Remove these ads. Join the Worldbuilders Guild

Rostov Design Bureau DP-64 Multi-Launcher

Firearm

Common

Mods
  • Sight
  • Grip
  • Accessories
  •   Magazine Size: 2 (Each attack is a single shot)   Cartridge: Grenade   Special Maneuvers
  • Stabilized 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 2d4 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 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, swap for the desired grenade cartridge type assuming they're in possession, with one of the following effects

  • Beehive (Flechette blast dealing 6d6 Slashing damage in a 30ft line),
    High Explosive (3d8 Force Damage + 1d8 Fire Damage in a 20ft Radius),
    White Posphorous (2d8 Fire Damage, 15ft radius, 1d8 persistent fire damage in radius for 1d4 rounds, dispersed with wind),
    Rubberized (6d6 bludgeoning, single target, non-lethal, can cause dazed status if saving throw fails),
    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 (3d8 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
  • Light Anti-Armor - Deals full damage to vehicular components, vehicles, and constructs with medium armor or less
  • Explosive - Deals radial damage in a 15-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 2d8 force damage and 1d8 fire damage on a failed save, or half as much damage on a successful one. The saving throw is a DC12 + Proficiency Bonus, with a Dexterity saving throw unless otherwise stated.
  • 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
  • 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
  • Depth Charge - If fired at a target that is submerged, the target has disadvantage on saving throws
  •   Loading: Uses a bonus action to load 1 round, full action to load both rounds   Jamming: The weapon does not jam   Handling: 2-handed

    Designed by the Belgorost peoples in the Republic of Rostov, the DP-64 is a double-tube grenade launcher capable of special applications against submerged targets. It was used by the Rostov coast guard primarily but was later licensed by other neighboring countries and so the design became more widespread. It is a breech-loaded break-action weapon similar to a double-barreled shotgun. With its recoil sitting higher than the shooter's shoulders typically, it is a somewhat unwieldy weapon overall.

    Type Damage Damage Range
    Martial Ranged 2d8 Force + 1d8 Fire (15 Foot Radius) / 2d4 Piercing (Direct Hit) Force 225/450


    Weight: 22lbs


    Created by

    Vaskadar.

    Statblock Type

    Item

    Link/Embed