Dustriders
Kroldir Type 2-K TELG Handgun
Weapon
Uncommon
Mods:
Accessories
Magazine
Sight
Stock
Magazine Size: 4 (each attack counts as one shot)
Fire Modes: Single Shot (2d12 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.
Trick 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 III
CQC - No disadvantage in Melee range.
Light Anti-Materiel - Double your Proficiency Bonus on your first Attack action against targets at ranges greater than 30 feet if you have not yet moved on your turn, and deal an additional 3 Piercing Damage to Vehicle Internals.
Spalling - Any Vehicle Paneling or Cover hit by this weapon spalls as the round unleashes its kinetic energy on impact, 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.
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 one additional target in the line of fire upon making a successful Attack. The secondary target takes 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: 1-handed
The Kroldir tribe built a more portable design based on their miniaturization of the thermo-electric light gas gun technology. Its range and accuracy are slightly reduced but the weapon's appearance feels like it is too large to be classified as a handgun. The Tenok do not care. To them, it is a handgun and is wielded with one hand. It can still slice off someone's arm with a single shot.
| Type |
Damage |
Damage |
Range |
| Simple Ranged |
2d12 |
Piercing |
180/360 (4/8 hexes) |
Weight: 12lbs