Dustriders
Tūmatakōkiri X-MM-01
Weapon
Very Rare
Mods:
Accessories
Barrel Shroud
Magazine
Sight
Magazine Size: 1 (each Attack counts as one shot)
Fire Modes: Quick Shot, Partial Charge, Full Charge
Cartridge: Ferrocite Rod
Special Maneuvers
Capacitor Charge - Spend your Action on your turn to store a capacitor charge. You can perform this action once per turn. Each Capacitor Charge adds 4d10 Fire and 4d10 Piercing damage to the Molten Metal Strike maneuver. You can store up to two charges.
Quick Shot - Make an attack roll against a chosen target and deal 2d10 Fire and 2d10 AP III Piercing damage upon a successful attack. Upon striking the target, it unleashes a Pyrophoric Explosion. This also strikes a second target in a line behind the first.
Molten Metal Strike - Spend all of your stored Capacitor Charges as an Attack action and unleash a 5 foot wide line of destruction out to the weapon's maximum range. You must spend a minimum of 1 Capacitor Charge. This line pierces all structures, directly damages internal parts, and ignores damage resistances. When you expend three charges, any target that survives the attack but failed their save is Stunned until the end of your next turn. All targets inside the line must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Dexterity or Intelligence Modifier (whichever is higher). On a failed save, a target takes the rolled damage. On a successful save, a target takes half the rolled damage.
Special Properties
Ignores Armor - This weapon's Molten Metal Strike ignores armor.
Maiming - The X-MM-01's Molten Metal Strike maneuver will Maim the first target hit in the line attack.
Heavy
Pyrophoric - When this weapon strikes a structure or vehicle paneling with a charged attack, it unleashes a 10 food radial sphere of Fire around the impact point. This sphere ignores walls. The radial sphere does 2d10 Fire damage. All targets inside the radius must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Dexterity or Intelligence Modifier (whichever is higher). On a failed save, a target takes the rolled damage. On a successful save, a target takes half the rolled damage. When perforating multiple vehicle panels, it unleashes this explosion for every panel it passes through.
Railgun - The Quick Shot attack ignores the Evasion Bonus from Cover and pierces up to one extra target, dealing half the rolled damage to the second target.
Wallbanger - Attacks made with this weapon can pierce solid structures to deal half damage to a target on the other side.
Loading: Requires a Bonus Action to load.
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: 2-handed
An experimental high-tech weapon that propels molten metal via electromagnetic acceleration with an explosive trigger mechanism. It is designed to perforate and defeat armor, unleashing a series of secondary explosions once it has pierced the target. Its name translates from Te Reo to meteor impact. This weapon was designed after the Cataclysm and after Tangata contact with the Matae-Korae, and there are maybe five functional prototypes in existence. It has been used to hunt the G-Class monsters that terrorize the rainforests of Malabar. The advanced ferrocite rods used require highly conductive metal alloys to work, making firing this weapon a very expensive process in terms of materials usage.
| Type |
Damage |
Damage |
Range |
| Martial Ranged |
2d10 Fire, 2d10 Piercing |
Fire |
270/900 |
Weight: 35lbs