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Drakaan Type 98 Arc Sniper

Firearm

Rare

Mods
  • Focusing Array
  • Sight
  • Capacitor
  • Grip
  • Accessories
  •   Capacitor Size: 12 (each D12 counts as one arc charge)   Cartridge: Arc Weapon Charges   Special Maneuvers
  • Aimed Shot - As an attack before moving on your turn, add +5 bonus to hit, does not stack with Stabilized Shot.
  • Overcharged Shot - As a bonus action, amplify the power of your next attack with this weapon, converting it into a 90x5ft line attack that does 3d12 lightning damage to each of the targets in its area of effect. All targets must make a Dexterity saving throw against your Weapon DC = 8 + Proficiency Bonus + Ability Modifier (Whichever governs your weapon attacks). Successful saves take half damage. Any targets struck within the line will have Lightning arc to a nearby secondary target outside of the line attack, within 20 feet, dealing your Proficiency Bonus in Lightning damage to the secondary targets. The attack itself consumes 6 arc charges when you do so. You may use this maneuver again after the end of your next turn.
  • Stabilized Shot - Use a bonus action to set up the weapon's bipod on half or full cover, or while prone, reducing your movement to 0 for the rest of your turn to give advantage on the next attack beyond cover.
  •   Special Properties
  • Arc Lightning Chain - Lightning arcs from the first target struck to a nearby target within 20 feet, dealing your Proficiency Bonus in unmitigated Lightning damage to the secondary target, then it arcs to a tertiary target within 20 feet from the secondary target, once again dealing your Proficiency Bonus in unmitigated Lightning damage to the tertiary target. If there is no tertiary target in range, it will jump back to the first target.
  • Electric Shock - Prevents affected targets from taking opportunity attacks until the start of your next turn.
  • Marksman Weapon - Beyond ranges of 90 feet, has a bonus of +5 to hit.
  • Rechargeable - During a short rest, the power cells can be recharged to half. During a long rest, the power cells can be recharged fully.
  • Sundering III - Reduces mitigation power of Elemental Resistance mods by 3, deals guaranteed minimum of 3 damage per dice if mitigations exceed the number rolled.
  •   Loading: Fast recharge (charge 6 shots) with a bonus action. Requires a full action to recharge completely.   Jamming: On a critical failure, roll a 1D12, if it lands on a 1 or less, the weapon is jammed and requires a bonus action (D&D5E) or an action point (PF2E) to clear the jam but also does 1d12 lightning damage to the wielder on the secondary fail   Handling: 2-handed

    The Drakaan built this Arc weapon to combat threats from a great distance, allowing them to fire one shot and burn a hole clean through whatever opponent they were facing. The amount of power discharged in a single shot is enough to cause it to arc from the point of contact to multiple other targets, sending electricity coursing through the air. The Type 98 Arc Sniper is a truly fearsome weapon, as the crack of the weapon's lightning strikes is enough to be heard several miles away. By the time the sound has reached the target, it's likely already dead and the weapon's operator has already vanished into the dunes. The weapon cannot hold a particularly large number of 'shots' in its capacitor banks though, and is best used from an advantageous position.

    Arc weapons have the distinct advantage of being rechargeable over firearms, however their ability to sustain attacks frequently comes into question due to the limitations of capacitor banks versus simple magazines where the energy is stored in the ammunition.

    Type Damage Damage Range
    Martial Ranged 3d12 / Proficiency Bonus in unmitigated Lightning damage to up to three chained targets within 20 feet of one another. Lightning 180/360


    Weight: 15lbs


    Created by

    Vaskadar.

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