Tuesday, July 26, 2016

Alchemists' Toybox- Gunpowder; House Rule: Siege Equipment (D&D 5e)

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Siege Equipment

These rules replace the stats for Cannons from pg 255 of the DMG.

Siege Equipment
Name
Cost
Weight
Cannon
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

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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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