SFS Standard Rotating Pistol

Price 30 credits
Damage 1d6 P
Bulk L
Hands 1
Range 60 ft.
Reload 1
Type Ranged
Category Martial
Group Projectile
Upgrades 1
Magazine 6 projectiles
Expend 1

A time-tested design favored by traditional gunslingers, the multiple barrels on this pistol mechanically rotate while firing, making it less likely to malfunction.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Rotating Pistol 0 30 credits 1 1d6
Tactical Rotating Pistol 2 +350 credits 380 credits 1 1d6 +1
Advanced Rotating Pistol 4 +650 credits 1030 credits 2 2d6 +1
Superior Rotating Pistol 10 +9000 credits 10030 credits 2 2d6 +2
Elite Rotating Pistol 12 +10000 credits 20030 credits 3 3d6 +2
Ultimate Rotating Pistol 16 +80000 credits 100030 credits 3 3d6 +3
Paragon Rotating Pistol 19 +300000 credits 400030 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.
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.
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.
Concussive:These weapons smash as much as puncture. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal.

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.

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