Weapons in space have followed along the lines of their ground counterparts, and are the descendants of siege machinery and large naval weapons. In addition to the wide variety of personal weapons and magical abilities, there is a collection of catapults, ballistas, trebuchets, and scorpions available to the buyer, as well as a variety of rams. Bombards and other 'cannon' are used, but are not common their effectiveness is doubtful, their powers change from sphere to sphere, and the explosive nature of the phlogiston makes carrying them dangerous at best.
All of the standard ships are capable of carrying a base number of large weapons. The weapons themselves are not included in the cost of the ships these are merely places where the buyer can install weapons without eating up living or cargo spaces. For each weapon added beyond that, some cargo space must be sacrificed. Some weapons count as two or three for this purpose, and these are noted accordingly.
Ships typically have only a single ram, if they have any at all. If the ram is listed with the ship's hull description, then it is an integral part of the ship. Otherwise it must be bought and installed.
Weapons are listed in terms of hit points of damage they inflict (this applies to ship and personal equally in 3E), the rate of fire (in number of shots per round, this assumes a full crew manning the weapon), Base Attack value, range increment, and critical hit multiple. A 1/2 rating for rate of fire means that the weapon fires one shot every two rounds. For every man less than the required minimum manning the weapon, reduce the rate of fire to the next slower level. For example, a medium catapult with a crew of three and a rate of fire of 1/2 would have a rate of fire of 1/3 with a two-man crew and 1/4 with a single man trying to operate the weapon. A weapon cannot fire without at least one crewmember.
Each siege weapon type of siege machinery has what is called Collateral Damage. The first set of number is the chance on the natural attack roll on a D20 for the weapon to cause Collateral Damage, a second roll to hit is required to determine if the ship has taken collateral damage, the second number or range of numbers show the number of collateral damage the ship takes.
Table 73: Siege Weapons
| |
|
|
Range |
|
Base |
|
|
|
| Weapon |
Damage |
Critical |
Increment |
ROF |
Attack |
Crew |
Type |
Cost |
| Ballista, Light |
2d6 |
19-20/x3 |
900 feet |
1/2 |
+3 |
1 |
Piercing |
400 gp |
| Ballista, Medium |
3d6 |
19-20/x3 |
600 feet |
1/3 |
+3 |
2 |
Piercing |
600 gp |
| Ballista, Heavy |
4d6 |
19-20/x3 |
300 feet |
1/4 |
+3 |
4 |
Piercing |
800 gp |
| Ballista, Dual Light |
2d6 |
19-20/x3 |
750 feet |
1/3 |
+1 |
2 |
Piercing |
800 gp |
| Ballista, Dual Med |
3d6 |
19-20/x3 |
450 feet |
1/4 |
+1 |
3 |
Piercing |
1,200 gp |
| Ballista, Dual Heavy |
4d6 |
19-20/x3 |
300 feet |
1/5 |
+1 |
5 |
Piercing |
1,600 gp |
| Bombard |
4d10 |
x3 |
300 feet |
1/3 |
+3 |
3 |
Bludgeoning |
20,000 gp |
| Bombard, Great |
10d10 |
x3 |
600 feet |
1/3 |
+4 |
5 |
Bludgeoning |
60,000 gp |
| Catapult, Light |
2d10 |
x2 |
750 feet |
1/2 |
+3 |
1 |
Bludgeoning |
500 gp |
| Catapult, Medium |
3d10 |
x2 |
600 feet |
1/2 |
+3 |
3 |
Bludgeoning |
700 gp |
| Catapult, Heavy |
4d10 |
x2 |
450 feet |
1/3 |
+3 |
5 |
Bludgeoning |
1,000 gp |
| Gnomish, Sweepers |
2d6 |
x2 |
450 feet |
1/4 |
+1 |
3 |
Slashing |
800 gp |
| Alchemist Fire Proj. |
3d6 |
18-20/x2 |
150 feet |
1/4 |
+3 |
3 |
Fire |
1,000 gp |
| Jettison, light |
2d4 |
x2 |
450 feet |
1/2 |
+3 |
2 |
Bludgeoning |
400 gp |
| Jettison, medium |
3d4 |
x2 |
300 feet |
1/3 |
+3 |
3 |
Bludgeoning |
600 gp |
| Jettison, heavy |
4d4 |
x2 |
150 feet |
1/4 |
+3 |
4 |
Bludgeoning |
800 gp |
Alchemist Fire Projectors, ballistas, catapults, gnomish sweepers, and jettisons for sake of simplicity has the following additional characteristics: 25 hit points, AC 16, 5 hardness and CR 2. All bombards, except he Great Bombard has the following characteristics: 25 hit points, AC 19, 10 hardness and CR 2. The Great Bombard has 50 hit points, AC 16, 10 hardness and CR 8. The AC takes into account that opposing ships firing on weapons and ships has maneuverability (i.e., at least a 10 dexterity score) and the weapons not have any cover or concealment bonus. Reduce the AC by 5 if weapons not have ships maneuverability (i.e., treated as if having 0 dexterity score).
