Drakaan Piledriver Cannon
Firearm
Uncommon
Mods
Accessories
Compressor (Gas System)
Foregrip
Sight
Magazine Size: 1 (every D20 counts as one shot)
Cartridge: Piledriver Harpoon
Special Maneuvers
Point Blank Pilebunker: As an attack, strike a target at point blank range, pinning them to the ground, keeping them prone until they attempt to remove the harpoon with an Athletics check against a DC = 8 + your Proficiency Bonus + your Dexterity or Strength Modifier. Upon removing the harpoon, they must make a Constitution saving throw against your weapon DC = 8 + Proficiency Bonus + Ability Modifier (Whichever is used for this weapon). Failed saves bleed profusely, taking 1d6 unmitigated Slashing damage at the start of each turn until they make a successful Constitution save. Successful saves when removing the harpoon take no additional bleeding damage. Using this maneuver does not consume the propellant in the harpoon, so it can be retrieved.
Overpressured Shot: Using a bonus action, supersede the safety limits and add +6 damage to the attack and add the pinning effect without the HP requirements. This doubles the range of the pinning distance to 90 feet and the projectile's effective range goes up to 180 feet and 360 feet for long range. Crit fails while using this feature immediately cause the weapon to jam. An overpressured shot will alert enemies within 180 feet.
Stabilized Shot: Before moving on your turn, reduce your movement speed to 0 and stabilize the weapon to give yourself advantage on the next attack
Special Properties:
Excessive Launch Recoil: This weapon pushes the user 5 feet back in the opposite direction of the attack every time it is fired.
Ignores Armor: Attacks are not mitigated and deal raw damage
Melee-Capable: No disadvantage in melee range.
Pinning: If more than half the target's remaining HP damage is dealt in a single attack, the target is pinned to a vertical surface up to 45 feet away and takes 1d6 bludgeoning damage for every 10 feet the target was pushed back. The creature must be medium or smaller for this effect to work. If no vertical surface is available, the target is pushed up to 45 feet away from you in a line. If pinned to a surface, the target will be unable to move until the start of your next turn.
Loading: Uses a bonus action to load a harpoon
Jamming: This weapon does not jam unless overpressured. If jammed, the weapon is jammed and requires a bonus action (D&D5E) or an action point (PF2E) to clear the jam.
Strength Requirement: 14
Handling: 2-handed
An abnormal weapon with no proper name aside from 'Piledriver', the Drakaan-made Piledriver Cannon is often a crew-served weapon on board the Arcrider hunting fleets, built for taking on the fearsome Kuthban-Tinin. The projectile launched by the weapon is close to 4 feet long, and is a tungsten-cored rocket-propelled harpoon, with barbs that run the entire length of the harpoon, that open up after launch in flight to stabilize it. It is launched from an assembly that has an assisted pneumatic launch system. It operates similarly to the compressor weapons but with the added element of combustion to aid in propulsion, taking away the 'stealthy' element. The Piledriver Cannon has 6 separate pressurizing chambers that fire in a two stage sequence.
Type |
Damage |
Damage |
Range |
Martial Ranged |
1d20 + 10 / 1d6 Slashing Damage |
Piercing |
90/180 |
Weight: 60lbs