000 credits 20095 credits 3 3d8 +2
Ultimate Chordpocalypse 16 +80000 credits 100095 credits 3 3d8 +3
Paragon Chordpocalypse 19 +300000 credits 400095 credits 4 4d8 +3

Traits

area (cone):Weapons with this trait can only fire using the Area Fire action.
boost 1d10:You can boost this weapon with an Interact action to add an additional damage die of the listed size to the next damaging attack you make with the weapon until the end of your next turn. The damage from this trait increases to 2 dice for advanced-grade and superior-grade weapons, 3 dice for elitegrade and ultimate-grade weapons, and 4 dice for paragongrade weapons. On a critical hit, roll these after doubling the weapon's damage. Multiple boosts have no effect.
professional (Performance):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.
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.

Sonic The target must succeed at a Fortitude save against your class DC or be deafened for 1 minute.