Siege Cannon (3.5e Equipment)
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Siege Cannon
Exotic Two-Handed Projectile
Cost: | 11,000 gp |
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Damage (Small): | 6d6 |
Damage (Medium)1: | 8d6 |
Critical: | ×4 |
Range Increment: | 300 ft. line' |
Weight2: | 120 lbs |
Type3: | Bludgeoning or Piercing |
HP4: | 80 |
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.
A ridiculous weapon which makes the gigas blunderbus look sane, the siege cannon is a more compact and technologically refined version of an advanced cannon designed to be used by hand. The weapon has a terrible kickback, is extremely difficult to use, and takes a long time to reload; however, it hits extremely hard.
Firstly, a siege cannon cannot be used by a creature with less than 22 strength; even then, the creature suffers a −4 penalty. The penalty is reduced to −2 at strength 26 and finally vanishes at strength 30. Since the cannon is horribly bulky, any creature wielding it has its movement speed reduced by half. Aiming the cannon at an opponent requires a move action; attempting to fire without aiming properly causes the user to count as being non-proficient with the weapon (a normally non-proficient user is simply unable to fire without aiming beforehand). For a non-proficient user, firing the siege cannon causes the user to immediately move 20 ft. in the opposite direction he fired and fall prone.
Reloading a siege cannon is a full-round action, and it cannot be reduced below a move action by either feats or magic items.
On the other hand, the siege cannon attacks all creatures in a 300 ft. line, using the same attack roll and damage roll against each creature separately. A siege cannon is treated as a siege weapon and uses advanced cannonball for projectiles. A creature with exotic weapon proficiency gains the following tactical maneuvers when using a siege cannon:
Arcing Shot: You may make a regular attack with the siege cannon instead of attacking in a line; the range of the weapon is 300 ft. (with multiple increments as normal). However, you may not target any creature or square within your first range increment with an arcing shot. All creatures within a 10 ft. radius burst from the creature or square must make a reflex save (DC based on the ability score you use for the attack roll) or take damage from the attack as if they were hit; a successful save halves the damage.
Harnessed Knockback: Whenever you fire the siege cannon, you may move 20 feet in the opposite direction you fired. This movement provokes attacks of opportunity as normal.
Trick Shot: As a full-round action, you may fire the loaded siege cannon once, immediately reload, and then fire again at a −5 penalty. While it allows two attacks per round, it leaves the cannon unloaded for the next round.
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Leziadv |
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Author | Leziad + |
Class | Projectile + |
Cost | 11,000 gp + |
Critical | ×4 + |
Damage | 8d6 + |
Damage Type | Bludgeoning + and Piercing + |
Hardness | 10 + |
Hit Points | 80 + |
Identifier | 3.5e Equipment + |
Proficiency | Exotic + |
Range | 300 ft. line + |
Rating | Undiscussed + |
Size | Two-Handed + |
Title | Siege Cannon + |
Weight | 120 + |