Can trade half speed for advantage on next ranged attack.
- •Wire Rifle.2d10+4 Arc.
Range 16, Sniper: designates a target, then deals damage at the end of that target’s turn if still within line of sight or range. OR:
- •Shock Knife.1d6+1 Arc.
Shanks can interpose for them. Shanks within reach 6 have advantage on their attacks, and count as having H armor.
- •Tracer Rifle.2d8+2 Arc.
Range 10. Then summon 1 Shank Minion within reach 6 of the target.
- •Stun Prod.3d6 Arc.
On crit: Dazed
- •Command Protocol.
Summons 2 Shank Minions within reach 6, then all Shank Minions move and attack
Takes half damage from AOE attacks (such as explosives).
- •Scorch Launcher.2d20+7 Solar.
Range 8, AOE reach 3.
- •Shock Grenade Barrage.
(3x) range 8, AOE reach 2, 1d20+3 arc on a failed DC 13 DEX save, half on save. Creatures then move out of reach.
- •Stock Bash.3d6+2 Kinetic.
Knockback 2
Can teleport 12 instead of moving, or teleport 6 as a reaction to give an attack disadvantage or succeed a STR/DEX save. Must wait 1 round before using this again.
Reduces all incoming damage by 20 until taking Arc damage. If undamaged since the end of last turn, regains this ability.
- Shock Sabers and Rifle.(2x) 3d8+1 Arc.
Advantage 1, or range 8.
Critical hits from Solar and Kinetic damage don't ignore armor.
- •Scorch Cannon.4d12+6 Solar.
Range 12, AOE reach 3. Targets struck by the projectile can't reduce the damage unless they reduce all of it. OR:
- •Gun Bash.3d8 Kinetic.
Knockback 3
Incoming non-strand attacks have disadvantage 2. Disabled until end of next turn if hit by Strand damage.
- •Disintegration Rifle.4d10+25 Void.
Range 16, Sniper: designates a target, then deals damage at the end of that target’s turn if still within line of sight or range.
- •Tangle Launcher.3d8+3 Strand.
Range 6. On hit: Restrained and lifted 2 spaces into the air.
- •Twin Shock Daggers.4d6+3 Arc.
Advantage 1.
+2 fly speed when moving in a straight line. If killed by crit, deals Jet Flames damage in AOE reach 3.
Reduces all incoming damage by 20 until taking Solar damage. If undamaged since the end of last turn, regains this ability.
- •Shock Rapier.4d8+1 Arc.
Defending this attack is only half as effective.
- •Scorch Round Twinbarrel Pistol.4d6+5 Solar.
Range 4, advantage if this is the 2nd attack against the same target as the first.
- •Jet Flames.3d10+3 Solar.
Line 2 (counts as melee).
Invisible while there are no enemies within reach 6.
- •Shieldbreaker Rifle.(2x) 4d6+6 Arc.
Range 6. OR:
- •Suppressor Pulse.
Enemies within reach 3 become Slowed. At the start of next turn (unless Dazed or Grappled/Restrained) deals 4d20+2 Void with advantage to all within reach.
While alive, allied Eliksni are immune to being Frightened or Dazed.
Reduces all incoming damage by 30 until taking Void damage. If undamaged since the end of last turn, regains this ability.
- •Caretaker of Servitors.
The next attack an allied Servitor makes deals +20 damage, and the next time they are attacked it deals -20 damage. THEN:
- •Shock Sabers and Rifle.(2x) 4d8+4 Arc.
Advantage 1, or range 8.