Direct Fire Engines

Ballistae and cannons fire their projectiles in a low, flat curve. They are fairly accurate, though somewhat difficult to aim at small targets. Only light ballistae can be aimed as freely as a hand-held weapon can; larger engines can hit small targets only by aiming at the area containing the target.

All targets are considered Armor Class 10. If the target is a creature (not an area containing a creature) bonuses from Dexterity and magical protections apply. The attack roll is modified as follows:

· +3 for stationary targets;

· –3 for targets moving at a rate greater than 3 but less than 12;

· –6 for targets moving at a rate of 12 or greater;

· +4 for the second and subsequent shots at a stationary target;

· +2 for targets whose largest dimension is greater than 30';

· +4 for targets whose largest dimension is greater than 90';

· +6 for targets whose largest dimension is greater than 270';

· –2 for targets at medium range;

· –5 for targets at long range.

Modifiers for cover and concealment also apply. Concealment versus direct fire bombardment engines is easier to find than true cover, as few barriers are substantial enough to resist hits. For example, a thick hedgerow might provide cover from arrows and sling stones, but it can provide only concealment against cannon fire.

The procedures for determining the effects of hits and for determining exactly where a direct fire missile lands are generally the same as for indirect fire engines, except that hits in a 15' area containing creatures too small to target individually roll 1d3 for scatter distance. Direct fire engines roll 2d4 for scatter distance when they miss.

Cannons: Creatures within a cannon shot’s area of effect suffer 1d4 points of damage even if they make their saving throws. All cannons have the same basic damage listing against creatures—1d12x5. Roll 1d12 and multiply the result by five. This represents the possibly catastrophic effects of coming into contact with the cannon ball or the shrapnel a cannon ball impact produces. If the 1d12 roll is 10 or higher the affected creature also must save vs. death or be killed outright (see the Death from Massive Damage rule in Chapter 9 of the
PHB).

Critical Hits and Knockdowns: Only direct hits can be critical hits or cause knockdowns. If the rules from
Chapter Six are in play, cannons inflict Large bludgeoning criticals, and most ballistae inflict Large piercing criticals. Some ballistae fire shot instead of bolts and inflict Large bludgeoning criticals.

Flaming Projectiles: Ballistae can be loaded with bolts tipped with wads soaked in pitch and wrapped in cloth. The flaming bolt’s range is reduced by 1/3 and it inflicts normal damage and 1 point of additional fire damage if it scores a direct hit. The flame can set fire to wooden structures.

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