SFS Standard Plasma Spike Item 5+

Price 1750 credits
Damage 2d10 Modular
Bulk 1
Hands 2
Type Melee
Category Martial
Group Spear
Upgrades 1

Derived from spectra technology, this high-tech spear can release a gout of plasma to reach any foe.

Mode 1

Mode 2

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Advanced Plasma Spike 5 — 1750 credits 1 2d10 +1
Superior Plasma Spike 10 +9000 credits 10750 credits 1 2d10 +2
Elite Plasma Spike 12 +10000 credits 20750 credits 2 3d10 +2
Ultimate Plasma Spike 16 +80000 credits 100750 credits 2 3d10 +3
Paragon Plasma Spike 19 +300000 credits 400750 credits 3 4d10 +3

Traits

critical (plasma):This weapon uses the critical weapon specialization of the listed weapon type rather than its own.
modular (electricity, and fire):The weapon has multiple configurations that you can switch between using an Interact action. Typically, switching between configurations of a modular weapon allows it to deal different types of damage (listed in the trait, such as “modular B, P, or S”), though it's possible for a modular weapon's description to list most complicated configurations
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.
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.
tracking +1:This weapon has been developed with several integrated targeting, stabilizing, and homing systems. Attack rolls with this weapon gain an item bonus equal to the listed value. Area attacks with this weapon gain an item bonus equal to the listed value to the class DCs of saves.

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.

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