Catapult
Catapults are stone-throwing siege engines powered by winched arms that run through torsion skeins, and hold their payload in a cup that swings up and over the weapon when released. Catapults can hurl a variety of different types of ammunition (the damage given is for stone projectiles; other types of ammunition can be found later in this chapter). They are indirect-fire siege engines.
Light: These catapults are Large and often mounted on wheels. The targeting DC of a light catapult is 15. Light catapults have a hardness of 5 and 50 hit points. Light catapult stones cost 10gp and weigh 50 pounds each.
Standard: These Huge siege engines are too large to be transported to the battlefield in one piece, and require assembly. They typically hurl large stones indirectly at a target (targeting DC 20). Standard catapults have a hardness of 5 and 100 hit points. Standard catapult stones cost 15gp and weigh 75 pounds each.
Heavy: These Gargantuan siege engines are too large to be transported to the battlefield in one piece, and require assembly. They typically hurl large stones indirectly at a target (targeting DC 25). Heavy catapults have a hardness of 5 and 200 hit points. Heavy catapult stones cost 25gp and weigh 90 pounds each.
Trebuchets are similar in form to catapults, with the payload placed into a basket, cup, or sling at the end of a long lever, and a counterweight (often with crew or animals pulling attached ropes) close to the fulcrum. The leverage imparted by a trebuchet allows it to hurl massive missiles that scatter to a number of squares around the target square based on the size of the trebuchet. Trebuchets are too bulky to move on wheels or vehicles and must be assembled on the battlefield. Trebuchets have a minimum range of 150 feet.
Light: These Large siege engines typically hurl large stones indirectly at a target (targeting DC 15). A light trebuchet’s ammunition scatters on contact, dealing full damage to the target square and half its damage to creatures and objects within 5 feet of the target square (creatures can make a DC 15 Reflex save to halve the damage again). Light trebuchets have a hardness of 5 and 50 hit points. One use of light trebuchet stones costs 15gp and weighs 60 pounds. Standard: These Huge siege engines typically hurl large stones indirectly at a target (targeting DC 20). A standard trebuchet’s ammunition scatters on contact, dealing full damage to the target square and half damage to creatures and objects within 15 feet of the target square (creatures can make a DC 20 Reflex save to halve the damage again). Standard trebuchets have a hardness of 5 and 100 hit points. One use of standard trebuchet stones costs 30gp and weighs 110 pounds. Heavy: These Gargantuan siege engines typically hurl large stones indirectly at a target (targeting DC 25). A heavy trebuchet’s ammunition scatters on contact, dealing full damage to the target square and half its damage to creatures and objects within 30 feet of the target square (creatures can make a DC 25 Reflex save to halve the damage again). Heavy trebuchets have a hardness of 5 and 200 hit points. One use of heavy trebuchet stones costs 40gp and weighs 120 pounds.
Siege Engine Qualities The following are the various entries on the equipment tables for siege engines. While ranged siege engines use most of these entries, close-assault siege engines only use some of them.
Cost: This value is the siege engine’s cost in gold pieces (gp). The cost includes gear needed to work the engine as well as gear for upkeep. Typical ammunition costs and weights are given in siege weapon description.
Damage: This column gives the damage typically dealt by the engine. If the engine has a special mode of attack or damage, this space is marked by the words “see description.” If the siege engine does not deal any damage, but rather is a tool for getting close to or over fortifications, this entry features a dash (—). Some ranged siege engines can be loaded with special ammunition that affects or overrides the weapon’s typical damage or range. As large and imprecise weapons, siege engines do not deal sneak attack damage or any other kind of precision damage.
Critical: The entry for this column notes how the engine is used with the rules for critical hits. Unlike normal ranged weapons, siege engines can deal critical damage to objects as well as creatures.
Range: Any attack at more than the distance listed in this entry is penalized for range. Beyond this range, the attack or targeting check takes a cumulative –2 penalty for each full range increment (or fraction thereof ) of distance to the target. Some siege engines have a minimum range for effectiveness. If that is the case, the range of this weapon is followed by a parenthetical with the minimum range, followed by the abbreviation “min.”
Type: Like weapons, siege engines that deal damage are classified according to the type of damage they deal: B for bludgeoning, P for piercing, or S for slashing. Some engines deal damage of multiple types.
Crew: This column gives the number of creatures needed to properly use the siege engine, assuming Medium creatures. Some siege engines can be used with a smaller crew, but there are usually consequences such as slower aiming, firing, or movement.
