See also Vehicles.
Direct Fire | Cost | Dmg | Crit | Range | Type | Crew | Aim | Load | Speed |
---|---|---|---|---|---|---|---|---|---|
Large | |||||||||
Ballista, light | 500gp | 3d8 | 19-20 | 120’ | P | 1 | 0 | 2 | 10’ |
Cannon, light | 1,500gp | 6d6 | x4 | 80’ | B & P | 2 | 1 | 2 | 10’ |
Huge | |||||||||
Ballista, heavy | 800gp | 4d8 | 19-20 | 180’ | P | 3 | 2 | 3 | 0’ |
Cannon, heavy | 2,500gp | 8d6 | x4 | 120’ | B & P | 3 | 1 | 3 | 0’ |
Firedrake | 2,000gp | 6d6 | – | – | fire | 3 | 2 | 5 | 10’ |
Gargantuan | |||||||||
Gate breaker | 1,200gp | 6d8 | 19-20 | 100’ | B | 5 | 3 | 5 | 0’ |
Burninator | 4,000gp | 6d6 | – | – | fire | 5 | 2 | 6 | 0’ |
Indirect Fire | Cost | Dmg | Crit | Range (min) | Type | Crew | Aim | Load | Speed |
---|---|---|---|---|---|---|---|---|---|
Large | |||||||||
Bombard, light | 1,500gp | 5d6 | x4 | 100’ (50’) | B & P | 2 | 1 | 2 | 10’ |
Catapult, light | 550gp | 4d6 | x2 | 150’ (50’) | B | 2 | 2 | 3 | 10’ |
Trebuchet, light | 800gp | 4d6 | x2 | 200’ (100’) | B | 3 | 2 | 3 | 0’ |
Huge | |||||||||
Bombard | 2,000gp | 7d6 | x4 | 150’ (100’) | B & P | 2 | 2 | 4 | 0’ |
Catapult | 800gp | 6d6 | x2 | 200’ (100’) | B | 3 | 2 | 3 | 0’ |
Springal, arrow | 1,000gp | 3d8 | x3 | 100’ (50’) | P | 3 | 2 | 3 | 0’ |
Trebuchet | 1,000gp | 6d6`_ | x2 | 300’ (150’) | B | 4 | 2 | 3 | 0’ |
Gargantuan | |||||||||
Bombard, heavy | 4,000gp | 9d6 | x4 | 200’ (100’) | B & P | 4 | 3 | 6 | 0’ |
Catapult, heavy | 1,000gp | 8d6 | x2 | 300’ (100’) | B | 4 | 3 | 3 | 0’ |
Trebuchet, heavy | 1,500gp | 8d6 | x2 | 400’ (200’) | B | 4 | 3 | 3 | 0’ |
Torpedo & Rocket | Cost | Dmg | Crit | Range | Type | Crew | Aim | Load | Speed |
---|---|---|---|---|---|---|---|---|---|
Small | |||||||||
`Siege Rockets`_ | +50gp | – | – | 30’ | – | 1 | – | – | – |
Large | |||||||||
Torpedo, Blast | 500gp | 10d6 | x4 | 120’ | B & P | – | – | – | – |
Torpedo, Inferno | 500gp | 6d6 | – | 120’ | Fire | – | – | – | – |
The most common siege weapon are essentially Large crossbows. Relatively maneuverable, light ballista have a hardness of 5 and 50 hit points. Light ballista bolts cost 10gp each and weigh 10 pounds.
Huge crossbows. Heavy ballista have a hardness of 5 and 100 hit points. Heavy ballista bolts cost 30gp and weigh 20 pounds each.
Gargantuan direct-fire crossbow fires tremendous bolts When they hit a wooden structure, they have a critical range of 19–20/×3. Gate breaker ballista have a hardness of 5 and 200 hit points. Gate breaker ballista bolts cost 50gp and weigh 30 pounds each.
These bombards feature the greatest diversity of forms. Many take the cauldron shape of the light bombard, but they may also take the forms of more traditional cannons, albeit featuring stabilizing mechanisms that allow them to fire at a much steeper incline. The targeting DC of a standard bombard is 20. A standard bombard has a misfire range of 1–2 (20 feet). Standard bombards have a hardness of 10 and 140 hit points. Standard bombard balls cost 35gp each and weigh 30 pounds.
Bombards are normally fired indirectly, but can also be fired as direct-fire siege engines. When they are used for direct fire, they take a –4 penalty on attack rolls and have their range increment halved, but do not have a minimum range. Like all firearms, bombards do not suffer mishaps, but instead have a misfire chance.
These bombards resemble cauldrons attached to swivels. Often they are mounted into the ground or into the stone of castle walls because of the mighty power of their recoil. The targeting DC of a light bombard is 15. A light bombard has a base misfire range of 1–2 (10 feet). Light bombards have a hardness of 10 and 70 hit points. Light bombard balls cost 30gp each and weigh 25 pounds.
Bombards are normally fired indirectly, but can also be fired as direct-fire siege engines. When they are used for direct fire, they take a –4 penalty on attack rolls and have their range increment halved, but do not have a minimum range. Like all firearms, bombards do not suffer mishaps, but instead have a misfire chance.
