Dirty Tricks

Exotic Equipment

Old dogs can learn all kinds of new tricks, when they need to survive.

Mundane Uncommon weapon (sidearm)

Damage: 1d8 explosive solar
Scope: 15/25/45 (close)
Memory, Weight: 2/1, 3 lb.
Other Properties: Agile, Shot Capacity (4)

A sidearm used by Fallen rocketeers to terrorize Sol.

Intrinsic: Rocket-Assisted Frame

Perpetual: This weapon’s damage die size increases by one (already shown in stats).

Situational: If a shot from this weapon misses, you may force the target to have to succeed on a Dexterity saving throw or take half the damage of the shot, modified as explosive damage. Once you do this, you can’t do so again until the start of your next turn.

Randomly Rolled Perks

Roll to determine the slot 1, 2, and 3 perks of this weapon.

d6Slot 1 d8Slot 2 d6Slot 3
1-3Outlaw1-2Air Assault1-3Swashbuckler
4-5Rapid Hit3-4Under Pressure4-5Final Round
6Javelin5-6Lightweight6Full Court
7-8Micro-Missile

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.