Damage: 1d10 kinetic
Scope: 0/300/600 (long)
Weight, Memory: 12 lb., 5/1
Properties: Shot Capacity (5), Two-Handed
Slot 1
Firing Line
Situational: If you can detect two or more allied creatures within 10 feet of you, you have a bonus +2 to your attack and damage rolls when you take a shot with this weapon.
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.
Take a Knee
Situational: While you’re Combat-Prone, this weapon’s shots have a bonus +1 to attack and damage rolls.
Slot 2
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.
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
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.
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
