SFS Standard Pulse Gauntlet

Price 15 credits
Damage 1d4 So
Bulk
Hands 1
Type Melee
Category Martial
Group Sonic
Upgrades 1

Popularized in underground fighting circles, this heavy-duty nanocarbon glove amplifies and weaponizes sounds made by its wielder, generating a sonic boom strong enough to knock an enemy off their feet.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Pulse Gauntlet 0 15 credits 1 1d4
Tactical Pulse Gauntlet 2 +350 credits 365 credits 1 1d4 +1
Advanced Pulse Gauntlet 4 +650 credits 1015 credits 2 2d4 +1
Superior Pulse Gauntlet 10 +9000 credits 10015 credits 2 2d4 +2
Elite Pulse Gauntlet 12 +10000 credits 20015 credits 3 3d4 +2
Ultimate Pulse Gauntlet 16 +80000 credits 100015 credits 3 3d4 +3
Paragon Pulse Gauntlet 19 +300000 credits 400015 credits 4 4d4 +3

Traits

Agile:The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
Critical (brawling):This weapon uses the critical weapon specialization of the listed weapon type rather than its own.
Free-hand:This weapon doesn't take up your hand, usually because it's built into your armor. A free-hand weapon can't be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can't attack with a free-hand weapon if you're wielding anything in that hand or otherwise using that hand. When you're not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
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.
Shove:You can use this weapon to Shove with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
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.
Trip:You can use this weapon to Trip with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

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.

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