These massive siege engines are often fixed to positions on high hilltops or atop massive keeps, raining death down on a valley or strait. Often these firearms come in two pieces connected by a screw mechanism. The bombard is unscrewed to be loaded, and then the main part of the muzzle is screwed back on to the barrel section in order to be fired. Heavy bombards are too large and powerful to mount on vehicles. The targeting DC of a heavy bombard is 25. A heavy bombard has a misfire range of 1–2 (30 feet). Heavy bombards have a hardness of 10 and 280 hit points. Heavy bombard balls cost 45gp each and weigh 50 pounds.
Bombards are normally fired indirectly, but can also be fired as direct-fire siege engines. When they are used for direct fire, they take a –4 penalty on attack rolls and have their range increment halved, but do not have a minimum range. Like all firearms, bombards do not suffer mishaps, but instead have a misfire chance.
Larger version of the firedrake that is too large to be transported to the battlefield in one piece and must be assembled on site A burninator fires its gout of flame in either a 120-foot line or a 60-foot cone (crew leader’s choice). Targets in the area take 6d6 points of fire damage (DC 20 Reflex save halves). A burninator with the broken condition that suffers a further mishap explodes, dealing its damage to all creatures within a 30-foot blast (DC 20 Reflex save halves). Burniators have a hardness of 10 and 140 hit points. One use of burninator ammunition costs 400gp and weighs 40 pounds.
Cannons are crafted of metal-some are cast in one piece, others welded with iron bands-and mounted either in the ground or on wooden frames. Cannons use black powder to propel their projectiles with great force. A cannon has a misfire range of 1 (20 feet). Cannons have a hardness of 10 and 70 hit points. Cannon balls cost 30gp each and weigh 25 pounds.
These massive cannons are usually crafted in multiple pieces, and sometimes feature the heads of demons, devils, or other fiends at their mouths. Like normal canons, they propel their projectiles with great force. A fiend’s mouth cannon has a misfire range of 1 (30’). Fiend’s mouth canons have a hardness of 10 and 140 hit points. Fiend’s mouth cannon balls cost 45gp and weigh 30 pounds each.
These Huge siege engines are too large to be transported to the battlefield in one piece, and require assembly. They typically hurl large stones indirectly at a target (targeting DC 20). Standard catapults have a hardness of 5 and 100 hit points. Standard catapult stones cost 15gp and weigh 75 pounds each.
These catapults are Large and often mounted on wheels. The targeting DC of a light catapult is 15. Light catapults have a hardness of 5 and 50 hit points. Light catapult stones cost 10gp and weigh 50 pounds each.
These Gargantuan siege engines are too large to be transported to the battlefield in one piece, and require assembly. They typically hurl large stones indirectly at a target (targeting DC 25). Heavy catapults have a hardness of 5 and 200 hit points. Heavy catapult stones cost 25gp and weigh 90 pounds each.
These large siege engines are typically wheeled or attached to vehicles that can transport them to the battlefield. This apparatus fires gouts of alchemist’s fire in either a 60-foot line or a 30-foot cone (siege crew leader’s choice). Targets in the area take 6d6 points of fire damage (DC 15 Reflex save halves); those who fail their saves also catch on fire. A firedrake with the broken condition that suffers a further mishap explodes, dealing its damage to all creatures within a 20-foot blast (DC 15 Reflex save halves). Firedrakes have a hardness of 10 and 70 hit points. One use of firedrake ammunition costs 200gp and weighs 20 pounds.
Most splash and alchemical weapons can be made into rockets for +5DC and +50gp.
Siege rockets must be fired from a frame. Each frame holds 1 or more rockets. Up to 4 rockets in same frame may be fired with one standard action.
Siege rockets are wildly inaccurate. No to hit roll is made. Pick any space in range and roll for scatter twice. Once with d4 for distance and once with range increment for distance. 30’ range increment, max 10. Any targets in space may make DC15 Reflex to avoid direct hit effects and receive Splash effect only. Splash effects surrounding spaces as normal.
This indirect-fire springal uses a torsion-cranked composite paddle to propel a group of arrows that rains down on the targeted square and in a 15-foot burst around that square. One use of arrow springal ammunition costs 20gp and weighs 10 pounds.
Recent development by Master Engineer Dramman. Torpedoes are (relatively) accurate, slow moving, long range heavy rockets. They will travel their range every round until impact or burnout (in 5 rounds).
Large Torpedoes have base to hit of 10+. Modified by range increment, target size and target “crossing” speed -1 per 10ft. Creatures get a Reflex save to “dodge” large torpedoes.
Blast Torpedoes do 5d6 bludgeoning and 5d6 piercing damage to all within 10 feet, no save. Those within 10-20 feet may save for half that damage.
Recent development by Master Engineer Dramman. Torpedoes are (relatively) accurate, slow moving, long range heavy rockets. They will travel their range every round until impact or burnout (in 5 rounds).
Large Torpedoes have base to hit of 10+. Modified by range increment, target size and target “crossing” speed -1 per 10ft. Creatures get a Reflex save to “dodge” large torpedoes.
