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Two(2) Handed Weapon Range: 6

Base Scale: 2 Weapon Damage: 1D8

Damage Type: Pierce Ammunition Capacity: 1

A top-loaded weapon that can fire explosive ordinance ideal for striking multiple Targets, such as a grenade launcher, bazooka, or chemical thrower; Launcher Weapons can be loaded with Explosives and select munitions. Launchers have an innate Splash Radius of one(1). Investing in a Launcher Training will enhance the Radius of a character’s Splash Effects and Engineering Ability Statistics every Odd Rank and their Attack and Damage Rolls with Ranged Weapons their Ammunition Capacity with any Ranged Weapon on Even Ranks. At Rank Five(5) and Ten(10), the Character’s Base Scale with any Weapon increases by plus One(+1), permanently increasing their Weapon Damage with all Weapons. A New Equipment Modification Slot becomes available at the First(1st) Equipment Rank and every Three(3) Equipment Ranks after that.

Launcher Weapon Heroics

Needle Bomb

Prerequisite: Launcher Weapon(Rank 1)

AP Cost: 5

Action Type: Full Action

Range: Weapon Range(Cone)

As a Standard Action, you can attempt a Launcher Weapon Attack against a Target within your Weapon Range by firing your loaded projectile in a canister full of tiny needles that burst into a spray of deadly pins on impact. In addition to the effects of your shell, you inflict a Stack of the Bleed Injury for every Two(2) Points of your Will Attribute within your Weapon Splash Radius. Affected Targets can attempt a Physical Save against your Physical Impact to avoid the Bleed Injury.

Smoke Canister

Prerequisite: Launcher (Rank 1)

AP Cost: 5

Action Type: Ranged Weapon Attack

Range: Weapon Range(Splash)

Effect Duration: Rounds

As a Standard Action, you can attempt a Launcher Weapon Attack against a Target within your Weapon Range by firing your loaded projectile in a smoke canister that explodes in an obscuring smokescreen on impact. In addition to the effects of your shell, your Target is enveloped in a cloud of Smoke that disrupts vision within your Weapon Splash Radius. 

Nozzle Fire

Prerequisite: Launcher (Rank 2)

AP Cost: 10

Action Type: Free Action

Range: Weapon Range(Cone)

As a Free Action, you can alter the shape of a Launcher Weapon Attack into a volatile spray, affecting all Targets within a Cone up to your Weapon Range. This Negates your Attack’s normal Weapon Damage but allows you to apply the Splash Effect of your Launcher Attack over a much larger area. 

Gust Grenade

Prerequisite: Launcher (Rank 2)

AP Cost: 10

Action Type: Full Action

Range:  Weapon Range(Splash)

As a Standard Action, you can attempt a Launcher Weapon Attack against a Target within your Weapon Range by firing your loaded projectile in an air canister that unleashes a gust of wind on impact. In addition to the effects of your shell, you instantly clear any smoke, gas, or inhalation effects within your Weapon Splash Radius while pushing Creatures that exist in a gaseous state back to the edge of your Weapon Splash Radius. 

Glue Canister

Prerequisite: Launcher (Rank 3)

AP Cost: 15

Action Type: Full Action

Range: Weapon Range(Splash)

Effect Duration: Rounds

As a Standard Action, you can attempt a Launcher Weapon Attack against a Target within your Weapon Range by firing your loaded projectile in a glue canister that burst into a pool of sticky adhesive on impact. In addition to the effects of your shell, you create Sticky Difficult Terrain within your Weapon Splash Radius. Affected Targets can attempt a Physical Save, or an Acrobatics Ability Check against your Physical Impact to avoid the Entangled Condition for the Effect Duration. At the end of the Effect Duration, the adhesive dissipates into nothingness.

Void Bomb

Prerequisite: Launcher (Rank 3)

AP Cost: 15

Action Type: Ranged Weapon Attack

Range: Weapon Range(Splash)

Effect Duration: Rounds

As a Standard Action, you can attempt a Launcher Weapon Attack against a Target within your Weapon Range by firing your loaded projectile in a void canister that extinguishes all sources of light on impact. In addition to the effects of your shell, you extinguish all Sources of light and project artificial darkness that obscures vision within your Weapon Splash Radius for the Effect Duration.

Stake Bomb

Prerequisite: Launcher (Rank 4)

AP Cost: 20

Action Type: Full Action

Range: Weapon Range(Splash)

As a Standard Action, you can attempt a Launcher Weapon Attack against a Target within your Weapon Range by firing your loaded projectile in a canister full of sharpened stakes that burst into a spray of deadly spikes on impact. In addition to the effects of your shell, you inflict 1D8 Pierce Damage for every Two(2) Points of your Will Attribute and create Barbed Difficult Terrain within your Weapon Splash Radius. Affected Targets can attempt a Physical Save, or an Acrobatics Ability Check against your Physical Impact to avoid the Bleed Injury.

