Launchers
"Who would have thought that a vehicle so simple in design could cause such devastation? A batallion of these monsters could lay waste to an entire village if they so pleased, and even from the sanctity of hundreds upon hundreds of feet away! Bardagi must have had the cheekiest smile upon seeing these things in action for the first time..."- A Grizzled Mercenary
Discovery
Launchers combine an old and new technology into one military staple, souping up an Ezlekhian Autocarriage and constructing a large trebuchet on-top its now sturdier base. Launchers were invented somewhat recently in the early 1600's by an entrepeneur from Ezlekh's Khuurmag fulfilling a contract from the Bambaian Regime to create a weapon which could defeat the Amidrakh. What resulted from this contract is now the Ezlekhian military's pride and joy, the Launcher. Launchers are only as effective as the weaponry they are equipped with, and initially, the only canon-fodder they were outfitted with were clump explosives and hunks of shrapnel. Since their inception, new projectiles have been produced to further diversify the firepower of these mobile catapults, with projectiles invented in the last 50 years including chemical-diffusing bombshells, magic-interrupting nets, and ginormous magnets to completely cripple any type of opposing force. These vehicles continue to see inventions and innovations to their weaponry arsenal to this date (particularly involving chemical warfare), and with an inclimate war on the horizon, there are surely more to follow soon.Utility
These weapons of war are used for a variety of offensive applications, from dealing massive blows to enemy infantry, vehicles, and even aircraft depending on the pilot's training. These weapons can launch projectiles well over 1,000 ft away with a decent level of accuracy, allowing these catapults to immobilize down enemy units and even disarm them well before they get close to Ezlekhian frontlines. There have even been talks of using the vehicle's catapult to launch units into the air for surprise bombings or even to land bulkier military vehicles behind enemy lines, though these rumors have yet to be confirmedManufacturing
Due to the technology's roots, these launchers are typically created in refurbished EzlekhianAutocarriage factories. The same frame of the autocarriages are used as a basis, with a souped-up Fantasma Engine made of steel and bits of titanium sitting in the vehicle's chasis, and a specially-engineered trebuchet top with a sidecar on each of the vehicle's sides made of iron alloys slotted atop the vehicle's frame. The vehicle is then outfitted with thick 3ft diameter tires which allow the vehicle to conquer terrain not navigable by autocarriages, and the units are shipped out using the Gazar Gates to places like the city of Gereeshin Daichin, Gol-Duulga, and Medeellitöv City for mobilizationThe Hollow World of Aekko
Launcher
STR
12 +1
DEX
20 +5
CON
8 -1
INT
2 -4
WIS
2 -4
CHA
12 +1
Object: The launcher counts as an object which can fit up to 2 medium creatures inside the piloting pods of it, and it can haul up to 1,500 lbs of creatures/objects. All damage it takes is reduced by 10, and if the mending spell is cast on the vehicle for 1 hour, it regains 2d4+prof HP Fueling: Each hour which this vehicle operates requires the spending of fantasma crystals, requiring only a quarter of a pound of the crystals to run per hour of operation, and cannot run off of traditional liquid fuels due to needing crystals to empower its shots Cover: Creatures inside of the launcher gain three-fourths cover while inside of the vehicle Found Vehicle: If the Find Vehicle spell has been used to create this vehicle, its INT, WIS, and CHA modifiers and saving throws are equal to yours Crash Course: Upon driving this vehicle into a space occupied by a Large or Medium creature, it must make a DEX saving throw [DC = 8 + your DEX Mod + Proficiency (if you have vehicle proficiency)] or that creature takes [3d6 + Proficiency (if you have vehicle proficiency)] Bludgeoning damage. The vehicle takes the damage dealt to foes, this damage cannot be reduced Ready-Aim-Fire: In order to operate this machine's weapons, one must use an action to load it, as well as an action to aim it (not doing so imposes disadvantage)
Actions
This object cannot take its own actions
Control Panels: The 2 seating pods of this object each have a control panel, both of which can be used to drive the vehicle or operate its empowered catapult on its top:
Launch Projectile [INNATE ACTION]: This vehicle is able to fire basically any projectile which weighs less than 500 pounds that is loaded into its basket, with the size of the projectiles determining how long they take to load: 5 tiny objects can be loaded using a bonus action, 3 small objects can be loaded using an action, and one medium or large object can be loaded using an action
Using an action, you can launch all the objects in the basket at a 10ft square within range (500/1500). If materials were used as projectiles, roll on the Junk Gun table once for every two materials loaded (at the bottom of the page), for every adventuring gear or potion that is loaded, apply the adventuring gear's regular effect to one of the spaces within the 10ft square
Flux Crystal [MOD ACTION]: A fantasma crystal-laidened rune-carved canonball which acts as a powerful magnet to all equipment and metal-clad foes nearby. Once this projectile is fired at a point within range (300/900, disadvantage if the target is within 60ft) using an action, for the next 2 minutes, each creature who starts its turn within 30ft of the projectile must make a DC [8 + DEX + proficiency (if proficient with military vehicles)] STR saving throw or be disarmed if they use metal weapons and/or move to inhabit the same space as the projectile if they wear metal armor and take 1d6 + proficiency (if proficient with military vehicles) bludgeoning damage for every 5ft moved. Metal objects/projectiles of medium size and smaller automatically fail this save and inhabit the same square as the projectile, and objects/creatures inhabiting the same space as the projectile are treated as if they are grappled and proned, and as such can use an action on each of their turns in order to attempt to break the grapple
Scourge Shell [MOD ACTION]: A canister of alchemical fluids which stakes itself into the ground and spreads chemically-engineered plagues (from Tagnuul research) into a wide area. Once this projectile is fired at a point within range (300/900, disadvantage if the target is within 60ft) using an action, for the next 2 minutes, each creature who starts its turn within 30ft of the projectile must make a DC [8 + DEX + proficiency (if proficient with military vehicles)] CON saving throw or become poisoned for the next 10 minutes. Being within 30ft of the projectile causes each creature to take 1d6 poison damage at the start of each of their turns, and each creature poisoned by this projectile take 1d6 poison damage at the start of each of their turns. Every turn, a creature may use an action to try and recover from the poisoning, ending the poisoning upon making the aforementioned CON saving throw
Anti-Arcanic Net [MOD ACTION]: A specially engineered spined mystek net which aims to cripple wizards and even vehicles who are unfortunate enough to have this fired at them. Once this projectile is fired at a point within range (500/1500, disadvantage if the target is within 60ft) using an action, each creature within 20ft of the chosen target must make a DC [8 + DEX + proficiency (if proficient with military vehicles)] DEX saving throw or it takes 2d8 piercing damage and become restrained by the net. A creature restrained by this net may attempt to break free using an action to make the aforementioned DEX saving throw, ending the restrained condition upon a success. The net has an AC of 16, an HP of [10 * proficiency bonus], is immune to lightning/psychic/poison damage, and outputs a magic-nullifying field within 10ft of it (15ft radius of the center). The area which the net takes up is counted as difficult terrain, and each creature who enters its area must make a DC [8 + DEX + proficiency (if proficient with military vehicles)] DEX saving throw or take 1d6 piercing damage per each 5ft moved within the net's 20ft diameter. Any wheeled-vehicle which starts its turn within the net's 20ft radius must make a DC18 DEX save or have its movement halved until its popped wheels repaired
Comments