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Velkash Type 7-V Molten Metal Dispersal Cannon in Dungeons & Dragons 5e

Dustriders

Velkash Type 7-V Molten Metal Dispersal Cannon

Weapon

Rare

Mastery Archetype: Exotic Ranged   Mods
  • Accessories
  • Foregrip
  • Magazine
  • Sight
  •   Magazine Size: 7 (Each attack consumes one stacked set of spikes)   Fire Modes: Direct Fire, Split Fire   Cartridge: Ferrocite Spike Canister   Maneuvers
  • Direct Fire - Launch the ferrocite spikes in a line pattern, covering an area of 90 by 5 feet and dealing 7d6 AP I Piercing damage. Each target inside the area of effect must make a Dexterity saving throw against the Spread Shot DC. On a failed save, a target takes the rolled damage and is ignited if flammable. On a successful save, a target only takes half damage.
  • Split Fire - Launch the ferrocite spikes in two adjustable line patterns, with a distance of 15 feet between the endpoints, and each line covering a distance of up to 45 by 5 feet and dealing 7d6 AP I Piercing damage. Each target inside the area of effect must make a Dexterity saving throw against the Spread Shot DC. On a failed save, a target takes the rolled damage and is ignited if flammable. On a successful save, a target only takes half damage.
  •   Special Maneuvers
  • Double Tap - Make two attack rolls against a single target within 60 feet without your Proficiency Bonus, dealing 7d6 AP I damage for each successful attack. This counts as one Attack. Once you have used this maneuver, you may use it again after finishing a short or long rest.
  • Metal Typhoon - If there are any stacks of ammunition missing from the magazine, you cannot use this maneuver. Expend all 7 stacks of ferrocite spikes in the magazine, dealing 14d6 AP III Piercing damage in a 60 by 5 foot line. Each target inside the area of effect must make a Dexterity saving throw against the Spread Shot DC. On a failed save, a target takes the rolled damage and is ignited if flammable, and has their Armor Grade reduced by an amount equal to your Proficiency Bonus for the rest of combat. On a successful save, a target only takes half damage. Once you have used this maneuver, you may use it again after finishing a short or long rest.
  •   Properties
  • Armor Piercing I
  • CQC - No disadvantage in melee range on attack rolls.
  • Heavy Rounds - Deals damage to Poise.
  • Incendiary - Targets struck with this weapon's attacks must make a Constitution saving throw against a DC equal to 8 + Your Proficiency Bonus + Intelligence Modifier or take your Proficiency Bonus in Fire damage at the start of each of their turns until the condition ends. Will ignite any flammable objects as well.
  • Molten Metal Launcher - Each successful projectile deals 1d6 Piercing damage and 2 Fire damage.
  • Spread Shot - This weapon's attacks require a Dexterity save. The shotgun DC is equal to 8 + your Proficiency Bonus + your Dexterity Modifier.
  •   Special Properties
  • Pinning - If more than half the target's remaining HP damage is dealt in a single attack, the target is launched in a straight line away from you up to 30 feet away and takes falling damage for every 10 feet the target was pushed back if it gets pinned to a surface. The creature must be medium or smaller for this effect to work. If no vertical surface is available, the target is only pushed up to 30 feet in a straight line away from you. If pinned to a surface, the target will be Restrained until the start of your next turn.
  • Point Blank - Within 5 feet of the user, targets have disadvantage on Dexterity saving throws against the shotgun's effects but become the only target affected. Shotshell gains AP II properties when firing at point blank. With this weapon, you automatically pin an enemy when firing at point blank.
  •   Loading: Uses a Bonus Action to Reload.   Jamming: On a critical failure, roll a 1D6, if it lands on a 1, the weapon is jammed and requires a Bonus Action (D&D5E) or an action point (PF2E) to clear the jam   Weight: 20   Handling: Versatile

    A multi-barreled magnetic launch weapon that fires highly conductive and molten material, the Type 7-V is employed as a close-quarters weapon that frequently pins enemies to walls. It uses superimposed ammunition boxes which are then clamped in a magnetic launch system, and carries roughly 6 shots per magazine. The weapon heats up the material to a molten state when it fires, improving its hydrodynamic capabilities. Each projectile has the potential to pin an opponent to a wall and perforate them. The weapon can activate a fire mode where it expends its entire magazine, but will only work if the magazine is full.

    Type Damage Damage Range
    Martial Ranged 7d6 Piercing 90 by 5 ft line


    Weight: 20lbs


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