Dustriders

Tolfdir Kinetics (TK) TK-JPG-42 Jet Propulsion Gun

Adventuring Gear

Common

Mods
  • Accessories
  • Capacitor
  • Grip
  •   Magazine Size: 30 (each use normally consumes 1 charge of the Power Cell)   Fire Modes: Propel, Self Propulsion   Cartridge: Power Cell   Special Maneuvers
  • Propel - Generate a high powered gust of air in a 45 by 5 foot line as an Attack action. If you have less than a Strength ability score of 14, you must make a Strength saving throw against a DC of 10 or be pushed back 15 feet. Any targets, up to a Large sized target, in the area of effect must make a Strength saving throw against a DC equal to 8 + your Proficiency Bonus + your Intelligence modifier. Aerial targets have disadvantage on their Strength saving throws. On a failed save, a target is launched up to 45 feet, taking Falling damage for every 5 feet traveled when they collide with an object or vertical surface. If they do not collide with an object or vertical surface, they are knocked prone. All unsecured objects are launched up to a distance of 90 feet, dealing 1d6 damage to themselves and whatever is in their path for every 10 feet in distance traveled before collision. Any drivers of Medium or smaller vehicles caught in the area of effect must also make a Dexterity saving throw against the save DC or lose control. Small vehicles are flipped on a failure. Otherwise, on a successful save, a target is unaffected.
  • Self Propulsion - Spend a Bonus Action and 1 charge to lift yourself up off the ground, up by 10 feet, creating a wind tunnel directly below you and creating an area of effect within 5 feet of the space that is below you. Once airborne, you have a flying speed of 45 feet but remain 10 feet above the ground at all times. Unsecured objects below you or in adjacent spaces (as if you were on the ground) are pushed away from you 30 feet wherever you start your turn or end your turn. Any targets, up to a Large sized target, in the area of effect must make a Strength saving throw against a DC equal to 8 + your Proficiency Bonus + your Intelligence modifier. Aerial targets have disadvantage on their Strength saving throws. On a failed save, a target is launched up to 15 feet in a straight line away from your space, taking Falling damage for every 5 feet traveled when they collide with an object or vertical surface. If they do not collide with an object or vertical surface, they are knocked prone. Otherwise, on a successful save, a target is unaffected. On each following turn, to remain airborne, you must spend your Bonus Action and 1 charge. While airborne you may use the Propel maneuver against targets within range but are pushed back twice as far if you fail the Strength saving throw.
  •   Special Properties
  • Heavy
  • Propulsion Device - Can be used to propel objects or targets. Additionally, it may be used to push a vehicle you occupy an additional hex in any direction.
  • Rechargeable - Expended Power Cells will recharge fully after finishing a Long Rest.
  •   Loading: This weapon regains half of its charges on a Short Rest, and all charges on a Long Rest.   Jamming: This weapon does not jam.   Handling: 2-Handed

    More of a mad engineer's oversized displacement toy than anything else, the TK-JPG-42 can produce gusts so strong that they can push massive targets as large as a car in any direction the wielder chooses, provided they themselves are strong enough to plant their feet and hold steadfast. The JPG-42 can also be used to flip vehicles over or force them to lose control or knock aerial targets out of the sky. Sometimes, if the operator is skillful enough, they can use it to launch themselves in a direction of their choosing or even briefly hover. As a weapon it is a bit tough to use properly, but clever users will find ways. It is often best to pair the device with armor mods that create an anchoring effect to counteract the extreme forces.


    Weight: 22lbs


    Created by

    Vaskadar.

    Statblock Type

    Item

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