Aim: This column gives the number of full-round actions (or move actions if the crew leader has the Master Siege Engineer feat) required to aim a siege engine. If the siege engine is being controlled by less than its normal crew complement, the number of actions it takes for the crew to aim the siege engine is doubled.
Load: This column gives the number of full-round actions (or move actions if the crew leader has the Master Siege Engineer feat) required to load a siege engine.
Speed: This is how fast the siege engine can be moved with move actions made by its entire crew.
Ranged Siege Engines
Ranged siege engines assault structures and people from a distance, by propelling ammunition in some fashion. Siege engines hurl massive projectiles in one of two ways: direct fire or indirect fire. Both take a number of actions to load or aim, and the basic rules are described below. Load Ammunition: In order for a ranged siege engine to fire, it needs to be loaded with ammunition. Loading ammunition takes a number of full-round actions depending on the siege engine (this time can be reduced to move actions if the crew leader has the Master Siege Engineer feat. Aiming a Siege Engine: Ranged siege engines must be aimed in order to attack a desired target (in the case of direct-fire siege engines) or square (in the case of indirect-fire siege engines). Aiming takes a number of full-round actions (or move actions if the crew leader has the Master Siege Engineer feat, with the number depending on the specific siege engine. Aiming a siege engine with a diminished crew doubles the amount of time it takes to aim the siege engine. Each time a new target or square is chosen as the target of a siege engine’s attack, that engine must be aimed anew. Indirect-Fire Ranged Siege Engines:
Indirect-fire weapons launch projectiles in high arcs toward their targets. They typically lob heavier missiles and payloads than direct-fire weapons, but they are harder to aim accurately. Indirect weapons can bypass many forms of fortification, delivering their payloads of solid shot, scatter shot, or even disease-ridden offal to targets beyond the walls of castles. They can also be used to batter fortifications where they are most vulnerable, arcing down on towers and walls, crushing them with the weight of stone or raining down smaller projectiles on a wall’s defenders. Indirect-fire weapons use a targeting mechanic similar to that described for catapults, hereafter referred to as an indirect attack. The following is an update to those rules.
Indirect Attack: To fire an indirect-fire ranged siege engine, the crew leader makes a targeting check against the DC of the siege engine. This check uses his base attack bonus, his Intelligence modifier (if not trained in Knowledge [engineering]) or Knowledge (engineering) skill modifier (if trained in that skill), any penalty for not being proficient in the siege engine, and the appropriate modifiers from Table: Indirect Attack Check Modifiers. If the check succeeds, the ammunition of the indirect attack hits the square the siege engine was aimed at, dealing the indicated damage or effect to any object or creature within the area of its attack. Creatures may get a saving throw to limit the effect of the attack; this is typically based on the type of ammunition used. If the attack misses the intended square, roll 1d8 to determine in what direction the shot veers. A roll of 1 indicates the ammunition falls short (toward the siege engine), with rolls of 2 through 8 counting squares clockwise around the target square. Roll 1d4 for every range increment at which the attack was made (1d4 if the target square is within the engine’s first range increment, 2d4 if the target square is within the second range increment, and so on). The total is the number of squares by which the attack misses, with the direction in which the squares are counted determined by the d8 roll. The ammunition deals its damage and any other effects in the square it lands on. Special Siege Engine Ammunition The following kinds of ammunition can be used either in select types of indirect-fire siege engines. The ammunition description specifies which types of siege engines use the special ammunition. The costs and weights on Table: Special Siege Engine Ammunition are for individual uses of special ammunition.
Alchemical Fire: This hard, ceramic canister of alchemist’s fire can be used as ammunition in catapults and trebuchets. When it hits its target square, it deals 4d6 points of fire damage to each creature and wooden structure within 5 feet of the target space, and each creature must make a DC 20 Reflex saving throw or catch on fire (wooden objects automatically catch on fire). Every creature and wooden object within the area between 5 and 30 feet of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire. On a siege engine mishap, this ammunition explodes before it is launched, dealing its damage to the siege engine and all nearby creatures and wooden objects as if one of the spaces of the siege engine (crew leader’s choice) were the target square. This alchemical fire ignores the hardness of wooden objects.
