Rocket Launcher (3.5e Equipment)
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Size | Cost1 | Damage | Weight1 | hp | |||||||
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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 | |||||||
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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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