
“To crack open that depraved Earth-Servitor. To use its secrets to reclaim the Great Machine…”
—Translated from Eliksni
Mundane Common weapon (light machine gun)
Damage: 1d8 arc
Scope: 20/60/120 (close)
Memory, Weight: 4/1, 10 lb.
Other Properties: Automatic Fire, Energy Weapon, High Recoil, Piercing Rounds, Shot Capacity (5), Two-Handed
A machine gun made of Eliksni scrap metal.
Intrinsic: Shock Weaponry
Perpetual: This weapon gains the Energy Weapon and Piercing Rounds properties (already shown in stats).
Situational: When you take a shot with this weapon against a target within its extended range, you have a +1 bonus to the attack and damage roll. When you take a shot with this weapon against a target within its maximum range, you have a +2 bonus instead.
Randomly Rolled Perks
Roll to determine the slot 1, 2, and 3 perks of this weapon.
| d6 | Slot 1 | d8 | Slot 2 | d8 | Slot 3 |
|---|---|---|---|---|---|
| 1-3 | Firing Line | 1-2 | Cover Fire | 1-4 | Vorpal Weapon |
| 4-5 | Focused Fire | 3-4 | Osmosis | 5-7 | Headseeker |
| 6 | Dragonfly | 5-6 | Explosive Rounds | 8 | Final Round |
| 7-8 | Siege Weapon |
Slot 4: Salt in the Wound
Perpetual: This perk can never be removed. This weapon has 2 less catalyst charges.
Situational: If a shot with this weapon exceeds the target’s AC by 4 or more, it creates a weak point on that target, which lasts until the end of your next turn. While this weak point exists, the critical hit range of attack rolls against the affected target is increased by two, and the target takes an additional 1d6 damage (matching the weapon’s damage type) from weapon attacks.
If a critical hit is scored against the target, the weak point is destroyed after resolving the critical hit.
A target can only have one weak point from any source.
