Wondrous Item, varies

Are's made these when they were commissioned by House Habsburg, who were in need of a Heavy Weapons Platform, without needing to send out tanks or Knight Suits. Hence the Heavy Weapons Arms, or Artillery Arms as they became know, were born. A heavy Steel arm houses an internal heavy weapon, usually in the form of a mortar or cannon. Some have been modified to store energy weapons instead, those these can quickly overheat the arms, leading to severe burns on the wielder. The Heavy Weapons Arms were a big hit with House Habsburg, and many artillery divisions have these arms as customary for their units. It's even began to spread to some of the other Noble Houses, with House Pacelli making a sleeker version that fits along their lines of design better.

There are four official versions of the Artillery Arms, and a player will need to specify which they have: Artillery, Rotary, Plasma, and Laser cannon variants.

Artillery cannons are the most common, and deal 5d6 damage to any creatures within 40 feet of the landing spot

Rotary cannons are the second most seen version, and  are prone to overheating. If a target is hit, it takes a full barrage of bullets and is dealt 12d4 damage. If this action is used more then 2 turns in a row, then  the player must make a Con save of  12. This goes up by 3 every turn the action is used afterwards, and once a con save is failed, the barrels overheat and jam. This cannot be fixed until looked upon by a Mech or a Doc.

Plasma Cannons behave similarly to a Artillery cannon, but instead of sending shrapnel, instead sends out a blast of overheated plasma, burning all targets in a 30 foot area for 3d10 damage per turn until they make a con save of 15. If this is fired more than two turns in a row, then  the player must make a Con save of 15, or he will take 1d10 fire damage as the arm and weapon overheat the skin around it.

Laser Cannons are the most deadly variants of this weapon by far, to both the enemy and the wielder. If an enemy is hit with this weapon, their armor is melted, by 4 points and they take 4d12 damage. But everytime the weapon is discharged, the wielder also takes 1d6 damage in turn as it burns and overheats the skin.

Notes: Damage: Fire

OmegaMK24

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