SFS Standard Shirren-Eye Rifle

Price 80 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 comes with a compound technological scope that allows snipers to adjust focus and magnification with natural eye movements instead of using moving parts that might disrupt their aim.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Shirren-Eye Rifle 0 80 credits 1 1d10
Tactical Shirren-Eye Rifle 2 +350 credits 430 credits 1 1d10 +1
Advanced Shirren-Eye Rifle 4 +650 credits 1080 credits 2 2d10 +1
Superior Shirren-Eye Rifle 10 +9000 credits 10080 credits 2 2d10 +2
Elite Shirren-Eye Rifle 12 +10000 credits 20080 credits 3 3d10 +2
Ultimate Shirren-Eye Rifle 16 +80000 credits 100080 credits 3 3d10 +3
Paragon Shirren-Eye Rifle 19 +300000 credits 400080 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.
Deadly d12:On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice for elite and ultimate grade weapons and 3 dice for paragon grade weapons. For instance, an elite nano-edge rapier deals an additional 2d8 piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.
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.