Explosive
Uncommon
Mods
Payload
Special Maneuvers
Direct Hit: Instead of designating a point within range, make an attack roll against a chosen target. If the target is hit successfully, the target will take 1d6 AP I Bludgeoning damage. Otherwise, the grenade will continue until its maximum distance or an obstacle is reached and then detonate.
Special Properties
Electric Shock - Targets that have failed their saves cannot take reactions until the start of your next turn. Constructs and Robotics are stunned if they fail their save until the start of your next turn. Vehicle drivers or pilots must make a Constitution saving throw against the grenade's DC or lose control. Vehicles struck by this weapon lose control if the driver or pilot fails a Constitution saving throw against a DC equal to 13 + Your Proficiency Bonus.
Explosive - Radial effect: 15 foot sphere originating from detonation point, all targets in the radius must make a Dexterity saving throw against a DC equal to 13 + Your Proficiency Bonus. Successful saves take half damage. The grenade's charge is consumed on use. Any target hit by a Direct Hit has disadvantage on their saving throw against the grenade.
Light
Rechargeable - This device can be retrieved, then recharged after a short rest.
Thrown
Weight: 1
Handling: 1-Handed
A device that emits arcs from a bank capacitor stored in the metal shell which electrifies all targets inside its radius, preventing them from reacting. This has a stronger effect against robotics and other targets with sensitive electronics.
Type |
Damage |
Damage |
Range |
Simple Ranged |
2d8 |
Lightning |
25ft + 5x Strength Modifier |
Weight: 1lb