Volkner KG3 Battle Rifle

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


    Created by

    Vaskadar.

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