Dustriders
Coilgun Repeater CG-20-R
Weapon
Uncommon
Mastery Archetype: Exotic Ranged
Mods
Accessories
Barrel
Foregrip
Magazine
Sight
Stock
Underslung Attachment
Magazine Size: 18 (each D6 counts as one shot)
Fire Modes: 6d6 (Burst), 3d6 (Controlled Burst), 1d6 + 9 (Single Shot) Piercing Damage
Cartridge: Ferromagnetic Slug
Maneuvers
Controlled Burst - Fire a half burst with a bonus to hit equal to your Proficiency Bonus, as an attack.
Special Maneuvers
Charged Shot - Before moving on your turn, fire one 1d6 + 6 Piercing damage shot, with a bonus of +10 to hit as an Attack action. Upon making a successful attack, the shot will pierce up to five additional targets in the line of fire, dealing half damage to the secondary targets. Firing once allows the capacitors to charge to full. You can perform this maneuver once per turn.
Extended Burst - Fire 9 shots without your Proficiency Bonus modifier to hit, as an attack. Once you have successfully made an attack using this maneuver, you may use it again after finishing a short or long rest.
Properties
AP III
Coilgun - 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.
Special Properties
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 - The Mag-Driver's Charged Shot maneuver has the potential to Maim the first target when rolling a critical success on the attack roll.
Wallbanger - Can pierce solid structure to deal half damage to a single 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 fast reload (involves dropping the magazine to pick up later), requires a full action to reload
Jamming: On a critical failure, roll a 1D6, if it lands on a 1, the weapon is jammed and requires a bonus action (D&D5E) or an action point (PF2E) to clear the jam
Handling: 2-handed
The CG-20-R is a rapid-fire, high velocity weapon that rips straight through most opponents. The CG-20-R is largely based on the same principle as the mag-driver weapons, though it uses a magnetic coil instead of lorentz forces to accelerate its projectiles. The projectiles do reach hypersonic speeds like mag-driver weaponry, albeit at lower velocities with a higher volume of fire. This weapon ignores cover, and sacrifices overall projectile impact as a result.
| Type |
Damage |
Damage |
Range |
| Martial Ranged |
6d6 (Burst), 3d6 (Controlled Burst), 1d6 + 6 (Single Shot) Piercing Damage |
Piercing |
180/360 (4/8 hexes) |
Weight: 8lbs