Siege Weapons and War-Machines

Crew Serviced Artillery

Artillery: A basic attack with an Artillery Weapon always uses Intelligence for attack and damage modifier. Loading artillery takes standard actions. An artillery piece with a proper amount of crew (the number of standard actions needed to load plus one for the firer) will be able to fire once a round.

 

Hurl rocks at your opponents with the tried and true catapult. Great for scaring off dragons or laying siege to your enemies catapult3.gifstrong hold.

Large Catapult, Prof: +1, Dam: 3d6, Rng: 30/60, Cost: 550gp, Group: Artillery, Properties: Inaccurate, Load 1 Standard, High Critical, Minimum Range 15
Ammunition
: ~3GP a shot (Big Stones)

Huge Catapult, Prof: +1, Dam: 5d6, Rng: 40/80, Cost: 800gp, Group: Artillery, Properties: Inaccurate, Load 4 Standard, High Critical, Minimum Range 20
Ammunition
: ~5GP a shot (Large Stones)

Gargantuan Catapult, Prof: +1, Dam: 6d6, Rng: 50/100, Cost: 1100gp, Group: Artillery, Properties: Inaccurate, Load 4 Standard, High Critical, Minimum Range 25
Ammunition: ~10GP a shot (Huge Stones)

Colossal Catapult, Prof: +1, Dam: 7d6, Rng: 60/120, Cost: 1500gp, Group: Artillery, Properties: Inaccurate, Load 5 Standard, High Critical, Minimum Range 30
Ammunition
: ~15GP a shot (Gargantuan Stones)

 

 

Ballista.jpgThe ballista is a little better in accuracy than the catapult but lacks in range.

Large Ballista, Prof: +2, Dam: 3d6, Rng: 24/48, Cost: 500gp, Group: Artillery, Properties: Load 1 Standard, High Critical
Ammunition: ~5GP a shot (Big Bolt)

Huge Ballista, Prof: +2, Dam: 5d6, Rng: 36/72, Cost: 750gp, Group: Artillery, Properties: Load 1 Standard, High Critical
Ammunition: ~10GP a shot (Large Bolt)

Gargantuan Ballista, Prof: +2, Dam: 7d6, Rng: 50/100, Cost: 1000gp, Group: Artillery, Properties: Load 2 Standard, High Critical
Ammunition: ~15GP a shot (Huge Bolt)

Colossal Ballista, Prof: +2, Dam: 5d10, Rng: 60/120, Cost: 1400gp, Group: Artillery, Properties: Load 2 Standard, High Critical
Ammunition: ~20GP a shot (Gargantuan Bolt)

 

javelinrack.jpg

Fire Javelin’s at your enemy rapidly. With a full crew, the large Javelin Rack fires 3 shots a round and the huge Javelin Rack fires 5 shots a round. As per the other weapons, only one person may fire it a round so any bonuses from the firer apply to all Javelin’s fired.

Large Javelin Rack, Prof: +2, 3 attacks with Dam: 2d6, Rng: 40/80, Cost: 1000gp, Group: Artillery, Properties: Load 1 Standard, High Critical, Fires 3 Javelins at a time and each Javelin gets one attack
Ammunition: ~10GP a shot (Javelins with rocket propulsion, remember it goes through 3 a volley)

Huge Javelin Rack, Prof: +2, 5 attacks with Dam: 2d8, Rng: 40/80, Cost: 2000gp, Group: Artillery, Properties: Load 1 Standard, High Critical, Fires 5 Javelins at a time and each Javelin gets one attack
Ammunition: ~15GP a shot (Javelins with rocket propulsion, remember it goes through 5 a volley)

 

Who wants to use ancient weaponry when the Dwarfs can make us Cannons at nearly the same price? These weapons cause lots of damage and have long range. The only problem with Black Powder Cannons is that ammunition is very expensive. See section on Cannon Ammo Types for prices. You need the same weight of gun powder as the cannon ball you plan to fire.

Hand Cannon (4lb Ball), Prof: +3, Dam: 1d12, Rng: 40/80, Cost: 150gp, Wt. 31 lb/15 kg, Group: Artillery, Properties: Armor Piercing, Inaccurate, Load 2 Standard, High Critical, Requires Cooling

Light Cannon – Large (8lb Ball) Prof: +3, Dam: 2d10, Rng: 75/ 150, Cost: 600gp, Wt: 3,000lb/1,350kg, Group: Artillery, Properties: Armor Piercing, Inaccurate, Load 2 Standard, High Critical, Requires Cooling

Medium Cannon – Huge (12lb Ball), Prof: +3, Dam: 3d10, Rng:110/220, Cost: 1000gp, Wt: 4,800lb/2,200kg, Group: Artillery, Properties: Armor Piercing, Inaccurate, Load 3 Standard, High Critical, Requires Cooling

Heavy Cannon – Gargantuan (16lb Ball), Prof: +3, Dam: 4d10, Rng: 130/260, Cost: 1800gp, Wt: 6,700lb/3,000kg, Group: Artillery, Properties: Armor Piercing, Inaccurate, Load 3 Standard, High Critical, Requires Cooling

 

Steam is even better and safer to use than gun powder.

