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First Age Weaponry

“A sword does not care who it serves, only that it cuts.”
– Ishtigar

Summary
A grim truth of the modern age is that of all the technologies of the Urul, their weaponry is the most highly sought after. From firearms that can cast a bolt of metal across a battlefield and through a dozen soldiers in the blink of an eye, to blades that can cut through steel as easily as water, to traps and grenades that can rend a person to ribbons, the Urul had no dearth of methods for killing. Unfortunately for the bloodthirsty, few of the precursors weapons have survived to the modern age intact, making them valuable advantages for anyone to possess in combat. Unless otherwise noted the information given below represents fully functional artefacts.

Firearms

No first age weapon is quite so feared as the Firearm or Canna. Capable of killing a plate clad warrior from beyond unaided sight, the thunderous report of a Canna is enough to make the most battle hardened warrior seek shelter. Relatively simple to use, but difficult to master and expensive to maintain, Urul Firearms are potent weapons capable of propelling specially crafted bullets at enormous velocities using arcane forces. Crafted from alloys and materials that generate a structured but mutable energy field which, when paired with a helion power source, can be shaped to cast munitions afield, the materials used in Urul firearms have proven impossible to replicate by modern means. Even the most advanced attempts to replicate the technology using modern designs and materials almost invariably end in disaster. As a result, every surviving firearm is a true relic of the first age, restored to operation by skilled Tinkers from either a single recovered device, or dozens of them pieced together with enormous precision.
The indiscriminate power of the Canna has led them to be prohibited in many locales and cultures; while many lords are willing to permit outsiders to carry blades or bows, few are willing to risk one armed with a device that can breach the very walls of their keep. In the case of tactical weapons such as Thunderers, the mere approach of such a weapon can be considered an act of war.
The culture most associated with firearms is Victra, where the early ruler of the culture uncovered a vault filled with hundreds of operational Canna, granting the nation martial supremacy over many of its neighbors. Selene also fields a sizable number of the tactical Thunderers on their defense force of Battlejacks and Warjacks. These warmachines have proven adept at repelling entire Ossandrian legions with embarrassing ease.

Firearm Type Damage Capacity Reload Traits Description
Hand Canna 6d 6-12 Piercing, priceless, prohibited 1 Rd A handheld firearm that can be easily wielded at close or medium ranges. Sacrifices range and power for maneuverability.
Longonn 9d 6-20 Piercing, priceless, prohibited 2 Rd A two-handed firearm that is excellent for medium to long range engagements. Sacrifices maneuverability for power and range.
Thunderer 12d 6 Piercing, priceless, prohibited 6 Rd Manual, 2 Rd CJ A deadly heavy firearm that launches 2-8kg bullets capable of bringing down walls and shattering shield formations. Capable of indirect fire. Primarily found on large Battlejacks though the Victrans can field a handful using a team of dedicated soldiers.
Mighty Thunderer 18d 3 Piercing, priceless, prohibited, explosive 4 Rd CJ A legendary Thunderer capable of launching 15kg explosive shells. The only version known to have survived to the third age is wielded by the Selenian defensive Warjack Menchit.
Hailfire Thunderer 9d 3 rds / 6 Burst Piercing, priceless, prohibited, automatic 10 Rd Manual, 3 Rd CJ A weapon seen only on advanced Battlejacks, the Hailfire Thunderer is capable of firing a constant stream of projectiles without reloading, shredding targets in short order.

Folding Weapons

Folding weapons, as with other folding technology, utilize a complex construction that uses a folding design to store large volumes and surface areas within a small space. Folding technology utilizes adaptive somatic systems, highly charge-flexible materials with shape memory, magneto-gravetic manipulators and joiners and finely tuned helion power supplies to collapse a full sized broadsword or spear into a simple hilt or grip. This makes folding weapons subtle, stealthy, and reduces the encumbrance, making them a pragmatic choice for adventurers. A warrior with a folding blade carries less weight, is less obviously armed and can surprise unprepared opponents when combat breaks out. Even more important to most warriors, the rare materials and necessarily advanced crafting makes folding weapons more lethal and durable than later age weapons. Nearly any bladed weapon can be converted to a folding blade by a skilled mechanist or tinker.
Mechanics: Folding weapons gain the trait Hidden and also receive a +1 to damage. The cost of folding weapons varies but can range from 10 to 20 times the standard price for the base weapon.
Example Folding Weapons: Dagger, Shortsword, Shortbow, Longsword, Greatsword, Staff, Spear

