Dustriders
Fabrique-Automatique-Brillant (FAB) Micro-Rocket Assault Rifle - Fusil D'assaut Micro-Fusée
Weapon
Uncommon
Mods
Accessories
Barrel
Foregrip
Gas Piston
Guidance Systems
Magazine
Sight
Stock
Underslung Attachment
Magazine Size: 12 Rounds (each Attack counts as one shot)
Fire Modes: Single Launch (2d6 Force, 1d6 Fire), Fire Stream (6 attacks, 2d6 Force, 1d6 Fire each)
Cartridge: Micro-Rockets
Special Maneuvers
Aimed Launch - Fire off a single rocket at a chosen target with a bonus of +5 to hit on the attack roll.
Burst Launch - Fire off two rockets as an Attack, making an attack roll for each chosen target. With altered gas systems, this weapon gains or loses an extra attack instead of changing damage dice used.
Direct-Hit - When you make an attack roll instead of designating a point. A direct hit with the rocket will deal an additional 2d4 Piercing damage to the target, ignoring armor. A target that has been directly hit will have disadvantage on the saving throw against the Explosive saving throw. If the attack misses, the rocket will sail past the target and hit any vertical surface in its path or travel to its effective range, then detonate.
Fire Stream - As an Action, fire off 6 micro-rockets at 6 separate targets within range, making an attack roll for each target. If an attack misses, the rocket will sail past the target and hit any vertical surface in its path or travel to its effective range, then detonate. Once you have used this maneuver, you may not use it again until you finish a Short or Long rest.
Indirect Fire - Designate a space to launch the micro-rocket at, as an Attack.
Special Properties
Anti-Armor - Deals unmitigated damage to vehicle internals, vehicle paneling, and constructs.
Arming range - Has a minimum distance at which the rocket will explode. The rocket must travel a minimum of 30 ft. before it will detonate - otherwise it will only deal direct hit damage.
Concussive - Deals double the rolled damage to Poise.
Demolition Tool - Can be used to break doors and walls.
Explosive - This weapon has an area of effect. Targets caught in the area of effect must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Dexterity or Intelligence Modifier (Whichever is higher). On a failed save, a target takes the rolled damage. On a successful save, a target only takes half damage. The Micro-Rocket Assault Rifle's rockets detonate in a 5 ft. radial sphere.
Incendiary - Targets struck with this weapon's attacks must make a Constitution saving throw against a DC equal to 8 + Your Proficiency Bonus + Intelligence Modifier or start Burning, taking your Proficiency Bonus in Fire damage at the start of each of their turns until the condition is ended. This will ignite any carried flammable objects as well. If a target failed their saving throw against the Explosive save DC, they automatically start burning.
Loading: Use an Action to reload.
Jamming: On a critical failure, roll a 1D12, if it is 3 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
An unconventional firearm that employs miniaturized rockets with explosive warheads, the FAB Micro-Rocket Assault Rifle, otherwise abbreviated as M-RAR, was built with the intent of reducing felt recoil by having the rounds accelerate during and after leaving the barrel, making it easier for goblin hands to handle. The rounds, to compensate for lower overall velocities, are stabilized in flight by small gyroscopic metal wheels. The FAB M-RAR is a highly customizable weapon, allowing for underbarrel attachments, changes to the gas system to enhance fire rate, or altering the guidance system to allow for redirected attacks against further targets.
| Type |
Damage |
Damage |
Range |
| Martial Ranged |
2d6 Force, 1d6 Fire |
Force |
135/180 |
Weight: 12lbs