Dustriders
Arm-Cit SLAP-IR-8mm
Weapon
Uncommon
Mods
Accessories (No Suppressor)
Barrel
Foregrip
Gas Piston
Magazine
Sight
Stock
Underslung Attachment
Magazine Size: 20 (each D10 counts as one shot)
Fire Modes: 4d12 (Full Burst), 2d12 (Controlled Burst), 1d12 (Single Shot) Piercing Damage
Cartridge: SLAP
Maneuvers
Aimed Shot - Fire one AP IV shot as an attack with a +8 bonus to hit as an attack.
Controlled Burst - Fire a 2-round AP I burst with a bonus to hit equal to your Proficiency Bonus, as an attack.
Special Properties
Anti-Materiel - With this weapon, you 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. Additionally, you deal an extra 6 Piercing Damage to Vehicle Internals on a successful hit, and deal double the rolled damage to Poise for any targets struck by this weapon.
Armor Piercing III
Bullpup - No disadvantage on attack rolls while in melee.
Heavy
Heavy Rounds - Deals damage to Poise.
Maiming - This weapon's Aimed Shot maneuver has the potential to Maim the first target when rolling a critical success on the attack roll.
Spalling - Any paneling or cover hit by this weapon spalls as the round tumbles through it, dealing 1d12 AP I 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.
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. The halved damage does not apply to the Spalling feature's damage.
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 1D10, 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
Designed around the standards of Verdoyant and Orcish infantry strength, this bullpup-configured infantry rifle fires an 8mm sabot-launched armor-piercing round, and can be fired fairly easily from the shoulder if strength is sufficient. To compensate for the otherwise insane recoil, the weapon has a very long recoil buffer that causes the whole barrel assembly to retract into the furniture when firing. Its bespoke muzzle brake and barrel configuration also prevent it from utilizing suppressors.
| Type |
Damage |
Damage |
Range |
| Martial Ranged |
4d10 (Full Burst), 2d10 (Controlled Burst), 1d10 (Single Shot) Piercing Damage |
Piercing |
225/450 |
Weight: 13lbs