SFS Standard Assassin Rifle

Price 100 credits
Damage 1d10 P
Bulk 1
Hands 2
Range 120 ft.
Reload 1
Type Ranged
Category Martial
Group Sniper
Upgrades 1
Magazine 1 projectile
Expend 1

This sniper rifle breaks down into small parts, allowing its wielder to smuggle the weapon without attracting attention. Most assassin rifles are equipped with powerful scopes and digital sights.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Assassin Rifle 0 100 credits 1 1d10
Tactical Assassin Rifle 2 +350 credits 450 credits 1 1d10 +1
Advanced Assassin Rifle 4 +650 credits 1100 credits 2 2d10 +1
Superior Assassin Rifle 10 +9000 credits 10100 credits 2 2d10 +2
Elite Assassin Rifle 12 +10000 credits 20100 credits 3 3d10 +2
Ultimate Assassin Rifle 16 +80000 credits 100100 credits 3 3d10 +3
Paragon Assassin Rifle 19 +300000 credits 400100 credits 4 4d10 +3

Traits

Analog:Armor with the analog trait eschews advanced electronics, computers systems, and electric power sources, it was manufactured and calibrated using the latest advanced technology and modern materials. This armor is immune to abilities that target technology. Armor runes don't function on this armor unless this armor also has the archaic trait. Analog armor usually has the exposed trait.

A shield with the analog trait eschews advanced electronics, computers systems, and electric power sources, but was manufactured and calibrated using advanced technology. This shield is immune to abilities that target technology. Shield runes don't function on this shield unless this shield also has the archaic trait.

A weapon with the analog trait eschews advanced electronics, computers systems, and electric power sources but was manufactured and calibrated using advanced technology. This weapon is immune to abilities that target technology. Weapon runes don't function on this weapon unless this weapon also has the archaic trait.
Backstabber:When you hit an off-guard creature, this weapon deals 1 precision damage in addition to its normal damage. The precision damage increases to 2 for a +3 tracking weapon.
Fatal d12:The fatal trait includes a die size. On a critical hit, the weapon's damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.
Kickback:A kickback weapon is extra powerful and difficult to use. A kickback weapon deals 1 additional damage with all attacks. Firing a kickback weapon give a –2 circumstance penalty to the attack roll, but characters with a +2 or greater Strength modifier ignore the penalty. Attaching a bipod to a weapon with the kickback trait can lower or negate this penalty.
Unwieldy:You can't use an unwieldy weapon more than once per round to Strike and can't use it to Strike as part of a reaction, such as Reactive Strike.
Volley 30 ft.:This ranged weapon is less effective at close distances. Your attacks against targets that are within the range listed take a –2 penalty.

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.

Sniper The target takes 2 additional damage per weapon damage dice.