Siege Weapons Item in All-in | World Anvil

Siege Weapons

WEAPONRY

Scorpion

Size: Large
Cost: 500 gp
Hardness: 5 HP: 50
Crew: 1
Aim: +2
Load Time: -1 round
Range: 120 ft
Damage: 3d8 Pierce
Crit: 19-20/x2

Light Catapult

Size: Large
Cost: 550 gp
Hardness: 5 HP: 50
Crew: 2
Aim: -5
Load Time: +3 rounds
Range: 50 - 150 ft
Damage: 4d6 Blunt
Crit: x2

Heavy Ballista

Size: Huge
Cost: 800 gp
Hardness: 5 HP: 100
Crew: 3
Aim: +1
Load Time: -1 rounds
Range: 180 ft
Damage: 4d8 Pierce
Crit: 19-20/x2

Standard Catapult

Size: Huge
Cost: 800 gp
Hardness: 5 HP: 100
Crew: 3
Aim: -6
Load TIme: +3 rounds
Range: 100-200 ft
Damage: 6d6 Blunt
Crit: x2

Springal

Size: huge
Cost: 1000 gp
Hardness: 5 HP: 50
Crew: 3
Aim: -2
Load Time: +1 rounds
Range: 50-100 ft
Damage: 15' Burst, 3d8 Pierce Each Creature, not structural
Crit: x3

Wulverin Cannon

Size: Large
Cost: 1000 gp
Hardness: 15 HP: 150
Crew: 2
Aim: +0
Load Time: +0 round
Range: 100 ft
Damage: 5d8 Blunt damage
Crit: x3

Firedrake

Size: Huge
Cost: 2000 gp
Hardness: 10 HP: 70
Crew: 3
Aim: N/A
Load Time: +2 rounds
Range: 60-foot line Or 30-foot cone
Damage: 8d6 Fire
Crit: none

Chase Cannon

Size: Large
Cost: 2000 gp
Hardness: 15 HP: 200
Crew: 2
Aim: -1
Load Time: +0 rounds
Range: 100 ft
Damage: 6d8 Blunt
Crit: x3

Deck Cannon

Size: Huge
Cost: 3000 gp
Hardness: 15 HP: 250
Crew: 3
Aim: -3
Load time: +1 round
Range: 150 ft
Damage: 8d8 Blunt
Crit: x3

Broadside Cannon

Size: Huge
Cost: 5000 gp
Hardness: 15 HP: 350
Crew: x3
Aim: -4
Load Time: +2 rounds
Range: 150 ft
Damage: 10d8 Blunt
Crit: x3
 