Ballistas: Ballistas include all devices, which throw bolts, javelins, and spears with greater force than possible by human (or inhuman) strength. Most are built along the lines of the crossbow, and are mounted on pivots on the ship's deck to fire at any targets. Ballista has a collateral threat value of 20/1.
Bombards: Also called cannon, these items are very rare in the Known Spheres, for a variety of reasons. They ten to be unreliable, both from the standpoint of being physically untrustworthy and more importantly, because the chemical or magical reactions they depend on sometimes vary from one world to another. Gunpowder may work perfectly inside one shell, only to be inert in another, and is a magical jewelry polish in a third. These differences are often written off as the whims of the gods themselves; to keep mortals in their place, but the results is that bombards are rare. The other reason that bombards is rare is that fire travels poorly through the phlogiston, and many a ship has exploded as the result of a poorly protected powder magazine. If the DM chooses to allow bombards and other cannon to operate in a particular sphere, any critical hit has a 10% chance of igniting the powder magazine, inflicting 2d10 points of damage and 5 feet radius explosion per 10 charges in the magazine. A magazine typically can hold up to 100 charges and if a magazine has 100 charges it will explode for 20d10 points of damage in a 50-foot radius (naturally this damage and radius is tripled in the phlogiston!).
Bombards are fixed in position once mounted, though they can be remounted in 1d4 minutes in a new position.
Bombards use magical smoke powder to function. One shot uses 10 charges of powder. The scarcity of smoke powder (which is a magical substance in fantasy space) makes bombards impractical compared to ballistas and catapults. Bombards has a collateral threat value of 1720/1d3.
Catapults: The general category of catapults is large, stone-throwing devices operated by springs, cranks, or flywheels. Catapults are fixed in position once mounted and can fire only one direction. A catapult firing forward is permitted to fire at any target across its trajectory to a maximum of 10 range increments. All ranges take into account the nature of wildspace and the Flow.
Catapults can be loaded with stone shot instead of large rocks. Stone shots is most effective as an antipersonnel weapon and will not affect a ship as effectively as the damage drops from d10 to d4 (the ship's hardness will prevent much of this damage), but effects all personal within a 10 foot radius of the spot where it hits. Catapults have a collateral threat value of 1920/1d3.
Special: Catapults cannot attack a ships in the same hex or adjoining hex (each hex being 50 yards).
Gnomish Sweepers: The saying goes, there is nothing in the universe that a gnome cannot make more dangerous, and when the small creatures turn their attention to weaponry, most intelligent species (except perhaps the Giff) move to another sector of space. Occasionally, the gnomes come up with an invention that works most of the time, which they then release on an unsuspecting galaxy, usually cheapening the quality in order to bring the price down.
Gnomish sweepers are an example of such a device. Still experimental, they are nothing more than a pair of light ballistas with a common mount so that they can be fired in the same direction at the same time. The two bolts are linked with a heavy chain. The intention of the chain is to be used as an antipersonnel weapon against enemy crews.
Early versions of the sweepers used chains long and thin enough to capture a couple of small sized opponents, but soon worked out the bugs to the point that they could use them against human opponents. The other problem with the sweepers remains uncorrected when the chain strikes something heavy, like a mast, weapon turret, or other piece of deck furniture, chain tangles and is useless.
A gnomish sweeper affects all targets in a 10-foot square. It will continue on into the next 10 foot square away from the ship firing it unless it meets with large, unmovable object, which cause it to drop to the deck. In addition, every target within the 10-foot square is forced to make a Reflex save (DC 20) to remain standing, the same as if a Ship Shaken critical hit had occurred.
The gnomish sweeper does not inflict hull damage but can be used as a duel light ballista in a crunch, with the same requirements for crew and reload time as a duel light ballista (the weapon does not fire unless both bolts are loaded).
