Light Machine Gun Perk Table

Damage: 1d8 kinetic
Scope: 20/60/120 (close)
Weight, Memory: 21 lb., 5/1
Properties: Automatic Fire, High Recoil, Shot Capacity (5), Two-Handed

Slot 1

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.

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.

Slot 2

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.

Elemental

Perpetual: This weapon’s damage type changes to one of the following: arc, solar, stasis, strand, or void. You cannot alter this choice once made, and this perk can’t be removed from the weapon.

Explosive Rounds

Perpetual: This weapon’s damage receives the explosive modifier. For example, if the weapon dealt kinetic damage before, it now deals explosive kinetic damage.

Siege Weapon

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

Slot 3

Frenzy

Situational: After your first turn in a combat, if you start your turn wielding this weapon, and you never stopped wielding it since the start of your previous turn, this weapon gains a stack of Frenzy (a bonus +1 to attack and damage rolls), to a maximum of 3 stacks. In addition to normal perk rules, this benefit also ends early if you become Incapacitated or complete at least a brief rest.

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.

Vorpal Weapon

Situational: If you damage an Elite, Major, or Ultra creature with this weapon, this weapon gains an additional damage die for that damage roll.