SFS Standard Caramel Cannon Item 2+

Price 425 credits (0)
Damage
Bulk 1
Hands 2
Range 30 ft.
Reload 1
Type Ranged
Category Martial
Upgrades
Magazine 8 chem
Expend 2

The caramel cannon shoots globs of sticky caramel. When you Area Fire this weapon, instead of dealing damage, you create difficult terrain in the affected area that lasts for 2 rounds. If you're trained with this weapon, creatures in the area that fail their Reflex saves treat the area as greater difficult terrain (and become immobilized on a critical failure). Creatures can attempt to Escape against your class DC to remove the immobilized condition. If you have the primary target class feature, you can attempt to Grapple your primary target instead of Strike (with a –2 circumstance penalty, as normal for the ranged grapple trait).

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Tactical Caramel Cannon 2 425 credits (0) 1 +1
Advanced Caramel Cannon 4 +650 credits 1075 credits (0) 1 2 +1
Superior Caramel Cannon 10 +9000 credits 10075 credits (0) 1 2 +2
Elite Caramel Cannon 12 +10000 credits 20075 credits (0) 2 3 +2
Ultimate Caramel Cannon 16 +80000 credits 100075 credits (0) 2 3 +3
Paragon Caramel Cannon 19 +300000 credits 400075 credits (0) 3 4 +3

Traits

Uncommon:Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone.
Area (Burst 10 ft.):Weapons with this trait can only fire using the Area Fire action.
Tech:Equipment with the tech trait rely on electricity and may gain the glitching condition. Some creatures and hazards also have the tech trait, such as artificial intelligence, robots, and turrets.

Armor with the tech trait incorporate electronics, computer systems, integrated power sources, and a comm unit.

Shields with the tech trait incorporate electronics, computer systems, and integrated power sources.

Weapons with the tech trait incorporate electronics, computer systems, and power sources. Usually the weapons rely on integrated power sources (such as melee weapons that don't have the powered trait), while others drain batteries with each attack.

Cybernetic augmentations are technological, not magical, though they aren't subject to any effect or attack that targets technology unless it specifies that it affects cybernetics.
Tracking +1:This weapon has been developed with several integrated targeting, stabilizing, and homing systems. Attack rolls with this weapon gain an item bonus equal to the listed value. Area attacks with this weapon gain an item bonus equal to the listed value to the class DCs of saves.
Unwieldy:You can't use an unwieldy weapon more than once per round to Strike and can't use it to Strike as part of a reaction, such as Reactive Strike.

Critical Specialization Effects

Certain feats, class features, weapon fusions, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Projectile The target must succeed at a Fortitude save against your class DC or be slowed 1 until the start of your next turn.