Dustriders

Erys

Weapon

Rare

Mods
  • Accessories
  • Guidance Systems
  • Grip
  • Sight
  •   Magazine Size: 1 (Each Attack is a Single Shot)   Cartridge: Wire-Guided Missile   Special Maneuvers
  • Direct-Hit - Make an attack roll instead of designating a point. A direct hit with the rocket will deal an additional 4d4 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.
  • Lock-On to Target - Spend a Bonus Action to lock onto a target and give yourself a +5 bonus to hit against that target until you select another target. If the target breaks line of sight with you, you lose the lock. You may use this feature a number of times equal to your Proficiency Bonus per Short or Long rest.
  • Redirect Missile - If you miss your intended target when making an attack, you may redirect the missile by spending a Bonus Action to activate the targeting systems and choose another target further than the intended target. Make an attack roll without your Proficiency Bonus against the second target.
  •   Special Properties
  • Anti-Armor - Deals unmitigated damage to vehicle internals, vehicle paneling, and constructs.
  • Anti-Tank Penetrating Warhead - The warhead will penetrate 5 feet of landship paneling to detonate on the other side if desired.
  • Arming Range - Has a minimum distance at which the rocket will explode. The rocket must travel a minimum of 45 ft. (1 hex) 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, behind the user, dealing 2d4 fire damage to those caught in the backblast. This does not affect vehicles.
  • Explosive - This weapon deals Explosive damage in a 15-foot radius from its impact point. The projectile must hit an object, target, or a surface. Each target inside the 15-foot radial sphere centered on that point must make a Dexterity saving throw. A target takes 4d6 force damage and 4d6 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.
  • Travel Time - This weapon's missile has a travel time of 900 feet per turn. It will run out of fuel after the second turn. It can change its trajectory up to 180 degrees on the second turn. If the missile has not reached its intended target after the first turn, make another Attack roll to adjust course as a Free Action.
  •   Loading: Loading the missile is a Bonus Action.   Jamming: The weapon does not jam.   Handling: Stationary, Crew-Served

    A wire-guided semi-autonomous missile launcher that can be fired over and around obstacles and adjust its trajectory mid-flight. It was developed fairly late into the cold war and had only entered service just two years before the Cataclysm. This weapon is strictly stationary or mounted to vehicles.

    Type Damage Damage Range
    Martial Ranged 4d6 Force, 4d6 Fire Other 900ft (20 Hexes)


    Weight: 30lbs


    Created by

    Vaskadar.

    Statblock Type

    Item

    Link/Embed