Dustriders
Aetherion Needle Carbine
Weapon
Uncommon
Mods
Accessories
Magazine
Resonator Emitter
Magazine Size: 4 (each D4 counts as one shot)
Fire Modes: 2d4 (Burst), 1d4 (Single Shot)
Cartridge: Aetherion Crystal Fragment
Special Maneuvers
Aimed Shot - Fire a single AP IV shot with a bonus of +8 to hit before moving on your turn.
Combined Explosion - As a Bonus Action or when you reload the weapon, you may choose to emit a charged signal directed at the embedded crystals in a chosen target within your effective range. There must be two or more crystals embedded in the target. For each additional crystal shard after the first embedded in the target, you deal 1d4 Thunder and 1d4 Lightning damage and add 5 feet to the explosion's radius. You can detonate up to 4 embedded crystals at a time, dealing a maximum of 3d4 Thunder and 3d4 Lightning damage in a 15 foot radius, centered on the target. The target that the shards were embedded in automatically fails their saving throw. Any targets inside the radius must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Dexterity Modifier. On a successful save, a target only takes half damage. This combinatory explosion deals unmitigated damage to vehicle paneling.
Fragmented Round - Spend both your Action and Bonus Action to fragment the loaded ammunition all at once and emit a signal to detonate it in a 30ft. cone, mid-air at a point of your choosing within the weapon's effective range, dealing 4d4 Thunder and 4d4 Lightning damage. Targets behind cover do not have advantage on their saving throws against this maneuver. Any targets caught in the area of effect must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Dexterity modifier. On a successful save, a target only takes half damage. On a failed save, a target cannot take reactions and is blinded until the start of your next turn. Once you have used this maneuver, you may not use it again until you finish a Short or Long rest.
Special Properties
AP II
Sundering I
Volatile Rounds - The projectiles fired by this weapon can be detonated by Thunder or Lightning damage once embedded in a target. They can also be manually detonated by using one of the special maneuvers.
Loading: Uses a Bonus Action (D&D 5e), or a single Action Point (PF2E) to reload.
Jamming: On a critical failure, roll a 1D12, if it is 3 or less, the weapon is jammed and requires a bonus action (D&D5e) or an action point (PF2E) to clear the jam
Handling: 2-Handed
A weapon that shears off fragments of Aetherion crystals and accelerates them magnetically, the Aetherion Needle Carbine can cause a combo detonation after successful attacks on the same target, dealing thunder and lightning damage upon detonation in an area of effect. To do this, the weapon emits a directed energy signal that excites the latent energy stored in the crystal shards. The weapon's individual projectiles do not do much damage, but the secondary effects are substantially stronger. It is a surprisingly lightweight weapon, made of myco-polymers and aluminum alloys, with a protective coating that produces an iridescent sheen not unlike the exoskeletons of its creators.
| Type |
Damage |
Damage |
Range |
| Martial Ranged |
2d4 (Burst), 1d4 (Single Shot) |
Piercing |
90/135 |
Weight: 4lbs