Category | Marketplace |
Type | ammunition for artillery |
Ammunition is the substance used to power a particular weapon type. The round is what is released from the weapon type when fired. Enhancements are things applied to rounds to deliver a special effect.
Ammunition | Cost | Use/Effect | ||
---|---|---|---|---|
Gunpowder | 1 | cannons, mortars, guns, demolition | ||
Obelisk Charge | 10 | energy weapons | ||
Vortex Cell | 20 | rapid fire Energy weapons | ||
Round | DF Attack | IDF Attack | ||
Canister | 10 | shrapnel | +12 | 0 |
Crystal Rod | 15 | energy | +2 | n.a. |
Energy Exploding Round | 25 | energy | +3 | +6 |
Exploding Round | 25 | shrapnel, shock, utility | +3 | +6 |
Piercing Round | 3 | piercing, bouncing | +5 | n.a. |
Voice of Gith | 50,000 | positive energy | n.a. | +20 |
Enhancement | DF Attack | IDF Attack | ||
Proximity Detector | 50 | material detection | +3 | +6 |
Mind Wrack Dust | 100 | mental distortion | +0 | +0 |
Nullifier Dust | 100 | nullify magic | +0 | +0 |
Seeker | 100 | material detection | +10 | n.a |
DF Attack
Direct fire attack bonus is applied against one target. Cannons are typically used for direct fire, though they can be used to fire cannisters, exploding, or piercing rounds. For Exploding Rounds, direct-fire can be used with indirect-fire on one target, though a miss causes the round to miss the target (consult Grenade table for IDF hit location).
IDF Attack
Indirect fire attack bonus has an area of effect. Mortars are indirect fire weapons. Consult Grenade table for misses.
Canister
The canister is an anti-personal weapon. The canister holds nails, metal, and other shrapnel. It has a an cone of effect equal to 1' wide at the cannon mouth to a 1/10 of the normal range increment. The cone of shrapnel has a 20' wide terminus. Canister damage has no effect versus ship hulls, stone buildings and other large structures.
Concussion
Creatures in the area of effect of an exploding round packed with gunpowder must make a Fortitude save (DC14) or be dazed.
Energy Exploding Round
Energy Exploding Rounds deliver energy(80%) and shrapnel damage(20%). These rounds are particularly effective versus undead. The Energy Exploding Rounds are ceratimus spheres containing energy and explode on impact; unlike exploding rounds, they cannot be fixed with timers.
Exploding Round
Exploding rounds are iron balls packed with some mixture (gunpowder, paint, glitterdust, Mind Wrack Dust, etc.). They have a timed fuse which is used to aid in the explosion of the round on the target. In addition, the timed fuse allows the Exploding Round to be used for air bursts. Some uses of the round are listed below:
Type | Use |
---|---|
Air Bursts | round used against flying targets |
Gas | round packed with concentrated gas |
Lethal | round packed with gunpowder, see concussion |
Flare | round packed with some object attached to a parachute, the object usually is something magicked to radiate light as it descends over the target area |
Signalling | round packed with inks or powders |
Targetting | round packed with paint, increases subsequent chances to-hit by +2 (non-cumulative) against stationary targets |
Utility | round packed with Mind Wrack Dust, Nullifer Dust, or some other substance |
Mind Wrack Dust
This magical dust reduces concentration checks by 10 in the area of effect for 1 turn. A will save (DC20) negates this effect. Note that under raining conditions, the Will save DC is reduced by 10. Creatures within 10' of the border of the area of effect can make a Reflex DC15 check to escape the effects of the Mind Wrack Dust.
Nullifer Dust
This potent anti-magic dust is a natural substance found in Zones of Dead Magic. When used in a Exploding Round, the area of effect and all targets in it are affected as if in a dead magic zone. Creatures within 10' of the border of the area of effect can make a Reflex DC15 check to escape the effects of the Nullifer Dust.
Piercing Round
The iron ball is used mainly for battering attacks on ship hulls, castle walls, or to rip through ranks of troops.
Proximity Detector
This enhancement is magic applied to a exploding round which causes it to explode when near a particular type of material. This application increases the chances to hit the target. The costs of the round is for one type of material (flesh, stone, metal, glass, etc.). Each additional detection type increases the cost by one factor. (e.g. a Flesh and Stone Proximity would cost 100GP).
Seeker
This enhancement is magic applied to a piercing round which enhances its chance to hit the target. The Seeker is attuned to a particular type of material. The cost of the round is for one type of material (flesh, stone, metal, glass, etc.). Each additional detection type increases the cost by one factor. (e.g. a Flesh and Stone Seeker would cost 200GP).