Dustriders
K-Labs RD-20 Thermal Rivet Driver
Weapon
Common
Mods
Accessories
Brace
Compressor (Gas System)
Magazine
Small Sight
Magazine Size: 6 (every D12 counts as one shot)
Cartridge: Rebar Rivets
Special Maneuvers
Basic Swing - You swing the weapon at an opponent within melee range, dealing 1d12 AP II Bludgeoning damage.
Guard Block - Spend your Reaction to place the industrial tool between you and an opponent's melee attack. Raise your evasion by your Proficiency Bonus. You may perform this maneuver before damage is rolled and applied to attempt to deflect the attack. If your opponent misses as a consequence of you spending your Reaction, you take no damage. If they succeed in striking you, you only take half damage. You may use this maneuver a number of times equal to your Proficiency Bonus per Long rest.
Heated Rivet - You enable the powered arc emitter inside the weapon, heating the rebar in the chamber as a Free Action. Your next Rivet Launch deals an additional 1d12 Fire damage. This applies the Fire damage to any secondary targets hit by the Rivet Launch maneuver. You may perform this maneuver a number of times equal to your Proficiency Bonus per Short or Long rest.
Overpressured Shot - Using a Bonus Action, increase your next attack's AP rating to AP III and add the pinning effect without the HP requirements, but fire only one shot, dealing 1d12 damage. This doubles the range of the pinning distance to 40 feet and the projectile's effective range goes up to 60 feet and 120 feet for long range. Critical failures on the attack roll while using this feature immediately cause the weapon to jam. An overpressured shot will alert enemies within 60 feet.
Rivet Launch - When you successfully strike a target with a Basic Swing, you can launch a loaded rivet as a Bonus Action, dealing 1d12 Piercing damage which ignores armor and a second target up to 15 feet away, directly behind the first target. Otherwise, you can fire a rivet at a target you can see within range as an Attack action, dealing 1d12 AP IV Piercing damage.
Special Properties
Armor Piercing II
Blunt Weapon - Does Double the rolled damage to Poise.
Pinning - If more than half the target's remaining HP damage is dealt in a single attack, the target is launched in a straight line away from you up to 20 feet away and takes falling damage for every 10 feet the target was pushed back if it gets pinned to a surface. The creature must be medium or smaller for this effect to work. If no vertical surface is available, the target is only pushed up to 20 feet in a straight line away from you. If pinned to a surface, the target will be Restrained until the start of your next turn.
Repair Tool - Can be used to perform the Repair action on Vehicles, if proficient.
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.
Loading: Uses a Bonus Action to reload this weapon.
Jamming: On a critical failure, roll a 1D12, if it lands on a 1, loses all pressure and needs a Bonus Action to repressurize.
Handling: 1-handed
An armor piercing short-range tool with very high pressure behind its rebar rivets. It has been frequently used in melee as a weapon, but its pressure settings can be modified to launch rebar that ignores armor and pierces multiple targets over a relatively short distance. It can also heat the rebar prior to firing. This mode was made for on-site repairs when a bolt came loose or needed to be spot-welded in place. Its design may have been inspired by the Drakaan, post-contact when they were trading with the Dwarven clans.
| Type |
Damage |
Damage |
Range |
| Martial Melee |
1d12 / 1d12 Piercing |
Bludgeoning |
Melee, 30/60 |
Weight: 8lbs