Dustriders
Morgrim Energy Concerns (MEC) x-M-99-PBW Particle Beam Weapon
Adventuring Gear
Very Rare
Mods
Accessories
Barrel Shroud
Focusing Array
Power Cell
Sight
Magazine Size: 30 (each Beam Pulse use expends 5 charges)
Fire Modes: Sustained Beam, Pulsed Beam
Cartridge: Power Cell
Special Maneuvers
Pulsed Beam - A singular beam attack that causes mechanical stress in armor, reducing the target's Armor Grade by 1 until the start of your next turn. Any targets that are caught in the pulsed beam must make a Dexterity saving throw against a DC equal to 8 + Your Proficiency Bonus + Your Dexterity or Intelligence Modifier (Unless otherwise stated). Targets that failed their saves take 5d8 Force damage and 1d8 Lightning damage, and cannot take Reactions until the start of your next turn. On a successful save, a target only takes half as much damage. Lightning arcs from targets that failed their saves up to 15 feet away to secondary targets outside of the beam, dealing your Proficiency Bonus in damage.
Radial Pulse - As an Attack action, you place the weapon with its grounding prongs set into the ground and unleash a radial pulse of electrical energy dealing 5d8 Force damage and 1d8 Lightning damage. All targets within a 15 foot radius of you must make a Dexterity saving throw against a DC equal to 8 + Your Proficiency Bonus + Your Dexterity or Intelligence Modifier (Unless otherwise stated). On a failed save, a target is pushed back 30 feet in a straight line away from you, cannot take their Reaction until the start of your next turn, and takes the rolled damage. On a successful save, a target only takes half the rolled damage.
Sustained Beam - You maintain the beam for an extended period in a chosen direction as an Action, and you must remain stationary to maintain the beam. On each of your turns, you may redirect the beam to a point of your choosing as an Action. The target closest to you inside the beam also creates a splash radius of highly energized particulate, creating a 20ft sphere centered on them. Any targets caught inside or starting their turn inside the beam and the 20ft. sphere must make a Dexterity Saving throw. On a failed save, a target takes 10d8 Sundering III Force Damage and 2d8 Lightning damage, and half as much on a successful save. Targets that failed their saves cannot take Reactions until the start of your next turn. You can maintain the sustained beam for up to 3 of your turns, consuming 5 charges per turn spent firing, after which the weapon cannot fire for 1 turn. Being struck in melee ends the beam early. Once you have used this maneuver, you may not use it again until you finish a Short or Long rest.
Special Properties
Armor Melting - Armored paneling that has been damaged on targeted vehicles have their Armor Grade reduced by 1 grade for the rest of combat.
Disruptive - Electronics and Robotics that are caught in the beam are affected by this property. Any electronic pieces of equipment are disrupted and unable to function for 1 minute. Any robotics caught in the beam must succeed on a saving throw or be stunned until an Action is taken to reboot them.
Heavy - Small users struggle to wield this weapon effectively and calculate their DC without their Proficiency Bonus unless the weapon is mounted. Additionally, they struggle with this weapon and cannot maintain a Sustained Beam with it.
Paneling Bypass - The Sustained Beam goes through unarmored or unshielded paneling and directly hits internal parts and occupants for half damage.
Particle Beam Weapon - Any targets caught inside the beam must make a Dexterity Saving Throw against a DC equal to 8 + Your Proficiency Bonus + Your Dexterity or Intelligence Modifier. Any targets hit by this beam cannot take Reactions until the start of your next turn.
Particle Beam Diffusion - The beam does half the rolled damage outside of its effective range.
Sundering I - The weapon ignores Grade 1 Elemental Resistances and treats Elemental Resistances as one Grade lower within its effective range.
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: This weapon does not jam.
Handling: 2-Handed
Originally a mining tool designed to break up super dense materials prior to extraction by bombarding them with charged dust particles fired at relativistic speeds, the Morgrim Energy Concern repurposed the device as an experimental beam weapon that erodes armor and heats up the target through friction and unleashing charged particles around the contact point. It is built with grounding prongs underneath the weapon's main firing chamber which can be stabbed into a surface to prevent electrifying the operator. It is a sort of linear particle accelerator, otherwise referred to as a LINAC, but one that fires highly energized sheared dust particles referred to as Macrons, from a composite block which is then fed through a magnetic focusing array. It is an exceedingly rare weapon to find but it does a terrifying amount of damage to targets.
When compared to the Reng Shue's ES-89, the difference in purpose between the ES-89 and the x-M-99 is not so distinct, but how they achieve that purpose is. It has a much shorter range due to the size of the particles it emits but doesn't have the knock-on effect of inducing radiation sickness in targets. It is still dangerous to the operator if not handled correctly, though.
| Type |
Damage |
Damage |
Range |
| Martial Ranged |
5d8 Force / 1d8 Lightning |
Force |
180/360 |
Weight: 32lbs