Category | Marketplace |
Type | cannons, mortars |
In the Third Epoch, gunpowder based artillery began to replace catapults and ballista. This led to an increase in range of engagement, increased damage and penetration, and lessened the reliance on evokers capable of raining death from spells like Fire Ball and Icestorm. An army could also bring more artillery to the field since they were easily replaceable and generally more durable than dangerous spellcasters who's lives are generally short-lived in warfare.
Energy based artillery has been around since the Creation War (1486 DE - 8777 DE). They are much rarer than gunpowder weapons, limited by special ammunition whose explosive element comes by way of tightly controlled or hard to reach Energy Rifts.
Cannons
Item | DA | AOE | Range Increment | Crew | ROF | Powder | Cost |
---|---|---|---|---|---|---|---|
Colossus | 8d8 | 35 | 600 | 8 | 4 | 34 | 8,500 |
Chaos Cannon | 12d4 | 35 | 550 | 3 | 1 | 0 | 20,000 |
Cyclops Harbor | 12d8 | 40 | 500 | 8 (2) | 5 | 45 | 28,500 |
Hand of Gith | special | special | special | 100 | special | 500 Obelisk Charges | 1,000,000 |
heavy cannon | 8d6 | 30 | 350 | 5 | 3 | 22 | 5,500 |
Hull Cracker | 10d8 | 40 | 450 | 8 | 4 | 40 | 15,500 |
Knell Cannon | 10d6 | 30 | 30 (3) | 1 | 1 | 0 | 3,000 |
light cannon | 4d6 | 20 | 350 | 3 | 2 | 10 | 2,500 |
medium cannon | 6d6 | 25 | 500 | 4 | 2 | 16 | 4,000 |
Ole' Faithful | 15d8 | 45 | 700 | 20 | 5 | 50 | 50,000 |
Mortars
Item | DA | AOE | Range Increment | Crew | ROF | Powder | Cost |
---|---|---|---|---|---|---|---|
Bearded Belly | 6d6 | 30 | 300 | 5 | 2 | 8 | 2,000 |
Energy Cauldron | 4d8 | 30 | 400 | 2 | 2 | 2 Obelisk Charges | 2,000 |
The Belcher | 8d6 | 40 | 500 | 6 | 3 | 14 | 3,500 |
Thunder Hand | 10d6 | 50 | 600 | 8 | 4 | 22 | 5,500 |
AOE
Area of effect, or AOE is in the number of feet in diameter. Piercing Rounds do not have an area of effect; instead affecting one target with the listed damage. For Exploding Rounds, all creatures in this area are subject to fire(15%), concussion(30%), and shrapnel damage(55%). Weapons that deal energy damage cause 75% energy and 25% force damage.
DA
Damage, or DA, is reduced for cover. Every point of cover (such as behind a wall, among a ship's rigging, mast, railings, etc.), reduces the listed damage by two hit points.
Powder
Unless otherwise noted, this is the amount of gunpowder required to fire one round of ammunition. Energy Cauldron use Obelisk Charges as their ammunition.
Range Increment
Artillery pieces have a -2 cumulative to-hit chance after first range increment. The maximum number of range increments for projectiles is 10.
ROF
Rate of fire, or ROF is the number of rounds required to load and aim the piece. It also assumes that the ammunition and powder is close to the artillery piece. Typically,the artillerist will not keep a large supply of hazardous materials close to the firing position.
Keep only several rounds of ammo and gunpowder in your firing position. Sparks, counter battery fire, magic or other hostile attack could set-off a large stockpile of ammunition and gunpowder leaving a smoking crater and little more than fragments of your crew.
- Mortar Mouth, "Artillery Basics"