Weapon
Common
Mods
Grip
Head
Special Maneuvers
Carry the Momentum - If you miss the target with an attack, you can bring the flail back around and make another attempt at an Attack for 1d6 AP I Bludgeoning damage
Imparted Force - After moving 20 feet or more on your turn in a straight line towards an opponent, make a melee weapon attack. If successful, you deal an additional 1d6 bludgeoning damage on top of your normal attack. If attacking from a vehicle against an exposed opponent, the additional damage increases to 2d6 bludgeoning damage after moving 180 feet on the vehicle.
Rounding Strikes - As an Action, make a number of attacks equal to either your Dexterity or Strength modifier, each dealing 1d8 AP II Bludgeoning damage. If two or more attacks succeed, the target is knocked prone and you have advantage on any remaining attacks with this maneuver. You may use this maneuver once per Short or Long rest.
Special Properties
Armor Piercing II
Blunt Instrument - Does Double the rolled damage to Poise.
Staggering - Prevents targets from taking Reactions upon successful attacks
Weight: 6
Handling: Versatile
Infrequently seen, but nonetheless used, the flail uses a weighted end at the end of a chain, attached to a stick. The weighted head is often fitted with pointed spikes on them to ensure the application of force finds purchase and applies it to a very localized area. Usage from atop a mount or motorcycle, as impractical as it sounds, is one of the best ways to transfer force to the intended targets. Frequently used by roving ferals and motorcycle gangs.
Type |
Damage |
Damage |
Range |
Martial Melee |
3d6 (2-handed), 2d6 (1-handed) |
Bludgeoning |
|
Weight: 6lbs