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Dustriders

Hawkins ML-6

Weapon

Rare

Mods
  • Accessories
  • Sight
  • Grip
  •   Magazine Size: 6 (Each attack is a single shot)   Cartridge: Grenade   Special Maneuvers
  • Aimed Grenade Shot - Before moving on your turn, reduce your movement to 0 to give yourself advantage on a ranged attack with this weapon. You may perform this maneuver again after the end of your next turn.
  • Direct Fire - Make an attack roll instead of designating a point at a target within range. A direct hit with the grenade will deal an additional 6d4 Piercing damage to the target, ignoring armor. A creature that has been directly hit will have disadvantage on the saving throw against the Explosive DC. If the attack misses, the grenade will sail past the target and hit any vertical surface in its path or travel to the end of its effective range, then detonate.
  • Indirect Fire - Designate an open space behind cover as long as there is not a roof in the path as an attack
  • Load Alternate Ammo - Using a bonus action to load a new round, swap for the desired grenade cartridge type assuming they're in possession, with one of the following effects

  • Beehive (Flechette blast dealing 6d6 Slashing damage in a 30ft line),
    High Explosive (3d8 Thunder Damage + 1d8 Fire Damage in a 20ft Radius),
    White Posphorous (2d8 Fire Damage, 15ft radius, 1d8 persistent fire damage in radius for 1d4 rounds, dispersed with wind),
    Rubberized (6d6 bludgeoning, single target, non-lethal, can cause dazed status if saving throw fails),
    Flashbang (Blinds and deafens targets in 15ft radius for 1 rounds if they fail the saving throw, dazed for 1 round if they succeed),
    Chemfreeze (3d8 Cold Damage in a 15ft radius, halved movement for 2 rounds on failed save, half damage and halved movement for 1 round on successful save)     Special Properties
  • Anti-Armor - Deals unmitigated damage to vehicle internals, vehicle paneling, and constructs.
  • Arming range - Has a minimum distance at which the grenade will explode. The grenade must travel a minimum of 20 ft. before it will detonate - otherwise it will only deal direct hit damage
  • Explosive - Deals radial damage in a 15-foot radius from the impact point - must hit an object, creature, or a surface - Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 2d8 thunder damage and 1d8 fire damage on a failed save, or half as much damage on a successful one. The saving throw is a Dexterity saving throw against a DC = 8 + your Proficiency Bonus + your Dexterity or Strength Modifier unless otherwise stated.
  • Ricochet - If fired at a surface within arming distance and at an angle shallower than 90 degrees it can ricochet: Mirror the angle at which the weapon was fired to ricochet the shot
  •   Loading: Uses a Bonus Action to load 3 rounds, and a full Action to reload all rounds   Jamming: The weapon does not jam   Handling: 2-handed

    Based on one of the earlier multi-launcher designs with a revolving magazine, the ML-6 is a 6-shot grenade launcher that can act as a force multiplier. It is a licensed offshoot of the Khonto Industries MGL-40 and used more advanced materials science to enhance its ease of use, with an improved quick-extraction system to increase reload speeds. It was deployed during one of the very last proxy wars where the Verdoyant alliance actually intervened on behalf of the country that was being invaded. Its polymer furniture and lightweight design make it more portable than the Khonto counterpart.

    Type Damage Damage Range
    Martial Ranged 2d8 Thunder + 1d8 Fire (15 Foot Radius) / 6d4 Piercing (Direct Hit) Piercing 270/360


    Weight: 10lbs


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