SFS Standard Arc Rifle

Price 50 credits
Damage 1d6 E
Bulk 2
Hands 2
Range 50 ft.
Reload 1
Type Ranged
Category Simple
Group Shock
Upgrades 1
Magazine 10 charges
Expend 2

This rifle's oversized body contains a larger version of an arc pistol capacitor, with a short barrel and polycarbon stock designed to insulate the wielder from high voltage. The arc rifle's larger capacitor allows it to produce a charge with enough power to subdue a rampaging renkroda.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Arc Rifle 0 50 credits 1 1d6
Tactical Arc Rifle 2 +350 credits 400 credits 1 1d6 +1
Advanced Arc Rifle 4 +650 credits 1050 credits 2 2d6 +1
Superior Arc Rifle 10 +9000 credits 10050 credits 2 2d6 +2
Elite Arc Rifle 12 +10000 credits 20050 credits 3 3d6 +2
Ultimate Arc Rifle 16 +80000 credits 100050 credits 3 3d6 +3
Paragon Arc Rifle 19 +300000 credits 400050 credits 4 4d6 +3

Traits

Arc:The attack arcs to the closest enemy creature within 10 feet of the initial target. If the secondary target's AC is lower than your attack roll result, you deal electricity damage to that creature equal to 1 per weapon damage die.
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.

Shock The target must succeed at a Fortitude save against your class DC or be stunned 1.