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