SFS Standard Pulsecaster Pistol

Price 30 credits
Damage 1d6 E
Bulk 1
Hands 1
Range 30 ft.
Reload 1
Type Ranged
Category Simple
Group Shock
Upgrades 1
Magazine 10 charges
Expend 2

This imposing pistol fires a jolt of paralyzing electricity from its barrel. Its remaining charges are visible as glowing lines of energy radiating down its body. Pulsecaster pistols are often used by bounty hunters and law enforcement who need to keep their targets alive.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Pulsecaster Pistol 0 30 credits 1 1d6
Tactical Pulsecaster Pistol 2 +350 credits 380 credits 1 1d6 +1
Advanced Pulsecaster Pistol 4 +650 credits 1030 credits 2 2d6 +1
Superior Pulsecaster Pistol 10 +9000 credits 10030 credits 2 2d6 +2
Elite Pulsecaster Pistol 12 +10000 credits 20030 credits 3 3d6 +2
Ultimate Pulsecaster Pistol 16 +80000 credits 100030 credits 3 3d6 +3
Paragon Pulsecaster Pistol 19 +300000 credits 400030 credits 4 4d6 +3

Traits

Nonlethal:Attacks with this weapon are nonlethal and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.
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.