SFS Standard Coil Rifle

Price 100 credits
Damage 1d10 P
Bulk 1
Hands 2
Range 120 ft.
Reload 1
Type Ranged
Category Martial
Group Sniper
Upgrades 1
Magazine 1 projectile
Expend 1

The barrel of this rifle is surrounded by a coil that accelerates ammunition with power and accuracy using carefully aligned magnetic fields.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Coil Rifle 0 100 credits 1 1d10
Tactical Coil Rifle 2 +350 credits 450 credits 1 1d10 +1
Advanced Coil Rifle 4 +650 credits 1100 credits 2 2d10 +1
Superior Coil Rifle 10 +9000 credits 10100 credits 2 2d10 +2
Elite Coil Rifle 12 +10000 credits 20100 credits 3 3d10 +2
Ultimate Coil Rifle 16 +80000 credits 100100 credits 3 3d10 +3
Paragon Coil Rifle 19 +300000 credits 400100 credits 4 4d10 +3

Traits

Boost d10: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.
Kickback:A kickback weapon is extra powerful and difficult to use. A kickback weapon deals 1 additional damage with all attacks. Firing a kickback weapon give a –2 circumstance penalty to the attack roll, but characters with a +2 or greater Strength modifier ignore the penalty. Attaching a bipod to a weapon with the kickback trait can lower or negate this 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.
Volley 30 ft.:This ranged weapon is less effective at close distances. Your attacks against targets that are within the range listed take a –2 penalty.

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.

Sniper The target takes 2 additional damage per weapon damage dice.