SFS Standard Atomic Spear

Price 25 credits
Damage 1d10 A
Bulk 1
Hands 2
Type Melee
Category Martial
Group Spear
Upgrades 1

These spears can switch between a simple sharp point to an entropically charged degradation blade.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Atomic Spear 0 — 25 credits 1 1d10 —
Tactical Atomic Spear 2 +350 credits 375 credits 1 1d10 +1
Advanced Atomic Spear 4 +650 credits 1025 credits 2 2d10 +1
Superior Atomic Spear 10 +9000 credits 10025 credits 2 2d10 +2
Elite Atomic Spear 12 +10000 credits 20025 credits 3 3d10 +2
Ultimate Atomic Spear 16 +80000 credits 100025 credits 3 3d10 +3
Paragon Atomic Spear 19 +300000 credits 400025 credits 4 4d10 +3

Traits

critical (corrosive):This weapon uses the critical weapon specialization of the listed weapon type rather than its own.
Powered:This melee weapon uses a battery. You can activate or deactivate a powered weapon with an Interact action or as part of drawing or stowing it. This weapon comes with a commercial battery installed and uses 1 charge per day (rather than 1 charge per attack). If you try to attack with a powered weapon that's out of charges or deactivated, it functions as an improvised weapon. A modular (powered) weapon activates or deactivates when it switches between its modular configurations.
Razing:This weapon is particularly good at damaging objects, structures, and vehicles. Whenever you deal damage to an object (including shields and animated objects), structure, or vehicle with a razing weapon, the object takes an amount of additional damage equal to double the number of weapon damage dice.
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.
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.

Corrosive The target takes 1d6 persistent acid damage. You gain an item bonus to this acid damage equal to the weapon's item bonus to attack rolls.