Dustriders
Arm-Cit RG-134-MP
Weapon
Very Rare
Mods
Accessories
Barrel
Foregrip
Magazine
Sight
Magazine Size: 120 (each D8 counts as one shot)
Fire Modes: 10d8 (Full Burst), 5d8 (Normal Burst)
Cartridge: Intermediate
Special Maneuvers
Fire Saturation - You may use this maneuver as a single Attack action. Make a number of attacks equal to your Proficiency Bonus against targets of your choosing. You may choose to make all of these attacks against one target, or several. Fire 5-round bursts for each attack. Once you have used this maneuver, you may not use it again until you finish a Short or Long rest.
Old Painless - As a single Attack action while this weapon is spooled via the Spin-Up maneuver, you unleash a high volume of fire in a line and fire twice as many rounds, expending 20 rounds and dealing 10d8 AP II piercing damage. All targets inside of a 135 by 5 foot line must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Dexterity Modifier. On a failed save, a target takes the rolled damage. On a successful save, a target only takes half damage. This maneuver has the Wallbanger property and destroys up to a 5 foot cube of structure. You may use this maneuver a number of times equal to your Proficiency Bonus per Long rest.
Single Target Suppression - Make two burst attacks at a chosen target, but halve the damage after mitigations. The target is Suppressed until the start of your next turn, even if the attacks miss, and you may make a free ranged opportunity attack against them if they fire back at you or leave cover. Once you have used this maneuver, you may not use it again until you finish a Short or Long rest.
Stand Your Ground - Before moving on your turn, spend your Bonus Action to give yourself advantage for all Attacks made while stationary. The effect ends once you move or are attacked in melee. Once you have used this maneuver, you may not use it again until you finish a Short or Long rest.
Spin-up - As a Bonus Action before you move or attack on your turn, spool the weapon's motor and take a bracing stance, spending all of your movement for this turn. Each following attack you make on this turn deals 10d8 AP I Piercing damage.
Special Properties
Armor Piercing I
Heavy
Maiming - This weapon's attacks while the weapon is spooled up have the potential to Maim the target on a critical success on the attack roll. If a target critically fails their saving throw against this weapon's maneuver, they are also maimed.
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.
Vehicle-Compatible - This weapon is designed for usage with vehicles. While attached to a vehicle's turret, its effective range extends by 180 feet and its long range extends by 360 feet, and removes the once per rest usage limitation on its maneuvers.
Loading: Requires an Action to reload.
Jamming: On a critical failure, roll a 1D8, 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
This man-portable rotary gun was designed initially for use as a gun emplacement on vehicles, but by switching to an intermediate cartridge shared with the Morgan Arms A-15, it was discovered shortly afterwards, that during testing it could be fired from a standing position. Its key advantage over other squad automatic weapons is its sheer volume of fire that it can unload and the duration of the bursts it can sustain without warping the barrels. The six barrels are air-cooled and are powered by a dieselectric motor. Its main disadvantage when compared to other squad automatic weapons is its relatively short range, however it more than makes up for it by being able to shred cover.
| Type |
Damage |
Damage |
Range |
| Martial Ranged |
10d8 (Full Burst), 5d8 (Normal Burst) |
Piercing |
135/270 |
Weight: 30lbs