SFS Standard Blockthrower

Price 50 credits
Damage 1d10 B
Bulk 2
Hands 2
Range 20 ft.
Reload 2
Type Ranged
Category Martial
Group Cryo
Upgrades 1
Magazine 10 charges
Expend 5

Salvaged from the set of Sabotage Soufflé (a popular cooking competition), these frosty weapons draw liquid from a tank through hypercooling coils to quickly generate gigantic blocks of ice that can be slung at high velocity toward their targets.

Traits

Boost 1d6: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.
Kickback:A kickback weapon is extra powerful and difficult to use. A kickback weapon deals 1 additional damage with all attacks. Firing a kickback weapon give a –2 circumstance penalty to the attack roll, but characters with a +2 or greater Strength modifier ignore the penalty. Attaching a bipod to a weapon with the kickback trait can lower or negate this penalty.
Ranged Shove:This weapon can be used to Shove 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 shove weapon doesn't deal any damage when used to Shove.
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.

Cryo This weapon freezes part of the target, making it hard for them to move their body. The target is clumsy 1 until the start of your next turn.