Dustriders
Zarizeni Mining Union Mag-Shot
Weapon
Uncommon
Mods:
Accessories
Barrel
Foregrip
Magazine
Sight
Stock
Underslung Attachment
Magazine Size: 6 (each D6 counts as one spike)
Fire Modes: 3d6 (Spike Burst), 1d12 + 3 (Single Spike) Piercing Damage
Cartridge: Galvanized Ferrocite Spike
Special Maneuvers
Charged Shot - Before moving on your turn, fire one 1d12 + 3 Piercing damage shot, with a bonus of +8 to hit as an attack and will pierce up to two extra targets, dealing half damage to the secondary targets. Firing once allows the capacitors to charge to full. You can perform this maneuver once per turn.
Precision Shooting - Hold the weapon with both hands to improve your chances to hit, you receive a +6 bonus to hit for your subsequent attacks on this turn (must have a free hand). You may not fire an offhand weapon as a Bonus Action if you use this maneuver.
Voltaic Arc Signal - As a Bonus Action or when you reload the weapon, unleash the stored electrical energy in each Spike that successfully dealt damage. All spikes that are embedded in targets each deal 1d6 Lightning damage. If there are multiple targets with spikes in them, they each take an additional 1d6 Lightning damage for each spiked target within 15 feet of another. Each of these targets is Shocked and cannot take Reactions until the start of your next turn.
Special Properties
AP IV
CQC - This weapon has a +3 bonus to hit when within 30-10 feet of the target. It also doesn't have Disadvantage while in Melee with another target.
Mag-Combo - This weapon has Advantage on Attack Rolls against targets that have been embedded with a Survey Spike from the Zarizeni Mining Union Survey Spike Launcher.
Maiming - The Mag-Shot's Charged Shot maneuver has the potential to Maim the first target when rolling a critical success on the attack roll.
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 1D6, 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: 1-handed
A relatively lightweight, compact coilgun with somewhat limited range, this 1-handed weapon can deliver magnetically-launched spikes that pierce cover and can deliver small electric jolts when activated. If there are spikes embedded in more than one target, they unleash a much more powerful chain reaction. The Zarizeni Mag-Shot is primarily used as a means to defeat large, aggressive wildlife. When combined with a Survey Spike, the Mag-Shot can be incredibly dangerous. Usually, Kobold expeditionary teams use these devices combined with Survey Drones to ensure pack safety. It was first designed after the Kobolds made contact with the Vettir at Ymir along the Verkovian Coastline. They combined knowledge obtained from prior extraction expeditions and embed Aetherion Crystal fragments in the spikes.
| Type |
Damage |
Damage |
Range |
| Simple Ranged |
3d6 |
Piercing |
60/120 |
Weight: 6lbs