A Banished voltaic sniper rifle, the Shock Rifle fires a three-round burst of high-energy electricity. Its primary function is to disable energy shields and vehicles with a shocking EMP effect, but it can also chain electricity between targets and objects, making it dangerous in cluttered environments.
Damage: 3d8 lightning damage and 1d8 piercing damage.
Properties: Ammunition (special), Automatic, Chain Damage, EMP Effect, Range (150/600 ft.), Two-Handed, Telescopic Sight (Fixed 3x).
Ammunition (Special): The weapon has an internal power core with 20 charges. Each three-round burst expends 5 charges. It recharges 1d4 expended charges per minute or when attached to a Banished charging station.
Chain Damage: The shock rifle's electrical damage can arc between targets. If a creature within the area of effect has a metallic object (like a weapon or armor), the arcs can chain to another creature within 5 feet of it. The second creature must make a DC 16 Constitution saving throw, taking 1d8 lightning damage on a failed save, or half as much on a successful one. This can only happen once per turn.
EMP Effect: A creature hit by an attack from this weapon, or damaged by its chained electricity, must make a DC 16 Constitution saving throw or be stunned until the end of its next turn. This effect also applies to constructs and mechanical objects.
Telescopic Sight: The weapon includes an integrated 3x optical scope. As a bonus action, you can aim down the sight, granting you advantage on your next attack roll with this weapon this turn.
Shield Breaker: The Shock Rifle's electrical bolts are capable of disabling energy shields. Attacks made with this weapon have advantage against targets benefiting from a personal energy shield (like a Covenant Combat Harness).
Proficiency with a Pistol allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Loading, Range, Ammunition (Firearms), Vex
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