Rocket Launcher (3.5e Equipment)

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A typical rocket launcher
Rocket Launcher
Exotic Two-Handed Projectile
Critical: 20/x3
Range Increment: 90 ft.
Type: Special (see below)
Hardness: 10
Size Cost1 Damage Weight1 hp
Fine * 2d6 0.5 lb. 1
Diminutive * 4d6 1 lb. 1
Tiny * 6d6 2 lb. 2
Small 1500 8d6 4 lb. 5
Medium 1500 10d6 8 lb. 10
Large 3000 12d6 16 lb. 20
Huge * 14d6 32 lb. 40
Gargantuan * 16d6 64 lb. 80
Colossal * 18d6 128 lb. 160
  1. The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. Any other supplied values are the author's best determination.

A large metallic tube makes up most of its body, meant to be slung on the shoulder and fired on one knee. It has an eyesight and trigger slung underneath. The classic bazooka, it is a fireball in every shot, but the ammo is expensive, rare, and reloading is a major pain.

Firing is a full attack action that provokes an attack of opportunity. Reloading is also a problem, taking a full round action, unless you have the ammo on hand next to you (making it a standard action). If you have someone to reload for you they do it as a standard action, and you may continue to fire.

The Reflex DCs are based on the type of rocket ammo you have used. The damage is the same for all however. Those that succeed on their attack roll and hit a target deny that target a Reflex save. All others in a 10 ft. radius can make saves as normal.

Despite it being mundane itself, its ammo is magical. The type of ammo determines the type of damage, the default being fire. Unusual variations of this exist.



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