Dustriders
Tar-Inulam Flechette Rifle
Weapon
Uncommon
Mods
Accessories
Compressor (Gas System)
Magazine
Sight
Stock
Magazine Size: 6 (every D12 counts as one shot)
Cartridge: Flechettes, Darts
Special Maneuvers
Aimed Shot - Fire one AP III shot (1d12) with a +6 bonus to hit as an attack before moving on your turn.
Called 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 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
Over-pressurize - Spend your Bonus Action to give your next single shot attack an AP rating of AP VI and extra Piercing damage equal to two times 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.
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.
Paralysis Toxin Application - 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 1d12 Acid if you used a Chemical material, or 1d12 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 1d12 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 to load 3 Flechettes or Action to fully reload. Uses a Bonus Action to repressurize.
Jamming: On a critical failure, roll a 1D12, 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
An extremely lightweight compressed air rifle that can launch darts or flechettes. Like the Taraka pistol, the flechettes are often laced with a toxic paralysis venom. It differentiates itself from other dart rifles for its ability to be concealed with little effort, and is a favorite among Dustwalkers.
| Type |
Damage |
Damage |
Range |
| Martial Ranged |
2d12 (Burst), 1d12 (Single Shot) |
Piercing |
135/180 |
Weight: 3lbs