Weapon
Rare
Mods
Accessories
Brace
Compressor (Gas System)
Guidance System
Magazine
Small Sight
Magazine Size: 8 (every D8 counts as one shot)
Cartridge: Guided Flechettes, Darts
Special Maneuvers
Hunter-Seeker Mode - While hidden and stationary, spend your Bonus Action to guide your next single shot attack with a fly-by-wire mode. Fire a single flechette as an Attack action. This flechette moves at a speed of 45 feet per turn and provides vision to its user. While controlling it, you cannot move. After each move the flechette makes, roll a Stealth check against your intended target's passive perception. It has 1 HP and an Evasion rating (AC) of 20. When it moves into a space occupied by a target, it embeds itself into the target and drills through its body, dealing twice the rolled damage and forcing the target to automatically fail its saving throw against the Toxic DC. Once you have successfully used this maneuver, you may use it again after finishing a short or long rest.
Over-pressurize - Spend your Bonus Action to give your next attack an AP rating of AP VI and extra Piercing damage equal to your Proficiency Bonus with this weapon, by pressurizing the air canister to unsafe levels. If your next attack roll while the weapon is over-pressurized is a critical failure, the weapon is automatically jammed and cannot be fired again until the weapon is re-pressurized.
Precision Shooting - Hold the weapon with both hands to improve your chances to hit, you receive a +7 bonus to hit for your subsequent attacks on this turn (must have a free hand). You may not fire an offhand weapon as a Bonus Action if you use this maneuver.
Rapid Shooting - If matching weapons are dual-wielded, fire two bursts instead of one with a negative modifier of -7 to hit as an attack. If successful, roll burst damage twice. Once you have successfully made an attack using this maneuver, you may use it again after finishing a short or long rest.
Redirect Projectile - If you miss your intended target when making an attack, you may redirect the attack by spending a Bonus Action to activate the targeting systems and choose another target further away from you than the intended target. Make an attack roll without your Proficiency Bonus against the second target.
Trickshot - Designate a specific body part to hit as a Bonus Action for your next attack and deal specific conditions to the target on a hit. Once you have successfully made an attack using this maneuver, you may use it again after finishing a short or long rest.
Torso: The target is dazed until the start of your next turn
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
Armor Piercing II
Concealable - This weapon, when hidden on one's person, cannot be detected, even by a trained eye. Additionally, it can be drawn as a Free Action.
Light - Can be wielded in both hands.
Stealthy - Firing this weapon does not alert enemies that are outside of initiative or when you attack while hidden. After attacking, roll a Stealth check versus the target's Passive Perception.
Toxic - During your daily preparations or a short rest, you may spend 1 Mundane Chemical or 1 Mundane Organic material to synthesize and apply a toxic paralytic venom to the flechettes, spending 1 material per eight flechettes. Each flechette deals an additional 1d8 Acid if you used a Chemical material, or 1d8 Poison damage if you used an Organic material, based on your choice. Targets struck by an attack laced with the toxic paralytic venom must make a Constitution saving throw against a DC equal to 8 + your Proficiency Bonus + your Intelligence or Wisdom modifier (whichever is higher) or take the rolled damage, be Paralyzed, and be afflicted with the Corroded or Poisoned condition, taking 1d8 Acid or Poison damage at the start of each of their turns. To end the effects early, a target must spend an Action and succeed on another saving throw or take an Antivenom.
Loading: Uses either a Bonus Action or Action to reload. Uses a Bonus Action to repressurize.
Jamming: On a critical failure, roll a 1D10, 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: 1-handed
A collapsible guided flechette weapon capable of bypassing armor, often laced with highly toxic paralysis venom extracted from desert creatures. This weapon has been used to assassinate Shedari leaders during Ishumari uprisings, utilizing a fly-by-wire mode, controlled by a gyroscopic accelerometer in the weapon's grip. It has a built-in display that folds out when the weapon is drawn which allows for its user to observe where the shots are landing and to spy around corners. It is exceptionally stealthy.
| Type |
Damage |
Damage |
Range |
| Simple Ranged |
4d8 (Burst), 1d8 (Single Shot) |
Piercing |
90/135 |
Weight: 1.5lbs