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Velkash Type 66-V Thermal Ripper Saw in Dungeons & Dragons 5e

Dustriders

Velkash Type 66-V Thermal Ripper Saw

Weapon

Very Rare

Mastery Archetype: Exotic Melee   Mods
  • Accessories
  • Grip
  •   Charges: 2x User's Proficiency Bonus   Maneuvers
  • Guard Block - Spend your Reaction to place the weapon between you and an opponent's melee attack. Raise your evasion by your Proficiency Bonus. You may perform this maneuver before damage is rolled and applied to attempt to deflect the attack. If your opponent misses as a consequence of you spending your Reaction, you take no damage. If they succeed in striking you, you only take half damage. You may use this maneuver a number of times equal to your Proficiency Bonus per Long rest.
  • Thermal Ripper - Expend two charges to rev the motors of this weapon at a higher RPM and emit more volatile plasma as a Bonus Action. Each following attack you make this turn has a reach of 10 feet, dealing an additional 3 damage dice as Fire damage per successful attack. Additionally, while this effect is active, the range of Critical Success for your attack rolls increases by 2. Once you have used this maneuver, it goes on an automated cooldown mode and the maneuver cannot be used again until after your next turn.
  •   Special Maneuvers
  • Rip and Tear - Against a prone target, you may use this maneuver by expending a charge. When you successfully make an attack against a prone target, you may choose to tear apart their armor as part of the Attack action, reducing their Armor Grade by an amount equal to your Proficiency Bonus for the rest of combat. If a target is not wearing armor or both possesses the Natural Armor trait and is unarmored, and you use this maneuver, you Maim them. Once you have used this maneuver, you may not use it again until you finish a Short or Long rest.
  • Wide Sweep - Expend a charge to use this maneuver as an Attack action. You swing your weapon in a wide arc, dealing 4d8 AP IV Slashing damage to each target you hit. Each target within 5 feet of you must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Strength Modifier or take damage. This maneuver deals double the rolled damage to a target's Poise. If the Thermal Ripper maneuver is active, the range increases to 10 feet.
  •   Properties
  • Anti-Armor - Deals unmitigated damage to vehicle internals, vehicle paneling, and constructs.
  • Heavy
  • Loud - This weapon can be heard from up to 150 feet away when used.
  • Passive Recharging - On finishing a Long rest, this weapon regains all of its charges. On finishing a Short rest, this weapon regains 3 charges.
  • Salvage Tool
  • Sundering III
  •   Special Properties
  • Incendiary - Targets struck with this weapon's Superheated Plasma Jets maneuver 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.
  • Maiming - This weapon has the potential to Maim the first target hit when rolling a critical success on an attack roll.
  •   Handling: Versatile

    A weapon that induces mechanical stress and cauterizes flesh at the same time, this weapon emits high velocity plasma from a rotating jet, from which the emitted plasma is guided in a sort of magnetic field. The weapon can be used in one hand or two hands, which to most, resembles a chainsaw. Its high operational complexity make it a bit of a wonder as to why the Tenok would even make such a thing, but it is a very cruel weapon when used against their victims, melting and searing the flesh. It is also used in salvage operations.

    Type Damage Damage Range
    Martial Melee 6d8 / 4d8 Fire Melee


    Weight: 21lbs


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