Bomb: A bomb is a metal canister filled with metal balls and black powder that can be used as ammunition in catapults and trebuchets or carried by two Medium creatures or one Large creature to its destination. A bomb either explodes on impact (if fired from a catapult or trebuchet, or within 3 rounds of a fuse being lit if carried). When it explodes, it deals 6d6 points of piercing and bludgeoning damage to all creatures and objects within 30 feet of the target square. On a siege engine mishap, this ammunition explodes before it is launched, dealing its damage to the siege engine and all nearby creatures and wooden objects as if one of the spaces of the siege engine (crew leader’s choice) were the target square. It ignores the hardness of wood and stone.
Defoliant Shot: When used as ammunition in a catapult or trebuchet, this ceramic canister releases a mist of defoliant on impact. When it hits the target square, it deals 2d6 points of damage to any creature in that space. Plant creatures within 30 feet of the target square take an additional 4d6 points of damage. A successful DC 20 Fortitude saving throw halves this additional damage. Plant creatures within 5 feet of the target space that fail their saving throws also take 1d4 points of Strength damage and 1d4 points of Constitution damage. The defoliant also kills vegetation within 30 feet of the target square. On a siege engine mishap, this ammunition explodes before it’s launched, dealing its damage to the siege engine and all nearby plant creatures as if one of the spaces of the siege engine (crew leader’s choice) were the target square.
Liquid Ice: This hard, ceramic canister filled with alchemical liquid ice can be used as ammunition in catapults and trebuchets. When it hits its target square, it deals 4d6 points of cold damage to each creature within 5 feet of the targeting space, and each creature must make a DC 20 Fortitude save or become entangled for 1 round. Every creature within the area between 5 and 30 feet of the target space must make a DC 20 Fortitude saving throw or take half damage. On a siege engine mishap, this ammunition explodes before it is launched, dealing its damage to all nearby creatures as if one of the spaces of the siege engine (crew leader’s choice) were the target square.
Plague Bundle: This hard, ceramic canister is filled with a noxious mass of diseased carrion and offal that can be used as ammunition for a catapult or a trebuchet. It deals only half damage, but every creature hit by it is exposed to filth fever. A GM might allow a plague bundle to inflict other diseases.
Rockwasp Bomb: Usable in catapults and trebuchets, this ammunition consists of a wooden crate packed with wax globes, from which a faint buzzing sound emanates. Visible as a dark shape at the center of each globe is a rat-sized hornet known as a rockwasp. The alchemical wax keeps the wasps immobilized, while tiny air holes allow them to breath. This ammunition deals only half damage but releases a wasp swarm—two wasp swarms if used for a heavy catapult or heavy trebuchet. The wasp's attack for 1 minute before dispersing. On a siege engine mishap, the wasps escape before the ammunition is launched. Source PCS:Belkzen, Hold of the Orc Hordes
Smoke Shot: This hard ceramic sphere contains two alchemical substances separated by a thin barrier, much like a smoke pellet in a larger form. When it hits the targeting space, it deals 2d6 points of damage to any creature in that space, and the substances mingle and then create an area of foul but harmless yellow smoke radiating 30 feet from the target square. Treat the effect as a fog cloud spell. On a siege engine mishap, the ammunition explodes before it is launched. Its effect is centered on one of the spaces of the siege engine (crew leader’s choice).
Light: These Large siege engines typically hurl large stones indirectly at a target (targeting DC 15). A light trebuchet’s ammunition scatters on contact, dealing full damage to the target square and half its damage to creatures and objects within 5 feet of the target square (creatures can make a DC 15 Reflex save to halve the damage again). Light trebuchets have a hardness of 5 and 50 hit points. One use of light trebuchet stones costs 15gp and weighs 60 pounds. Standard: These Huge siege engines typically hurl large stones indirectly at a target (targeting DC 20). A standard trebuchet’s ammunition scatters on contact, dealing full damage to the target square and half damage to creatures and objects within 15 feet of the target square (creatures can make a DC 20 Reflex save to halve the damage again). Standard trebuchets have a hardness of 5 and 100 hit points. One use of standard trebuchet stones costs 30gp and weighs 110 pounds. Heavy: These Gargantuan siege engines typically hurl large stones indirectly at a target (targeting DC 25). A heavy trebuchet’s ammunition scatters on contact, dealing full damage to the target square and half its damage to creatures and objects within 30 feet of the target square (creatures can make a DC 25 Reflex save to halve the damage again). Heavy trebuchets have a hardness of 5 and 200 hit points. One use of heavy trebuchet stones costs 40gp and weighs 120 pounds.
