SFS Standard Singing Coil

Price 70 credits
Damage 1d8 E
Bulk 2
Hands 2
Range 40 ft.
Reload 1
Type Ranged
Category Martial
Group Shock
Upgrades 1
Magazine 10 charges
Expend 5

Resembling a resonant transformer circuit, this weaponized stringed instrument produces sound by using high-frequency alternating currents to cause air molecules to vibrate.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Singing Coil 0 70 credits 1 1d8
Tactical Singing Coil 2 +350 credits 420 credits 1 1d8 +1
Advanced Singing Coil 4 +650 credits 1070 credits 2 2d8 +1
Superior Singing Coil 10 +9000 credits 10070 credits 2 2d8 +2
Elite Singing Coil 12 +10000 credits 20070 credits 3 3d8 +2
Ultimate Singing Coil 16 +80000 credits 100070 credits 3 3d8 +3
Paragon Singing Coil 19 +300000 credits 400070 credits 4 4d8 +3

Traits

Area (burst, cone, line):Weapons with this trait can only fire using the Area Fire action.
Professional (Performance):A weapon with this trait can be used as a toolkit for the listed skill. Add the weapon's item bonus to attack rolls as an item bonus to skill checks using the listed skill. For purposes of proficiency, you treat this martial weapon as a simple weapon or this advanced weapon as a martial weapon, up to your proficiency with the listed skill (if higher than your normal proficiency for this weapon).
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.