SFS Standard Plasma Cannon

Price 80 credits
Damage 1d12 F
Bulk 2
Hands 2
Range 40 ft.
Reload 1
Type Ranged
Category Advanced
Group Plasma
Upgrades 1
Magazine 10 charges
Expend 2

This long-barreled weapon shoots charges of ionized gas that explode in a blast of superheated plasma.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Plasma Cannon 0 80 credits 1 1d12
Tactical Plasma Cannon 2 +350 credits 430 credits 1 1d12 +1
Advanced Plasma Cannon 4 +650 credits 1080 credits 2 2d12 +1
Superior Plasma Cannon 10 +9000 credits 10080 credits 2 2d12 +2
Elite Plasma Cannon 12 +10000 credits 20080 credits 3 3d12 +2
Ultimate Plasma Cannon 16 +80000 credits 100080 credits 3 3d12 +3
Paragon Plasma Cannon 19 +300000 credits 400080 credits 4 4d12 +3

Traits

Area (burst 10 ft.):Weapons with this trait can only fire using the Area Fire action.
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.

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.