Dustriders

Union Defense PAL-41 Grenade Launcher

Weapon

Uncommon

Mods
  • Accessories
  • Sight
  • Grip
  •   Magazine Size: 4 (Each attack is a single shot)   Cartridge: Grenade   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 grenade will deal an additional 4d4 Piercing damage to the target, ignoring armor. A creature that has been directly hit will have disadvantage on the saving throw against the Explosive DC. If the attack misses, the grenade 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 as long as there is not a roof in the path as an attack
  • Load Alternate Ammo - Using a bonus action to load a new round, swap for the desired grenade cartridge type assuming they're in possession, with one of the following effects

  • Beehive (Flechette blast dealing 6d6 AP IV Piercing damage in a 30ft line),
    High Explosive (6d4 Thunder Damage + 2d4 Fire Damage in a 20ft Radius),
    White Posphorous (4d4 Fire Damage, 15ft radius, 2d4 persistent fire damage in radius for 1d4 rounds, dispersed with wind),
    Rubberized (6d6 bludgeoning, single target, non-lethal, can cause dazed status if saving throw fails),
    Flashbang (Blinds and deafens targets in 15ft radius for 1 rounds if they fail the saving throw, dazed for 1 round if they succeed),
    Chemfreeze (3d8 Cold Damage in a 15ft radius, halved movement for 2 rounds on failed save, half damage and halved movement for 1 round on successful save)     Special Properties
  • Anti-Armor - Deals unmitigated damage to vehicle internals, vehicle paneling, and constructs.
  • Arming range - Has a minimum distance at which the grenade will explode. The grenade must travel a minimum of 20 ft. before it will detonate - otherwise it will only deal direct hit damage
  • Explosive - Deals radial damage in a 15-foot radius from the impact point - must hit an object, creature, or a surface - Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 4d4 thunder damage and 2d4 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: Mirror the angle at which the weapon was fired to ricochet the shot.
  • Underslung - Can be applied as an Underslung attachment to a compatible weapon.
  •   Loading: Uses a bonus action to load 2 rounds, full action to reload all rounds   Jamming: The weapon does not jam   Handling: 2-handed

    The Union Defense PAL-41 came into existence as a standalone weapon after the success of the Morgan Arms GL-79, and was issued to the Verdoyant Coalition in conflicts following the Malinga proxy war. A pump-action grenade launcher, this weapon carries three grenade cartridges in its tubular magazine and one in the chamber. Its main draw for its continued usage when compared to the Rostov Design Bureau's RG-6 is its effective range extends further, and it does perform better against unarmored opponents by comparison. It is, however, slow to load. Some modifications post-cataclysm involve attaching a sawn-off stock to allow for attaching it to other weapons, however cumbersome that might be. Like other grenade launchers, it utilizes leaf sights to gauge drop more easily.

    Type Damage Damage Range
    Martial Ranged 4d4 Thunder damage and 2d4 Fire damage (15-foot radius) Thunder 180/360


    Weight: 8lbs


    Created by

    Vaskadar.

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