Dustriders			
	  Chiral Aerial Cannon
		 
	 
                        
    Weapon   
  
     Rare            
     Mods
Accessories
Barrel
Sight
Stock
 
Magazine Size: 1 (Each shot needs to be chambered manually)
 
Cartridge: Anti-Materiel
 
Special Maneuvers
Stabilized Shot - Before moving on your turn, reduce your movement to 0 to give yourself Advantage on your next ranged attack with this weapon
Called Shot - Designate a specific body part to hit as an attack and deal specific conditions to the target. You may use this maneuver once per short or long rest.
Torso: The target must make a Constitution Saving Throw against a DC of 8 + Proficiency Bonus + Ability Modifier (Whichever ability score is used with this weapon) or be dazed
Arms: You impose disadvantage on all attacks made by the target until the start of your next turn
Legs: You hamstring an opponent and reduce their movement by half until the start of your next turn
 
 
Special Properties: 
Anti-Materiel, +5 to hit at ranges greater than 90 feet, +6 Damage to Vehicle Internals
Armor Piercing IV
Dangerous Recoil - When firing, small or airborne users must make a Strength Saving Throw against a DC of 10 or be pushed back 10 feet in a straight line. Aerial targets hit by this weapon take double the poise damage.
Multi-Target Piercing - Any targets up to 30 feet in a straight line behind the first target must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Dexterity modifier or take half the total damage from the initial shot.
Spalling - Any paneling or cover hit by this weapon spalls as the round tumbles through it, dealing 2d6 Slashing damage in a 15 foot cone from the point of impact. All targets caught in the area of effect must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Dexterity modifier. A target that succeeds on its save only takes half damage. A target that fails its save takes the rolled damage.
 
Loading: Uses a Bonus Action to load a round
 
Jamming: The weapon does not jam
 
Weight: 20
 
Handling: 2-handed  
      
    This is more of an anti-materiel rifle than a cannon, and with only being able to load a single round in its chamber, it is meant to be fired only once before the shooter repositions to reload. Because of the mass of the round, it is capable as an anti-aircraft weapon. The round will penetrate multiple targets even at extreme distances. An airborne user of this weapon must make a strength saving throw or get pushed back 10 feet from its current position when firing this beast of a weapon.  
              
      
        
        
          | Type | 
          Damage | 
          Damage | 
          Range | 
        
        
        
        
          | Martial Ranged | 
          1d12 + 24  | 
          None | 
          450/900 | 
        
        
      
     
    
      
      Weight: 20lbs