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Prismatic

Forerunner — Sidearm Executioner (Hunter)

Special-ammo precision deleter + Transcendence battery
✓ Manifest Kinetic · Special · 200 RPM · No intrinsic champion

Weapon: Forerunner (Sidearm · Special · Kinetic) · Subclass: Prismatic Hunter · Role: Special-ammo precision deleter + Transcendence battery Sandbox: 9.7.0 · Created 2026-06-16

An oversized, heavy-caliber sidearm that fires full-auto and hits like a hand cannon to the head. Forerunner is Kinetic Special — every precision kill it lands feeds Facet of Grace Transcendence energy, Gunpowder Gamble charge, and (while you're hurt) Mechaneer's Tricksleeves damage. The fantasy is the opposite of "save the special for bosses": you live in this gun, delete majors at point-blank, and the kills pay for your whole kit. Half precision pistol, half ability engine.

The weapon

Full Stop (intrinsic): Oversized Sidearm with extended-range, heavy-caliber rounds. Fires full auto with increased rate of fire. Deals increased precision damage to unshielded targets.

Catalyst — The Rock: For several seconds after a final blow, [Alternate Weapon Action] to consume part of your ammo reserves, converting your next thrown grenade into a fragmentation grenade.

What it does: Forerunner is a 200-RPM full-auto Special-ammo sidearm with hand-cannon range and bonus precision damage to unshielded targets — so it shreds majors, minibosses, and any orange bar whose shield you've already popped. It is Kinetic, which matters for the subclass pairing (see Facet of Grace). The catalyst is a flex utility: after a kill, the alternate-fire converts your next grenade into a big frag — a free extra burst of add-clear that costs reserve ammo, not your grenade cooldown's identity. On Prismatic the converted frag still counts as a grenade kill for the kit.

Loadout

SlotPickWhy
SubclassPrismatic HunterKinetic-gun-agnostic; gives invis survivability + Transcendence fed by Forerunner's Kinetic kills.
SuperGolden Gun: Marksman (Solar) or Silence & SquallGG for priority/champion deletion on-theme; either works — the gun is the damage.
Class abilityGambler's DodgeMelee energy on dodge (scaled by Melee stat) + reload, repositions you to point-blank range.
MovementTriple JumpAir control to peek-and-delete with a Special sidearm.
MeleeCombination Blow (Arc) or Threaded SpikeCombo Blow heals + ramps melee damage; an elemental melee debuff feeds Stylish Executioner.
GrenadeGrapple or MagneticGrapple repositions to range and (with the catalyst's frag conversion) is a flex; Magnetic if you want a sticky weaken-ish burst.
Aspect 1Gunpowder GambleAny kills (Forerunner included) charge a free Solar explosive — add-clear + an elemental debuff source for Stylish.
Aspect 2Stylish ExecutionerKilling any elementally-debuffed target → Invisibility + Truesight. Survivability for an in-your-face Special build.
Fragments

Exotic armour — Mechaneer's Tricksleeves (Gauntlets)

Spring-Loaded Mounting: Increases Sidearm airborne effectiveness, ready speed, and reload speed. While you're critically wounded, swapping to a Sidearm reloads it and increases its damage. While this effect is active, Sidearm final blows reload the weapon and extend the effect's duration.

This is the Hunter sidearm exotic and Forerunner is the best sidearm to put under it. The "critically wounded → swap → damage buff" trigger turns Forerunner into a panic-button deleter exactly when you're low, and sidearm final blows refresh the buff and the reload — so once you're in the window, a single Special sidearm with hand-cannon range never stops firing or buffing. The passive ready/reload/airborne boosts also fix Forerunner's one weakness (30 airborne effectiveness) for free.

Why this works (the mechanics)

Stats & mods

Weapons 200 → Health ~100 → Class. Weapons stat is a flat PvE damage multiplier on Forerunner vs minors/majors — the centerpiece wants it maxed. Health ~100 because you fight at close range under invis-only survivability; Class for dodge uptime (reload + melee + Stylish reset). Grenade/Super are dump-ish (catalyst frag and GG are flex, not the engine).

Mods:

Where it shines

Other two weapon slots (complement Forerunner):

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Ashes to Assets 3eGain bonus Super energy on grenade kills.
Ashes to Assets 3eGain bonus Super energy on grenade kills.
Kinetic Siphon 1eRapid Kinetic weapon final blows create an Orb of Power.
Arms (7/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Chest (6/10)Solar Resistance 2e fillReduces incoming Solar damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (3/10)Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (3/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1eReduces grenade cooldown when using your class ability.

All 15 sockets used, 10 energy per masterworked piece; costs from the manifest. Core mods are the build's engine; fill mods are strong defaults — swap freely (chest resists should match the activity's damage types). Flex/loadout-dependent: so ammo economy is the real constraint; not damage.