Plasma Caster
Improvements
Grade | Level | Upgrade Price | Total Price | Upgrades | Damage Dice | Tracking |
---|---|---|---|---|---|---|
Commercial Plasma Caster | 0 | — | 40 credits | 1 | 1d8 | — |
Tactical Plasma Caster | 2 | +350 credits | 390 credits | 1 | 1d8 | +1 |
Advanced Plasma Caster | 4 | +650 credits | 1040 credits | 2 | 2d8 | +1 |
Superior Plasma Caster | 10 | +9000 credits | 10040 credits | 2 | 2d8 | +2 |
Elite Plasma Caster | 12 | +10000 credits | 20040 credits | 3 | 3d8 | +2 |
Ultimate Plasma Caster | 16 | +80000 credits | 100040 credits | 3 | 3d8 | +3 |
Paragon Plasma Caster | 19 | +300000 credits | 400040 credits | 4 | 4d8 | +3 |
Traits
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.