Walker Gear (5e Equipment)
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Cost: Rare A bipedal, all-terrain weapons system, walker gears were designed after the Metal Gear concept amid the Cold War, combining the maneuverability and dexterity of a soldier with the armor and firepower of an armored vehicle. The driver can take the dodge, dash, and disengage actions while piloting a walker gear, and doing so affects the walker gear itself. Critical hits and attacks with advantage against a walker gear instead target the driver. Armament. Each walker gear has a primary weapon, and its auxiliary arm can utilize any one-handed weapon. Potential primary weapons include: Heavy Machine Gun: +12 to hit, range 80/240 ft., one target. Hit: 14 (4d6) piercing damage. The heavy machine gun has the burst fire and reload (100 shots) properties. A walker gear comes with 500 rounds of ammunition. RPG: Ranged Weapon Attack: +12 to hit, range 60/600 ft., one target. Hit: The target is not allowed a saving throw to reduce the damage taken. Each creature within 30 feet of the impact point must make a DC 20 Dexterity saving throw, taking 33 (6d10) bludgeoning damage and 33 (6d10) fire damage on a failed save, or half as much on a successful one. A short-range missile launcher has the loading and Armor Piercing (-5) properties, and it deals double damage against objects. Flamethrower: +12 to hit, range 75/120 ft., one target. Hit: 9 (2d8) fire damage, and the target takes 3 (1d6) fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 15 Dexterity check to extinguish the flames. The flamethrower has the burst fire and reload (10 shots) properties. A walker gear comes with 500 rounds of ammunition. H-Discharger: +12 to hit, range 40 ft. line. Hit: 2 (1d4) lightning damage, and the targeted creature must succeed a DC 15 Constitution saving throw, being paralyzed until the end of their next turn on a failure. The H-Discharger has the reload (1 shot) property. A walker gear comes with 50 rounds of ammunition. Size: Medium |
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