SFS Standard Artillery Laser

Price 60 credits
Damage 1d10 F
Bulk 2
Hands 2
Range 60 ft.
Reload 1
Type Ranged
Category Advanced
Group Laser
Upgrades 1
Magazine 10 charges

The fast-firing and continuous beams of this laser cannon converge on the target to create enough heat to melt a steel door into slag.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Artillery Laser 0 60 credits 1 1d10
Tactical Artillery Laser 2 +350 credits 410 credits 1 1d10 +1
Advanced Artillery Laser 4 +650 credits 1060 credits 2 2d10 +1
Superior Artillery Laser 10 +9000 credits 10060 credits 2 2d10 +2
Elite Artillery Laser 12 +10000 credits 20060 credits 3 3d10 +2
Ultimate Artillery Laser 16 +80000 credits 100060 credits 3 3d10 +3
Paragon Artillery Laser 19 +300000 credits 400060 credits 4 4d10 +3

Traits

Critical (flame):This weapon uses the critical weapon specialization of the listed weapon type rather than its own.
Forceful:This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each later attack gains a circumstance bonus to damage equal to double the number of damage dice.
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.

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