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Korlash Type K-11-L Molten Metal Launcher in Dungeons & Dragons 5e

Dustriders

Korlash Type K-11-L Molten Metal Launcher

Weapon

Rare

Mods:
  • Accessories
  • Barrel Shroud
  • Magazine
  • Sight
  •   Magazine Size: 1 (each Attack counts as one shot)   Fire Modes: Quick Shot, Partial Charge, Full Charge   Cartridge: MFC Generator Cartridge   Special Maneuvers
  • Capacitor Charge - Spend your Action on your turn to store a capacitor charge. You can perform this action once per turn. Each Capacitor Charge adds 3d10 Fire and 3d10 Piercing damage to the Molten Metal Strike maneuver. You can store up to three charges.
  • Quick Shot - Make an attack roll against a chosen target and deal 2d10 Fire and 2d10 AP III Piercing damage upon a successful attack. Upon striking the target, it unleashes a Pyrophoric Explosion. This also strikes a second target in a line behind the first.
  • Molten Metal Strike - Spend all of your stored Capacitor Charges as an Attack action and unleash a 5 foot wide line of destruction out to the weapon's maximum range. You must spend a minimum of 1 Capacitor Charge. This line pierces all structures, directly damages internal parts, and ignores damage resistances. When you expend two or more charges, any target that survives the attack but failed their save is Stunned until the end of your next turn. All targets inside the line 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 takes half the rolled damage.
  •   Special Properties
  • Heavy
  • Ignores Armor - This weapon's Molten Metal Strike ignores armor.
  • Maiming - The Type K-11-L's Molten Metal Strike maneuver will Maim the first target hit in the line attack.
  • Magnetizing - Vehicles struck by this weapon are Magnetized until the next successful attack made with this weapon. Attacks made with this weapon against Magnetized targets are with advantage.
  • Pyrophoric - When this weapon strikes a structure or vehicle paneling with a charged attack, it unleashes a 10 food radial sphere of Fire around the impact point. This sphere ignores walls. The radial sphere does 2d10 Fire damage. All targets inside the radius 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 takes half the rolled damage. When perforating multiple vehicle panels, it unleashes this explosion for every panel it passes through.
  • Railgun - The Quick Shot attack ignores the Evasion Bonus from Cover and pierces up to one extra target, dealing half the rolled damage to the second target.
  • Wallbanger - Attacks made with this weapon can pierce solid structures to deal half damage to a target on the other side.
  •   Loading: Requires a Bonus Action to load.   Jamming: On a critical failure, roll a 1D10, if it lands on a 2 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 Type K-11-L, as designated by outsiders, uses a sort of magnetic flux compression generator cartridge that contains a highly conductive metal material, utilizing a magnetic field inside the chamber to launch and deform metal into a shaped projectile, capable of defeating armor, explosively. In other words, it uses a single-use magnetic device to warp metal into high speed death. It is substantially more focused than a rocket launcher in its purpose, but it will tear a path clean through whatever it is shot at. It makes a very loud, low frequency rumbling noise before it launches, ramping up with intensity before it's fired. While it may be seen in other Tenok tribe's armaments, it is most commonly found in the Korlash's hands.

    Type Damage Damage Range
    Martial Ranged 2d10 Fire, 2d10 Piercing Fire 180/720


    Weight: 45lbs


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