SFS Standard Streetsweeper

Price 60 credits
Damage 1d10 So
Bulk 2
Hands 2
Range 40 ft.
Reload 1
Type Ranged
Category Advanced
Group Sonic
Upgrades 1
Magazine 10 charges
Expend 2

This enormous portable cannon uses speakers to broadcast dense ultrasonic waves powerful enough to sweep a street clean of anything in its path.

Improvements

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

Traits

Boost 1d10:You can charge up a weapon with this special property with an Interact action to add an additional damage die of the listed size to the next attack you make with the weapon. The damage from this trait increases to 2 dice for advanced-grade and superior-grade weapons, 3 dice for elitegrade and ultimate-grade weapons, and 4 dice for paragongrade weapons. On a critical hit, roll these after doubling the weapon's damage. Multiple boosts have no effect.
Ranged Trip:The weapon can be used to Trip with the Athletics skill within the weapon's first range increment. The skill check takes a –2 circumstance penalty. You can add the weapon's item bonus to attack rolls as a bonus to the check. A ranged trip weapon doesn't deal any damage when used to Trip.
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.

Sonic The target must succeed at a Fortitude save against your class DC or be deafened for 1 minute.