Sandblade

Sandblades are crystalline edged weapons of unparalleled sharpness, designed to inflict debilitating wounds. The razor sharp but brittle blade almost always shatters on insertion, leaving the wound filled with grit. Even worse for potential victims, the sand in the blade can be infused with toxins or specific reagents to harm resilient enemies. In most instances the technology behind the blade causes it to regrow over the next hour but rumors of sandblades capable of regrowing rapidly persist. Sandblades are rarely found outside Nehep and are often in various states of disrepair.
Mechanics: Fully functional Sandblades inflict critical on 19 and 20 and can be infused with toxins by simple immersion. The rate of blade regeneration depends on the state of the weapon.
Example Sandblade Types: Dagger, Stilleto, Shortsword, Rapier, Bayonet


Sige Weapons

According to legend, the Urul faction known as the Sige were masters of First Age technology and the weapons they crafted are said to possess hidden abilities that can only be unlocked by individuals with the right heritage and skill. In truth, anyone can wield such weapons but the process of improving them is known as Calibration, a careful and laborious tuning of the weapons Helion power source to unlock greater benefit. While the process of improvement typically requires special traits and talents, the weapon’s new abilities can be accessed by any user with at least 1 point in a related weapons Focus Skill.
Mechanics: The weapons listed below can be improved through calibration, a process by which the weapons functionality is gradually restored. To calibrate a weapon a character with at least 3 points in the Technology skill must make an extended Intellect + Technology with a difficulty of 15 + the new level of the weapon. This check must be made a number of times equal to the new level and each check can only be made once per day and represents a full day spent calibrating the weapon. For example, Calibrating a Gravity Spear to the third level requires three checks against a difficulty of 18 (15+3) and would therefore take 3 days. Once a weapon has been advanced to a new level it remains at that level regardless of the wielder.
Each time a weapon advances a level the person calibrating it can add a feature from the following list.

Trait Effect Limitation
Shear/Penetrate For each level in this trait the weapon gains +1 Armour Piercing  
Slice/Slam For each level in this trait the weapon gains +1 to its Base Damage Maximum Weapon Damage is 10
Responsive The weapon gains a +1 to hit. This can only be taken once.  
Smash Damage to objects is doubled. Taking this trait a second time quadruples the damage Blunt Weapons Only
Tremul Once per combat the weapon can be used to create a minor local tremor requiring all combatants in proximity to make a successful Grace check or suffer a penalty to their actions equal to the weapon level. Blunt Weapons Only
Quake Once per combat the weapon can be used to deliver a punishing blow that reverberates through multiple opponents, damaging all enemies in a 5m range. Blunt Weapons Only
Stun Once per combat the weapon can produce a stunning force. Target rolls Grace + Athletics vs. the attack and on failure is stunned for a number of rounds equal to the weapon level. During this period the target can only act defensively and suffers a penalty equal to the weapon level  
Burst Once per combat direct a kinetic burst at a single enemy. Target must roll a Power + Athletics vs the attack and are cast a number of meters equal to 1m per weapon level.  
Ayr’s Arrow Once per combat the weapon can be thrown with incredible force and gains a bonus to thrown attack equal to 2x the weapon level. All excess successes count as an additional damage. Throwable Weapons Only
Guidance The user of this ranged weapon can sacrifice up to 6 damage for an equivalent bonus to hit the enemy. This trait can be used once per combat per level of the weapon. Ranged Weapons Only
Reverberate Ignore 1/2 armour on hard armoured targets. Can be used a number of times per combat equal to the weapon level. Blunt Weapons Only

Helion Blade

A sword using fitted Helion and an array of filaments woven throughout the material to charge the blade, granting it the ability to carve through armour and inflict grievous wounds on foes. Requires a Grace of 3 to wield without risk of injury; wielders with less than 3 Grace injure themselves on any critical failure.
Damage: Based on sword type
Discharge: Once per combat ignore 1/2 of a targets armour. The target also rolls Power vs 15 + Weapon Level (20 + Weapon level for Machines). On a failure they receive a penalty equal to weapon level for rounds equal to failure spread.


Tremor Hammer

A massive Orick warhammer capable of devastating the sturdiest of foes and which can be cast against the ground to create tremors and quakes. Requires power of 4 to wield.
Damage: 8D
Tremul: Once per combat the weapon can be used to create a minor local tremor requiring all combatants in proximity to make a successful Grace check or suffer a penalty to their actions equal to the weapon level.


Gravity Spear

A deadly first age spear which uses a Helion core to generate gravity fields which can cast enemies back and unmoor them from the ground. Requires an Intellect of 3 to wield without affecting allies.
Damage: 5D, +2 Parry
Elevate: Once per combat the weapon can be planted in the ground to generate an antigravity effect with a radius equal to the weapon level in meters. Though anyone touching the spear is unaffected all others are left helplessly floating in air for a number of rounds equal to the weapon level and suffer a -3 to all actions.


