Difference between revisions of "Howitzer (3.5e Equipment)/Ammo"

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(Created page with "<onlyinclude>'''{{Anchor|Shell}}''' Howitzers fire artillery shells. A shell has the following dimensions: length 4’, diameter 4” and weight 15lbs; they have 30 HP and har...")
 
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<onlyinclude>'''{{Anchor|Shell}}''' Howitzers fire artillery shells. A shell has the following dimensions: length 4’, diameter 4” and weight 15lbs; they have 30 HP and harness of 10. All shells have a 6 second delay (1 round); thus Reflex saves are made one round after a shell hits a target. Most shells cost 2000gp to make (dirty cost 4000).
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{{3.5e Mundane Weapon
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|weap=Mortar Ammo
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|sme=e
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|ampt=a
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|ulot=t
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|cost=700
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|sdamage=Varies
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|mdamage=Varies
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|weight=15
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|type=Varies
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|hp=20
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|hardness=10}}
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<onlyinclude>'''{{Anchor|Shell}}''' Howitzers fire artillery shells. A shell has the following dimensions: length 4’, diameter 4” and weight 15lbs; they have 30 HP and harness of 10. All shells have a 6 second delay (1 round); thus Reflex saves are made one round after a shell hits a target. Most shells cost 700gp to make (dirty cost 1000).
  
 
An operator can use any of the following shells:
 
An operator can use any of the following shells:
*High Explosive: Does 8d12+8 explosive damage in a 40’ area, plus 4d8 fire damage in a 20’ area. This has no secondary effect.
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*High Explosive: Does 6d10+7 explosive damage in a 40’ area, plus 4d6 fire damage in a 20’ area. This has no secondary effect.
*White Phosphorous: Deals 4d8 explosive damage damage in a 20’ area. This does secondary damage of 6d8+3 fire damage in a 40’ area, for 1d6+1 rounds.
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*White Phosphorous: Deals 4d6 explosive damage damage in a 20’ area. This does secondary damage of 4d10 fire damage in a 40’ area, for 1d6+1 rounds.
*Air Burst: Deals 4d8 explosive damage damage in a 100’ area, plus 2d8 in a 40’ area. This has no secondary effect.
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*Air Burst: Deals 2d10 explosive damage damage in a 60’ area, plus 2d6 in a 20’ area. This has no secondary effect.
*Dirty Bomb: Does 10d12+10 explosive damage in a 100’ area, plus 10d8+5 fire damage in a 40’ area. This has the secondary effect of giving a “dangerous” dose of [[Radiation (3.5e Variant Rule)#Doses|radiation]] to everything in five miles. Unlike other missiles, the secondary damage has no duration (the halflife is beyond normal game play); thus for all intents and purposes the area is permanently irradiated. Unlike other explosives, a successful reflex does nothing against the secondary effects.</onlyinclude>
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*Dirty Bomb: Does 6d10+7 explosive damage in a 60’ area, plus 4d10 fire damage in a 40’ area. This has the secondary effect of giving a “dangerous” dose of [[Radiation (3.5e Variant Rule)#Doses|radiation]] to everything in five miles. Unlike other missiles, the secondary damage has no duration (the half-life is beyond normal game play); thus for all intents and purposes the area is permanently irradiated. Unlike other explosives, a successful reflex does nothing against the secondary effects.</onlyinclude>
 
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{{3.5e Mundane Weapons Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Equipment]] [[Category:Ammunition]] [[Category:Modern]]
 
{{3.5e Mundane Weapons Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Equipment]] [[Category:Ammunition]] [[Category:Modern]]

Latest revision as of 15:36, 25 May 2019

Mortar Ammo

Exotic Two-Handed Ammunition

Cost: 700 gp
Damage (Small): Varies
Damage (Medium)1: Varies
Critical:
Weight2: 15 lbs
Type3: Varies
HP4: 20
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.


Shell Howitzers fire artillery shells. A shell has the following dimensions: length 4’, diameter 4” and weight 15lbs; they have 30 HP and harness of 10. All shells have a 6 second delay (1 round); thus Reflex saves are made one round after a shell hits a target. Most shells cost 700gp to make (dirty cost 1000).

An operator can use any of the following shells:

  • High Explosive: Does 6d10+7 explosive damage in a 40’ area, plus 4d6 fire damage in a 20’ area. This has no secondary effect.
  • White Phosphorous: Deals 4d6 explosive damage damage in a 20’ area. This does secondary damage of 4d10 fire damage in a 40’ area, for 1d6+1 rounds.
  • Air Burst: Deals 2d10 explosive damage damage in a 60’ area, plus 2d6 in a 20’ area. This has no secondary effect.
  • Dirty Bomb: Does 6d10+7 explosive damage in a 60’ area, plus 4d10 fire damage in a 40’ area. This has the secondary effect of giving a “dangerous” dose of radiation to everything in five miles. Unlike other missiles, the secondary damage has no duration (the half-life is beyond normal game play); thus for all intents and purposes the area is permanently irradiated. Unlike other explosives, a successful reflex does nothing against the secondary effects.

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