Missiles
All of the firing mechanisms on these missiles are non-magic. The warheads, however, are TW in design. This allows them to be compatible with any missile launching system.
Missile Type |
Speed |
*Damage |
Range/Radius |
Cost |
Water -Mini Short Medium Long |
200 MPH |
None / 1D6x10 |
1/2 mile / 10 ft. |
2000 credits ea. |
300 MPH |
None / 1D6x10 |
1 mile / 20 ft. |
2500 credits ea. |
|
800 MPH |
None / 2D4x10 |
30 miles / 20 ft. |
3500 credits ea. |
|
1100 MPH |
None / 2D6x10 |
500 miles / 25 ft. |
4000 credits ea. |
|
**Wood Fragmentation |
400 MPH |
1D4x10 / 2D4x10 |
1/2 mile / 20 ft. |
3500 credits ea. |
500 MPH |
1D4x10 / 2D4x10 |
2 miles / 20 ft. |
3800 credits ea. |
|
1000 MPH |
1D6x10 / 2D6x10 |
40 miles / 40 ft. |
4000 credits ea. |
|
1300 MPH |
2D4x10 / 4D4x10 |
400 miles / 80 ft. |
5000 credits ea. |
|
***Silver |
450 MPH |
3D4 / 5D6 |
1/2 mile / 20 ft. |
2000 credits ea. |
550 MPH |
5D6 / 1D4x10 |
2 miles / 20 ft. |
3600 credits ea. |
|
1100 MPH |
1D4x10 / 2D4x10 |
40 miles / 40 ft. |
6500 credits ea. |
|
1500 MPH |
2D4x10 / 3D4x10 |
400 miles / 80 ft. |
8000 credits ea. |
Grenades and Landmines
The members of the Arzno Mercenary Corps have found these items to be extremely useful in fighting off multiple vampires at a time. Landmines can be triggered by tripwire, a trigger, or a remote device available for an additional 20 credits. Sales of these items are up 50% in the last two months.
Armament |
Type |
*Damage |
Radius |
Cost |
**Wood Fragmentation |
Grenade |
1D4x10 / 2D4x10 |
15 ft. |
150 credits ea. |
Landmine |
1D6x10 / 2D6x10 |
20 ft. |
200 credits ea. |
|
***Silver Fragmentation |
Grenade |
1D6 / 5D6 |
20 ft. |
450 credits ea. |
Landmine |
2D4 / 1D4x10 |
30 ft. |
600 credits ea. |
*Damages are listed: Normal Damage / Damage to Vampires
**Wood Fragmentation do only SDC damage. Each vampire in the radius (unarmored) has a 10% chance of being impaled.
***Silver Fragmentation do MDC damage / Hit Points to Vampires. They cost roughly twice as much as their wooden counterparts due to the precious metals, but are still popular because of their limited effectiveness against armor and MD beings.
Magical Grenades and Landmines
Another big hit, these are TW devices designed to be thrown or hidden. See the specific spell for specifics. As always, the landmines can be set off with a remote device available for only 20 credits. See spell for Savings Throw.
These are just a few, but almost any spell levels 1-6 are available. I know they seem a little expensive, but keep this in mind: 1) they can be recovered and recharged for a cost of 10x their PPE (ex. Globe of Daylight is 2 PPE and costs 20 credits to charge.) and 2) they are WAY cheaper than any TW stuff in the book. Prices are 500 credits per level of the spell. Generally, the spell-caster making the invention will be 6th level.
Spell |
Range |
Duration |
Damage |
Cost |
Globe of Daylight |
72 ft. radius |
18 minutes |
None; holds vampires at bay |
500 credits ea. |
Call Lightning |
Strikes one victim |
instant |
6D6 MD |
1500 credits ea. |
Fire Bolt |
10 ft. radius |
instant |
4D6 MD |
2000 credits ea. |
Magic Net |
10 ft. radius |
3 minutes |
Entrapment |
2000 credits ea. |
Carpet of Adhesion |
20 ft. radius |
Special: see spell |
Entrapment |
2000 credits ea. |