SFS Standard Skyfire Volt Caster Item 1+

Price 100 credits
Damage 1d6 E
Bulk L
Range 30 ft.
Reload 1
Type Ranged
Category Unarmed
Group Shock
Upgrades —
Magazine 10 charges
Expend 2

Originally deployed by Skyfire Legionnaires as an enhancement to their dragonglaives, these devices were designed to channel electrical energy into ranged attacks. The design proved so effective that other versions adapted for any large weapon have spread throughout the Pact Worlds, channeling electricity from a battery instead.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Skyfire Volt Caster 1 — 100 credits — 1d6 —
Tactical Skyfire Volt Caster 2 +350 credits 450 credits — 1d6 +1
Advanced Skyfire Volt Caster 4 +650 credits 1100 credits 1 2d6 +1
Superior Skyfire Volt Caster 10 +9000 credits 10100 credits 1 2d6 +2
Elite Skyfire Volt Caster 12 +10000 credits 20100 credits 2 3d6 +2
Ultimate Skyfire Volt Caster 16 +80000 credits 100100 credits 2 3d6 +3
Paragon Skyfire Volt Caster 19 +300000 credits 400100 credits 3 4d6 +3

Traits

Installed (two-handed melee weapon):Shield Some shields aren't held but are installed as armor or weapon upgrades. You can Raise a Shield installed as an armor upgrade as normal. Shields can be installed only into weapons with the parry trait. When you use a parry weapon with a shield upgrade to get a bonus to your AC, the shield upgrade emits an inertial dampening barrier, and you automatically Raise a Shield. You can't Raise a Shield installed as a weapon upgrade any other way. If you use the weapon for any other purpose, the shield is no longer raised, and you no longer receive a bonus to your AC.

Weapon An installed weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be installed into. You must be wielding or wearing the item the weapon is installed into in order to attack with it. Typically, an item can have only one installed weapon. An installed weapon can't have weapon upgrades installed into it.

Installed weapons function as normal weapon upgrades, except that they can be improved to higher grades like a weapon using the weapon improvements table. They can't be improved past the grade of the installed weapon. Installed weapons always have the installed trait.
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.