Ordinance

  Among the more common things to enchant is ammunition. Ammo is reasonably small and simple, and can be vastly more effective when enchanted with a single charge of a spell. Typically a Rune of the Howitzer will also be inscribed if a charged enchantment is placed.

Undead Repulsion Shells

Ordinance

  These shells are enchanted with a single charge of Repel Undead V (from the Cleric base list). Due to the nature of its delivery mechanism the spell can only affect one Undead, and only if the attack hits (i.e. causes some concussive damage, indicating the target was struck). Up to class V undead can be affected, where class is computed from the level of the Undead creature.
 
level class RR mod
1-2 I -20
3-5 II -15
6-8 III -10
9-12 IV -5
13-15 V 0
16+ VI+ N/A

  Animated Dead (from the Necromancy spell list) are automatically disintegrated. Other Undead are entitled to an RR; if they fail by more than 50 they disintegrate, if they fail by less than 50 they must flee the area or remain motionless. For each class under V the undead saves at -5, as reflected in the chart above.

Weight: normal for the projectile type

Spells used: Arcane Embed II (5), Repel Undead V (1)
Time to enchant: 2 days


Holy Hand Grenade

Hand Grenade

  Similar to the shells above, these grenades cast a Repel Undead IX spell when they detonate. They affect all Undead within a 20 foot radius. Up to 9 points of undead, as determined on the table above, can be affected. For every point less than 9 of undead within the area of effect, all undead take a -5 to their RR. Thus if there are only two undead, each class II, they both make their RR at -25.

Weight: normal for the projectile type

Spells used: Arcane Embed VII (15), Repel Undead IX (6)
Time to enchant: 8 days


Nanoprobe slugs

  Generally built as armor-piercing rounds, these hollow bullets contain modified nanoprobe technology adapted from necroborgs. When a creature of the Unlife is struck by such a shell and a critical is indicated the nanoprobes will extend and attempt to attach to the creature's nervous system. The Unlife is entitled to an RR at -30, if the RR is failed additional effects will be felt depending on the magnitude of the failure as shown on the table below. The nanoprobe's effect continues until they run out of power; the amount of time is also listed in the table.
 
0 to -30 Minor, uncontrollable twitching in all extremities. Attacks are at -15 for 7 rounds.
-30 to -50 Its time to waltz! The creatures legs shuffle back and forth in a very poorly executed ballroom dance. All actions are at -40 while waltzing. The waltzing continues for 5 rounds.
-50 to -70 Epileptic seizure. The Unlife falls to the ground and shudders uncontrollably. All actions are at -100 for 4 rounds.
-70 to -90 System shutdown. The Unlife is stunned and unable to parry for 3 rounds.
beyond System failure. The nervous system collapses instantly and the Unlife is destroyed.

Weight: normal for the projectile type

Spells used: non-magical
Time to construct: varies


HEAP arrow

  An otherwise normal arrow fitted with a High Explosive Armor Piercing warhead. A bow firing such an arrow uses the range modifiers from the longbow table but inflicts damage on the ME10 + HEAP table.
 
Weight: 20% greater than normal arrow

Spells used: non-magical (typically Rune of the Howitzer or Weapon I is inscribed after construction)
Time to construct: varies


Chopping Arrow

  A normal arrow with a broad, curved blade attached to its tip. The blade is intended to cut ropes or cords from a distance, not for use in combat. When used for cutting ropes or similar tricky shots it adds +15 to the maneuver/attack roll. If used against a regular target it suffers an OB modifier of -10 and inflicts criticals of one less severity than normal.
  Note: this type of arrow was developed in feudal Japan, where cutting down the enemy banner was likely to demoralize his troops and thus gain advantage in time of war.

Weight: 20% greater than normal arrow

Spells used: typically Rune of the Howitzer is inscribed on such arrows
Time to construct: varies


"I _Was_ Aiming for the Wall!"

  Enchanted with a single charge of Stun Cloud I, these rounds are intended to be fired into a concentration of the enemy while deliberately missing any single target. When they strike the spell is cast, and one round later all within a 5 foot radius begin to take electricity criticals from the spell.

Weight: normal for the projectile

Spells used: Arcane Embed V (11), Stun Cloud I (4)
Time to construct: varies


Copyright 1997-1998 Denton Gentry and Marc Mangus