Doing 5 hp damage per tier of of the weapon crew to anyone who enters the zone.Īnother nasty load is caltrops. With maybe powers like " Quick Load!", encounter, re-roll recharge dice of their weapon.įire, hornets nests and other such nasty weapons would leave a zone of fire, poison or other damage until end of the Next round (or longer), equal to the original burst size. The Crew would be minions, except the "weapon captain", who'd always be an artillerist, a trained soldier etc and thus harder to take out. So I'd go DR 5vs AC, and vulnerability 5 vs Fire (dry wood, rope that can easily catch fire, and God help you if you are near a ballistae or mangonel if the rope snaps! Reflex attack or High damage! in burst 1 around wepaon) The siege weapons should be treated like creatures if they are attacked, the bigger ones would have damage resistance versus AC attacks or lot sof hit points at yer prefference. So, in the end, damage is based on level, and affects an area Same principle is why cluster bombs and napalm are used vs infantry, not ruddy great bunker busters. It's much better to splatter 100 orcs with 500 half-bricks, than turn 20 to mush with 15' foot of masonry, lol. You can only kill something ONCE ( ahem, undeath excepted hehe), so only enough damage to kill or maim one orc, is all ye need,! In reality, say on the Fields of Pelenor in the Lord of the Rings cycle, firing ruddy great chunks of entire buildings against orc infantry is stupid! These would increase the burst size 1 step, but reduce the damage down 1 step as well. That is, to hurl lots of smaller stones the size of half-bricks, to hit more victims, as anti-personnel weapons. If you combine that with some nasty type of terrain like Blood Rock or even just hindering terrain so they cna't get way quickly, yikes!įor further variation, catapults could throw the equivalent of "grape shot", rather than one or a few larger rocks. On a castle with well drilled troops, they'd be sighted in on every damn square from long practice, on a battlefield etc it's more likely markers would be left, like a pile of stones painted white on the side only the weapon crew can see. Crews will often use the Ready action to wait until an enemy reaches a square they have previously sighted in on.
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