SFS Standard Arc Emitter

Price 95 credits
Damage 1d8 E
Bulk 1
Hands 2
Range 20 ft.
Reload 1
Type Ranged
Category Martial
Group Shock
Upgrades 1
Magazine 10 charges
Expend 2

Composed of two 4-foot-long protracting rails, this weapon shoots arcs of electricity at targets, emitted safely away from its wielder.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Arc Emitter 0 95 credits 1 1d8
Tactical Arc Emitter 2 +350 credits 445 credits 1 1d8 +1
Advanced Arc Emitter 4 +650 credits 1095 credits 2 2d8 +1
Superior Arc Emitter 10 +9000 credits 10095 credits 2 2d8 +2
Elite Arc Emitter 12 +10000 credits 20095 credits 3 3d8 +2
Ultimate Arc Emitter 16 +80000 credits 100095 credits 3 3d8 +3
Paragon Arc Emitter 19 +300000 credits 400095 credits 4 4d8 +3

Traits

Area (cone):Weapons with this trait can only fire using the Area Fire action.
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.
Unwieldy:You can't use an unwieldy weapon more than once per round to Strike and can't use it to Strike as part of a reaction, such as Reactive Strike.

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.