This weapon best embodies the Empyrean Enterprises motto of "Envision, Experiment, Expand." Essentially a modified scatter rail, this weapon's signature tactic siphons excess energy to pulverize ammunition into concussive shrapnel.
——
Splinterhead K02-A
Weapon (light railbow), technomancy, uncommon (optional attunement)
Scattershot. The weapon's normal and long ranges are halved.
Kinetic Rounds. When you use this weapon to hit a Large or smaller creature within 5 feet of you with a ranged attack, you can choose to push it 5 feet away from you or knock it prone.
Splinter Blast. This weapon has 2 charges and regains all expended charges daily at dawn. While you wield this weapon, you can use an action to expend 1 charge and spray ammunition from it in a 15-foot cone. Each creature in the cone must make a DC 13 Dexterity saving throw. On a failure, a creature takes 2d10 piercing damage and is pushed up to 10 feet away from you. On a success, a creature takes half as much damage and isn't pushed. Objects in the cone automatically take this double this damage and are similarly pushed.
—
Optional Attunement. If you choose to attune to this weapon, you can magically recharge the arcane battery that powers it. Whenever you reload this weapon, you can expend a spell slot of any level to reload it instead of physically replacing the battery. The weapon also regains a number of charges equal to the level of the spell slot expended, up to its maximum.
—
Splinterhead K02-B (Rare Variant). The rare version of this weapon also grants a +1 bonus to attack and damage rolls made with it, and its DC is 15 instead of 13.
Splinterhead K02-X (Very Rare Variant). The very rare version of this weapon also grants a +2 bonus to attack and damage rolls made with it, and its DC is 17 instead of 13. It has 3 charges instead of 2.
——
DESIGN COMMENTARY
The Splinterhead is party of the "shotgun" variant of a light railbow (crossbow), which halves its range in exchange for Kinetic Rounds (the compendium will have a common version that is just the Scatterrail).
Scattershot and Kinetic Rounds basically cancel each other out as a benefit vs drawback (also Kinetic Rounds is a close-ranged ranged shot, so it's disadvantage unless you got some feature that helps you with it).
Splinter Blast basically works like a single thunderwave spell with a slightly worse damage type (2d8 vs 2d10), but good damage to objects. I explained how a non-attunement uncommon weapon sorta equates to two casts of a 1st-level spell in the Kiloton weapon.
Overall, the balance works. BUT, as always, GMs just make sure to not throw a bunch of these at your players, as their limited x/day uses can technically add up (though it's sorta ok since each use is only a weakish 1st-level spell).