| Category | Marketplace |
| Type | ammunition for artillery |
Ammunition is the substance utilized to power a specific weapon type. The projectile is what is discharged from the weapon type when fired. Enhancements are elements applied to projectiles to deliver a unique effect.
| Ammunition | Cost | Use/Effect | ||
|---|---|---|---|---|
| gunpowder | 1 | cannons, mortars, guns, demolition | ||
| Obelisk Charge | 10 | energy weapons | ||
| Vortex Cell | 20 | rapid fire Energy weapons | ||
| Round | DF Attack | IDF Attack | ||
| Canister | 10 | shrapnel | +12 | 0 |
| Crystal Rod | 15 | energy | +2 | n.a. |
| Energy Exploding Round | 25 | energy | +3 | +6 |
| Exploding Round | 25 | shrapnel, shock, utility | +3 | +6 |
| Piercing Round | 3 | piercing, bouncing | +5 | n.a. |
| Voice of Gith | 50,000 | positive energy | n.a. | +20 |
| Enhancement | DF Attack | IDF Attack | ||
| Proximity Detector | 50 | material detection | +3 | +6 |
| Mind Wrack Dust | 100 | mental distortion | +0 | +0 |
| Nullifier Dust | 100 | nullify magic | +0 | +0 |
| Seeker | 100 | material detection | +10 | n.a |
DF Attack
Direct fire attack bonus is applied against a single target. Cannons are commonly employed for direct fire, although they can be utilized to discharge canister, explosive, or armor-piercing rounds. For Exploding Rounds, direct-fire can be combined with indirect-fire on one target, though a miss results in the round failing to strike the intended target (refer to the Grenade table for the IDF hit location).
IDF Attack
Indirect fire attacks possess an area-based effect. Mortars are classified as indirect fire ordnance. Refer to the Grenade table for details on miss distances.
Canister
The canister is an antipersonnel weapon. The canister contains nails, metal, and other shrapnel. It has a cone of effect equal to 1 foot wide at the cannon mouth, extending to one-tenth of the normal range increment. The shrapnel cone has a 20-foot wide terminus. Canister damage has no effect against ship hulls, stone buildings, and other large structures.
Concussion
Creatures within the area affected by an exploding round laden with gunpowder must succeed on a Fortitude saving throw (DC 14) or become dazed.
Energy Exploding Round
The Energy Exploding Rounds inflict a potent combination of energy (80%) and shrapnel (20%) damage, proving especially effective against undead foes. These rounds are Ceratimus spheres filled with energy that detonate upon impact. Unlike exploding rounds, they cannot be modified with timers.
Exploding Round
Exploding rounds are iron balls packed with a volatile mixture (gunpowder, paint, glitterdust, Mind Wrack Dust, etc.). They are equipped with a timed fuse designed to facilitate the detonation of the round upon reaching the target. Additionally, the timed fuse enables the use of Exploding Rounds for air bursts. Some applications of these rounds are detailed below:
| Type | Use |
|---|---|
| Air Bursts | round used against flying targets |
| Gas | round packed with concentrated gas |
| Lethal | round packed with gunpowder, see concussion |
| Flare | round packed with some object attached to a parachute, the object usually is something magicked to radiate light as it descends over the target area |
| Signalling | round packed with inks or powders |
| Targetting | round packed with paint, increases subsequent chances to-hit by +2 (non-cumulative) against stationary targets |
| Utility | round packed with Mind Wrack Dust, Nullifer Dust, or some other substance |
Mind Wrack Dust
This mystical powder diminishes concentration checks by 10 within the area of effect for 1 turn. A willpower save (DC20) negates this influence. Notably, under rainy conditions, the willpower save DC decreases by 10. Entities within 10' of the area's perimeter can attempt a Reflex save (DC15) to evade the Mind Wrack Dust's effects.
Nullifer Dust
This potent anti-magic powder is a natural compound discovered within Zones of Dead Magic. When incorporated into an Exploding Round, the area of effect and all targets within it are influenced as if situated within a dead magic zone. Creatures positioned within 10 feet of the border of the affected area may attempt a Reflex saving throw (DC 15) to evade the effects of the Nullifier Dust.
Piercing Round
The iron projectile is utilized principally for battering assaults on ship hulls, castle walls, or to tear through formations of soldiers.
Proximity Detector
This enhancement is magic applied to an exploding round which causes it to detonate when in proximity to a particular type of material. This application heightens the chances of striking the target. The cost of the round is determined by the specific material type (flesh, stone, metal, glass, etc.). Each additional detection type increases the expense by one factor. (e.g., a flesh and stone proximity round would cost 100 GP).
Seeker
This enhancement is magic applied to a piercing round that bolsters its likelihood of striking the intended 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 escalates the cost by one factor. (e.g., a Flesh and Stone Seeker would cost 200 GP).