Ogre:CharacterCodex:Equipment:Weapons:Tactical
Equipment[edit]
This section describe basic equipment you might need in your adventure. More advanced and detailed equipments can be found in the upcoming Equipment Codex.
Weapons[edit]
Tactical[edit]
Description[edit]
Catapult[edit]
- Catapults are siege engines using an arm to hurl a projectile a great distance.
- Because the catapult throws its payload in a high arc, it can hit squares out of its line of sight but doing so incurs a -6 penalty. If the Tactical check succeeds, the catapult stone hits the square the catapult was aimed at, dealing the indicated damage to any object or character in the square. Characters who succeed on a DC 15 Reflex save take half damage. Once a catapult stone hits a square, subsequent shots hit the same square unless the catapult is re-aimed or the wind changes direction or speed.
- 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. Then, count 3 squares away from the target square for every range increment of the attack.
- When re-aiming a catapult, if you have previously seen where the missile landed, you receive a +8 circumstance bonus. If you did not see where the missile landed, you have a +4 circumstance bonus.
- Medium
- Other names: None
- This is a smaller, lighter version of the heavy catapult. It functions as the heavy catapult, except that it takes a DC 10 Tactical check to winch the arm into place, and only two Long actions are required to re-aim the catapult.
- A light catapult takes up a space 10 feet across.
- Heavy
- Other names: Trebuchet
- A heavy catapult is a massive engine capable of throwing rocks or heavy objects with great force.
- Loading a catapult requires a series of 4 Long actions. It takes a DC 15 Tactical 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 Tactical check latches the arm into place, and then another DC 15 Tactical check loads the catapult ammunition. It takes four Long actions to re-aim a heavy catapult (multiple crew members can perform these Long actions in the same time, so it would take a crew of four only 1 Long action to re-aim the catapult).
- A heavy catapult takes up a space 15 feet across.
Crossbow[edit]
- Huge
- Other names: Ballista
- A Huge heavy crossbow fixed in place. It takes a creature smaller than Large a Very Long action to reload the ballista after firing. A ballista takes up a space 5 feet across.
Ram[edit]
- This heavy pole is sometimes suspended from a movable scaffold that allows the crew to swing it back and forth against objects. The character closest to the front of the ram makes a tactical check against the Defense of the construction. In addition to the normal damage, up to nine other characters holding the ram can add their Strength modifier to the ram's damage, if they devote a standard action to doing so. It takes at least one Huge or larger creature, two Large creatures, four Medium-size creatures, or eight Small creatures to swing a ram. (Tiny or smaller creatures can't use a ram.)
- Medium
- Other names: Battering ram
- A medium ram is typically 30 feet long. In a battle, the creatures wielding the ram stand in two adjacent columns of equal length, with the ram between them.
Buying[edit]
Stone Age[edit]
- There are no tactical weapons available for this era.
Bronze/Iron Age[edit]
Name | Price | Find | Weight |
---|---|---|---|
Catapult | |||
Medium | 11 | 19 | 300 lb. |
Crossbow | |||
Huge | 11 | 19 | 300 lb. |
Ram | |||
Heavy | 12 | 18 | 200 lb. |
Middle Ages[edit]
Name | Price | Find | Weight |
---|---|---|---|
Catapult | |||
Medium | 11 | 19 | 300 lb. |
Heavy | 12 | 20 | 500 lb. |
Crossbow | |||
Huge | 11 | 19 | 300 lb. |
Ram | |||
Heavy | 12 | 18 | 200 lb. |
Age of Reason[edit]
Name | Price | Find | Weight |
---|---|---|---|
Canon | |||
Medium | 8 | 16 | 500 lb. |
Heavy | 10 | 19 | 1000 lb. |
Industrial Age[edit]
TBD
Information Age[edit]
TBD
CyberGenetic Age[edit]
TBD
Space Age[edit]
TBD
Energy Age[edit]
TBD
Crafting[edit]
Name | Craft DC | Craft Time | Hardness | Hit Point | Core |
---|---|---|---|---|---|
Catapult | |||||
Medium | 20 | 1 day | 5 | 50 | 15 |
Heavy | 25 | 2 days | 5 | 100 | 20 |
Canon | |||||
Medium | 18 | 8 hr. | 10 | 200 | 30 |
Heavy | 18 | 8 hr. | 10 | 400 | 50 |
Crossbow, Simple | |||||
Huge | 25 | 2 days | 5 | 50 | 15 |
Ram | |||||
Heavy | 15 | 1 day | 5 | 25 | 12 |
Using[edit]
Damage
In this column you'll see the damage dice to use when an opponent is hit by the weapon.
When there is two dices if damage specify in this entry, this mean that this weapon is a double weapon. A double weapon can be used to strike with two different parts of the weapon. Attacking with both parts is considered as using a second weapon.
Damage Type
Weapons are classified according to the type of damage they deal: bludgeoning, piercing, slashing, laser. Some creature may be resistant or immune to attacks from certain types of weapons.
Some weapons deal damage of multiple types. If a weapon is of two types, the damage it deals is not half one type and half another; all of it is both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon.
In other cases, a weapon can deal either of two types of damage. In a situation when the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.
Range
Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative –2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.
Minimum Range
Some tactical weapon cannot be used against opponents that are near them. This is the minimum range an opponent must be in order to be a target
Reload
Time take to reload completely the weapon.
Crew
The number of person needed to operate the tactical device. Only one crew need to have the Tactical Skill. The other can help if they are proficient enough. For each missing crew, you operate with a -4 penalty.
Name | Damage | Damage Type | Range | Min Range | Reload | Crew |
---|---|---|---|---|---|---|
Catapult | ||||||
Medium | 4d6 | Bludgeoning | 150 ft. | - | 2 Long | 2 |
Heavy | 4d6+8 | Bludgeoning | 200 ft. | - | 4 Long | 4 |
Canon | ||||||
Medium | 4d6+8 | Ballistic | 45 ft. | 100 ft. | Very Long | 1 |
Heavy | 4d6+48 | Ballistic | 125 ft. | 100 ft. | Very Long | 1 |
Crossbow | ||||||
Huge | 3d8 | Piercing | 120 ft. | - | 1 | |
Ram | ||||||
Medium | 3d6 | Bludgeoning | - | - | 10 |