Damage: 2d6 (elemental)
Scope: 15/25/30 (medium)
Weight, Memory: 18 lb., 4/1
Properties: Elemental, Energy Weapon, Finesse, Piercing Rounds, Shot Capacity (5), Two-Handed, Unwieldy
Slot 1
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.
Particle Scattering
Perpetual: This weapon loses the Piercing Rounds property, if present, along with its ranges, its range band becomes close, and it gains the Payload (15-foot cone) property, originating from you. It can no longer benefit from the Aiming condition, and it can no longer have a scope range or standard range.
Slot 2
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.
Exhumed
Perpetual: When your Ghost resurrects you, you may choose to be wielding this weapon instead of what you were wielding when you died.
Situational: You may use a free action to take a shot with this weapon once on the turn that you are revived from death. You have advantage on your attack roll for that shot.
Osmosis
Situational: When you take a shot with this weapon, you may choose to change this weapon’s damage type to match the alignment of any Power you currently have a charge for. For instance, if you have a grenade Power charge and are able to cast either a void or stasis grenade Power, you may change this weapon’s damage type to either void or stasis. This change only affects the damage of that shot.
Snapshot
Perpetual: It costs 10 less feet of movement to begin Aiming while you are wielding this weapon.
Slot 3
Demolitionist
Situational: If you kill a hostile creature with a shot from this weapon, you have advantage on grenade recharge rolls you make for the next minute. In addition to normal perk rules, this benefit also ends early if you are Incapacitated or if you regain a grenade Power charge.
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).
Turnabout
Situational: If you take damage that reduces your energy shield points to 0, but you’re not Incapacitated, you may use your reaction to invoke this perk and gain Overshields. You can’t invoke this perk again until you complete at least a brief rest.
Perk Tables
Melee Weapons
Martial Ranged Weapons
Simple Firearms
