Baron’s Ambition

Exotic Equipment

“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.

d6Slot 1 d8Slot 2 d8Slot 3
1-3Firing Line1-2Cover Fire1-4Vorpal Weapon
4-5Focused Fire3-4Osmosis5-7Headseeker
6Dragonfly5-6Explosive Rounds8Final Round
7-8Siege 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.