
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.
| d6 | Slot 1 | d8 | Slot 2 | d8 | Slot 3 |
|---|---|---|---|---|---|
| 1-3 | Army of One | 1-2 | Air Assault | 1-4 | Crowd Control |
| 4-5 | Headseeker | 3-4 | Cover Fire | 6-7 | Onslaught |
| 6 | Focused Fire | 5-6 | Siege Weapon | 8 | Final Round |
| 7-8 | Unflinching |
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.
