Siege Engines

Direct-Fire Siege Engines

Siege Engines Size Cost Dmg Critical Range Type Crew Aim Load
Ballista, light Large 500 gp 3d8 19–20/×2 120 ft P 1 0 1
Ballista, heavy Huge 800 gp 4d8 19–20/×2 180 ft P 3 2 1
Ballista, dragon Large 750 gp 3d8 19-20 200 ft P 1 0 1
Firedrake Huge 4,000 gp 6d6 fire 3 2
Corvus Medium 100 gp - - - - 1 - -
Cannon Huge 1500 gp 6d8 - 250 ft B 7 2 4
Ship’s Cannon Large 2000 gp 4d8 - 200 ft B 5 2 2

Indirect-Fire Siege Engines

Siege Engines Size Cost Dmg Critical Range Type Crew Aim Load
Catapult, light Large 550 gp 4d6 ×2 150 ft(50 ft. min.) B 2 1
Catapult, standard Huge 800 gp 6d6 ×2 200 ft(100 ft. min.) B 3 1
Springal, arrow Huge 1,000 gp 3d8 ×3 100 ft(50 ft. min.) P 3 2 1

Ballista: A ballista resembles a massive crossbow, and its power is provided by twisted skeins of animal sinew used as torsion springs driving a pair of adjustable arms. A cord attached to both arms is winched back and a projectile is loaded into a grooved slider for release. Ballistae are direct-fire siege engines.

  • Light: This common type of ballista, also called an arbalest or scorpion, is Large, maneuverable, and often mounted on ships. light ballistae have a hardness of 5 and 50 hit points. Light ballista bolts cost 10 gp each and weigh 10 pounds.
  • Heavy: These Huge siege engines are commonly used as castle defenses, as well as on large warships. Heavy ballistae have a hardness of 5 and 100 hit points. Heavy ballista bolts cost 30 gp and weigh 20 pounds each.
  • Dragon: A dragon ballista resembles a small cannon more than a ballista. It uses a gunpowder charge to fire a ballista bolt. It functions exactly like a ballista, but it is much easier to load, requiring only a single full-round action, regardless of size.

Cannon: A cannon is difficult to aim, so anyone firing a cannon takes a -4 penalty to hit. Unlike a catapult, the recoil from a cannon moves it to such a degree that it must be re-aimed every time it is fired.

  • Ship’s Cannon: A ship’s cannon is a smaller version of a cannon fixed into position, usually on a sailing ship. Being fixed in place with limited mobility makes this cannon harder to fire, so it is fired with a -6 penalty to hit.

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 in the Special Siege Engine Ammunition section, below). Catapults 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 10 gp and weigh 50 pounds each.
  • Standard: These Huge catapults are too large to be transported in one piece, and require assembly. The targeting DC of a standard catapult is 20. Standard catapults have a hardness of 5 and 100 hit points. Standard catapult stones cost 15 gp and weigh 75 pounds each.

Corvus: A corvus is a boarding device that features a hinged counterweight system for mounting a bridge vertically on the side of a ship, with a hooked end to grab onto a target ship. A corvus is usually 10 feet wide and 15 feet long. It has a hardness of 5 and 10 hit points per square. Using a corvus requires a DC 10 Profession (siege engineer) check as a full-round action, provided the corvus is in the correct position, which is within the length of the corvus and adjacent to another ship. If the check fails, the corvus fails to catch on the target and must be reset (a full-round action). Once a corvus is attached, it takes a Strength check as a full-round action to dislodge the corvus. Alternatively, if the corvus is attached to a ship, the pilot of either ship can make a sailing check as a standard action to dislodge the corvus (a check that succeeds by 5 or more destroys the corvus). The base DC for either of these checks is 15, and the DC increases by 5 for every Small or Medium creature currently standing on the corvus. If a corvus is disengaged while creatures are standing on it, those creatures must make a DC 15 Reflex saving throw or fall. Succeeding at the saving throw allows them to move to the nearest area of safe ground, but such movement provokes attacks of opportunity. A corvus cannot be armored. A corvus does not count toward a ship’s maximum number of siege engines.

Firedrake: These Huge siege engines are often mounted on wheels. This apparatus fires gouts of Alchemist’s fire in either a 60-foot line or a 30-foot cone (siege crew leader’s choice). Targets in the area take 6d6 points of fire damage (DC 15 Reflex save for half damage); those who fail their saves also catch on fire. A firedrake with the broken condition that suffers a further mishap explodes, dealing its damage to all creatures within a 20-foot-radius burst (DC 15 Reflex save for half damage). Firedrakes have a hardness of 10 and 70 hit points. One use of firedrake ammunition costs 200 gp and weighs 20 pounds.

Springal: A springal uses a torsion-cranked composite paddle to strike a firing rack containing multiple arrows, which rain down in an arc over a burst area. Springals are indirect-fire siege engines that affect the targeted square and a 15-foot burst around that square. One use of arrow springal ammunition costs 20 gp and weighs 10 pounds.

Siege Engines

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