Damage: 1d6 (elemental)
Scope: 40/45/50 (medium)
Weight, Memory: 8 lb., 4/1
Properties: Elemental, Energy Weapon, Finesse, Shot Capacity (8), Special, 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.
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.
Supercharger
Perpetual: This weapon gains the Automatic Fire property, and its damage die size increases by one.
Situational: When you take a shot with this weapon, before making your attack roll, you may increase its critical miss range by 9 and grant it a +3 bonus to its damage roll for that shot.
Slot 2
Cover Fire
Situational: If you perform the Revive action, you may take a shot with this weapon as part of that action. You can’t do this if this weapon has the Unwieldy property.
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.
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.
Rangefinder
Perpetual: The weapon’s range band increases, and all ranges of this weapon increase by half their tier 0 value.
Slot 3
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).
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.
Wellspring
Situational: If you reduce a hostile creature to 0 hit points with damage from this weapon, you may invoke this perk to treat your Power level as 1 higher for the next grenade or tactical Power you cast within the next minute. Once you invoke this perk, you must complete at least a brief rest before you can do so again.
Perk Tables
Melee Weapons
Martial Ranged Weapons
Simple Firearms
