SFS Standard Plasma Doshko

Price 30 credits
Damage 1d10 F
Bulk 1
Hands 2
Type Melee
Category Martial
Group Axe
Upgrades 1

Unlike a traditional doshko, this poleaxe uses blades of magnetically stabilized plasma that spin to cleave through multiple enemies with ease.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Plasma Doshko 0 30 credits 1 1d10
Tactical Plasma Doshko 2 +350 credits 380 credits 1 1d10 +1
Advanced Plasma Doshko 4 +650 credits 1030 credits 2 2d10 +1
Superior Plasma Doshko 10 +9000 credits 10030 credits 2 2d10 +2
Elite Plasma Doshko 12 +10000 credits 20030 credits 3 3d10 +2
Ultimate Plasma Doshko 16 +80000 credits 100030 credits 3 3d10 +3
Paragon Plasma Doshko 19 +300000 credits 400030 credits 4 4d10 +3

Traits

Critical (plasma):This weapon uses the critical weapon specialization of the listed weapon type rather than its own.
Powered:This melee weapon uses a battery. You can activate or deactivate a powered weapon with an Interact action or as part of drawing or stowing it. This weapon comes with a commercial battery installed and uses 1 charge per day (rather than 1 charge per attack). If you try to attack with a powered weapon that's out of charges or deactivated, it functions as an improvised weapon. A modular (powered) weapon activates or deactivates when it switches between its modular configurations.
Sweep:This weapon makes wide swinging attacks. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using 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.
Vesk:A creature with this trait is a member of the vesk ancestry. Vesk are proud reptilian conquerers with a strong desire to prove their strength. An ability with this trait can be used or selected only by vesk.

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.

Plasma The target takes 1d6 persistent electricity damage. You gain an item bonus to this electricity damage equal to the weapon's item bonus to attack rolls.