Damage: 1d6 kinetic
Scope: 15/25/45 (close)
Weight, Memory: 3 lb., 2/1
Properties: Agile, Shot Capacity (6)
Slot 1
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.
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.
Under Pressure
Situational: If you have 0 energy shield points, you have advantage on shots you take with this weapon.
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.
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.
Lightweight
Situational: If you start your turn wielding this weapon, your base walking speed increases by 5 feet (to a maximum total of 45 feet) until the end of your turn.
Micro-Missile
Perpetual: This weapon’s range band is increased, and its extended and maximum ranges are increased by half their tier 0 amount. In addition, if it didn’t already, this weapon’s damage receives the explosive modifier. For example, if it dealt kinetic damage before, it now deals explosive kinetic damage.
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.
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.
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.
Perk Tables
Melee Weapons
Martial Ranged Weapons
Simple Firearms
