SFS Standard Plasma Caster

Price 40 credits
Damage 1d8 F
Bulk 2
Hands 2
Range 60 ft.
Reload 1
Type Ranged
Category Martial
Group Plasma
Upgrades 1
Magazine 10 charges
Expend 2

This compact pistol shoots balls of condensed plasma. Holding down the trigger and safety clip at the same time before firing results in the barrel building up more plasma.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Plasma Caster 0 40 credits 1 1d8
Tactical Plasma Caster 2 +350 credits 390 credits 1 1d8 +1
Advanced Plasma Caster 4 +650 credits 1040 credits 2 2d8 +1
Superior Plasma Caster 10 +9000 credits 10040 credits 2 2d8 +2
Elite Plasma Caster 12 +10000 credits 20040 credits 3 3d8 +2
Ultimate Plasma Caster 16 +80000 credits 100040 credits 3 3d8 +3
Paragon Plasma Caster 19 +300000 credits 400040 credits 4 4d8 +3

Traits

Boost 1d10: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.
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.

Plasma The target takes 1d6 persistent electricity damage. You gain an item bonus to this electricity damage equal to the weapon's item bonus to attack rolls.