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