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Typhoon Cannon

Developed as a riot control device, this bulbous tubular firearm was used to disperse crowds without lethal damage. Retrofitted for the gung ho lifestyle of the roving mercenary or adventurer, it has been dubbed the Typhoon Cannon, and its effects are far from its original concept. In appearance, it closely resembles a 2ft length of steel piping, connected at its base to a spherical elemental chamber which is crawling with a rats nest of pneumatic piping and sturdy shutter valves. It is all held together by a wooden rifle stock and has a simple mechanikal trigger where you’d expect a firearms to be. A thick coil of inductive cable runs from the conducting widgets above the stock to a basic convergence engine housing mounted on a thick leather belt. This device requires both hands to use and a exotic proficiency due to the odd recoil it produces. Non proficient users recieve the usual penaltys, along with being knocked prone unless they succeed a Balance Check [DC10].

When activated, the convergence engine forms the thaumatic potential of the defenestration sphere within the cannons calibrated elemental chamber, which itself acts like a compression chamber for the arcane pressure generated. The many regulator valves maintain the barometric integrity of the chamber to avoid a violent rupture. This whole process draws 3 charges per minute of active use, and requires a standard action to activate.

Once per round the trigger can be pulled to direct the incantations effects out of the cannon. Releasing a spear of super-compressed air in a 30ft line in-front of the cannon, dealing 3d6 points of bludgeoning damage as a ranged touch attack. Anyone caught by the blast must make a Fort save [DC18] or be knocked prone, those knocked prone must also make a second identical Fort save or be launched into the air and hurled 1d8x10 ft in an arc from the point of impact. Survivors of this effect have compared it to being hit with a thrown sledgehammer, or possibly being kicked by a warjack. Needless to say only the first damageing effect functions underwater, with the range being reduced to 15ft.

If some obstacle prevents the subject from reaching this point, it takes 1d6 points of damage for every 10ft of movement it was unable to complete. The surface it impacts on takes half that damage. Unattended, non-magical objects do not get a save against either of these effects but the distance the item moves is reduced by 20ft for every 100lb over 200lb [An object 600lb or heavier cannot be knocked over or moved]. Treat launched objects landing as a random grenade-like effect with a Reflex save [DC10+1 per 10ft traveled], damage from those objects can be treated along the same lines as falling objects [DMG p303].

Exotic Weapon Cost Dmg (M) Critical Range Increment Weight Type
Typhoon Cannon 21350gp 3d6* 20×3 30ft 16 lb. Blugeoning

*see description.

Item Cost Weight
Convergence Engine
Engine Housing 300gp 3lb.
Plate, Defenestrating Sphere
9900gp 1lb.
Hybrid Socket 450gp 0lb.
Cannon
Conductive Cable 1500gp 0lb.
Elemental Chamber 4000gp 2lb.
Mechanika Trigger
200gp 0lb.
Pneumatic Piping
500gp 5lb.
Pneumatic Valves 500gp 3lb.
Conduiting 4000gp 2lb.
Total 21350gp* 16lb.

*does not include accumulator

Article #695 by TT on October 03, 2010 @ 12:25 PM

This article is categorically filed under Mechanika

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