SFS Standard Thermal Dynafan

Price 15 credits
Damage 1d6 Modular
Bulk L
Hands 1
Type Melee
Category Advanced
Group Cryo
Upgrades 1

This warfan is a modified handheld environmental comfort device that changes the pressure in the air to create a frigid chill or a brilliant plume of fire.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Thermal Dynafan 0 15 credits 1 1d6
Tactical Thermal Dynafan 2 +350 credits 365 credits 1 1d6 +1
Advanced Thermal Dynafan 4 +650 credits 1015 credits 2 2d6 +1
Superior Thermal Dynafan 10 +9000 credits 10015 credits 2 2d6 +2
Elite Thermal Dynafan 12 +10000 credits 20015 credits 3 3d6 +2
Ultimate Thermal Dynafan 16 +80000 credits 100015 credits 3 3d6 +3
Paragon Thermal Dynafan 19 +300000 credits 400015 credits 4 4d6 +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.
Concealable:This weapon is designed to be inconspicuous or easily concealed. You gain a +2 circumstance bonus to Stealth checks and DCs to hide or conceal a weapon with this trait.
Finesse:You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.
modular (F and critical(flame), or C):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.
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.
Twin:These weapons are used as a pair. When you attack with a twin weapon, you add a circumstance bonus to the damage roll equal to the weapon's number of damage dice if you have previously attacked with a different weapon of the same type this turn. The weapons must be of the same type to benefit from this trait, but they don't need to be the same grade.

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.