Siege Weapons

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Siege Weapons

Weapons can be built in almost any size you can imagine, which is why Large Greatswords even exist. Sadly, the weapons as written are as large as can be wielded by any creature, no matter how you may try. But, what if you make the weapons even bigger, and stop trying to wield them? It is indeed possible to build a crossbow twenty-five feet across, and such a behemoth is a sight to behold in battle!

Such gigantic weapons, too big to wield but certainly not to big to USE, are the provenance of Siege Weapons. Such gigantic weapons are used to kill castles and fortresses, along with such jobs as dealing with giant monsters and invading fleets.

Because of their enormous size, siege engines hit unbelievably hard. They can be used to Sunder structures and fortifications. Indeed, this is one of their principal uses: Sundering the fortifications of a hard target, or, sundering the other side's siege engines. Siege engines can also be used to attack creatures, although getting a hit this way can be difficult, since creatures move around a lot more than structures. Many siege engines damage everything within an area of effect, making them more adept at targeting creatures and clusters of personnel.


Core Mechanics

Siege weapons are treated as weapons you cannot use directly. The Crew Leader uses their BAB and any bonuses from the Siege Weapon, along with any assists from the crew. This modified number is used to make an attack roll against the AC of a target. Unlike most weapons, Siege Engines are large enough to make area of effect attacks, and even smallish ones can use bursting ammo to deadly effect. The Crew Leader and all members of the crew must stay adjacent to a siege engine to operate it.



Crew Leader

A crew leader is the primary actor in a firing crew for a siege weapon. The crew leader makes the to-hit rolls, Sunder checks and damage rolls for the siege weapon's attacks. Since Siege Weapons are simply another class of weapons, the damage increase rules ARE in effect! Namely, if the Crew Leader is above 8th level, the weapon damage dice are doubled, if she's above 15th they are tripled, etc. Since all rolls are based upon the Crew Leader's BAB, and the damage increases with their level, it is advisable to have your Crew Leader be as high level as possible. A crew leader must have either the Siege Engineer feat, or an Exotic Weapon Proficiency with the specific type of siege engine which he is leading. Without this feat, the crew leader suffers a -4 penalty to all to-hit rolls and Sunder checks, and cannot be assisted by a crew.


Firing Crew

The firing crew is the rest of the people manning the siege engine and assisting in its reloading, aiming and firing during combat. The firing crew is not required to have a proficiency in the siege weapon. Each member of the firing crew may roll to assist any of the crew leader's to-hit rolls or Sunder checks, requiring a Knowledge (Engineering), Profession (Drover), Profession (Engineer), Profession (Sailor) or Profession (Soldier), with a DC of 10. Each successful aid another adds +2 to the crew leader's Sunder check, though each failed aid another attempt applies a -1 to his check.

As an optional rule, if a member of the firing crew does have proficiency with the siege weapon being fired, it is possible for this member of the crew to increase the rate of fire of the siege weapon. Refer to the Vehicle Combat rules for details on this.


Attacking Creatures With Siege Weapons

To attack a single creature, determine the distance to the creature from the siege engine, and make sure the creature is not inside the minimum range of the siege engine. If so, the creature cannot be targeted. Next, determine if there is any range penalty to hit the creature, based on the range increment listed for the siege weapon. The crew leader then makes a to-hit roll, using his Base Attack Bonus plus his DEX modifier, versus the target creature's AC. Each member of the firing crew can perform the 'aid another' action to assist with this roll, up to the maximum number of crew the siege engine supports. If the attack hits, the creature takes damage equal to the listed damage of the siege weapon.

If the siege engine has an area of effect, it works the same as targeting a creature, except that the target is the ground, with an Armor Class of 10. However, creatures in the area of effect may make a reflex save, with a DC equal to 10 + the crew leader's level, for half damage. Some siege weapons inflict additional status conditions on creatures which fail this save. Refer to the individual siege engine listings for details.


Attacking Structures With Siege Weapons

To attack a structure, determine the distance to the target from the siege engine, and make sure the target is not inside the minimum range of the siege engine. If so, the target cannot be attacked. Next, determine if there is any range penalty to hit the structure, based on the range increment listed for the siege weapon. The crew leader then makes a to-hit roll, using his Base Attack Bonus plus his DEX modifier, versus the target creature's AC. Each member of the firing crew can perform the 'aid another' action to assist with this roll, up to the maximum number of crew the siege engine supports.

