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#### Cranker
Weapon, martial weapon, ranged weapon, 1,500 gp, 125 lb.
2d6 Piercing
**Ammunition** (**Range** 60/240; Bullet), **Firearm**, **Huge**, **Reload** (40), **Two-Handed**, **Overheat** (57)*(19 x 3)*
Mastery: Automatic
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Infamous for its rate of fire, the Cranker rotates and fires six or more barrels in succession, utilizing a hand crank to rotate the barrels.. This weapon is cumbersome, easily recognizable, and utterly terrifying. It uses three huge [[Celdonum]] crystals in tandem, allowing for extended rates of fire.
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***Ammunition.*** You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
***Range.*** A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second is the weapon’s long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can’t attack a target beyond the long range.
***Firearm.*** You don’t add your ability modifier to the weapon’s damage, unless otherwise stated. Firearm ammunition is destroyed upon use.
***Huge.*** Huge weapons are excessively large and difficult to wield and carry. You gain disadvantage on attack roles made with a huge weapon unless you have a Strength score of 17 or higher. A huge weapon can be mounted to negate this requirement, allowing for anyone to use it.
**_Reload._** This weapon can be used to make a number of attacks before it must be reloaded. If you are proficient with the weapon, reloading it takes an Action or a Bonus Action; otherwise, reloading it takes an Action.
***Two-Handed.*** A Two-Handed weapon requires two hands when you attack with it.
***Overheat.*** Whenever you make an attack with this weapon, the [[Celdonum]] crystal gains 1 heat point. If the crystal reaches its maximum heat points, it explodes, dealing 3d10 damage to its wielder. The crystal loses 1 heat point at the start of every turn and whenever you reload.
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This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
***Automatic.*** When you make an attack with this weapon, you can choose to make two attacks instead. These attacks are always made with Disadvantage, regardless of circumstance. You can’t replace these attacks. If this weapon has the Ammunition property, these attacks use twice the normal amount of ammunition.
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