Dustriders

Flare Gun

Weapon

Varies

Mods
  • Grip
  •   Magazine Size: 1 (Each attack is a single shot)   Cartridge: Flares, Grenades   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 flare will deal an additional 2d4 Piercing damage to the target, ignoring armor. A target that has been directly hit will have disadvantage on their saving throw. If the attack misses, the flare 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. There cannot be an obstacle interrupting the path like a roof.
  • Load Alternate Ammo - Using a bonus action to load a new round, swap for the desired grenade type assuming they're in possession, with one of the following effects

  • Beehive: Flechette blast dealing 4d6 Slashing damage in a 20ft line
    Chemfreeze: 3d8 Cold Damage in a 10ft radius, halved movement for 2 rounds on failed save, half damage and halved movement for 1 round on a successful save
    Flashbang: Blinds and deafens targets inside a 10ft radius for 1 round if they fail the saving throw, targets are Dazed for 1 round on a successful save and cannot take reactions for the duration
    High Explosive: 3d8 Force Damage + 1d8 Fire Damage in a 15ft Radius
    Rubberized: 6d6 bludgeoning, single target, non-lethal, can cause dazed status if saving throw fails
    White Posphorous: 2d8 Fire Damage, 10ft radius, 1d8 persistent fire damage inside radius for 1d4 rounds, dispersed with wind     Special Properties
  • Arming range - Has a minimum distance at which the flare will ignite. The flare must travel a minimum of 15 ft. before it will ignite - otherwise it will only deal direct hit damage.
  • Incendiary Explosive - Deals radial damage in a 5-foot radius from the impact point - must hit an object, target, or a surface. Each target in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw against a DC = 8 + your Proficiency Bonus + your Dexterity Modifier. On a failed save, a target takes 3d4 fire damage and, if flammable, starts Burning for 1d4 damage at the start of each of its turns or until the flame is extinguished. Any objects that are flammable inside the radius are ignited. On a successful save, a target only takes half damage.
  • 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.
  • Signal Device - Can be fired up to 300 feet into the air, visible from approximately 24 miles away.
  •   Loading: Uses a Bonus Action to load 1 round.   Jamming: The weapon does not jam   Handling: 1-handed

    A simple, break action, signal flare launcher that accepts grenade cartridges, the flare gun could be from almost any manufacturer. This device is mostly used to send a signal to someone in visual range. In a pinch, it can be used to ignite a target in an offensive capacity, which some nations' soldiers did repurpose these weapons for limited uses in wartime. Makeshift versions of the flare gun exist. These tools require little to no training, but the main disadvantage to using them offensively is their terrible projectile deviation and limited effective range.

    Type Damage Damage Range
    Simple Ranged 2d4 Bludgeoning / 3d4 Fire Fire 45/360


    Weight: 3lbs


    Created by

    Vaskadar.

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    Item

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