Morgan Arms GL-79 Grenade Launcher
Firearm
Common
Mods
Accessories
Grip
Sight
Stock
Magazine Size: 1 (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 3d4 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. There cannot be an obstacle interrupting the path like a roof.
Load Alternate Ammo - Using a bonus action to load a new round, swap for the desired grenade type assuming they're in possession, with one of the following effects
Beehive: Flechette blast dealing 6d6 Slashing damage in a 30ft line
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 a successful save
Flashbang: Blinds and deafens targets inside a 15ft radius for 1 round if they fail the saving throw, targets are Dazed for 1 round on a successful save and cannot take reactions for the duration
High Explosive: 3d8 Force Damage + 1d8 Fire Damage in a 20ft Radius
Rubberized: 6d6 bludgeoning, single target, non-lethal, can cause dazed status if saving throw fails
White Posphorous: 2d8 Fire Damage, 15ft radius, 1d8 persistent fire damage inside radius for 1d4 rounds, dispersed with wind
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 - 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 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 bonus action to load 1 round
Jamming: The weapon does not jam
Handling: 1-handed (Collapsible stock mod, roll without Proficiency Bonus to hit directly while 1-handed) / 2-handed (Normal stock)
The Morgan Arms GL-79 is a break-action breech-loaded single shot grenade launcher, boasting a simplistic, rugged design that seems to never fail. Nicknamed the Thumper, the GL-79 makes a distinctive 'Thwump' sound when fired. So many of these were produced during a major jungle conflict in the Westlands that it's entirely normal to find these in the hands of bandits and thugs. It's lightweight and portable, which helps a lot with its usability.
| Type |
Damage |
Damage |
Range |
| Martial Ranged |
4d4 Force + 2d4 Fire (15 Foot Radius) / 2d4 Piercing (Direct Hit) |
Force |
90/180 (2 hex/4 hex) |
Weight: 6lbs