SFS Standard Shock Pad

Price 10 credits
Damage 1d4 E
Bulk
Hands 1
Type Melee
Category Simple
Group Shock
Upgrades 1

This flexible nanocarbon circuit can be installed as an upgrade into gloves, kneepads, or similar appendage protectors to emit a powerful electric shock when forcefully applied to a target.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Shock Pad 0 10 credits 1 1d4
Tactical Shock Pad 2 +350 credits 360 credits 1 1d4 +1
Advanced Shock Pad 4 +650 credits 1010 credits 2 2d4 +1
Superior Shock Pad 10 +9000 credits 10010 credits 2 2d4 +2
Elite Shock Pad 12 +10000 credits 20010 credits 3 3d4 +2
Ultimate Shock Pad 16 +80000 credits 100010 credits 3 3d4 +3
Paragon Shock Pad 19 +300000 credits 400010 credits 4 4d4 +3

Traits

Agile:The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
Free-hand:This weapon doesn't take up your hand, usually because it's built into your armor. A free-hand weapon can't be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can't attack with a free-hand weapon if you're wielding anything in that hand or otherwise using that hand. When you're not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
Powered:This melee weapon uses a battery. You can activate or deactivate a powered weapon with an Interact action or as part of drawing or stowing it. This weapon comes with a commercial battery installed and uses 1 charge per day (rather than 1 charge per attack). If you try to attack with a powered weapon that's out of charges or deactivated, it functions as an improvised weapon. A modular (powered) weapon activates or deactivates when it switches between its modular configurations.
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.

Shock The target must succeed at a Fortitude save against your class DC or be stunned 1.