SFS Standard Reaction Breacher

Price 45 credits
Damage 1d8 B
Bulk 2
Hands 2
Range 100 ft.
Reload 1
Type Ranged
Category Simple
Group Projectile
Upgrades 1
Magazine 3 projectiles
Expend 1

This portable reaction cannon launches flak from miniature cluster missiles that rip through a fortified structure and anyone unfortunate enough to be inside.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Reaction Breacher 0 45 credits 1 1d8
Tactical Reaction Breacher 2 +350 credits 395 credits 1 1d8 +1
Advanced Reaction Breacher 4 +650 credits 1045 credits 2 2d8 +1
Superior Reaction Breacher 10 +9000 credits 10045 credits 2 2d8 +2
Elite Reaction Breacher 12 +10000 credits 20045 credits 3 3d8 +2
Ultimate Reaction Breacher 16 +80000 credits 100045 credits 3 3d8 +3
Paragon Reaction Breacher 19 +300000 credits 400045 credits 4 4d8 +3

Traits

Concussive:These weapons smash as much as puncture. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal.
Razing:This weapon is particularly good at damaging objects, structures, and vehicles. Whenever you deal damage to an object (including shields and animated objects), structure, or vehicle with a razing weapon, the object takes an amount of additional damage equal to double the number of weapon damage dice.
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.

Projectile The target must succeed at a Fortitude save against your class DC or be slowed 1 until the start of your next turn.