SFS Standard Cryopike

Price 20 credits
Damage 1d10 Modular
Bulk 1
Hands 2
Type Melee
Category Martial
Group Polearm
Upgrades 1

This polearm's shaft houses rapidly circulating supercooled gas that condenses and channels endothermic energy into a cryogenic blade.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Cryopike 0 20 credits 1 1d10
Tactical Cryopike 2 +350 credits 370 credits 1 1d10 +1
Advanced Cryopike 4 +650 credits 1020 credits 2 2d10 +1
Superior Cryopike 10 +9000 credits 10020 credits 2 2d10 +2
Elite Cryopike 12 +10000 credits 20020 credits 3 3d10 +2
Ultimate Cryopike 16 +80000 credits 100020 credits 3 3d10 +3
Paragon Cryopike 19 +300000 credits 400020 credits 4 4d10 +3

Traits

modular (C, critical (cryo), powered and tech, or P and analog):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
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.

Cryo This weapon freezes part of the target, making it hard for them to move their body. The target is clumsy 1 until the start of your next turn.
Polearm The target is moved 5 feet in a direction of your choice. This is forced movement.