Damage: 2d6 (elemental)
Scope: 15/120/240 (long)
Weight, Memory: 12 lb., 4/1
Properties: Elemental, Energy Weapon, Piercing Rounds, Shot Capacity (3), Two-Handed, Unwieldy
Slot 1
Opening Shot
Situational: If you take a shot with this weapon against a target you are Undetected to, or who has not taken a turn yet in the initiative order, you have a bonus +3 to the attack and damage rolls of that shot. Furthermore, if you draw this weapon at the start of your turn, you have a bonus +1 to attack and damage rolls with it until the start of your next turn.
Supercharger
Perpetual: This weapon gains the Automatic Fire property, and its damage die size increases by one.
Situational: When you take a shot with this weapon, before making your attack roll, you may increase its critical miss range by 9 and grant it a +3 bonus to its damage roll for that shot.
Slot 2
Breakthrough
Perpetual: Creatures can’t benefit from their energy shield’s resistances against this weapon’s damage.
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.
Thermoscopic Sights
Situational: You may use your bonus action to switch this weapon’s sights to a thermoscopic view. For the next minute, while Aiming and wielding this weapon, Unseen living creatures who also aren’t behind total cover are considered Clearly Visible to you.
Slot 3
Final Round
Perpetual: This weapon’s critical hit range is increased by one.
Situational: If you take a shot with this weapon and score a critical hit, you can add a bonus damage die to this weapon’s damage roll after accounting for the effects of the critical hit.
Rapid Hit
Situational: Once on your turn, if you hit a hostile creature with a shot from this weapon, you gain a stage of Rapid Hit, to a maximum of 3 stages. Each stage grants you a bonus +1 to attack rolls with this weapon. In addition to normal perk rules, you also lose all stages of Rapid Hit early if you end your turn without hitting a hostile creature with a shot from this weapon.
Perk Tables
Melee Weapons
Martial Ranged Weapons
Simple Firearms
