Numbing Beam Rifle
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
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.