Mortar (3.5e Equipment)/Ammo

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Author: Franken Kesey (talk)
Date Created: 03/11/19
Status: Fin
Editing: In talk page.
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Mortar Ammo

Martial One-Handed Ammunition

Cost: 500 gp
Damage (Small): Varies
Damage (Medium)1: Varies
Critical:
Weight2: 4 lbs
Type3: Varies
HP4: 10
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.


Mortar Cartridge: Standard ammo for mortars are mortar cartridges. A cartridge has the following dimensions: length 2’, diameter 2.3” and weight 4lbs. All cartridges are triggered by impact. Most cartridges cost 500gp to make (smoke and illuminating cost 300).

An operator can use any of the following cartridges:

  • High Explosive: Does 4d8 explosive damage in a 20’ area, plus 2d8 fire damage in a 10’ area. This has no secondary effect.
  • White Phosphorous: Deals 1d8 explosive damage damage in a 10’ area. This does secondary damage of 3d8 fire damage in a 20’ area, for 1d4+1 rounds.
  • Illuminating: This has no primary damage. This has the secondary effect of illuminating an area (treat like daylight).
  • Smoke: This has no primary damage. This has the secondary effect of creating smoke for 2 minutes (treat like fog cloud); and can be colored grey, red, yellow, green or violet.
  • CS Gas: This has no primary damage. This has the secondary effect of nauseating all creatures that breath in a 40’ area for 1d6+1 rounds.
  • Nerve Agent: This has no primary damage. This has the secondary effect of fatiguing all creatures that breath in a 40’ area for 1d6+1 rounds, and deals 1d4 Dexterity and Intelligence ability damaged (rolled separately). Unlike other explosives, a successful reflex does nothing against the secondary effects.

Back to Main Page3.5e HomebrewEquipmentWeapons

AuthorFranken Kesey +
ClassAmmunition +
Cost500 gp +
Critical+
DamageVaries +
Damage TypeVaries +
Hardness10 +
Hit Points10 +
ProficiencyMartial +
Range+
RatingUndiscussed +
SizeOne-Handed +
TitleAmmo +
Weight4 +