Artillery (PSR Supplement)

PSR is an alternate ruleset compatible with most 5e content.

System Differences

The Basics

Time

The d20

Ability Check

Ability Scores

Strength
Dexterity
Constitution
Knowledge
Perception
Charisma

Saving Throws
Skills
Senses
Carry Slots

Encounters

Group Turns
RoundTable Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Defense
Cover

Shifts
Phases

Hit Points & Damage

Temporary Hit Points
Damage Types
Max Damage

Rest & Recovery

Downtime
Downtime Trading
Downtime Enterprise

Defeat

Dramatic Death

Common Hazards
Extreme Climates
Conditions


Items

Goods & Currency
Material Goods
Weapons
Improvised
Attire
Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Artillery

NPCs

Mount
Cohort
Stat Blocks
Vulnerability, Resistance, & Immunity

Artillery includes any ranged weapon too massive for a typical character to lift or use within a single turn, such as a catapult or a ballista. Such weapons are used for laying siege to castles or taking down colossal creatures, and are sometimes called “siege weapons.”

Often artillery will be something you find on the battlefield or that is supplied by a local militia for you to temporarily use. Few land vehicles could carry and support artillery but, but larger water vehicles could.

Actions. Artillery takes multiple actions to launch a single shot, as shown in the following table. All of these are Use actions, except for the last action which is an Attack actionthe action which fires the shot. A catapult for example takes one Use action to load, one Use action to aim, and one Attack action to launch the projectile.

Attack Roll. If anyone who provided one of these actions has proficiency in artillery, add that creature's PB to the attack roll. If multiple contributors are proficient, add the highest PB. You normally don’t add any ability modifier to the attack or damage roll. This attack roll has disadvantage if the target is less than 60 feet away; and as noted in the examples below, some artillery cannot attack a target less than 60 feet away.

Ammunition. Each ranged attack with artillery consumes a piece of ammunition, which itself is a common item costing 1 gold. Your narrator might enable other items, objects, or creatures to be used as ammunition.

Target Size. An artillery attack roll has advantage if the target is a creature or object of Gargantuan size or greater. If the target is Tiny or smaller, the attack roll instead has disadvantage.

Artillery (Example)

The following table is just an example. Your narrator’s campaign might feature different, fewer, or more varieties of artillery.

Size, defense, and HP refers to the stats of the weapon itself. These are detailed in the rules about damaging objects. This assumes the weapon is defended on a chaotic battlefield and subjected primarily to ranged attacks; up close, artillery could possibly be disabled with a single action, such as cutting the rope to a catapult.

"Actions" refers to how many actions must be supplied per shot.

WeaponSizeActionsRangeDamageDefenseHPCost (if available)
BallistaLarge3300/1200 feet3d10 pierce1625400 gold - uncommon
CatapultLarge3100/400 feet (minimum 60)3d10 bash1625400 gold - uncommon
TrebuchetHuge5300/1200 feet (minimum 60)3d12 bash1650400 gold - uncommon
CannonLarge3600/2400 feet5d10 bash20504000 gold - rare
StormcallerHuge3300/1200 feet (minimum 60)5d10 lightning18504000 gold - rare

Catapult, Trebuchet, and Stormcaller. These weapons hurl projectiles in a high arc. Cover only provided protection from their attacks if the target has cover directly overhead.

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