Inferno Torpedoes do 6d6 fire damage in 10 foot radius, no save. Wooden objects automatically catch on fire. Creatures get DC20 Reflex to avoid being set alight. Every creature and wooden object 10 and 20 feet radius must make a DC20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
Trebuchets have a minimum range of 150 feet. These Huge siege engines typically hurl large stones indirectly at a target (targeting DC 20). A standard trebuchet’s ammunition scatters on contact, dealing full damage to the target square and half damage to creatures and objects within 15 feet of the target square (creatures can make a DC 20 Reflex save to halve the damage again). Standard trebuchets have a hardness of 5 and 100 hit points. One use of standard trebuchet stones costs 30gp and weighs 110 pounds.
Trebuchets have a minimum range of 150 feet. These Large siege engines typically hurl large stones indirectly at a target (targeting DC 15). A light trebuchet’s ammunition scatters on contact, dealing full damage to the target square and half its damage to creatures and objects within 5 feet of the target square (creatures can make a DC 15 Reflex save to halve the damage again). Light trebuchets have a hardness of 5 and 50 hit points. One use of light trebuchet stones costs 15gp and weighs 60 pounds.
Trebuchets have a minimum range of 150 feet. These Gargantuan siege engines typically hurl large stones indirectly at a target (targeting DC 25). A heavy trebuchet’s ammunition scatters on contact, dealing full damage to the target square and half its damage to creatures and objects within 30 feet of the target square (creatures can make a DC 25 Reflex save to halve the damage again). Heavy trebuchets have a hardness of 5 and 200 hit points. One use of heavy trebuchet stones costs 30gp and weighs 120 pounds.
Siege Ammunition | Cost | Weight | Large Huge Gargantuan |
---|---|---|---|
Alchemical fire | 300gp | 10 lbs. | 2d6 5’ fire 3d6 10’ fire 4d6 15’ fire |
Bomb | 600gp | 30 lbs. | |
Chain shot | 50gp | 30 lbs. | |
Pellet shot | 30gp | 25 lbs. | |
Jotun spit | 400gp | 20 lbs. | |
Smoke shot | 250gp | 20 lbs. |
This hard, ceramic canister of alchemist’s fire can be used as ammunition in catapults and trebuchets. When it hits its target square, it deals 2-4d6 points of fire damage to each creature and wooden structure within 5/10/15 feet of the target space, and each creature must make a DC 20 Reflex saving throw or catch on fire (wooden objects automatically catch on fire). Every creature and wooden object within double distance must make DC20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
This alchemical fire ignores the hardness of wooden objects.
On a siege engine mishap, this ammunition explodes before it is launched, dealing its damage to the siege engine and all nearby creatures and wooden objects as if one of the spaces of the siege engine (crew leader’s choice) were the target square.
A bomb is a metal canister filled with metal balls and black powder that can be used as ammunition in catapults and trebuchets or carried by two Medium creatures or one Large creature to its destination. A bomb either explodes on impact (if fired from a catapult or trebuchet, or within 3 rounds of a fuse being lit if carried). When it explodes, it deals 2-4d6 points of piercing and 2-4d6 points of bludgeoning damage to all creatures and objects within 10/20/30 feet of the target square.
Bombs ignores the hardness of wood and stone.
On a siege engine mishap, this ammunition explodes before it is launched, dealing its damage to the siege engine and all nearby creatures and wooden objects as if one of the spaces of the siege engine (crew leader’s choice) were the target square.
This cannon ammunition is especially good at tearing through sails and dirigibles, dealing double its normal damage to those forms of propulsion. When fired at a creature, on a hit, the creature must succeed at a DC 20 Fortitude saving throw or be knocked prone.
Instead of a single hard ball, this cannon ammunition is a bundle of large pellets, balls, or pieces of scrap metal, propelled by black powder attacks every creature and object within a 10/20/30-foot-cone burst.
The siege engine makes attack rolls against each creature and unattended object in the burst. This first such roll determines misfire. It deals its normal damage on a hit, but does not ignore the hardness of objects.
This hard, ceramic canister filled with alchemical liquid ice can be used as ammunition in catapults and trebuchets. When it hits its target square, it deals 2-4d6 points of cold damage to each creature within 5 feet of the targeting space, and each creature must make a DC 20 Fortitude save or become entangled for 1 round. Every creature within the area between 5 and 30 feet of the target space must make a DC 20 Fortitude saving throw or take half damage.
On a siege engine mishap, this ammunition explodes before it is launched, dealing its damage to all nearby creatures as if one of the spaces of the siege engine (crew leader’s choice) were the target square.
This hard ceramic sphere contains two alchemical substances separated by a thin barrier. When it hits the targeting space, it deals 2d6 points of damage to any creature in that space, and the substances mingle and then create an area of foul but harmless yellow smoke spreading 30 feet from the target square. Treat the effect as a fog cloud spell.
On a siege engine mishap, the ammunition explodes before it is launched. Its effect is centered on one of the spaces of the siege engine (crew leader’s choice).