Implosion Bow

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Implosion Bow (Artifact ⬤⬤ to ⬤⬤⬤⬤⬤)

Repair: Varies (see below)

Looking like a cross between concussive Essence cannons and ballistae mounted on heavy gimbaled pedestals, implosion bows are complicated to build and require regular maintenance to keep operational. In exchange for these drawbacks, they accurately deliver their ordinance out to a truly astonishing range. The weapons fire spherical pulses of concentrated Essence that collapse into vortices of disintegrating light on impact. These cannons come in three categories of ascending size and power, though no one in the Second Age is known to possess a functioning copy of a heavy implosion bow.

All three categories of implosion bow have a number of features in common. Unlike most ranged weapons, implosion bows do not have ranged increments and may be fired to only a maximum distance of their listed range. The cannons can be fired at half charge or full charge based on the number of motes spent. Moreover, each blast may be set to inflict bashing damage or a lesser quantity of lethal damage. In all modes of fire, the blasts damage everything in a radius around the point of impact.

After every 100 shots, an implosion bow must be overhauled and serviced. For every 20 shots it is in arrears of maintenance, it has a cumulative 10% chance of misfiring when next used. Such misfires inflict damage as if a full power blast from the cannon hit the weapon itself, rendering it nonfunctional until repaired.

Light (Artifact 2, Repair 2): These artillery weapons require fixed emplacements, though they can be mounted and fired from vehicles as small as a heavy chariot. Once considered among the weakest energy weapons equipped to First Age skyships and naval vessels, they are coveted and feared as devastating heavy weapons in the Second Age. Some Artifact 3 light implosion bows can use alternative power sources in lieu of direct Essence expenditure from the gunner. Reagent-powered models use heavy tanks of alchemical fuel that cost Resources 3 apiece (unavailable outside a large metropolis): one tank can power 20 half-power shots, with full power blasts each using two fuel charges. Hearthstone-powered models have a socket requiring a level-3+ stone and draw upon geomantic energies for unlimited ammunition.

Medium (Artifact 4, Repair 3): Common in the First Age and now limited to several dozen copies fielded by the Seventh Legion, these massive cannon emplacements are roughly the size of a small wagon with a two-yard barrel terminating in a muzzle rimmed with glowing banks of capacitor crystals. The weapons require a level 2+ hearthstone set in the controls to function at all.

Heavy (Artifact 5, Repair 4): Equipped to heavy skyships and fortresses as main guns in the First Age, these powerful weapons are each the size of a small townhouse. The cannons require a hearthstone of level 4+ set in the gunner's controls to function at all. Unlike smaller implosion bows, these weapons need maintenance after every 50 shots and risk misfire in arrears increments of 10 shots.

Type Speed Acc Damage Rate Range Minimums
Light 6 +3 1 mote: 5L/7B;
2 motes: 12L/15[[B]; 3-yard radius
1 500 Archery ••, Lore •••
Medium 6 +2 2 motes: 12L/15B;
5 motes: 20L/25[[B]; 7-yard radius
1 750 Archery ••, Lore •••
Heavy 8 +1 5 motes: 25L/30B;
10 motes: 50L/60[[B]; 15-yard radius
1/4 1,125 Archery •••, Lore ••••