Difference between revisions of "Steam War Cannon (3.5e Equipment)"
Brainduster (talk | contribs) (i am the spelling faerie, wooo~oooo~~) |
(A bit of a buff. Should be balanced due to reload.) |
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|mdamage=4d8 | |mdamage=4d8 | ||
|crit=20/x3 | |crit=20/x3 | ||
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|weight=24 | |weight=24 | ||
|type=Bludgeoning | |type=Bludgeoning | ||
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− | Steam war cannons are primitive single-shot cannons designed to | + | Steam war cannons are primitive single-shot cannons designed to fulfill the same purpose as a SAM Launcher- taking out non-personnel targets. In effect, it's a siege cannon just small enough to handle, its recoil is massive and reload slow. On the other side, it is relatively easy to use and is equipped by military for missions to destroy fortifications and heavy war machines. Mounted on the shoulder, it is a long and wide barrel with complex tubes and gears. It drives its projectile via a pressurized blast which is held when the gun is cocked. It uses cannonballs for bullets (effectively sling bullets with x10 the normal price, size, and weight) and the shots are large, heavy, and clumsy to use. Rocks and other improvised ammunition can be used, but at a -2 penalty to attack rolls and on a natural 1 the gun is damaged, taking its normal weapon damage and bypassing its own hardness. Since the gun is projecting it and it is not being thrown as a sling would, you do not add your [[strength]] modifier to damage. |
Steam war cannons are typically impractical for combat against creatures. The cannon can be braced and fired as a full-attack action, or as a normal attack action if you are prone. You can make an attack action while standing but must make a DC 15 [[Reflex]] save or fall prone from the recoil. Loading a steam war cannon takes 2 full-round actions that provokes attacks of opportunity. An ally can assist you as a full-round action, reducing the reload time by a full-round action. Operating a steam hand cannon always requires two hands. | Steam war cannons are typically impractical for combat against creatures. The cannon can be braced and fired as a full-attack action, or as a normal attack action if you are prone. You can make an attack action while standing but must make a DC 15 [[Reflex]] save or fall prone from the recoil. Loading a steam war cannon takes 2 full-round actions that provokes attacks of opportunity. An ally can assist you as a full-round action, reducing the reload time by a full-round action. Operating a steam hand cannon always requires two hands. | ||
− | Steam war cannons count as siege weapon, allowing it to deal full damage to fortifications and objects | + | Steam war cannons count as siege weapon, allowing it to deal full damage to fortifications and objects, and they ignore hardness and DR equal to the hardness of the shot (8 for stone, 10 for iron cannonballs). |
Revision as of 14:04, 27 February 2014
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Steam War Cannon
Martial Two-Handed Projectile
Cost: | 500 gp |
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Damage (Small): | 3d8 |
Damage (Medium)1: | 4d8 |
Critical: | 20/x3 |
Range Increment: | 200' |
Weight2: | 24 lbs |
Type3: | Bludgeoning |
HP4: | 20 |
Hardness: | 10 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
Steam war cannons are primitive single-shot cannons designed to fulfill the same purpose as a SAM Launcher- taking out non-personnel targets. In effect, it's a siege cannon just small enough to handle, its recoil is massive and reload slow. On the other side, it is relatively easy to use and is equipped by military for missions to destroy fortifications and heavy war machines. Mounted on the shoulder, it is a long and wide barrel with complex tubes and gears. It drives its projectile via a pressurized blast which is held when the gun is cocked. It uses cannonballs for bullets (effectively sling bullets with x10 the normal price, size, and weight) and the shots are large, heavy, and clumsy to use. Rocks and other improvised ammunition can be used, but at a -2 penalty to attack rolls and on a natural 1 the gun is damaged, taking its normal weapon damage and bypassing its own hardness. Since the gun is projecting it and it is not being thrown as a sling would, you do not add your strength modifier to damage.
Steam war cannons are typically impractical for combat against creatures. The cannon can be braced and fired as a full-attack action, or as a normal attack action if you are prone. You can make an attack action while standing but must make a DC 15 Reflex save or fall prone from the recoil. Loading a steam war cannon takes 2 full-round actions that provokes attacks of opportunity. An ally can assist you as a full-round action, reducing the reload time by a full-round action. Operating a steam hand cannon always requires two hands.
Steam war cannons count as siege weapon, allowing it to deal full damage to fortifications and objects, and they ignore hardness and DR equal to the hardness of the shot (8 for stone, 10 for iron cannonballs).
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