Dustriders
Chiral Aerial Cannon
Weapon
Rare
Mods
Accessories
Barrel
Sight
Stock
Magazine Size: 1 (Each shot needs to be chambered manually)
Cartridge: Anti-Materiel
Special Maneuvers
Stabilized Shot - Before moving on your turn, reduce your movement to 0 to give yourself Advantage on your next ranged attack with this weapon
Called Shot - Designate a specific body part to hit as an attack and deal specific conditions to the target. You may use this maneuver once per short or long rest.
Torso: The target must make a Constitution Saving Throw against a DC of 8 + Proficiency Bonus + Ability Modifier (Whichever ability score is used with this weapon) or be dazed
Arms: You impose disadvantage on all attacks made by the target until the start of your next turn
Legs: You hamstring an opponent and reduce their movement by half until the start of your next turn
Special Properties:
Anti-Materiel - Double your Proficiency Bonus to hit on your first Attack action against targets at ranges greater than 60 feet if you have not yet moved on your turn, and deal an additional 6 Piercing Damage to Vehicle Internals. Additionally, this weapon deals damage to Poise.
Armor Piercing IV
Dangerous Recoil - When firing, small or airborne users must make a Strength Saving Throw against a DC of 10 or be pushed back 10 feet in a straight line.
Multi-Target Piercing - Any targets up to 30 feet in a straight line behind the first target must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Dexterity modifier or take half the total damage from the initial shot.
Spalling - Any paneling or cover hit by this weapon spalls as the round tumbles through it, dealing 1d12 Slashing damage in a 15 foot cone from the point of impact. All 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. A target that succeeds on its save only takes half damage. A target that fails its save takes the rolled damage.
Loading: Uses a Bonus Action to load a round
Jamming: The weapon does not jam
Weight: 20
Handling: 2-handed
This is more of an anti-materiel rifle than a cannon, and with only being able to load a single round in its chamber, it is meant to be fired only once before the shooter repositions to reload. Because of the mass of the round, it is capable as an anti-aircraft weapon. The round will penetrate multiple targets even at extreme distances. An airborne user of this weapon must make a strength saving throw or get pushed back 10 feet from its current position when firing this beast of a weapon.
| Type |
Damage |
Damage |
Range |
| Martial Ranged |
1d12 + 24 |
None |
450/900 |
Weight: 20lbs