SFS Standard Zero Cannon

Price 80 credits
Damage 1d10 C
Bulk 2
Hands 2
Range 40 ft.
Reload 1
Type Ranged
Category Martial
Group Cryo
Upgrades 1
Magazine 10 chem
Expend 2

This triple-barreled cannon's generator churns rapidly, circulating coolant into a blast of endothermic energy. While powered, frost rimes the barrel and stock of this weapon, causing experienced wielders to wear thermal gloves.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Zero Cannon 0 80 credits 1 1d10
Tactical Zero Cannon 2 +350 credits 430 credits 1 1d10 +1
Advanced Zero Cannon 4 +650 credits 1080 credits 2 2d10 +1
Superior Zero Cannon 10 +9000 credits 10080 credits 2 2d10 +2
Elite Zero Cannon 12 +10000 credits 20080 credits 3 3d10 +2
Ultimate Zero Cannon 16 +80000 credits 100080 credits 3 3d10 +3
Paragon Zero Cannon 19 +300000 credits 400080 credits 4 4d10 +3

Traits

Area (line):Weapons with this trait can only fire using the Area 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.
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.

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.

Cryo This weapon freezes part of the target, making it hard for them to move their body. The target is clumsy 1 until the start of your next turn.