SFS Standard Rotolaser

Price 60 credits
Damage 1d8 F
Bulk 2
Hands 2
Range 30 ft.
Reload 1
Type Ranged
Category Martial
Group Laser
Upgrades 1
Magazine 10 charges
Expend 1

A rotolaser fires multiple beams of plasma at once. This massive assault rifle has a set of rotating barrels that prevent overheating when spewing auto-fire.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Rotolaser 0 60 credits 1 1d8
Tactical Rotolaser 2 +350 credits 410 credits 1 1d8 +1
Advanced Rotolaser 4 +650 credits 1060 credits 2 2d8 +1
Superior Rotolaser 10 +9000 credits 10060 credits 2 2d8 +2
Elite Rotolaser 12 +10000 credits 20060 credits 3 3d8 +2
Ultimate Rotolaser 16 +80000 credits 100060 credits 3 3d8 +3
Paragon Rotolaser 19 +300000 credits 400060 credits 4 4d8 +3

Traits

Automatic:In addition to a normal Strike, you can fire this weapon using the Auto-Fire action.
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.

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