Union Defense XM202 FIRES Multi-Shot Rocket Launcher
Adventuring Gear
Very Rare
Mods
Sight
Guidance Systems
Grip
Accessories
Magazine Size: 4 (Each Attack is a Single Shot)
Cartridge: Rocket Propelled Grenade
Special Maneuvers
Stabilized Shot - Before moving on your turn, reduce your movement to 0 to give yourself advantage on a ranged attack with this weapon
Fire HEAT Rocket - Load a HEAT version of the rocket, deals +12 damage to vehicle components and constructs - deals radial damage in a 10ft spherical radius (HEAT rocket must be in possession)
Fire Frag Rocket - Load a Fragmentation version of the rocket - deals radial damage in a 25ft radius (Fragmentation rocket must be in possession)
Fire Incendiary Rocket - Load Incendiary versions of the rocket - deals radial damage in a 15ft radius and burns 'White Hot' dealing 2d6 persistent fire damage for 1d4 rounds in its area of effect
Direct-Hit - Make an attack roll instead of designating a point. A direct hit with the rocket will deal an additional 3d4 Piercing damage to the target, ignoring armor. A target that has been directly hit will have disadvantage on the saving throw against the Explosive saving throw. 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.
Special Properties
Anti-Armor - Deals unmitigated damage to vehicular components and constructs
Explosive - Deals radial damage in a 15-foot radius from 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 6d6 force damage and 4d6 fire damage on a failed save, or half as much damage on a successful one. The saving throw is a DC13 + Proficiency Bonus Dexterity saving throw unless otherwise stated.
Arming range - Has a minimum distance at which the rocket will explode. The rocket must travel a minimum of 30 ft. before it will detonate - otherwise it will only deal direct hit damage
Ricochet - If fired at a surface within arming distance and at an angle shallower than 90 degrees it can ricochet (to calculate, mirror the firing angle)
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
Loading: Loading the XM202 takes a full action to reload all 4 tubes at once, the tubes cannot be reloaded individually
Jamming: The weapon does not jam
Handling: 2-handed
Union Defense aimed to develop a ranged incendiary replacement for the bulky, heavy M1A2 flamethrower after the last major international war for a proxy conflict that was brewing on Karrah and came up with the XM202 FIRES (Flexible-purpose Incendiary Rocket and Explosives System) as a sort of multi-role, but primarily incendiary explosives delivery system. It is a heavy weapon when loaded, with half of its weight being the ammunition and the other half being the launcher itself.
Type |
Damage |
Damage |
Range |
Martial Ranged |
6d6 Force + 4d6 Fire (15 Foot Radius) / 3d4 Piercing (Direct Hit) |
Force |
150/300 |
Weight: 26lbs