Dustriders
Chiral Aerial Cannon
Weapon
Rare
Mastery Archetype: Anti-Materiel Rifle
Mods
Accessories
Barrel
Sight
Stock
Magazine Size: 1 (Each shot needs to be chambered manually)
Cartridge: Anti-Materiel
Maneuvers
Stabilized Shot - Before moving on your turn, reduce your movement to 0 to give yourself Advantage on your next ranged attack with this weapon.
Special Maneuvers
Called Shot - Designate a specific body part to hit as an attack and deal specific conditions to the target. Upon being afflicted with one of these conditions, the target may make a Constitution saving throw to attempt to end the effects early at the end of each of its turns against a save DC equal to 8 + your Proficiency Bonus + your Ability modifier used for the attack. 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 for one minute.
Arms: You impose Disadvantage on all Attack rolls made by the target for one minute.
Legs: You hamstring an opponent and reduce their movement by half for one minute.
Properties
Armor Piercing IV
Dangerous Recoil - When firing, small or airborne users must make a Strength Saving Throw against a DC of 10 or be pushed back 10 feet in a straight line.
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.
Multi-Target Piercing - Any targets up to 30 feet in a straight line behind the first target take half the rolled damage on a successful hit against the first target.
Spalling - Any paneling or cover hit by this weapon spalls as the round tumbles through it, dealing 1d12 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.
Loading: Uses a Bonus Action to load a round.
Jamming: The weapon does not jam
Weight: 20
Handling: 2-handed
This is more of an anti-materiel rifle than a cannon, and with only being able to load a single round in its chamber, it is meant to be fired only once before the shooter repositions to reload. Because of the mass of the round, it is capable as an anti-aircraft weapon. The round will penetrate multiple targets even at extreme distances. An airborne user of this weapon must make a strength saving throw or get pushed back 10 feet from its current position when firing this beast of a weapon.
| Type |
Damage |
Damage |
Range |
| Martial Ranged |
1d12 + 24 |
None |
450/900 |
Weight: 20lbs