Howitzer (3.5e Equipment)

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Author: Franken Kesey (talk)
Date Created: 03/12/19
Status: Fin
Editing: In talk page.
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Howitzer

Exotic Two-Handed Projectile

Cost: 100,000 gp
Damage (Small): see text
Damage (Medium)1: see text
Critical:
Range Increment: 10 miles'
Weight2: 4,000 lbs
Type3: Piercing, Force and Sonic; see text
HP4: 200
Hardness: 20

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.

M119.jpg

Explosive Features (Ex): All Howitzer explosives deal a mixture of piercing, force and sonic damage (unless noted otherwise); this is denoted as “explosive damage” below. All creatures can attempt a Reflex save (DC25) to reduces the initial damage by half, and negates any secondary effects. All explosives blown away creatures within the primary blast radius.

Creatures with resistance or immunity to piercing, force or sonic damage can reduce damage by 1/3 total (in addition to the Reflex save). There is no difference if they have resistance or immunity, or more than one type.

Basic Features: A cannon affixed to a two-wheeled metal trailer. The cannon itself is 12’ long and 1’ wide (at widest point); while the entire trailer is 15’ long, 5’ wide and 5’ high.

Movement: Due to the trailer’s weight it is near impossible to lift, however the wheels are very good and rugged, as such a large-sized creature (or two medium) can move it as a full-round action on smooth terrain. On rough or muddy terrain, it requires a warhorse (heavy or light), two regular horses, or six medium-sized creatures to move. When moving it is in a “packed” configuration (feet are up, and cannon is retracted).

Setup and Firing: The artillery is converted into a “firing” position by securing a solid foundation around it, dropping the legs, and extending the cannon. To change it to a firing position takes three minutes (for one person). This time can be reduced with the aid of a crew; every added crew member reduces time by 50 seconds (to a minimum of 30 seconds). It requires three minutes to repack (same rules on crew aid benefits). The cannon is breech-loaded with a shell (see below). It requires 12 seconds to load and fire from the artillery.

Spare Parts and Ammo: The trailer comes with a spare tire and parts, plus enough space to store four shells.

Accurate: A howitzer is very accurate, there is only a 10% chance of hitting 1d6x5 feet away from target.

Shell Howitzers fire artillery shells. A shell has the following dimensions: length 4’, diameter 4” and weight 15lbs; they have 30 HP and harness of 10. All shells have a 6 second delay (1 round); thus Reflex saves are made one round after a shell hits a target. Most shells cost 700gp to make (dirty cost 1000).

An operator can use any of the following shells:

  • High Explosive: Does 6d10+7 explosive damage in a 40’ area, plus 4d6 fire damage in a 20’ area. This has no secondary effect.
  • White Phosphorous: Deals 4d6 explosive damage damage in a 20’ area. This does secondary damage of 4d10 fire damage in a 40’ area, for 1d6+1 rounds.
  • Air Burst: Deals 2d10 explosive damage damage in a 60’ area, plus 2d6 in a 20’ area. This has no secondary effect.
  • Dirty Bomb: Does 6d10+7 explosive damage in a 60’ area, plus 4d10 fire damage in a 40’ area. This has the secondary effect of giving a “dangerous” dose of radiation to everything in five miles. Unlike other missiles, the secondary damage has no duration (the half-life is beyond normal game play); thus for all intents and purposes the area is permanently irradiated. Unlike other explosives, a successful reflex does nothing against the secondary effects.

High Tech: The price to enchant the Howitzer is tripled.

Craft (Explosives): Engineers with the craft (explosives) skill can craft and repair howitzers and their ammo.

A small howitzer is called a mortar.


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Franken Kesey's Homebrew (123 Articles)
Franken Keseyv
AuthorFranken Kesey +
ClassProjectile +
Cost100,000 gp +
Critical+
Damagesee text +
Damage TypePiercing +, Force + and Sonic; see text +
Hardness20 +
Hit Points200 +
Identifier3.5e Equipment +
ProficiencyExotic +
Range10 miles +
RatingUnrated +
SizeTwo-Handed +
TitleHowitzer +
Weight4,000 +