Ammo Market

CategoryMarketplace
Typeammunition 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.

AmmunitionCostUse/Effect
Gunpowder1cannons, mortars, guns, demolition
Obelisk Charge10energy weapons
Vortex Cell20rapid fire Energy weapons
RoundDF AttackIDF Attack
Canister10shrapnel+120
Crystal Rod15energy+2n.a.
Energy Exploding Round25energy+3+6
Exploding Round25shrapnel, shock, utility+3+6
Piercing Round3piercing, bouncing+5n.a.
Voice of Gith50,000positive energyn.a.+20
EnhancementDF AttackIDF Attack
Proximity Detector50material detection+3+6
Mind Wrack Dust100mental distortion+0+0
Nullifier Dust100nullify magic+0+0
Seeker100material detection+10n.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:

TypeUse
Air Burstsround used against flying targets
Gasround packed with concentrated gas
Lethalround packed with gunpowder, see concussion
Flareround packed with some object attached to a parachute, the object usually is something magicked to radiate light as it descends over the target area
Signallinground packed with inks or powders
Targettinground packed with paint, increases subsequent chances to-hit by +2 (non-cumulative) against stationary targets
Utilityround 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).