Type | Cost | Dmg | Critical | Range | Type | crew | Aim | Load | speed | Size |
---|---|---|---|---|---|---|---|---|---|---|
Catapult, light | 550gp | 4d6 | x2 | 150 ft. (50 ft. min.) | B | 2 | 2 | 3 | 10ft | Large |
Catapult, standard | 800gp | 6d6 | x2 | 200 ft. (100 ft. min.) | B | 3 | 2 | 3 | 0ft | Huge |
Catapult, heavy | 1000gp | 8d6 | x2 | 300 ft. (100 ft. min.) | B | 4 | 3 | 3 | 0ft | Gargantuan |
Trebuchet, ligh | 800gp | 4d6 | x2 | 200 ft. (100 ft. min.) | B | 3 | 2 | 3 | 0ft | Large |
Trebuchet, standard | 1000gp | 6d6 | x2 | 300 ft. (150 ft. min.) | B | 4 | 2 | 3 | 0ft | Huge |
Trebuchet, heavy | 1500gp | 8d6 | x2 | 400 ft. (200 ft. min.) | B | 4 | 3 | 3 | 0ft | Gargantuan |
Ranged siege engines assault structures and people from a distance, by propelling ammunition in some fashion. Siege engines hurl massive projectiles in one of two ways: direct fire or indirect fire. Both take a number of actions to load or aim, and the basic rules are described below. Load Ammunition: In order for a ranged siege engine to fire, it needs to be loaded with ammunition. Loading ammunition takes a number of full-round actions depending on the siege engine (this time can be reduced to move actions if the crew leader has the Master Siege Engineer feat. Aiming a Siege Engine: Ranged siege engines must be aimed in order to attack a desired target (in the case of direct-fire siege engines) or square (in the case of indirect-fire siege engines). Aiming takes a number of full-round actions (or move actions if the crew leader has the Master Siege Engineer feat, with the number depending on the specific siege engine. Aiming a siege engine with a diminished crew doubles the amount of time it takes to aim the siege engine. Each time a new target or square is chosen as the target of a siege engine’s attack, that engine must be aimed anew. Indirect-Fire Ranged Siege Engines:
Indirect-fire weapons launch projectiles in high arcs toward their targets. They typically lob heavier missiles and payloads than direct-fire weapons, but they are harder to aim accurately. Indirect weapons can bypass many forms of fortification, delivering their payloads of solid shot, scatter shot, or even disease-ridden offal to targets beyond the walls of castles. They can also be used to batter fortifications where they are most vulnerable, arcing down on towers and walls, crushing them with the weight of stone or raining down smaller projectiles on a wall’s defenders. Indirect-fire weapons use a targeting mechanic similar to that described for catapults, hereafter referred to as an indirect attack. The following is an update to those rules.
Indirect Attack: To fire an indirect-fire ranged siege engine, the crew leader makes a targeting check against the DC of the siege engine. This check uses his base attack bonus, his Intelligence modifier (if not trained in Knowledge [engineering]) or Knowledge (engineering) skill modifier (if trained in that skill), any penalty for not being proficient in the siege engine, and the appropriate modifiers from Table: Indirect Attack Check Modifiers. If the check succeeds, the ammunition of the indirect attack hits the square the siege engine was aimed at, dealing the indicated damage or effect to any object or creature within the area of its attack. Creatures may get a saving throw to limit the effect of the attack; this is typically based on the type of ammunition used. If the attack misses the intended square, roll 1d8 to determine in what direction the shot veers. A roll of 1 indicates the ammunition falls short (toward the siege engine), with rolls of 2 through 8 counting squares clockwise around the target square. Roll 1d4 for every range increment at which the attack was made (1d4 if the target square is within the engine’s first range increment, 2d4 if the target square is within the second range increment, and so on). The total is the number of squares by which the attack misses, with the direction in which the squares are counted determined by the d8 roll. The ammunition deals its damage and any other effects in the square it lands on. Special Siege Engine Ammunition The following kinds of ammunition can be used either in select types of indirect-fire siege engines. The ammunition description specifies which types of siege engines use the special ammunition. The costs and weights on Table: Special Siege Engine Ammunition are for individual uses of special ammunition.
Ammunition | Cost | Weight |
---|---|---|
Alchemical fire | 200ib | 10lb |
Bomb | 600gp | 30lb |
Defoliant shot | 300gp | 20lb |
Liquid ice | 400gp | 20lb |
Plague bundle | 80gp | 20lb |
Rockwasp bomb | 2000gp | 100lb |
Smoke shot | 250gp | 20lb |