Each of this Weapon’s critical hits reduces the target’s Energy/Kinetic Save by X for hits caused by this Weapon for this attack. Saves made for other Weapons are unaffected. Roll attacks separately for each Burnthrough Weapon.
When this Weapon inflicts damage, the damaged Group (or Ship if it ignores the usual coherency rules) gains X Spikes.
F/S/R
2
3+
1
E
Burnthrough-1, Flash-1