Damage: 1d8 kinetic
Scope: 15/120/240 (medium)
Weight, Memory: 8 lb., 4/1
Properties: Shot Capacity (6), Two-Handed
Slot 1
Mulligan
Situational: If you miss with a shot from this weapon on your turn, you may roll a d4. On a roll of 4, one shot is refunded to this weapon’s magazine and you may immediately make an offhand weapon attack with it. This overcomes the Unwieldy property.
Field Scout
Situational: If you can’t detect any ally creatures within 10 feet of you, you gain a bonus +2 to 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
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.
Infiltrator
Perpetual: This weapon makes significantly less noise, which is only audible within 20 feet or with a successful DC 20 Perception check.
Situational: If you are Hidden from a creature and miss it with a shot from this weapon, making the shot doesn’t reveal your position.
Shoot to Loot
Situational: If you hit an item with a shot from this weapon, the smart rounds instantly transmat the item into the air beside your weapon. An item can only be transmatted in this way if it weighs less than 7 lbs, doesn’t have any length greater than 1 foot, and isn’t carried or otherwise attached to a creature or other object that could not be transmatted.
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
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.
Luck in the Chamber
Situational: When you roll damage for a shot from this weapon, roll a d6. Your shot has a bonus +5 to damage if the d6 lands on a 5, or a bonus +6 to damage if it lands on 6.
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
