SFS Standard Zero Pistol

Price 30 credits
Damage 1d6 C
Bulk L
Hands 1
Range 30 ft.
Reload 1
Type Ranged
Category Simple
Group Cryo
Upgrades 1
Magazine 10 chem
Expend 2

Zero pistols use transparent canisters of supercooled liquid as ammunition.

Improvements

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

Traits

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.

Cryo This weapon freezes part of the target, making it hard for them to move their body. The target is clumsy 1 until the start of your next turn.