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Heavy Rotary Coilgun R-CG-8 in Dungeons & Dragons 5e

Dustriders

Heavy Rotary Coilgun R-CG-8

Weapon

Rare

Mastery Archetype: Exotic Ranged   Mods
  • Accessories
  • Barrel
  • Foregrip
  • Magazine
  • Sight
  •   Magazine Size: 48 (each D6 counts as one shot)   Fire Modes: 8d6 (Burst), 4d6 (Controlled Burst), 1d6 + 9 (Charged Shot   Cartridge: Ferromagnetic Slug   Charges: User's Proficiency Bonus   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 + 9 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.
  • Fire Saturation - While the Stand Your Ground maneuver is active, you may use this maneuver as a single Attack action. Make a number of attacks equal to your Proficiency Bonus against targets of your choosing. You may choose to make all of these attacks against one target, or several. Fire 4-round bursts for each attack. Once you have used this maneuver, you may not use it again until you finish a Short or Long rest.
  • Hardlight Shield - Project an expanded shield by expending a Charge as a Free Action, granting Full Cover and the ability to deflect attacks until the start of your next turn. While this shield is active, you cannot be flanked, nor have your cover neutralized. If you are to be hit by an Attack, you may choose to spend your Reaction to deflect the attack back at the attacker. If it is a melee attack, the attacker receives the damage they would have dealt to you as Radiant damage. If it is a ranged attack, the attacker receives half of the damage they would have dealt back at them as Radiant damage. Otherwise, the shield will absorb half of the damage that would have been dealt to you.
  • Stand Your Ground - Before moving on your turn, spend your Bonus Action to give yourself Advantage for all Attacks made while stationary. The effect ends once you move or are attacked in melee. Once you have used this maneuver, you may not use it again until you finish a Short or Long rest.
  • Single Target Suppression - Make two burst attacks at a chosen target, but halve the damage after mitigations. The target is Suppressed until the start of your next turn, even if the attacks miss, and you may make a free ranged opportunity attack against them if they fire back at you or leave cover. Once you have used this maneuver, you may not use it again until you finish a Short or Long rest.
  •   Properties
  • AP III
  • Coilgun - This weapon can pierce multiple targets, striking up to three additional targets in the line of fire upon making a successful Attack. Secondary targets take half damage.
  • Heavy
  • Passive Recharging - On finishing a Long rest, this weapon regains all of its charges.
  •   Special Properties
  • Hardlight Shield Projector - This weapon comes equipped with a shield projector which enables the Hardlight Shield maneuver.
  • 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 - This weapon has the potential to Maim the first target when rolling a critical success on the attack roll.
  • Vehicle-Compatible - This weapon is designed for usage with vehicles. While attached to a vehicle's turret, its effective range extends by 180 feet and its long range extends by 360 feet, and removes the once per rest usage limitation on its maneuvers.
  • 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: Requires an Action to load.   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

    Typically mounted on vehicles, this coilgun uses three barrels to alleviate heat buildup in the capacitors and the barrels themselves, reducing wear and tear while firing for sustained periods of time. If an individual is strong enough, they can carry it. The standard configuration for the weapon applies a projected energy shield based on reverse-engineered Matae-Korae Hardlight tech, protecting the user while maintaining visibility when active.

    Type Damage Damage Range
    Martial Ranged 8d6 (Burst), 4d6 (Controlled Burst), 1d6 + 9 (Charged Shot Piercing 180/360 (4/8 hexes)


    Weight: 60lbs


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