| 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 |
- proficiency in aiming and using artillery equates to +3 attack bonus
- special crew requirements, see item description
- 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"