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Chem-Cartridge Mag Launcher in Dungeons & Dragons 5e

Dustriders

Chem-Cartridge Mag Launcher

Weapon

Rare

Mastery Archetype: Exotic Ranged   Mods
  • Accessories
  • Capacitor
  • Sight
  • Stock
  •   Magazine Size: 3 (each payload counts as one shot)   Cartridges: Multi-Chem Cartridge, Gas Dispersal Grenade, Standard Grenade   Maneuvers
  • Catalyze Payload - As part of an Attack action, you can catalyze and alter the Multi-Chem Cartridge's damage type, choosing between Acid, Cold, Fire, and Lightning damage. This also modifies the secondary effects of the device.
  • Launch Device - As an Attack action, launch a singular explosive, drug, or medical device of your choosing up to 225 feet (5 hexes) away to a point of your choosing that you can see.
  •   Special Maneuvers
  • Multi-Launch - As an Action, launch a number of devices, up to a maximum of 3, up to 225 feet, each to a point of your choosing within range. Grenades and similar objects with an area of effect inherit their original properties for that area of effect. The feed mechanism can be changed out for a larger feed mechanism to launch double the objects. Once you have used this maneuver, you may not use it again until you finish a Short or Long rest.
  •   Special Properties
  • Concussive - Deals double the rolled damage to Poise.
  • Special Explosive - Deals radial damage in a 15-foot radius from the impact point - must hit an object, target, or a surface. Each target in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes the rolled damage and secondary effects 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, Strength, or Intelligence Modifier unless otherwise stated.
  • Multi-Chem - This weapon's Multi-Chem Cartridge deals 5d8 damage with one of the four damage types which also apply secondary effects on a failed save. Acid damage causes Corroding and reduces Armor Grade by 1 for up to 1 minute. Cold damage causes the Frozen condition until the end of your next turn. Fire damage causes the Burning condition for up to 1 minute. Lightning damage causes the Dazed condition until the end of your next turn and deals 2d8 Lightning damage to targets within 15 feet of those that failed their saves. Persistent damage from Burning and Corroding deals an additional 1d8 damage at the start of each the target's turns or until the condition ends early.
  • Stealthy - Targets outside of 30 feet are not alerted to the user after firing. After attacking, roll a Stealth check versus the chosen target's Passive Perception.
  •   Loading: Uses an Action to reload.   Jamming: This weapon does not jam.   Handling: 2-Handed

    A weapon that can magnetically launch explosive chemical cartridges substantially further than other pneumatic launchers through utilizing a magnetic catapult system. It can deploy Acidic, Chemfreeze, Gaseous Drug Dispersal, Incendiary, and Voltaic cartridges. The weapon utilizes a combinatorial catalyst system to alter the effects of the Multi-Chem Cartridge when firing, modifying the chemical payload of the chosen device instantaneously. The Multi-Chem cartridge itself has several different reactants stored in its internal chambers, which when mixed in different combinations, create different effects.


    Weight: 15lbs


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