SFS Standard Boom Pistol

Price 30 credits
Damage 1d6 So
Bulk 1
Hands 1
Range 40 ft.
Reload 1
Type Ranged
Category Martial
Group Sonic
Upgrades 1
Magazine 10 charges
Expend 2

A boom pistol resembles a megaphone with a trigger, emitting sudden bursts of sound capable of shattering bulletproof glass or rupturing organs.

Improvements

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

Traits

Boost 1d8:You can charge up a weapon with this special property with an Interact action to add an additional damage die of the listed size to the next attack you make with the weapon. The damage from this trait increases to 2 dice for advanced-grade and superior-grade weapons, 3 dice for elitegrade and ultimate-grade weapons, and 4 dice for paragongrade weapons. On a critical hit, roll these after doubling the weapon's damage. Multiple boosts have no effect.
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.

Sonic The target must succeed at a Fortitude save against your class DC or be deafened for 1 minute.