If a catapult stone misses, roll 1d8 to determine where it lands. This determines the misdirection of the throw, with 1 being back toward the catapult and 2 through 8 counting clockwise around the target square. (See the diagram on page 158 of the Player's Handbook.) Then, count 3 squares away from the target square for every range increment of the attack.
Loading a catapult requires a series of full round actions. It takes a DC 10 Strength check to winch the throwing arm down; most catapults have wheels to allow up to two crew members to use the aid another action, assisting the main winch operator. A DC 15 Profession (siege engineer) check loads the catapult ammunition. It takes two full-round actions to reaim a light catapult (multiple crew members can perform these full-round actions in the same round, so it would take a crew of two only 1 round to reaim the catapult).
A light catapult takes up a space 10 feet across.
Ballista: A ballista is essentially a Huge heavy crossbow fixed in place. Its size makes it hard for most creatures to aim it, as described under Weapon Size on page 113 of the Player's Handbook. Thus, a Medium character takes a -4 penalty on attack rolls when using a ballista, and a Small creature takes a -6 penalty. It takes a creature smaller than Large two full-round actions to reload the ballista after firing.
A ballista takes up a space 5 feet across.
Item
|
Cost
|
Damage
|
Critical
|
Range Increment
|
Typical Crew
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Catapult, light
|
550 gp
|
4d6
|
-
|
150 ft. (100 ft. minimum)
|
2
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Ballista
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500 gp
|
3d8
|
19-20
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120 ft.
|
1
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CATAPULT ATTACK MODIFIERS
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|||||
Condition
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Modifier
|
||||
No line of sight to target square
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-6
|
||||
Successive shots (crew can see where most recent misses landed
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Cumulative +2 per previous miss (maximum +10)
|
||||
Successive shots (crew can’t see where most recent misses landed, but
observer is providing feedback)
|
Cumulative +1 per previous miss (maximum +5)
|
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