AMMUNITION

Scorpion Bolt

Cost: 10 gp
Weight: 10 lbs

Light Catapult Stone

Cost: 10 gp
Weight: 50 lbs

Standard Catapult Stone

Cost: 15 gp
Weight: 75 lbs

Springal Arrow Bundle

Cost: 20 gp
Weight: 10 lbs

Heavy Ballista Bolt

Cost: 30 gp
Weight: 20 lbs

Wulverin Grape Shot

Cost: 30 gp
Weight: 9 lbs

9-LB Cannon Ball

Cost: 40 gp
Weight: 9 lbs

Light Chain Stones

Cost: 50 gp
Weight: 30 lbs

18-LB Cannon Ball

Cost: 50 gp
Weight: 18 lbs

25-LB Cannon Ball

Cost: 60 gp
Weight: 25 lbs

Chase Cannon Grape Shot

Cost: 60 gp
Weight: 18 lbs

Light Plague Bundle

Cost: 80 gp
Weight: 25 lbs

45-LB Cannon Ball

Cost: 80 gp
Weight: 45 lbs

Deck Cannon Grape Shot

Cost: 90 gp
Weight: 27 lbs

Standard Chain Stones

Cost: 100 gp
Weight: 60 lbs

Broadside Grape Shot

Cost: 120 gp
Weight: 36 lbs

Deck Cannon Chain Shot

Cost: 150 gp
Weight: 25 lbs

Standard Plague Bundle

Cost: 160 gp
Weight: 40 lbs

Firedrake Ammo

Cost: 200 gp
Weight: 20 lbs

Scorpion Fire Bolt

Cost: 200 gp
Weight: 10 lbs

Scorpion Ice Bolt

Cost: 250 gp
Weight: 10 lbs

Light Catapult Smoke Pot

Cost: 250 gp
Weight: 20 lbs

Broadside Chain Shot

Cost: 300 gp
Weight: 45 lbs

Light Catapult Fire Pot

Cost: 400 gp
Weight: 40 lbs

Light Catapult Ice Pot

Cost: 500 gp
Weight: 40 lbs

Standard Catapult Smoke Pot

Cost: 500 gp
Weight: 40 lbs

Heavy Ballista Fire Bolt

Cost: 800 gp
Weight: 20 lbs

Heavy Ballista Ice Bolt

Cost: 1000 gp
Weight: 20 lbs

Standard Catapult Fire Pot

Cost: 1200 gp
Weight: 60 lbs

Standard Catapult Ice Pot

Cost: 1500 gp
Weight: 60 lbs
 

SEIGE WEAPON DETAILS

Scorpion

A Scorpion resembles a giant crossbow. Its power comes from a rope string. A bolt is loaded into the grooved slider before a lever is pulled, triggering the string to drive the bolt towards its target. It can swivel on its mounting and is often secured somewhere on a ship's top deck. It uses the following ammunitions:
Scorpion Bolt
This bolt is 6 feet long.
Scorpion Fire Bolt
This 6 foot bolt has a ceramic bulb filled with Alchemist's fire at its tip instead of an arrowhead. When it hits its target, it deals 3d8 Fire Damage to each wooden structure within its target space and 10 feet beyond in all directions. Creatures within the target square and 10 feet beyond in all directions must make a REFLEX SAVE DC: 20 to take 1/2 damage.   On a mishap, such as the Scorpion being destroyed while loaded with the Fire Bolt, the bolt carries out its damage and effects as stated above, centered on one square of the Scorpion.
Scorpion Ice Bolt
This 6 foot bolt has a ceramic bulb filled with Liquid Ice at its tip instead of an arrowhead. When it hits its target, it deal 3d8 Ice Damage to each creature in its target space and 5 feet beyond in all directions who must make a FORTITUDE SAVE DC: 20 to take 1/2 damage. Every creature within 10 feet must make a REFLEX SAVE DC: 20 or have their feet entangled in ice. A STR DC: 20 breaks them free. Crossing this patch of ice requires a REFLEX DC: 20 or they slip and fall prone. This ice will melt in 15 minutes.   On a mishap, such as the Scorpion being destroyed while loaded with the Ice Bolt, the bolt carries out its damage and effects as stated above, centered on one square of the Scorpion.

Light Catapult

This is a siege engine powered by rope-winched arms that holds its ammunition in a cup that swings up and over the weapon when the lever is pulled.
Light Catapult Stone
This is a boulder or piece of masonry.
Light Chain Stones
Two smaller stones chained together fired from a light catapult. It is meant to deal double its damage (listed above) through sails/masts and oars. It deals normal damage to a creature who must also make a Fort DC: 20 or be knocked prone. Chain stones are weak against the ship itself dealing only 2d6 Blunt damage.
Light Plague Bundle
This ceramic pot with a sealed lid is filled with diseased carrion and offal. It deals only 2d6 Blunt damage to its target square and to creatures 5 feet beyond in all directions. Every creature hit by it is exposed to Filth Fever Fortitude Save DC 12 or Onset: 1d3 days; Frequency 1/day. Effect: 1d3 Dex Damage and 1d3 Con damage. Cure: 2 Consecutive Fort Saves.
Light Catapult Smoke Pot
This ceramic pot with a sealed lid is filled with two alchemical substances seperated by a delicate barrier. It deals 2d6 Blunt damage to any creature in the target space then billows out in a foul but harmelss yellow smoke reaching 15 feet in all directions, and is otherwise like Fog Cloud.   On a mishap, such as the Light Catapult being destroyed while loaded with the Smoke Pot, the Pot carries out its damage and effects as stated above, centered on one square of the Light Catapult.
Light Catapult Fire Pot
This ceramic pot with a sealed lid is filled with Alchemist's Fire. When it hits its target, it deals 4d6 Fire Damage to each wooden structure within its target space and 20 feet beyond in all directions. Creatures within the target square and 20 feet beyond in all directions must make a REFLEX SAVE DC: 20 to take 1/2 damage.   On a mishap, such as the Light Catapult being destroyed while loaded with the Fire Pot, the Pot carries out its damage and effects as stated above, centered on one square of the Light Catapult.
Light Catapult Ice Pot
This ceramic pot with a sealed lid is filled with Liquid Ice at its tip instead of an arrowhead. When it hits its target, it deal 4d6 Ice Damage to each creature in its target space and 15 feet beyond in all directions. Creatures must make a FORTITUDE SAVE DC: 20 to take 1/2 damage. Every creature within 30 feet must make a REFLEX SAVE DC: 20 or have their feet entangled in ice. A STR DC: 20 breaks them free. Crossing this patch of ice requires a REFLEX DC: 20 or they slip and fall prone. This ice will melt in 15 minutes.   On a mishap, such as the Light Catapult being destroyed while loaded with the Ice Pot, the Pot carries out its damage and effects as stated above, centered on one square of the Light Catapult.

