Regardless of rarity, no one can deny the impact of their first meeting with this weapon.
Fine Rare weapon (shoulder cannon)
Damage: 2d8 explosive solar
Scope: 20/60/80 (close)
Memory, Weight: 26 lb., (5/1)
Other Properties: Cumbersome, Shot Capacity (12), Heavy (15), High-Recoil, Payload (5-foot radius sphere), Two-Handed, Unwieldy
Shoulder-carried personal artillery with a delayed detonation trigger. Originally meant for breaching ship hulls, it is also effective against vehicles in ground engagements, and of course devastating against personnel targets. A rarer piece of the Fallen arsenal, it is favored by commanders whose privilege of place affords them access to such a potent tool. As the name suggests, scorch cannons fire solar-charged projectiles, but variants modified for arc- or void-based discharge also exist.
Because this is a non-standard weapon class (shoulder cannon), proficiency with it will need to be earned, such as by taking the Weapon Training feat.
Intrinsic: Power Core
Perpetual: Instead of using a standard magazine, this weapon stores its firepower in a variable output power core. Regardless of proficiency or any other features, Powers, spells, or other sources, this weapon takes 1 minute to reload, and you need 5 martial magazines to reload it.
Slot 1: Sticky Rounds
Situational: As an action, you can take a shot with this weapon that fires a special round with a matter-attractant warhead. The round sticks to the first creature or hard surface it comes into contact with in its line of fire (treat the shot as if it had the Line Fire property). If you attempt to stick the round to a creature, you must make and succeed on an attack roll first. On a miss, the shot attaches to a surface within 5 feet of the creature, if possible. If not, the round detonates prematurely.
Once the special round is stuck, it will remain there for the next minute or until you use your reaction to cause it to detonate, whichever happens first.
Upon detonation, all targets within the Payload radius of the round must make a Dexterity saving throw, taking the damage of this weapon on a failed save, or half as much on a success. The Payload radius of the round is equal to the Payload radius of this weapon.
However, until the special round detonates, at the end of each of your turns you can spend a number of shots from the weapon’s shot capacity (up to half your proficiency bonus) to enhance the shot, causing one of the following effects of your choice per shot spent (these effects can stack with themselves):
- The Payload radius of the round increases by 5 feet.
- The shot gains an additional damage die.
The total number of enhancements you can impose on a special round is equal to your proficiency bonus.
If at any time your remaining shot capacity reduces to 0, the round detonates prematurely and this weapon is damaged until repaired.
You do not need to be wielding this weapon to cause an enhancement, but you must be at least holding this weapon in two hands in order to do so.
You can’t shoot another special round from this weapon until you reload it.
Slot 2: Eliksni Engineering
Situational: Large or greater Eliksni may ignore the Cumbersome property of this weapon.
Slot 3: Tinkering
Perpetual: Over the course of an hour, which can occur during a short rest, you can tinker with this weapon to change its damage type to arc, solar, or void (it maintains the explosive damage modifier). You can only do this if you are proficient with weaponsmithing toolkits.
