Farseeker Missiles

Damage 1d8 P
Range 6 zones
Category Martial
Upgrades 1

These missiles are designed to continuously track a target after they’re fired.

Improvements

Grade Level Upgrades Damage Dice Tracking
Commercial Farseeker Missiles 0 1 1d8 —
Tactical Farseeker Missiles 2 1 1d8 +1
Advanced Farseeker Missiles 4 2 2d8 +1
Superior Farseeker Missiles 10 2 2d8 +2
Elite Farseeker Missiles 12 3 3d8 +2
Ultimate Farseeker Missiles 16 3 3d8 +3
Paragon Farseeker Missiles 19 4 4d8 +3

Traits

Area (burst 1 zone):Weapons with this trait can only fire using the Area Fire action.
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.
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.

Projectile The target must succeed at a Fortitude save against your class DC or be slowed 1 until the start of your next turn.