Bombardment Engines
Any large device intended to hurl missiles qualifies as a bombardment engine.
The most common types and their basic statistics are listed on the table below.
Bombardment engines are difficult to aim at individuals. Generally, a
bombardment engine can target only units of creatures, buildings, other war machines,
vehicles, ships, and single creatures of Gargantuan size; see the individual
bombardment engine descriptions for exceptions.
It takes time and effort to set up a bombardment engine and prepare it to fire
for the first time. The minimum preparation time is 10 minutes or the time
required to change facing, whichever is greater. The number increases by 50% if a
trained artillerist is not on hand to direct the operation.
When used with the Player’s Option combat system, a bombardment engine has a field of fire of 45 degrees left or
right of its current facing. This is generous for most weapons included here,
but it is assumed that a bombardment engine’s slow rate of fire accounts for a
considerable amount of manhandling between shots.
Range: Ranges are divided into minimum, short, medium, and long categories. A weapon
cannot be aimed at targets closer than its minimum range.
THAC0: The chance to hit a target with a bombardment engine is a function of the
engine, not the crew.
Damage: The number before the slash is the amount of damage inflicted on Man-sized or
smaller creatures; the number after the slash is the damage inflicted on larger
creatures. If there is only one value given, the damage is the same for all
sizes of creatures. Some creatures are entitled to a saving throw to reduce or
avoid damage. Damage to structures is covered in the Escalades and Siege and
Fortifications sections.
Note that creatures immune to normal missiles are not immune to missiles from
bombardment engines. Creatures immune to blunt weapons are immune to catapult
and trebuchet missiles and to round shot fired from ballistae. Creatures immune
to piercing weapons are immune to bolts from ballistae. Creatures immune to
nonmagical weapons are immune to attacks from ballistae, catapults, and trebuchets
(unless the missiles employed are enchanted). Cannon and bombard projectiles
are blunt weapons, but they are propelled with enough force to harm creatures
that are otherwise immune to blunt weapons. Cannons and bombards also can harm
creatures that are immune to nonmagical weapons. Light cannons are treated as +1
weapons for determining which creatures they can harm. Medium cannons and great
bombards are treated as +2 weapons, and heavy cannons are treated as +3
weapons.
Knockdown: The size of the die the weapon rolls for knockdowns.
ROF: (Rate Of Fire) This is how often the weapon can be fired if fully crewed; 1/8
means the weapon can fire once every eight rounds.
Change Facing: This is the number of rounds required to change the weapon’s facing 45
degrees. Any weapon listed as “0” can change facing during the End-of-Round step of a
round in which the weapon was fired.
Crew: The number of Man-sized creatures required to operate the weapon. If fewer
crew are available, the weapon’s rate of fire decreases by one for every missing
crew member, and the weapon cannot be operated at all if the available crew is
less than half the required number. Extra crew can be allocated to the weapon to
maintain its rate of fire in the face of casualties among the crew. At the
DM’s option, two Small or four Tiny creatures can replace one Man-sized creature;
one Large creature can replace two Man-sized creatures, one Huge creature can
replace three Man-sized creatures, and so on. If at least one trained
artillerist is not on hand to supervise the crew, the rate of fire decreases by one.
Creatures must have manipulative appendages and a racial intelligence of at least
low to serve on a crew.
Target Size: The smallest creature the engine can target individually; see the engine’s
description for details.
Weight: The engine’s approximate weight in pounds.
Spaces: The number of map spaces the engine occupies on the map.
*Indicates that the usual –5 modifier for long range shots does not apply.
Bombardment Engines
| Range
|
|
| Knock-
|
| Change
|
|
| Target
|
|
|
Weapon
| M/S/M/L
| THAC0
| Damage
| Down
| ROF
| Facing
| Crew
| Cost
| Size
| Wt.
| Spaces
|
Ballista, Light
| —/11/22/33
| 12
| 2d6/3d6
| d8
| 1/8
| 0
| 1
| 200
| Any
| 100
| 1
|
Ballista, Medium
| 1/11/22/36
| 14
| 3d6/3d8
| d10
| 1/12
| 0
| 2
| 300
| H
| 200
| 2
|
Ballista, Heavy
| 2/12/24/39
| 17
| 3d10/3d12
| d12
| 1/16
| 0
| 4
| 400
| H
| 400
| 2
|
Bombard
| 18/—/—/40*
| 17
| 2d10/2d12
| d12
| 1/15
| 30
| 3
| 10,000
| G
| 600
| 1
|
Bombard, Great
| 36/—/—/80*
| 19
| 3d10/3d12
| d20
| 1/18
| 30
| 5
| 30,000
| G
| 1,200
| 2
|
Cannon, Light
| —/15/45/90
| 12
| 1d12x5
| d10
| 1/15
| 0
| 3
| 10,000
| H
| 400
| 1
|
Cannon, Medium
| —/20/60/120
| 14
| 1d12x5
| d12
| 1/18
| 0
| 4
| 15,000
| H
| 1,000
| 1
|
Cannon, Heavy
| —/30/90/180
| 17
| 1d12x5
| d20
| 1/30
| 15
| 6
| 30,000
| H
| 2,000
| 2
|
Catapult, Light
| 15/—/—/30*
| 14
| 2d10
| d8
| 1/8
| 0
| 1
| 250
| H
| 200
| 1
|
Catapult, Medium
| 15/—/—/33*
| 15
| 3d10
| d10
| 1/12
| 0
| 3
| 350
| G
| 300
| 2
|
Catapult, Heavy
| 18/—/—/36*
| 16
| 3d10
| d12
| 1/16
| 20
| 5
| 500
| G
| 500
| 2
|
Trebuchet
| 24/—/—/48*
| 17
| 4d10
| d12
| 1/16
| 30
| 8
| 750
| G
| 1,000
| 4
|
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