Damage: 1d6 kinetic
Scope: 30/40/60 (close)
Weight, Memory: 10 lb., 4/1
Properties: Automatic Fire, High Recoil, Shot Capacity (8), Two-Handed
Slot 1
Army of One
Situational: If you kill a hostile creature with a shot from this weapon, you may make one tactical and one grenade Power recharge roll.
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.
Slot 2
Air Assault
Situational: You do not suffer 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.
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.
Siege Weapon
Perpetual: This weapon deals twice as much damage to objects, structures, and vehicles. This includes Power-crafted items with hit points. Also, you can add your proficiency bonus to this weapon’s damage against constructs (the monster type).
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 succeed on the saving throw. You can’t use this perk again until you complete at least a short rest.
Slot 3
Crowd Control
Situational: When you kill a hostile creature with a shot from this weapon, this weapon gains an additional damage die for the next minute.
Onslaught
Situational: Each shot you take with this weapon on a turn (not including the first shot), you gain one stack of Onslaught, to a maximum of 3 stacks. On your turn, you may spend 3 stacks of Onslaught to take a shot with this weapon as a bonus action. In addition to normal perk rules, you lose all stacks of Onslaught if you become Incapacitated or complete at least a brief rest.
Support Rounds
Situational: When you take a shot against a target with energy shields, instead of making an attack or damage roll, the target heals an amount of energy shield points equal to 1d6 + your proficiency bonus. Only a single target can be subject to this from your shot.
Swashbuckler
Situational: When you deal 6 or more damage to a hostile creature with an attack using this weapon, you may make a tactical Power recharge roll.
Perk Tables
Melee Weapons
Martial Ranged Weapons
Simple Firearms
