Damage: 1d10 kinetic
Scope: 10/15/30 (close)
Weight, Memory: 15 lb., 4/1
Properties: High Recoil, Shot Capacity (5), Two-Handed
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.
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.
Outlaw
Situational: When you take a shot with this weapon while Aiming, you have a bonus +2 to your attack roll. When you take a shot with this weapon while not Aiming, you have a bonus +2 to your 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.
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.
Snapshot
Perpetual: It costs 10 less feet of movement to begin Aiming while you are wielding this weapon.
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.
Cascade
Situational: Once on a turn, if you reduce a hostile creature to 0 hit points with a shot from this weapon, you may immediately make an offhand weapon attack with this weapon or move up to half your speed. You can only choose to move if you end your movement within 5 feet of a hostile creature.
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.
Trench Barrel
Situational: If you hit a hostile creature with a melee attack roll, this weapon’s shots gain a bonus +2 to damage rolls until the end of your next turn.
Perk Tables
Melee Weapons
Martial Ranged Weapons
Simple Firearms