Heavy Ballista

A Heavy Ballista resembles a huge crossbow. Its power comes from a rope string. A bolt is loaded into the grooved slider before a lever is pulled, triggering the string to drive the bolt towards its target. It can swivel on its mounting and is often secured somewhere on a ship's top deck. It uses the following ammunitions:
Heavy Ballista Bolt
This bolt is 10 feet long.
Heavy Ballista Fire Bolt
This 10 foot bolt has a ceramic bulb filled with Alchemist's fire at its tip instead of an arrowhead. When it hits its target, it deals 4d8 Fire Damage to each wooden structure within its target space and 15 feet beyond in all directions. Creatures within the target square and 15 feet beyond in all directions must make a REFLEX SAVE DC: 20 to take 1/2 damage.   On a mishap, such as the Heavy Ballista being destroyed while loaded with the Fire Bolt, the bolt carries out its damage and effects as stated above, centered on one square of the Heavy Ballista.
Heavy Ballista Ice Bolt
This 10 foot bolt has a ceramic bulb filled with Liquid Ice at its tip instead of an arrowhead. When it hits its target, it deal 4d8 Ice Damage to each creature in its target space and 10 feet beyond in all directions who must make a FORTITUDE SAVE DC: 20 to take 1/2 damage. Every creature within 20 feet must make a REFLEX SAVE DC: 20 or have their feet entangled in ice. A STR DC: 20 breaks them free. Crossing this patch of ice requires a REFLEX DC: 20 or they slip and fall prone. This ice will melt in 15 minutes.   On a mishap, such as the Heavy Ballista being destroyed while loaded with the Ice Bolt, the bolt carries out its damage and effects as stated above, centered on one square of the Heavy Ballista.

Standard Catapult

This is a huge siege engine powered by rope-winched arms that holds its ammunition in a cup that swings up and over the weapon when the lever is pulled. It uses the following ammunitions:
Standard Catapult Stone
This is a boulder or piece of masonry.
Standard Chain Stones
Two stones chained together fired from a Standard Catapult. It is meant to deal double its damage (listed above) through sails/masts and oars. It deals normal damage to a creature who must also make a Fort DC: 20 or be knocked prone. Chain stones are weak against the ship itself dealing only 3d6 Blunt damage.
Standard Plague Bundle
This ceramic pot with a sealed lid is filled with diseased carrion and offal. It deals only 3d6 Blunt damage to its target square and to creatures 10 feet beyond in all directions. Every creature hit by it is exposed to Filth Fever Fortitude Save DC 12 or Onset: 1d3 days; Frequency 1/day. Effect: 1d3 Dex Damage and 1d3 Con damage. Cure: 2 Consecutive Fort Saves.
Standard Catapult Smoke Pot
This ceramic pot with a sealed lid is filled with two alchemical substances seperated by a delicate barrier. It deals 3d6 Blunt damage to any creature in the target space then billows out in a foul but harmelss yellow smoke reaching 30 feet in all directions, and is otherwise like Fog Cloud.   On a mishap, such as the Standard Catapult being destroyed while loaded with the Smoke Pot, the Pot carries out its damage and effects as stated above, centered on one square of the Standard Catapult.
Standard Catapult Fire Pot
This ceramic pot with a sealed lid is filled with Alchemist's Fire. When it hits its target, it deals 6d6 Fire Damage to each wooden structure within its target space and 30 feet beyond in all directions. Creatures within the target square and 30 feet beyond in all directions must make a REFLEX SAVE DC: 20 to take 1/2 damage.   On a mishap, such as the Standard Catapult being destroyed while loaded with the Fire Pot, the Pot carries out its damage and effects as stated above, centered on one square of the Standard Catapult.
Standard Catapult Ice Pot
This ceramic pot with a sealed lid is filled with Liquid Ice at its tip instead of an arrowhead. When it hits its target, it deal 6d6 Ice Damage to each creature in its target space and 20 feet beyond in all directions. Creatures must make a FORTITUDE SAVE DC: 20 to take 1/2 damage. Every creature within 40 feet must make a REFLEX SAVE DC: 20 or have their feet entangled in ice. A STR DC: 20 breaks them free. Crossing this patch of ice requires a REFLEX DC: 20 or they slip and fall prone. This ice will melt in 15 minutes.   On a mishap, such as the Standard Catapult being destroyed while loaded with the Ice Pot, the Pot carries out its damage and effects as stated above, centered on one square of the Standard Catapult.

