Damage: 2d6 (elemental)
Scope: 15/120/240 (long)
Weight, Memory: 12 lb., 4/1
Properties: Elemental, Energy Weapon, Piercing Rounds, Shot Capacity (3), Two-Handed, Unwieldy
Slot 1
Double-Shot
Perpetual: This weapon loses a damage die. If this reduces the weapon’s damage dice to 0, all effects of this perk are ignored.
Situational: When you take a shot with this weapon, choose an additional target within 10 feet of the original target, other than the original target. This target is also attacked by the shot from this weapon, using the same attack roll. If this hits, roll damage against this additional target as well.
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.
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
Breakthrough
Perpetual: Creatures can’t benefit from their energy shield’s resistances against this weapon’s damage.
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.
Snapshot
Perpetual: It costs 10 less feet of movement to begin Aiming while you are wielding this weapon.
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
Adagio
Situational: When you reduce a hostile creature to 0 health points with a shot from this weapon, this weapon gains a +1 bonus to attack and damage rolls, as well as an additional damage die, for the next minute. Also during this time, this weapon loses its Automatic Fire property (if present), and your base walking speed decreases by 10 feet (to a minimum total of 5 feet).
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.
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.
Perk Tables
Melee Weapons
Martial Ranged Weapons
Simple Firearms
