Artillery

Category Marketplace

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

  1. proficiency in aiming and using artillery equates to +3 attack bonus
  2. special crew requirements, see item description
  3. a knell cannon has a maximum range of 30'

AOE

The area of effect, or AOE, is measured in the number of feet in diameter. Piercing Rounds do not have an area of effect; instead, they affect a single target with the listed damage. For exploding rounds, all creatures within the area are subject to fire (15%), concussive (30%), and shrapnel damage (55%). Weapons that deal energy damage inflict 75% energy and 25% force damage.

DA

Damage, or DA, is diminished by cover. Each point of cover, such as concealment behind a wall, amidst a vessel's rigging, masts, or railings, reduces the stated damage by two hit points.

Powder

Unless otherwise specified, this is the quantity of gunpowder needed to discharge one round of ammunition. The Energy Cauldron employs Obelisk Charges as their projectiles.

Range Increment

Artillery pieces suffer a -2 cumulative penalty to their hit chance after the initial range increment. The maximum number of range increments for projectiles is 10.

ROF

The rate of fire, or ROF, refers to the number of rounds that can be loaded and aimed at the artillery piece. This assumes the ammunition and powder are located near the artillery piece. Typically, the artillerist will not maintain a substantial stockpile of hazardous materials in close proximity to the firing position.

Keep only a few rounds of ammunition and gunpowder in your firing position. Sparks, counterattack fire, magic, or other hostile actions could ignite a sizable stockpile of ammunition and gunpowder, leaving behind a smoking crater and little more than fragments of your crew.

Mortar Mouth, "Artillery Basics"