Auto Rifle Perk Table

Damage: 1d6 kinetic
Scope: 30/40/60 (close)
Weight, Memory: 10 lb., 4/1
Properties: Automatic Fire, High Recoil, Shot Capacity (8), Two-Handed

Slot 1

Army of One

Situational: If you kill a hostile creature with a shot from this weapon, you may make one melee and one grenade Power recharge roll.

Focused Fire

Perpetual: This weapon’s range band is increased, its effective range is halved, and its extended and maximum ranges are increased by the same amount the effective range was decreased. It also loses the High Recoil property, if present.

Situational: When you take a shot with this weapon while Aiming, its damage die size increases by one and it gains a +1 bonus to attack rolls.

Headseeker

Situational: If you take a shot with this weapon while Aiming and hit, you can treat any 1’s on this weapon’s damage roll as the maximum for that damage die instead. Additionally, once per brief rest, if you take a shot with this weapon while Aiming, you may increase your critical hit range by one for that shot. You can choose to do this after making your attack roll.

Slot 2

Air Assault

Situational: You do not gain disadvantage on shots you take with this weapon due to being airborne. Also, if you hit a hostile creature with a shot from this weapon while airborne, you immediately gain 5 additional feet of movement for this turn. You can spend this movement immediately after resolving the damage of your shot even if it’s not your turn.

Cover Fire

Situational: If you perform the Revive action, you may take a shot with this weapon as part of that action. You can’t do this if this weapon has the Unwieldy property.

Siege Weapon

Perpetual: This weapon deals twice as much damage to constructs, objects, structures, and vehicles. This includes Power-constructed items with hit points.

Unflinching

Situational: If you’re Aiming and wielding this weapon when you are forced to make a Strength or Dexterity saving throw, you may use your reaction to have advantage on the saving throw.

Slot 3

Crowd Control

Situational: When you kill a hostile creature with a shot from this weapon, this weapon gains an additional damage die for the next minute.

Onslaught

Situational: The first time you you take a shot with this weapon on your turn, you gain one stage of Onslaught, to a maximum of 3 stages. On your turn, you may spend 3 stages of Onslaught to take a shot with this weapon as a bonus action. In addition to normal perk rules, you lose all stages of Onslaught if you complete at least a brief rest.

Support Rounds

Situational: When you take a shot against a target with energy shields, instead of making an attack or damage roll, the target heals an amount of energy shield points equal to 1d6 + your proficiency bonus. Only a single target can be subject to this.

Swashbuckler

Situational: When you deal 6 or more damage to a hostile creature with a shot from this weapon, you may make a tactical Power recharge roll.