If the attack hits, the crew leader then makes a Sunder combat maneuver check, using his CMB versus the target structure's Sunder DC. Refer to the Breaking Objects and Attacking Structures page for a listing of Sunder DC's by structure type. Each member of the firing crew can also perform the 'aid another' action to assist with this roll, up to the maximum number of crew the siege engine supports.

Nearly all structures require multiple successful Sunder checks before they become Broken. Note that, every 5 by which the Sunder check exceeds the target structure's Sunder DC counts as an additional successful check against the structure. Complex structures, such as vehicles and other siege weapons also take penalties for every successful Sunder check prior to becoming Broken.


Attacking a Siege Weapon

Attacking a siege weapon works exactly like attacking a structure, using the Sunder DC listed in the siege weapon's individual listing. As with structures, siege weapons usually require multiple successful sunder checks before they become Broken. However, each successful Sunder check against a siege weapon inflicts a cumulative -2 penalty on all to-hit rolls and Sunder checks by the Crew Leader.

Repairing a siege engine that has the Broken condition requires the Make Whole spell, which takes 10 minutes to cast, or the Profession (Engineer) skill, which requires a skill check with a DC equal to the listed Sunder DC of the siege engine. If successful, repairs take 1 hour per the listed number of successes required to break it in the first place. This number can be reduced by 1 hour per 5 by which the skill check DC is exceeded, to a minimum of 1 hour.


Disable Device

Ah, sabotage! A character with Disable Device may attempt to use that skill to render a Siege Engine unusable. This typically involves removing a smaller piece of the Engine, such as part of the trigger mechanism, or a governor, or mis-aligning the aiming mechanism, or some other rather subtle effect. Inflicting major damage on a Siege Engine is covered under the Sunder rules. To disable a Siege Engine using Disable Device requires 2d4 rounds of uninterrupted work, and requires a Disable Device roll of 20, plus 5 per size category of the Siege Engine. Thus, 25 for a Large Engine, 30 for a Huge, 35 for a Gargantuan, and 40 for a size Colossal. To speed up such a Disable Device roll inflicts a -10 penalty to the roll for every round you reduce the time by. To quickly repair a Siege Engine from such Sabotage requires a Profession: Siege Engineer skill roll against the same target number, and similarly requires 2d4 rounds of work. To permanently repair the Engine after such subtle damage requires the crew to spend a full day, going over the Engine from top to bottom and setting it back to rights.



How To Read The Entries

Name

This is the name of the siege engine in question.


Cost

This is how much the siege engine costs to buy or have made.


Damage

This is the amount of damage the siege engine deals to personnel, if any, on a successful to-hit roll. Structures successfully hit by the siege weapon require a Sunder check instead of a damage roll, using the crew leader's CMB. The DC of the Sunder check varies, depending on the target. See Breaking Objects and Attacking Structures for a list of DC's and the number of successes necessary to break/destroy the target structure.


Damage Type

Siege weapons can deal Bludgeoning, Piercing or Slashing damage, and some siege engines can even inflict elemental or magical damage types. When attacking personnel, this damage type determines whether DR or ER can be applied by the targets to reduce the damage inflicted.


AOE

This is the area of effect the siege engine's attacks deal damage to. If the siege weapon deals damage to personnel, creatures in the area of effect may make a reflex save (DC of 10 + the crew leader's level) for half damage. If the target is a structure, this is the size of the damage applied to the structure.


Increment (Min range)

This is the range increment of the siege weapon. Like bows and crossbows, a siege weapon can fire its attacks up to 10 times its listed increment, but each increment after the first inflicts a -2 penalty on the to-hit roll.

In addition, some siege weapons are unable to attack targets inside a particular range. When such a restriction exists, this minimum range is listed in parentheses after the range increment.


