Firearm
Common
Mods
Accessories
Barrel
Foregrip
Gas Piston
Magazine
Sight
Stock
Underslung Attachment
Magazine Size: 20 (each D12 counts as one shot)
Fire Modes: 2d12 (Burst), 1d12 (Single Shot)
Cartridge: Rifle
Special Maneuvers
Aimed Shot - Fire one AP II shot with a bonus of +8 to hit as an attack before moving on your turn
Special Properties
Armor Piercing II on Aimed Shot
Armor Piercing I on all other modes
Marksman Conversion Kit - On completion of a Short or Long Rest, you may change the KG3 to a Marksman configuration, extending the effective range by half, adding a +5 bonus to hit, and increasing the AP rating to AP III, at the cost of the burst fire mode. Changing it back requires the same time duration. The improved muzzle velocity adds your Proficiency Bonus to the damage rolls.
Loading: Uses a bonus action to fast reload (involves dropping the magazine to pick up later), requires a full action to reload
Jamming: On a critical failure, roll a 1D10, if it lands on a 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
The Volkner KG3 uses a roller delayed blowback operating system and has the signature Volkner charging handle, that is known to require a 'slap' when loading the weapon. It is not a comfortable weapon to fire and has a fairly low rate of fire for what it is. The marksman conversion is just that much easier to use.
| Type |
Damage |
Damage |
Range |
| Martial Ranged |
2d12 (Burst), 1d12 (Single Shot) |
Piercing |
225/450 |
Weight: 9lbs