Hand Steam Cannon (4lb Ball), Prof: +2, Dam: 2d10, Rng: 50/100, Cost: 1500gp, Wt. 40 lbs, Group: Artillery, Properties: Armor Piercing, Load 2 Move, High Critical, Can fire once every other round. This weapon uses the same ammo as its black powdered cousin, but requires no gun powder to fire. – Can be carried and fired by hand.

Light Steam Cannon (8lb Ball) Prof: +2, Dam: 3d10, Rng: 100/ 200, Cost: 2000gp, Wt: 3,000lb, Group: Artillery, Properties: Armor Piercing, Load 3 Move, High Critical, Can fire once every other round. This weapon uses the same ammo as its black powdered cousin, but requires no gun powder to fire.

Medium Cannon (12lb Ball), Prof: +2, Dam: 4d10, Rng: 90/180, Cost: 3000gp, Wt: 4,800lb, Group: Artillery, Properties: Armor Piercing, Load 4 Move, High Critical, Can fire once every other round. This weapon uses the same ammo as its black powdered cousin, but requires no gun powder to fire.

Heavy Cannon (16lb Ball), Prof: +2, Dam: 5d10, Rng: 80/160, Cost: 4000gp, Wt: 6,700lb, Group: Artillery, Properties: Armor Piercing, Load 5 Move, High Critical, Can fire once every other round. This weapon uses the same ammo as its black powdered cousin, but requires no gun powder to fire.

 

 

Cannon Ammo Types…

Cannonball Variations: Artillery is classified by the size and type of ammunition. All firearms and cannons used it this campaign are smoothbore. Smoothbore cannons fire spherical ammunition which comes in five different types.
Solid Shot: This is a simply a heavy sphere of metal and is the default ammunition of smoothbore cannons. Cost: 5gp per 4 pounds
Shells: This is a hollowed out iron sphere filled with a bursting charge of black powder. Instead of striking a single target, the shell detonates in a burst. The shooter makes a single attack roll against all targets within the burst. The radius of the burst varies according to the size of the cannonball but the damage it inflicts is halved. 4lbs: burst 1, 8lbs: burst 2, 16lbs: burst 3, 32lbs: burst 4. Cost: 15gp per 4 pounds
Case Shot: This is a wooden shell filled with loose lead or iron balls in a layer of sulfur and coal tar. Case shot is intended to explode in the air and thus uses time fuses. The metal balls become shrapnel greatly increasing the kill radius. Properly timing the fuse requires an INT attribute check with a DC equal to one tenth the range the shell travels before it is supposed to explode. Poorly timed fuses explode to early or not at all generating an automatic miss. A case shot has the same radius as a shell but inflicts normal cannon damage to all its victims. Cost: 50gp per 4lbs.
Chain Shot: This is two halves of the same sphere chained together. It is generally used to foul rigging and ship masts. The chain shot affects the target and one adjacent target at the same time. Only one attack roll is made for both targets. Cost: 10gp per 4 pounds
Grape Shot: This is a mass of heavy metal balls in a cloth bag. Unlike the ammunition above this is a close blast weapon normally used against enemy infantry. Only one attack roll is made and applied to all targets. 4lbs: blast 3, 8lbs: blast 4, 16lbs: blast 5, 32lbs blast 6. Cost: 50gp per 4 pounds.

Black Powder:  Each cannon shot requires an equal weight of Black powder for the shot. Measured cartridges for your cannon are 30GP per 4lbs. Loose Powder makes the crew take twice as long to load the gun, but costs just 20GP per 4lbs.

 

Weapon Properties:

These new weapon properties apply to the black powder weapons listed above.

Minimum Range: The weapon cannot hit a target closer than its minimum range value.
High Critical: The weapon does an extra weapon rolls worth of damage on a critical hit.
Armor Piercing: Any weapon with this property can reduce an armor bonus by 1 or reduce the AC of an armored monster by 1.
Inaccurate: Inaccurate weapons take a -2 penalty to all attack rolls.
Jams: The weapon jams on the indicated attack roll die number and takes 1d4 standard actions to clear.
Load: Flintlock pistols take a move action to reload and muskets require a standard action to reload. Artillery usually requires a crew to reload them. Each crew member can expend a standard action in order to be able to fire the weapon once per round.
Requires Cooling: If you fire two times within two consecutive rounds with this weapon, you must roll a saving throw after the second shot. If you fail, the weapon cannot fire again for the duration of the encounter since the cannon barrel has warped due to over heating. When a volley of weapons with this property is fired, make one saving throw for all.

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