Reality Ripper
Item 2+
A realty ripper's minimum weapon improvement is tactical, meaning its tracking +1 cannot be removed, though further improvements can be still applied.
Improvements
Grade | Level | Upgrade Price | Total Price | Upgrades | Damage Dice | Tracking |
---|---|---|---|---|---|---|
Tactical Reality Ripper | 2 | +350 credits | 760 credits (NULL) | 1NULL | 1d8 | +1 |
Advanced Reality Ripper | 4 | +650 credits | 1410 credits (NULL) | 2NULL | 2d8 | +1 |
Superior Reality Ripper | 10 | +9000 credits | 10410 credits (NULL) | 2NULL | 2d8 | +2 |
Elite Reality Ripper | 12 | +10000 credits | 20410 credits (NULL) | 3NULL | 3d8 | +2 |
Ultimate Reality Ripper | 16 | +80000 credits | 100410 credits (NULL) | 3NULL | 3d8 | +3 |
Paragon Reality Ripper | 19 | +300000 credits | 400410 credits (NULL) | 4NULL | 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.