Striker

A mechanism worn on the hand, akin to a cestus or gauntlet, that combines orick, arcsteel and helion lacing to enhance the wearers punches in a variety of ways. Requires power of 2 to wield.
Damage: 4d
Stun: Once per combat the weapon can produce a stunning force. Target rolls Grace + Athletics vs. the attack and on failure is stunned for a number of rounds equal to the weapon level. During this period the target can only act defensively and suffers a penalty equal to the weapon level


Wukong

The Sige version of a mace or testsubo, a wukong is a single piece of spiked metal approximately 1.5m in length laced with materials that allow it to increase its density at will. Requires power of 3 to wield.
Damage: 5d
Reverberate: Ignore 1/2 armour on hard armoured targets. Can be used a number of times per combat equal to the weapon level.


Wireblade

A wireblade is a length of exceedingly thin and durable weighted metal wire attached to a handle that allows the wielder to trigger energy discharges or to harden the whip like weapon into a blade. This weapon is extremely hard to wield and requires a Grace 4 do to so. Wielders with less than Grace 4 injure themselves on any roll below 10.
Damage: 5d
Switch: Once per round per level of the weapon, the Wireblade can transition from a rapier to a whip.


Fission Axe

The blade of this axe produces an armour melting heat that allows it to carve through enemies in grisly fashion. Requires a Grace of 3 to wield without risk of injury; wielders with less than 3 Grace injure themselves on any critical failure.
Damage: 5d
Scourges Kiss: Once per combat ignore 1/2 of a targets armour. Target also rolls 2d10 and on a 2-4 catches fire.


Railer

This short piece of unassuming patterned metal can produce a shock that stuns even the sturdiest opponents. While the stun is typically contact based, the weapon can be upgraded to project a ranged attack or even a stunning field.
Damage: 4d
Stun: Once per combat the weapon can produce a stunning force. Target rolls Grace + Athletics vs. the attack and on failure is stunned for a number of rounds equal to the weapon level. During this period the target can only act defensively and suffers a penalty equal to the weapon level


Archon Disc

A combination of one or more specially constructed and sharpened metal rings paired with a glove that extends to the forearm. the Archon Disc is somewhat akin to a chakram. The ring is laced with a specially charged material that helps it sustain flight and draws it back to the glove when thrown. The weapon is effective up to 50m per level of calibration.
Damage: 4d
Recall: The disc can be recalled after being thrown. It returns to the wielder the following round.


Longshot

A Sige variant of a firearm that combines features of both crossbow and canna, Longshots are versatile weapons which can propel bolts and bullets with incredible force and accuracy across tremendous distances. Where Canna utilize material generated fields in the barrel of the weapon to propel ammunition, Longshots generate a variable ‘cable-field’ which acts somewhat akin to a crossbow cable. This design allows the weapon to utilize a greater range of ammunitions, propel them at more variable velocities, and impart additional rotational forces to direct a shot along an altered trajectory. Longshot bolts must be specially crafted to survive the high velocities.
Damage: 8D, Autoloader
Antijack: Using special Orick ammunition the Longshot can cast a bolt that rips through most armour. The weapon must be emplaced and the attack suffers a -5 due to the recoil but all damage is doubled (Natural 20s are multiplied by the weapon level).


Traps and Grenades

The Urul utilized a wide array of clever and devastating area denial and area effect weapons, a few of which are listed below. Unless otherwise stated, the devices below can be deployed as either a trap or grenade. These devices are rare; Only the most wealthy or powerful figures can afford to spare helion for such limited use devices.

Triggers: Motion, Proximity
Modes: Thrown, Planted, Omni-surface

Buzzwire

An innocuous device the size of an apple but wrapped in razor sharp wire. When triggered the device unfolds rapidly in a shearing motion causing a half dozen long spinning wires (akin to binding wire) to lash out in a windmill, shredding anything in range. Buzzwire inflicts extremely gruesome and debilitating wounds.

Growler

A small polyhedral device that emits a deep and disconcerting noise that causes intense nausea and disorientation in most organic entities within three meters. The effect lasts as long as victims stay near the device. Outside the radius the sound of the Growler, a deep and pulsating tone, is what gives it its name.

Dizzy

Dizzy’s are similar to Growlers but uses a disorienting mix of light which dazes victims within eye sight, causing dizziness and nausea.

Solar Spike

A device composed of one or many rare crystalline facets that can be arranged to affect a specific target area or opened to face all directions, when triggered the Spike releases a burst of intense energy in the form of light and intense heat. Depending on the charge this can do anything from blinding or immobilizing targets to disintegrate them.

Fulgur

A device charged by lightning (natural or shaper born) which discharges an intense electrical current in an area, electrocuting enemies within range.

Fume

A device which emits a clever chemical compound that causes hypersensitivity in the victim’s experience of all smells and taste. A few particles of *any* scent become nausea inducingly strong and the smell of the modern battlefield becomes paralyzing.