Damage: 2d6 explosive kinetic
Scope: 15/30/80 (medium)
Weight, Memory: 12 lb., 4/1
Properties: Mortar, Shot Capacity (1), Two-Handed, Unwieldy
Slot 1
Area-Denial
Perpetual: This weapon gains the Payload (line: 20 feet long & 5 feet wide) property, and all its ranges are halved.
Firing Line
Situational: If you can detect two or more allied creatures within 10 feet of you, you have a bonus +2 to your attack and damage rolls when you take a shot with this weapon.
On Point
Situational: If you hit with a shot from this weapon, and your attack roll exceeds the target’s AC by at least 4, the shot deals an additional 1d10 damage (same type as the weapon).
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.
Discord
Perpetual: Shots with this weapon deal an additional 1d4 damage (type same as weapon) to elementally-aligned energy shields.
Situational: When you hit a target with a shot from this weapon, any concentration checks the target must make due to the damage dealt have their DC increased by 5.
Micro-Missile
Perpetual: This weapon’s range band is increased, and its extended and maximum ranges are increased by half their tier 0 amount. In addition, if it didn’t already, this weapon’s damage receives the explosive modifier. For example, if it dealt kinetic damage before, it now deals explosive kinetic damage.
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.
Full Court
Situational: If you take a shot with this weapon against a target within its extended range, the shot gains an additional damage die. If the target is within this weapon’s maximum range, the shot gains two additional damage dice instead.
Ricochet Rounds
Situational: When you take a non-Payload shot with this weapon and miss, roll a d6. On a 5 or 6, you may choose one other target within 20 feet of your original target to attack instead, using your original attack roll. If your original attack roll would hit the new target, roll damage against the new target.
Perk Tables
Melee Weapons
Martial Ranged Weapons
Simple Firearms
