Dustriders
Kroldir Type 2-K TELG Handgun
Weapon
Uncommon
Mods:
Accessories
Magazine
Sight
Stock
Magazine Size: 4 (each attack counts as one shot)
Fire Modes: Single Shot (2d12 Damage)
Cartridge: LG Cartridge
Special Maneuvers
Stabilized Shot - Before moving on your turn, reduce your movement to 0 to give yourself Advantage on a ranged attack with this weapon.
Trick 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 must make a Constitution Saving Throw against a DC of 8 + Proficiency Bonus + Ability Modifier (Whichever ability score is used with this weapon) or be dazed
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
AP III
CQC - No disadvantage in Melee range.
Light 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 3 Piercing Damage to Vehicle Internals on a successful hit, and deal the rolled damage to Poise for any targets struck by this weapon.
Spalling - Any Vehicle Paneling or Cover hit by this weapon spalls as the round unleashes its kinetic energy on impact, 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.
Maiming - Each shot from this weapon has the potential to Maim the first target when rolling a critical success on the attack roll.
Thermo-Electric Light Gas Gun - This weapon can pierce multiple targets, striking up to one additional target in the line of fire upon making a successful Attack. The secondary target takes half 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.
Loading: Uses a Bonus Action to reload.
Jamming: On a critical failure, roll a 1D12, 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: 1-handed
The Kroldir tribe built a more portable design based on their miniaturization of the thermo-electric light gas gun technology. Its range and accuracy are slightly reduced but the weapon's appearance feels like it is too large to be classified as a handgun. The Tenok do not care. To them, it is a handgun and is wielded with one hand. It can still slice off someone's arm with a single shot.
| Type |
Damage |
Damage |
Range |
| Simple Ranged |
2d12 |
Piercing |
180/360 (4/8 hexes) |
Weight: 12lbs