Howitzer (3.5e Equipment)/Ammo
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< Howitzer (3.5e Equipment)
Revision as of 04:44, 23 March 2019 by Franken Kesey (talk | contribs) (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...")
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).
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.
- 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.
- Air Burst: Deals 4d8 explosive damage damage in a 100’ area, plus 2d8 in a 40’ 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 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.
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