Contents
Previous: Adventuring Equipment
Previous: Adventuring Equipment
Siege Equipment
These rules
replace the stats for Cannons from pg 255 of the DMG.
Siege Equipment
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||
Name
|
Cost
|
Weight
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Cannon
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50,000 gp
|
5,000 lbs
|
Demi-cannon
|
10,000 gp
|
3,000 lbs
|
Culverin
|
3,000 gp
|
500 lbs
|
Bombard
|
1500 gp
|
100 lb
|
Field cannon
|
5,000 gp
|
2,000
|
Cannon
Large object
Armor Class: 19
Hit Points: 75
Damage Immunities: poison, psychic
A cannon
uses gunpowder to propel cannonballs through the air at destructive speeds.
This type of cannon is essentially immobile, used in fortifications and, very
rarely, attached as a forward mounted weapon on ships. Before it can be fired
the cannon must be loaded and aimed. It takes one action to load the weapon,
two actions to aim it, and one action to fire it. A cannon can be manned by up
to four people, and cannot fire more than once per turn.
Cannon
Ball. Ranged Weapon Attack:
+8 to hit, range: 1,000/5,000 ft.,
one target. Hit: 66 (12d10)
bludgeoning damage. This weapon does double damage to objects and structures.
Demi-cannon
Large object
Armor Class: 19
Hit Points: 55
Damage Immunities: poison, psychic
A cannon
uses gunpowder to propel cannonballs through the air at destructive speeds. A
cannon is usually supported in a wooden frame with wheels. Before it can be
fired the cannon must be loaded and aimed. It takes one action to load the
weapon, one action to aim it, and one action to fire it. A demi-cannon can be
manned by up to three people, and cannot fire more than once per turn.
Cannon
Ball. Ranged Weapon Attack:
+6 to hit, range: 600/2,400 ft., one
target. Hit: 44 (8d10) bludgeoning
damage. This weapon does double damage to objects and structures.
Field Cannon
Large object
Armor Class: 19
Hit Points: 40
Damage Immunities: poison, psychic
A demi-cannon
is a smaller and lighter form of large gun, though these are relative terms, as
they remain siege equipment. Before it can be fired the demi-cannon must be
loaded and aimed. It takes one action to load the weapon, one action to aim it,
and one action to fire it. A field cannon can be manned by up to three people,
and cannot fire more than once per turn.
Cannon
Ball. Ranged Weapon Attack:
+6 to hit, range: 400/1,500 ft., one
target. Hit: 33 (6d10) bludgeoning
damage.
Culverin
Medium
object
Armor Class: 19
Hit Points: 27
Damage Immunities: poison, psychic
A culverin is
a much smaller device, but still is a siege weapon which must be braced. They
are often mounted along a ship’s railings. Before it can be fired the culverin must
be loaded. It takes one action to load the weapon, and one action to aim and
fire it. A culverin cannot fire more than once per turn.
Cannon
Ball. Ranged Weapon Attack: +4
to hit, range: 200/700 ft., one
target. Hit: 22 (4d10) bludgeoning
damage
Bombard
Small object
Armor Class: 19
Hit Points: 18
Damage Immunities: poison, psychic
A bombard is
a man-portable weapon, but still is still siege equipment which must put in
place rather. Bombards fire in a high arc, so they cannot be used indoors or in
underground areas with low cielings. Before it can be fired a bombard must be
loaded and aimed. For every shot, it takes one action to load and aim the
weapon, and one action to fire it. A bombard cannot fire more than once per
turn.
Cannon
Ball. Ranged Weapon Attack:
+2 to hit, range: 200/700 ft., one
target. Hit: 11 (2d10) bludgeoning
damage. This weapon cannot aim at a target within 40 feet of it.
Bomb.
Rather than firing a cannon ball, a bombard can be used to place a bomb in a
square at least 40 feet from this device but within 700 ft.
Next: Feats
~~*~~
I didn't intend at the outset to expand beyond the basic entry for cannon in the DMG, as I went along there were a few things that wanted further attention. The bombard, which I originally called a mortar and is actually designed based on the grenade launcher in the DMG, was one idea which wanted particular attention. A couple other ideas suggested themselves, and that slowly developed into the range of weapons presented here.
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