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DSK Rocket Pod 'Flying Fist' - 날아다니는 주먹 in Dungeons & Dragons 5e

Dustriders

DSK Rocket Pod 'Flying Fist' - 날아다니는 주먹

Weapon

Uncommon

Mods
  • Accessories
  • Guidance Systems
  • Grip
  • Sight
  •   Magazine Size: 8 (Each Attack is a Single Shot)   Cartridge: Micro-Rocket   Special Maneuvers
  • Direct-Hit - Make an attack roll instead of designating a point. A direct hit with the rocket will deal an additional 3d4 Piercing damage to the target, ignoring armor. A target that has been directly hit will have disadvantage on the saving throw against the Explosive DC. If the attack misses, the rocket will sail past the target and hit any vertical surface in its path or travel to its effective range, then detonate.
  • Fire Stream - As an Action, fire off 4 micro-rockets at 4 separate targets within range, making an attack roll for each target. If an attack misses, the rocket will sail past the target and hit any vertical surface in its path or travel to its effective range, then detonate. Once you have used this maneuver, you may not use it again until you finish a Short or Long rest.
  • Indirect Fire - Designate an open space to launch one micro-rocket at, as an Attack.
  • Wildfire - Designate 8, non-overlapping 10-foot wide points within range that you can see as an Action. Fire off all Micro-Rockets at once, each dealing 2d6 Thunder and 2d6 Fire damage in their radii. All targets caught in the area of effect must make a Dexterity saving throw against the Explosive DC. On a failed save, a target takes the rolled damage and starts Burning for 1d6 Fire damage at the start of each of their turns until the condition ends. On a successful save, a target only takes half damage. Once you have used this maneuver, you may not use it again until you finish a Short or Long rest.
  •   Special Properties
  • Anti-Armor - Deals unmitigated damage to vehicle internals, vehicle paneling, and constructs
  • Arming range - Has a minimum distance at which the rocket will explode. The rocket must travel a minimum of 30 ft. before it will detonate - otherwise it will only deal direct hit damage.
  • Backblast - The weapon produces a 10-foot line of fire in the opposite direction the user is firing for each rocket launched, behind the user, dealing 2d4 fire damage to those caught in the backblast.
  • Explosive - This weapon deals Explosive damage in a 10-foot radius from its impact point. The projectile must hit an object, target, or a surface. Each target inside the 10-foot radial sphere centered on that point must make a Dexterity saving throw. A target takes 2d6 thunder damage and 2d6 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.
  •   Loading: Loading the Rocket Pod takes a full action to reload all tubes at once.   Jamming: The weapon does not jam   Handling: 2-handed

    A Dokkaebi-designed weapon, the DSK 'Flying Fist' is a shoulder-fired, goblin-portable rocket pod that shoots off a flurry of small explosive rockets either in sequence or all at once in an erratic pattern. It is sometimes employed as an anti-air weapon, but mostly as an anti-emplacement or anti-armor weapon.

    Type Damage Damage Range
    None 2d6 Thunder, 2d6 Fire Thunder 180/360


    Weight: 8lbs


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