Planned Ordinance

Prerequisite: Launcher (Rank 4)

AP Cost: 20

Action Type: Ritual(One Hour)

As a Ritual during a Rest Period, you can memorize the proper loadout order of your explosives to carry out Launcher Weapon Reloads better. Additionally, you can Reload a Launcher Weapon as a Reaction to attempting a Launcher Weapon Attack or Rapid Action until your next Rest Period.  

Blade Canister

Prerequisite: Launcher (Rank 5)

AP Cost: 25

Action Type: Ranged Weapon Attack

As a Standard Action, you can attempt a Launcher Weapon Attack against a Target within your Weapon Range by firing your loaded projectile in a canister full of razor-sharp blades that burst into a shroud of savage cuts on impact. In addition to the effects of your shell, you inflict 1D10 Slash Damage and a Stack of the Bleed Injury for every Two(2) Points of your Will Attribute and create Barbed Difficult Terrain within your Weapon Splash Radius. Affected Targets can attempt a Physical Save against your Physical Impact to avoid the Bleed Injury.

Love The Boom

Prerequisite: Launcher (Rank 5)

AP Cost: 25

Action Type: Ritual(One Hour)

As a Ritual at an Apothical Lab during a Rest Period, you can spend One(1) Hour tinkering with your explosives recipe, increasing your Weapon Splash Radius by One(1) until your next Rest Period. 

Rocket Jump

Prerequisite: Launcher (Rank 6)

AP Cost: 30

Action Type: Full Action

Range: Speed/Adjacent(Splash)

As a Full Action, you can leap up to fire a rocket at the ground beneath you, inflicting 1D8 Pyroitic Damage for every Point of your Will Attribute on any Targets within your Weapon Splash Radius and launching yourself a number of Paces in the direction of your choice equal to your Speed. Affected Targets are not afforded a Save attempt to reduce Damage. As a result, you suffer Half(½) Damage from the Rocket Jump.

Breaching Rocket

Prerequisite: Launcher (Rank 7)

AP Cost: 35

Action Type: Full Action/Interaction

Range: Double(2*) Weapon Range(Splash)

As a Full Action or as part of an Interaction, you load a unique Rocket into your Launcher Weapon that is highly destructive against structures and fire it at a Target within a straight line up to Twice(2*) your Weapon Range, detonating on impact and destroying walls, pillars, and other structures within your Weapons Splash Radius. Breaching Rocket can be used to destroy a wall, door, or barrier and inflicts the Broken Condition on any Objects within the Splash Radius. 

Gas Canister

Prerequisite: Launcher (Rank 8)

AP Cost: 40

Action Type: Ranged Weapon Attack

Range: Weapon Range(Splash)

Effect Duration: Rounds

As a Standard Action, you can attempt a Launcher Weapon Attack against a Target within your Weapon Range by firing your loaded projectile in a smoke canister that emits a gas cloud on impact. In addition to the effects of your shell, your Target is enveloped in a shroud of poisonous gas that persists for the Effect Duration, inflicting a Stack of the Poison Injury for every Two(2) Points of your Will Attribute to any Creatures that inhale it and disrupting vision within your Weapon Splash Radius. Affected Targets can attempt a Physical Save against your Physical Impact to Negate the Poison Injury.

Homing Missile

Prerequisite: Launcher (Rank 9)

AP Cost: 45

Action Type: Full Action

Range: Double(2*) Weapon Range(Splash)

As a Full Action, you can load a homing missile into your Launcher Weapon, firing an unavoidable projectile that strikes a Target within Twice(2*) your Weapon Range. Homing Missile is automatically successful but can not Critically Hit. 

Hexarocket

Prerequisite: Launcher (Rank 10)

AP Cost: 50

Action Type: Full Action

Range: Double(2*) Weapon Range(Line/Splash)

As a Full Action, you perform a Launcher Weapon Attack against up to Six(6) Targets in a straight line within Twice(2*) your Weapon Range by loading and firing a Hexarocket that fragments into Six(6) smaller rockets during its Path of Travel. Each rocket moves along striking the first Target within the Affected Area and detonating on impact, inflicting 1D10 Biotic and 1D10 Pyrotic Damage for every Point of your Will Attribute to any Target within your Splash Radius, centered on each Target. In addition, affected Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½). Multiple Hexarocket fragments can strike a single Target, moving to further Targets as they fall.