Dustriders
Infantry-Deployed Man-Portable Air Defense Cluster System
Weapon
Very Rare
Mods
Accessories
Guidance Systems
Grip
Sight
Magazine Size: 1 (Each Attack is counted as a Single Shot)
Cartridge: IMPACS Multi-Missile
Special Maneuvers
Direct-Hit - Make an attack roll for each submunition instead of designating a point after using the Multi-Lock maneuver. A direct hit with a submunition will deal an additional 4d4 Piercing damage to the target, ignoring armor. A target that has been directly hit will automatically fail on the saving throw against the Explosive DC. If the attack misses, the submunition will sail past the target and hit any vertical surface in its path or travel to its effective range, then detonate.
Multi-Lock - You spend your Action and all of your movement before moving on your turn, preparing to unleash all twelve guided submunitions against chosen targets or locations on your next turn. Choose up to 12 targets or spaces that you can see. You may choose to make all of the submunitions hit a single target or several. If any of the targets you have chosen leave your line of sight or drop to 0 HP before your next turn, the spare submunitions instead strike one of the locked targets or spaces closest to the one that left your line of sight. On your next turn, you spend your Attack action firing the weapon and make an attack roll for each target. You do not need to make attack rolls for designated spaces. Each submunition has a +6 Bonus to hit against a locked target and will deal the Direct Hit damage when it hits.
Special Properties
Anti-Air - Attack rolls against aerial targets have advantage.
Anti-Armor - Deals unmitigated damage to vehicle internals, vehicle paneling, and constructs.
Arming range - Has a minimum distance at which the missile will explode. The missile must travel a minimum of 30 ft. before it will detonate - otherwise it will only deal direct hit damage.
Backblast - The weapon produces a 10-foot line of fire in the opposite direction the user is firing, behind the user, dealing 2d8 fire damage to those caught in the backblast.
Explosive - This weapon's submunitions each deal Explosive damage in a 10-foot radius from their impact points. The projectiles must hit an object, target, or a surface. Each target inside the 10-foot radial sphere centered on that point must make a Dexterity saving throw. A target takes 2d8 thunder damage and 2d8 fire damage on a failed save, or half as much damage on a successful one. The saving throw is a Dexterity saving throw against a DC = 8 + your Proficiency Bonus + your Dexterity or Strength Modifier unless otherwise stated.
Multi-Munitions - If multiple submunitions strike the same target, and that target fails their Dexterity saving throw, they automatically fail all following saving throws for the Explosive DC from this weapon.
Ricochet - If fired at a surface within arming distance and at an angle shallower than 90 degrees it can ricochet.
Loading: Loading the IMPACS weapon system takes a Bonus Action.
Jamming: The weapon does not jam.
Handling: 2-handed
A single-tube missile system with clustered independent guided submunitions that seek out targets and have a smart airburst detonation fuse, the IMPACS weapons platform was deployed maybe 1-2 years before the Cataclysm occurred. Its guidance systems, at the time, cost more than the full standard equipment of 20 Shedari Specops units. This weapon utilizes an advanced IFF system to identify friend or foe when firing. There are only a few extant examples of this weapon in existence.
To fire the weapon, one must remain stationary to lock onto targets using the computerized guidance system. Upon obtaining a lock, the weapon's targeting system emits a high two-tone noise, indicating that the lock is acquired. Upon losing lock, the weapon emits a short series of low tones.
| Type |
Damage |
Damage |
Range |
| Martial Ranged |
2d8 Thunder + 2d8 Fire (10 foot Radius) |
Thunder |
450/900 |
Weight: 35lbs