Damage: 2d10 explosive kinetic
Scope: 30/50/80 (close)
Weight, Memory: 25 lb., 5/1
Properties: High Recoil, Heavy (Str 11), Payload (5-ft radius sphere), Shot Capacity (2), Two-Handed, Unwieldy
Slot 1
Danger Zone
Perpetual: The Payload radius of this weapon increases by 5 feet, and its damage die size decreases by one. This only affects weapons with a Payload radius.
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.
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.
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.
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.
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
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.
Cluster Detonation
Situational: After resolving a Payload shot from this weapon, all creatures within 5 feet of a damaged target take further damage (same type as the shot) equal to your proficiency bonus.
Javelin
Perpetual: All ranges of this weapon increase by half its tier 0’s effective range, and the damage die size of this weapon increases by one.
Perk Tables
Melee Weapons
Martial Ranged Weapons
Simple Firearms