Crew to Fire (min/max)

This is the minimum number of people required to fire the weapon in combat, and the maximum crew the siege weapon can usefully employ. A siege weapon with fewer than the minimum crew cannot be fired, while a siege weapon with more crew than the listed maximum gains no benefit from the people above that listed maximum. One member of this crew is designated as the Crew Leader, who makes the attack rolls, Sunder checks and other rolls for the siege weapon, while the remaining crew may use the 'aid another' action for many of these checks.

The size of the crew is assumed to be size medium. Size small creatures can participate in a firing crew on a siege engine designed for a sized-medium crew with no issues. If a siege engine was designed for a different sized crew (such as a siege engine built by and for giants), the crew must be within 1 size category of the siege engine's designated crew size, or they cannot participate in the crew.


Rate of Fire

This is how often the siege weapon can be fired in combat. Most siege weapons have complex reloading procedures which must be followed after each shot. As a result, siege weapons tend to have a very low rate of fire. Indeed, the most complex siege weapons may take as long as 15 minutes to fire a single shot.

If using the optional Vehicle Combat rules, it is possible to increase the rate of fire of siege weapons. Refer to the Vehicle Combat rules for details.


Crew to Move

This is the minimum number of people required to move the siege engine when not in combat, as well as the maximum number of people who can be involved in moving it. Unlike the firing crew, larger creatures can assist in moving a siege weapon without penalty, if desired. Thus, a group of giants can pull a catapult built for a sized-medium crew. In fact, larger creatures are more efficient at moving these objects, taking up the space of only 2 medium-sized crew, while granting the benefit of 4 medium-sized crew. Creatures more than 1 category over the size of the siege weapon's assumed crew size grant no greater benefit than a creature 1 size category larger, but neither do they take up more room. (Just go with it; it keeps it simpler.) Sized small creatures are treated as sized medium for purposes of participating in moving a siege engine.

Creatures on the move crew of a siege engine must have a minimum strength of 12 to provide any benefit to the crew.

For every 2 personnel on the move crew above the listed minimum, the listed move speed of the siege weapon is increased by 5 feet per round, to a maximum of the slowest base land speed of the crew moving the siege engine.


Move Speed

This is the base move speed of the siege engine out of combat, when pulled by the minimum listed Crew to Move. For every 2 personnel on the move crew above the listed minimum, the listed move speed of the siege weapon is increased by 5 feet per round, to a maximum of the slowest base land speed of the crew moving the siege engine.


Setup Time

This is how long it takes to set the siege engine up for combat, once it is moved to its desired location on the battlefield. The same amount of time is required to take the siege engine back down, and prepare it for moving again. While set up for combat, most siege engines cannot be moved from their location, though most can be turned to a different facing (which is why facing is ignored in the to-hit rules).


Sunder DC

This is the target DC for something to try to destroy the siege engine. As with any other structure, the siege engine can only be broken by means of a Sunder combat maneuver. Furthermore, as with most structures, most siege engines require multiple successful Sunder attempts before the engine is actually Broken.

For each successful sunder check prior to being broken, all to-hit rolls and Sunder checks made by the siege engine's crew are at a cumulative -2 (though this does not affect the siege engine's damage or reduce it's own Sunder DC). Once the listed number of successes has been reached, the siege engine gains the Broken condition, and is rendered unusable.

Repairing a siege engine that has the Broken condition requires the Make Whole spell, which takes 10 minutes to cast, or the Profession (Engineer) skill, which requires a skill check with a DC equal to the listed Sunder DC of the siege engine. If successful, repairs take 1 hour per the listed number of successes required to break it in the first place. This number can be reduced by 1 hour per 5 by which the skill check DC is exceeded, to a minimum of 1 hour.


Siege Weapons

Catapult, Light

x
Name Cost Sunder Bonus Damage Damage Type Area of Effect Increment (Min Range) Crew to Fire Rate of Fire Crew to Move Move Speed Setup Time Defensive Sunder DC
Catapult, Light 900 gp 4d6 Bludgeoning 10' radius 150 ft. (100 ft. minimum) min 2/max 4 1 shot/10 rounds min 4/max 10 10 ft. 1 minute DC 30, 4 successes
A light catapult is a siege engine which is capable of attacking personnel or structures. It can be moved reasonably easily, and requires only 1 minute to set up, once in position.