Spike Launcher

Level 6250 gpWeaponBulk 2UncommonRemaster

1d8P·Martial·Firearm·One or two-handed

Range 120 ft.·Reload 2

Runes +1, striking

Built from the spiked tail of a manticore, a spike launcher is designed to launch large, spear-like projectiles. A spike launcher is a +1 striking weapon. It's a distinct type of martial firearm that deals 1d8 piercing damage. It has the backstabber, fatal aim d12, and kickback traits with a range increment of 120 feet and reload 2. It uses the critical specialization of the bow weapon group, rather than the firearm critical specialization.


Activate—Spike Shot ◆◆◆ (manipulate)

Frequency once per day

Requirements The spike launcher is loaded

Effect The spike launcher fires a volley of spikes in a 10-foot burst centered anywhere within its range. Make a Strike with the spike launcher against each creature in the area; your multiple attack penalty does not increase until after you have resolved all these attacks. On a success, the spike causes the creature to take a –5-foot status penalty to their Speed. On a critical success, the creature becomes Immobilized instead. In either case, the creature, or an adjacent creature, can use an Interact action to remove the spike and end the penalty or immobilized condition.


Craft Requirements The initial raw materials must include the tail of a manticore.

Traits

Backstabber

When you hit an off-guard creature, this weapon deals 1 precision damage in addition to its normal damage. The precision damage increases to 2 if the weapon is a +3 weapon.

Fatal-Aim d12

The fatal trait includes a die size. On a critical hit, the weapon's damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.

Kickback

A kickback weapon is extra powerful and difficult to use. A kickback weapon deals 1 additional damage with all attacks. Firing a kickback weapon gives a –2 circumstance penalty to the attack roll, but characters with a +2 or greater Strength modifier ignore the penalty. Attaching a kickback weapon to stabilizers can lower or negate this penalty.

Critical Specialization (firearm)

The target must succeed at a Fortitude save against your class DC or be stunned 1.