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Kroldir Type 1-K TELG Rifle in Dungeons & Dragons 5e

Dustriders

Kroldir Type 1-K TELG Rifle

Weapon

Uncommon

Mods:
  • Accessories
  • Magazine
  • Stock
  •   Magazine Size: 3 (each attack counts as one shot)   Fire Modes: Single Shot (3d12 Damage)   Cartridge: LG Cartridge   Special Maneuvers
  • Stabilized Shot - Before moving on your turn, reduce your movement to 0 to give yourself Advantage on a 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
  • AP V
  • Anti-Materiel - Double your Proficiency Bonus 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.
  • Dangerous Spalling - Any Vehicle Paneling or Cover hit by this weapon spalls as the round unleashes its kinetic energy on impact, dealing 2d12 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.
  • Integrated Spectral Sensor Scope - Allows the user to see hot targets through walls up to 5 feet thick, negating any Cover bonus to Evasion.
  • Maiming - Each shot from this weapon has the potential to Maim the first target when rolling a critical success on the attack roll.
  • Thermo-Electric Light Gas Gun - This weapon can pierce multiple targets, striking up to two additional targets in the line of fire upon making a successful Attack. Secondary targets take half damage.
  • Wallbanger - Can pierce solid structure to deal half damage to a target on the other side. Will go through up to 5 feet of structure. Striking a target through solid structure does not allow the Maiming conditions to be met.
  •   Loading: Uses a Bonus Action to reload.   Jamming: On a critical failure, roll a 1D12, if it lands on a 2 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

    The Kroldir tribe employs this high velocity rifle that uses pelletized ammonia as a propellant inside pressurized cartridges and catalyzes it through an arc circuit in its firing chamber, allowing it to reach extraordinary speeds that surpass even the Vettir's Mag-Driver weaponry. There is a slight delay as its pressure builds before it fires. Once fired, it is extraordinarily difficult to locate the shooter if they have relocated. Often used in ambushes by the Kroldir Tenok as a sort of super-powered anti-materiel weapon. It is complete overkill for anything that isn't wearing armor. The speeds that it reaches are upwards of 5 km/s, which is incredible for how portable the weapon is. This does come at a cost to its usability though. Each cartridge is built similarly to a Voitenko compressor from Earth, effectively being a self-contained shaped charge. The projectile itself is tiny but has a shearing effect with less-dense materials surrounding the tungsten alloy penetrator core, being designed to break off and create shrapnel.

    Type Damage Damage Range
    Martial Ranged 3d12 Piercing 270/540 (6/12 hexes)



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