SFS Standard Numbing Beam Rifle

Price 85 credits
Damage 1d10 C
Bulk 2
Hands 2
Range 60 ft.
Reload 2
Type Ranged
Category Martial
Group Cryo
Upgrades 1
Magazine 10 charges
Expend 2

The numbing beam rifle was designed with the same technology used for numbing beam pistols but is calibrated to take down tougher foes. Numbing beam rifles are often deployed against burly threats so they can be properly apprehended.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Numbing Beam Rifle 0 85 credits 1 1d10
Tactical Numbing Beam Rifle 2 +350 credits 435 credits 1 1d10 +1
Advanced Numbing Beam Rifle 4 +650 credits 1085 credits 2 2d10 +1
Superior Numbing Beam Rifle 10 +9000 credits 10085 credits 2 2d10 +2
Elite Numbing Beam Rifle 12 +10000 credits 20085 credits 3 3d10 +2
Ultimate Numbing Beam Rifle 16 +80000 credits 100085 credits 3 3d10 +3
Paragon Numbing Beam Rifle 19 +300000 credits 400085 credits 4 4d10 +3

Traits

Area (line):Weapons with this trait can only fire using the Area Fire action.
Nonlethal:Attacks with this weapon are nonlethal and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.
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.

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.