Dustriders
Experimental Pulsed Energy Projectile Rifle (x-PEPR)
Weapon
Rare
Mods
Accessories
Capacitor
Focusing Array
Grip
Sight
Magazine Size: 30 (each Attack consumes 5 charges of the Power Cell)
Fire Modes: Laser Pulse, Overcharged Attack, Paralyzing Pulse
Cartridge: Power Cell
Special Maneuvers
Laser Pulse - A standard laser-based attack with the deuterium-fluoride laser component of the weapon which expends 5 charges. On a successful attack, it deals 2d8 Radiant and 1d8 Fire damage and Blinds the target until the start of your next turn.
Overcharged Attack - A lethal setting for the weapon which increases the power output of the laser to unleash plasma while also paralyzing the target for longer. This expends 15 charges. Make an Attack roll against a chosen target. On a successful attack, you deal 6d8 Lightning damage to the target and the target is Paralyzed until they spend their Action to make a saving throw against the weapon's save DC and succeed. Targets within 15 feet of the first target must make a Constitution saving throw against a DC equal to 8 + your Proficiency Bonus + your Intelligence modifier. On a failed save, a target takes 6d8 Lightning damage and is Paralyzed until the start of your next turn. On a successful save, a target only takes half damage. Robotics have disadvantage on their saving throw against this weapon. Once you have used this maneuver, you may not use it again until you finish a Short or Long rest.
Paralyzing Pulse - An instantaneous high pressure attack on the nervous system that debilitates an opponent and nearby targets, which expends 5 charges of the weapon's power cell. Make an Attack roll against a target. On a successful attack, you deal 3d8 Thunder damage and the target is Paralyzed until the start of your next turn. If this happens to bring a target down to 0 HP, they are only knocked unconscious. Robotics are otherwise disabled until rebooted. All targets within a 5 foot radius of the chosen target must make an Intelligence saving throw against a DC equal to 8 + your Proficiency Bonus + your Intelligence modifier. On a failed save, a target takes 3d8 Thunder damage and is Paralyzed until the start of your next turn. On a successful save, a target only takes half damage. Robotics have disadvantage on their saving throw against this weapon, and any targets that saved on their first saving throw automatically fail the next saving throw if another attack is made by the user on the same turn.
Special Properties
Atmospheric Dispersal - The weapon loses 1 damage dice at ranges greater than its effective range.
Laser Weaponry - Instantaneous attacks grant higher precision and accuracy, granting twice the Proficiency Bonus on attack rolls.
Paralyzing Shock - Targets that have been hit with this weapon's attacks and targets that failed their saving throws against this weapon are Paralyzed until the start of your next turn.
Non-Lethal - This weapon's main fire mode will not kill a target.
Rechargeable - Expended Power Cells will recharge fully after finishing a Long Rest.
Loading: This weapon regains half of its charges on a Short Rest, and all charges on a Long Rest.
Jamming: This weapon does not jam.
Handling: 1-Handed or 2-handed (+1 Bonus to hit if 2-handed)
An experimental non-lethal weapon that uses an infrared laser pulse which ablates the target's surface and creates exploding plasma, this produces an intense pressure wave that stuns the target through damaging nerves and may cause temporary paralysis. The x-PEPR can be made lethal through ramping up its power settings. Its blueprint can be obtained in research facilities on the Eadwellian Isles. The experimental model uses a deuterium-fluoride laser to generate the pulse. Its engineers called it the 'Hot Pepper' because of its acronym. Despite being referred to as a rifle, it is fairly portable and can be fired easily with one hand.
| Type |
Damage |
Damage |
Range |
| Martial Ranged |
3d8 |
Thunder |
45/135 |
Weight: 7lbs