Dustriders
Arm-Cit SMAK-ID-20mm
Weapon
Rare
Mods
Barrel
Magazine
Sight
Magazine Size: 10 (each 2D8 counts as one shot)
Fire Modes: 6d8 (Volley), 4d8 (Burst), 2d8 (Single Shot)
Cartridge: Autocannon Rounds
Special Maneuvers
Aimed Shot - If you have not yet moved on this turn, you may use this maneuver. Fire 1 shot with a bonus of +6 to hit as an attack.
Airburst - Designate a point in range that you can see for an Airburst round to detonate, dealing 2d8 Thunder and 2d8 Fire damage inside of its radius. All targets within the 10 foot radius must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Ability Modifier. On a failed save, a target takes the rolled damage. On a successful save, a target only takes half damage.
Controlled Burst - If you have not yet moved on this turn, you may use this maneuver. Fire 2 shots instead of 1 with a bonus of +3 to hit as an attack.
Stabilized Shot - Before moving on your turn, reduce your movement to 0 to give yourself advantage on a ranged attack with this weapon.
Volley - If you have not yet moved on this turn, you may use this maneuver. Make three separate attack rolls, firing one shot each at your choice of up to three different targets or spaces. You may attack one target or multiple. If you choose to detonate at a space, targets must make a Dexterity saving throw against the Explosive save DC.
Special Properties
Anti-Armor - This weapon deals unmitigated damage to constructs, robotics, and vehicles.
Armor Piercing III
Concussive - Deals double the rolled damage to Poise. Drivers of small vehicles must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Ability Modifier or Lose Control.
Explosive - This weapon deals Explosive damage in a 10-foot radius from its impact point. Each shot fired by this weapon has its own explosion. The projectile must hit an object, target, or a surface. The first target takes 1d8 thunder damage and 1d8 fire damage. Any targets inside the radius aside from the first target hit take half the rolled damage. Otherwise, all targets within the 10 foot radius must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Ability Modifier. On a failed save, a target takes the rolled damage. On a successful save, a target only takes half damage.
Heavy
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: Uses 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
A Shoulder-Mounted Autocannon, Kinetic, infantry-deployed 20mm weapons system, the SMAK is one of the rare examples of an anti-armor, semi-automatic 20mm cannon being deployed by infantry. It utilizes a smart anti-tank round which can be programmed to burst in the air or detonate via proximity thanks to its computerized target acquisition system. Because of its bulk, it generally has to be fired from a stable position to fire more than one shot, but some are able to overcome this prohibitively intense design through sheer strength. It also helps that the whole gun itself is practically built as a recoil buffer system. It has a 10-round detachable box magazine that feeds from the top of the weapon.
| Type |
Damage |
Damage |
Range |
| Martial Ranged |
6d8 (Volley), 4d8 (Burst), 2d8 (Single Shot) / 1d8 Thunder, 1d8 Fire |
Piercing |
225/450 |
Weight: 40lbs