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Khonto Industries SA-P3R Multi-Launcher

Firearm

Very Rare

Mods
  • Accessories
  • Grip
  • Sight
  •   Magazine Size: 6 (Each attack is a single shot)   Cartridge: Airburst Grenade (Special)   Special Maneuvers
  • Aimed Grenade Shot - As a bonus action, before moving on your turn, reduce your movement to 0 to give yourself advantage on a ranged attack with this weapon.
  • 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 6d4 Piercing damage to the target, ignoring armor. A creature that has been directly hit will have disadvantage on the saving throw against the Explosive saving throw. 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 for the grenade 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 or an action to load all rounds, swap for the desired grenade cartridge type assuming they're in possession, with one of the following effects.

  • Beehive (Flechette blast dealing 6d6 AP III Slashing damage in a 30ft line)
    High Explosive (4d6 Force Damage + 2d6 Fire Damage in a 10ft Radius)
    White Posphorous (2d8 Fire Damage, 15ft radius, 1d8 persistent fire damage in radius for 1d4 rounds, dispersed with wind)
    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 (4d6 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
  • Airburst - Can detonate in the air against targets and can inflict the Frightened condition. Has advantage to hit against flying targets. Hostile targets that can hear or see the grenade's explosion must make a Wisdom saving throw against DC = 8 + your Proficiency Bonus + your Intelligence Modifier. Failed saves are Frightened until the start of your next turn.
  • 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 10-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 force 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.
  •   Loading: Uses a full action to reload the magazine.   Jamming: The weapon does not jam   Handling: 2-handed

    The SA-P3R is a Smart Airburst Proximity Round launcher that fires 25mm explosive grenade cartridges. Compared to other grenade launchers, the explosive payload is smaller, but the fuse uses a smart proximity system that enables airbursts near opponents without the requisite IFFs on their person, bypassing cover or simply preventing the opponents from reacting in time.

    Type Damage Damage Range
    Martial Ranged 6d4 Force + 4d4 Fire (10 Foot Radius) / 6d4 Piercing (Direct Hit) Force 360/450


    Weight: 13lbs


    Created by

    Vaskadar.

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    Item

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