
“Long, short, they all end the same way.”
—Katabasis
Fine Rare weapon (scout rifle), requires attunement by a Risen
Damage: 1d10 kinetic
Scope: 30/150/260 (medium)
Memory, Weight: 5/1, 12 lb.
Other Properties: Finesse, Shot Capacity (6), Two-Handed
A wood-framed bolt-action rifle, polished to a shine and gilded with gold. It’s only lightly modified with modern weapon crafting materials. The golden trademark logo of Tex Mechanica is emblazoned on the metal barrel beside the bolt handle.
Slot 1: Cranial Spike
Perpetual: Shots taken with this weapon have a bonus to attack and damage rolls equal to half your proficiency bonus, though Aiming can change this (see below).
Situational: While Aiming, the attack bonus of this perk becomes equal to your proficiency bonus, instead of only half. Alternatively, while not Aiming, the damage bonus of this perk becomes equal to your proficiency bonus, instead of only half.
Slot 2: Randomly Rolled Perk
Roll a d6 to determine the slot 2 perk of this weapon from the list below. It can never be changed.
1: 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.
2: 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.
3: Explosive Rounds
Perpetual: This weapon’s damage receives the explosive modifier. For example, if the weapon dealt kinetic damage before, it now deals explosive kinetic damage.
4: Infiltrator
Perpetual: This weapon makes significantly less noise, which is only audible within 20 feet or with a successful DC 20 Perception check.
Situational: If you have Active Camouflage when you take a shot with this weapon and miss, you can use this perk to keep your Active Camouflage. You must complete at least a short rest before you can use this perk again.
5: Snapshot
Perpetual: It costs 10 less feet of movement to begin Aiming when wielding this weapon.
6: 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: Dual-Trigger System
Situational: This weapon has both the On Point and Onslaught perks, but only one of these perks is active at a time. While Aiming, the On Point perk is active; while not Aiming, the Onslaught perk is active. Any accumulated stages of Onslaught aren’t lost simply because you begin Aiming, though they can still be lost normally, even if the perk is not active.
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’s damage increases by 1d10.
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.