Springal

A springal uses a paddle to strike a firing rack containing a bundle of multiple arrows. These rain down in an arc over a 15 square foot burst area (3 x 3 squares on a grid).
Springal Arrow Bundle
A large bundle of many arrows.

Wulverin Cannon

This smallest of cannons is long and narrow for greater accuracy. Its wheeled mount has a swivel allowing it even more accuracy. It uses the following ammunition:
Wulverin Grape Shot
This is a tube shaped sack filled with 1 inch balls of lead that deal 2d8 Blunt damage to all creatures in a 5 foot wide line x 100 ft long.
9-LB Cannon Ball
A solid sphere of iron. It takes 2 rounds to Heat this cannon ball. When heated, it adds + 2d6 Fire damage. There is a 25% chance that loading this heated version will set off the gunpowder dealing 5d6 Fire damage to all within 5 ft.
 

Firedrake

A huge siege engine often mounted on wheels. It fires gouts of Alchemist’s Fire. Turning the nozzle one way or the other determines if it shoots out a 60-foot line or a 30-foot cone. The ammo is loaded into a tube and closed. When the lever is pulled, a hammer strikes the cylinder and flames shoot out. The broken peices are swept out during reload.
Firedrake Ammo
A ceramic cylindar containing Alchemist's Fire. Wooden targets in the area take 6d6 points of Fire damage. Creatures in the area must make Reflex DC 15 to take 1/2 damage. On a fail, they catch on fire, taking 1d6 fire damage each round until the flames are put out.   On a mishap, such as the Firedrake being destroyed while loaded with ammo, the ammo carries out its damage and effects as stated above, centered on one square of the Firedrake.  

Chase Cannon

This small cannon is long and narrow for accuracy. It sets upon a wheeled mount and uses the following ammunitions:
18-LB Cannon Ball
A solid sphere of iron. It takes 4 rounds to Heat this cannon ball. When heated, it adds + 4d6 Fire damage. There is a 25% chance that loading this heated version will set off the gunpowder dealing 6d6 Fire damage to all within 5 ft.
Chase Cannon Grape Shot
This is a tube shaped sack filled with 1 inch balls of lead that deal 4d8 Blunt damage to all creatures in a 5 foot wide line x 100 ft long.
 

Deck Cannon

This large cannon has a shorter barrel and is set on a wheeled mount and often lashed on the top deck when not in use. It weights 3 tons and requires a reinforced deck. It uses the following ammunitions:
27-LB Cannon Ball
A solid sphere of iron. It takes 6 rounds to Heat this cannon ball. When heated, it adds + 6d6 Fire damage. There is a 25% chance that loading this heated version will set off the gunpowder dealing 8d6 Fire damage to all within 5 ft.
Deck Cannon Grape Shot
This is a tube shaped sack filled with 1 inch balls of lead that deal 6d8 Blunt damage to all creatures in a 5 foot wide line x 150 ft long.
Deck Cannon Chain Shot
Two cannon balls chained together fired from a Deck Cannon. It is meant to deal double its damage (listed above) through sails/masts and oars. It deals normal damage to a creature who must also make a Fort DC: 20 or be knocked prone. Chain shot is weak against the ship itself dealing only 4d8 Blunt damage.
 

Braodside Cannon

This is the largest cannon and is set on a wheeled mount. Its snub-nosed, weighs six tons, and requires a gun deck (these tend to be the first and second decks beneath the top deck). It uses the following ammunitions:
45-LB Cannon Ball
A solid sphere of iron. It takes 8 rounds to Heat this cannon ball. When heated, it adds + 8d6 Fire damage. There is a 25% chance that loading this heated version will set off the gunpowder dealing 10d6 Fire damage to all within 5 ft.
Broadside Grape Shot
This is a tube shaped sack filled with 1 inch balls of lead that deal 8d8 Blunt damage to all creatures in a 5 foot wide line x 150 ft long.
Broadside Chain Shot
Two cannon balls chained together fired from a Broadside Cannon. It is meant to deal double its damage (listed above) through sails/masts and oars. It deals normal damage to a creature who must also make a Fort DC: 20 or be knocked prone. Chain shot is weak against the ship itself dealing only 5d8 Blunt damage.


Cover image: Marvellous Journey by deviantart

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