Dustriders

Pun-Khem T-49 Chem-Dart Binary Rifle - ปืนเข็ม

Weapon

Very Rare

Mods
  • Accessories (No Suppressor)
  • Barrel
  • Sight
  •   Magazine Size: 8 (each D12 counts as one shot), 8 Pressurized Shots   Cartridge: Reactive Chem-Dart, Ball Bearing, or Dart   Special Maneuvers
  • Aimed Shot - Fire one shot with +5 bonus to hit as an attack, can be used if the player has not moved yet on this turn.
  • Called Shot - Designate a specific body part to hit as an attack and deal specific conditions to the target. Once you have successfully made an attack using this maneuver, you may use it again after finishing a short or long rest.

  • Torso: The target is dazed until the start of your next turn
    Arms: You impose disadvantage on all attacks made by the target until the start of your next turn
    Legs: You hamstring an opponent and reduce their movement by half until the start of your next turn
  • Overpressurize - Spend your Bonus Action to give your next attack an AP rating of AP IV and extra Piercing damage equal to your Proficiency Bonus with this weapon, by pressurizing the air canister to unsafe levels. If your next attack roll while the weapon is overpressurized is a critical failure, the weapon loses all pressure and cannot be fired again until the weapon is repressurized.
  •   Special Properties:
  • Armor Piercing III
  • Air-Powered
  • Combined Chem-Dart Reaction - This weapon's default Chem-Dart ammunition creates a chemical reaction in the target once two shots have been delivered in the same turn. At the start of the target's next turn, after two successful attacks have been made against it on your turn with this weapon, a highly acidic chain reaction occurs, detonating and unleashing acidic compounds in a 15 foot radius around the target, dealing 2d10 Acid damage to everything inside of the radius and applying the Corroding condition. The target that was centered in the chain reaction automatically fails their Dexterity saving throw. All other targets must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your weapon's ability modifier used to make the attacks. On a failed save, a target takes the rolled damage and has the Corroded condition applied, either reducing their Armor Grade by 2, or dealing 1d10 Acid damage to unarmored targets at the start of each of their turns until the condition ends. On a successful save, a target only takes half the rolled damage.
  • Marksman Rifle, +5 to hit at ranges greater than 60 feet
  • Multiple Ammunition Types - This weapon utilizes multiple ammunition types. The default Reactive Chem-Dart ammunition deals 1d10 AP III Piercing and 3d10 Acid damage, expending one Reactive Chem-Dart per Attack action. Ball Bearing ammunition deals 4d10 AP I damage, expending 4 ball bearings per Attack action. It can also accept any variety of darts loaded with chemicals or medicine.
  • Stealthy
  •   Loading: Uses a Bonus Action to reload 4 shots, requires an Action to fully reload.   Jamming: On a critical failure, roll a 1D12, if it lands on a 1, the weapon loses all pressure and must be re-pressurized with a Bonus Action.   Weight: 9   Handling: 2-handed

    A dart-based acid delivery system designed for stealth purposes. The weapon is integrally suppressed and uses two very long barrels. The length is to ensure gas compression allows for high velocities, but subsonic delivery. It boasts longer range than other dart rifles and is sometimes used to deliver drugs or other sedatives. One combination of ammunition that can be delivered is a pair of chemical darts capable of causing an intravenous explosion when both chemicals enter the bloodstream and come into contact with one another. It's a nasty method of assassination.

    Type Damage Damage Range
    Martial Ranged 1d10 Piercing / 3d10 Acid Piercing 90/135


    Weight: 9lbs


    Created by

    Vaskadar.

    Statblock Type

    Item

    Link/Embed