Kohm

The Kohm is a Grineer plasma shotgun with a unique held-trigger function. While holding the firing button, the Kohm will add an additional pellet to the following shot until it reaches a maximum of twelve pellets per shot, all while increasing its rate of fire. However, the increase in pellet count consumes extra ammunition.

Characteristics
This weapon deals primarily damage.

Advantages:
 * High accuracy if not at full spool.
 * High pellet count at full spool.
 * Innate 1 meter Punch Through.
 * Highest magazine size and maximum ammo out of any shotgun.

Disadvantages:
 * Low initial damage.
 * Requires spooling shots to reach maximum effectiveness.
 * Consumes multiple ammunition per shot at full spool-up.
 * Hard to regain ammunition without a capped Ammo Mutation.
 * Low accuracy at full spool.
 * Damage falloff starts at 15 meters.
 * Slow fire rate when not at full spool-up.
 * Even then, the fire rate is still slower than most automatic weapons.

Tips

 * The has the capability of cutting corpses into pieces, similar to -focused melee weapons. This makes the  the prime candidate for a Desecrating Nekros to bring along, as the game considers the cut corpses as separate entities, essentially giving multiple corpses to desecrate from a single enemy and thus yielding more chances to create more drops.
 * Other known firearms which shares the same property are the AkJagara, Braton Prime, Flux Rifle, Grakata, Miter, Panthera, Spectra, Tigris, Vastos (Vasto, Akvasto and Vasto Prime), Latos (Lato, Lato Prime and Lato Vandal).
 * A fully-ranked Shotgun Ammo Mutation is essential for prolonged use. Alternatively, you can use Team Ammo Restores or Shotgun Scavenger.
 * Additional pellets fire through doors and terrain, making the Kohm very effective at destroying hordes of high leveled units.
 * The Kohm benefits from Tainted Shell surprisingly well, reducing its overall spread even at full-spool and allowing it to hit targets from greater distances. The penalty to fire rate could also be considered a benefit as it reduces the rate the Kohm uses up ammo.
 * Although a polarity can limit elemental modding potential, Tainted Shell also has a  polarity, thus is not much of an issue unless you do not own the mod.

Trivia

 * The weapon's name is likely derived from Ohm (Ω), a unit for measuring electrical resistance. This ties to the Kohm being an energy weapon.
 * The name Kohm is perhaps an abbreviation of Kilo-ohm, which is simply 1,000 ohms.
 * At the time of its release the Kohm's projectiles were not hitscan and had travel time instead, which coupled with the particle effects on its projectiles could result in considerable lag even on high-end computers. The Kohm would undergo several changes to its damage and projectile count, before simply making the projectiles hitscan instead.