Does not Bow

Exotic Equipment

A kell cut off his arms. He built himself new ones. Then he killed the kell with them.

Mundane Common weapon (auto rifle)

Damage: 1d6 arc
Scope: 30/40/60 (close)
Memory, Weight: 4/1, 10 lb.
Other Properties: Automatic Fire, Energy Weapon, Piercing Rounds, shot capacity (6), two-handed

An auto rifle 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 perk list of this weapon. The slot 4 perk is always the same.

d6Slot 1 d8Slot 2 d8Slot 3
1-3Army of One1-2Air Assault1-4Crowd Control
4-5Headseeker3-4Cover Fire6-7Onslaught
6Focused Fire5-6Siege Weapon8Final Round
7-8Unflinching

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.