SFS Standard Syringe Skewer

Price 20 credits
Damage 1d6 P
Bulk 2
Hands 2
Type Melee
Category Simple
Group Spear
Upgrades 1

A syringe-tipped spear commonly used when farming or hunting to facilitate the injection of anesthetic toxins.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Syringe Skewer 0 — 20 credits 1 1d6 —
Tactical Syringe Skewer 2 +350 credits 370 credits 1 1d6 +1
Advanced Syringe Skewer 4 +650 credits 1020 credits 2 2d6 +1
Superior Syringe Skewer 10 +9000 credits 10020 credits 2 2d6 +2
Elite Syringe Skewer 12 +10000 credits 20020 credits 3 3d6 +2
Ultimate Syringe Skewer 16 +80000 credits 100020 credits 3 3d6 +3
Paragon Syringe Skewer 19 +300000 credits 400020 credits 4 4d6 +3

Traits

Analog:Armor with the analog trait eschews advanced electronics, computers systems, and electric power sources, it was manufactured and calibrated using the latest advanced technology and modern materials. This armor is immune to abilities that target technology. Armor runes don't function on this armor unless this armor also has the archaic trait. Analog armor usually has the exposed trait.

A shield with the analog trait eschews advanced electronics, computers systems, and electric power sources, but was manufactured and calibrated using advanced technology. This shield is immune to abilities that target technology. Shield runes don't function on this shield unless this shield also has the archaic trait.

A weapon with the analog trait eschews advanced electronics, computers systems, and electric power sources but was manufactured and calibrated using advanced technology. This weapon is immune to abilities that target technology. Weapon runes don't function on this weapon unless this weapon also has the archaic trait.
Injection:This weapon can be filled with a liquid, usually an injury poison, serum, or spell amp. Immediately after a successful attack with the weapon, you can inject the target with the loaded contents with a single Interact action. (If the target is willing, the injection takes only 1 Interact action total.) Refilling the weapon with a new substance requires 3 Interact actions and uses two hands.
Reach:This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.

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.

Spear The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.