The gnomish sweeper's use as a weapon can be argued by military sage, but it should be noted that after an initial outpouring that saw most gnomish ships carrying a sweeper, practically no new gnomish ships carry the weapons. Gnomish sweeper has a collateral threat value of 20/1.
Alchemist Fire Projectors: These devices shoot a thin stream of flaming, explosive liquid. Though they can be devastating in combat, like bombards they are not popular with ships that cross between the spheres because of the flammability of the Flow. In fact, alchemist fire projectors are recipes for disaster in the phlogiston. They are popular, however among crews that do not leave their spheres.
Alchemist fire projectors are only effective when two ships are close enough to share a common air envelope, as the alchemical substance will be snuffed out if it passes into any hex that does not have an air envelope.
Projectors affect the target and all others within a 5-foot radius delivering 3d6 hit points of damage. On the following round the targets takes an additional 3d6 hit points of damage. Targets can take a full round action to attempt to extinguish the flames before taking this additional damage. It takes a successful Reflex saving throw (DC 15) to extinguish the flames. Rolling on the ground allows the character a +2 bonus. Leaping into a body of water that has sufficient volume to be fully submerged or magically extinguishing the flames automatically smothers the flames.
Ships carrying alchemist fire projectors are more vulnerable to critical hits, and ships attacking them increase the critical hit threat range by one to determine whether a critical hit has occurred. For example, a medium catapult has a critical hit threat range of 20. Against a ship carrying an alchemist fire projector, this critical hit threat range is 1920.
Alchemist fire projectors start fires where they hit, even on stone and treated wood: flammable materials nearby will catch fire and feed the flames. (See fire in the next chapter). Alchemist fire projectors have a collateral threat value of 1720/1d2 plus fire.
Jettisons: A jettison consists of a series of small catapults loaded with stones, trash, debris, iron spikes, and garbage, and used as an anti-personnel weapon to clear the enemy's decks. Any type of catapult can be converted into a jettison of the same size by loading it with small rocks instead of a single stone. A jettison, however cannot be converted into a catapult.
Jettisons are mounted in place and cannot be moved. When fired, they hit a spot on the ship and may affect every target within the weapons radius (make a separate attack roll for every potential target). Feats such as deflect arrow allows Reflex save (DC 20 + base attack of jettison) to avoid damage form jettison. Catapults have a collateral threat value of 20/1. The radius is dependent on the size of the jettison with light jettison have a 5 foot radius, medium having a 10 foot radius, and heavy having 15 foot radius.
Many spelljammers use catapults as temporary jettisons when they need to. Often jettisons are mounted at the rear of ships to deter pursuers.
A jettison can be fired at an empty hex. This automatically sets up a field of debris in that hex (see Combat).
Rams: The effects of ramming are covered in combat. They depend on the relative sizes of the ship doing the ramming and its target. There are several different types of rams, however. Rams are very deadly and have a collateral threat value of 1720/1d4.
Piercing Ram: A piercing ram is a long, sharp prow used to break open and break apart an enemy ship. An attack with a piercing ram can sometimes result in the two ships being locked together.
Blunt Ram: This is a flattened ram designed to inflict internal damage by shaking up the smaller ship. It can also break up other ships, but there is no change the ships will become locked together after ramming.
Grappling Ram: The grappling ram incorporates one or more movable arms which attach themselves to an opponent's ship after ramming, locking the ships together, very useful during boarding situations. A grappling ram can also inflict damage on smaller ships.
Turrets: A turret is a rotating platform. Weapons mounted on turrets can be turned to face different targets quickly. For example, a heavy catapult mounted on a turret can be swung to attack any ship in a 360-degree range.
Turrets can also provide partial cover for the crew. Protected turrets are available at double the initial cost, and provide 50% cover (+4 AC cover bonus, and +2 Reflex cover bonus) to the crew manning that heavy weapon. Small weapons can be moved easily without a turret, but they can benefit from the cover a turret provides. A turret is typically made of metal (hardness 10, 30 hit points) ½ inch thick.
Hull Armor: All ship's hulls come with a stand AC and Hit Points, determined by the ship's shape and construction. Plating a ship can increase a ships armor class. And thickening the hull can increase its hit points. One can also build a new ship of similar design with stronger materials!
Metal Plating: Also called barding, plating a ship consist of covering it in metal plates or scales. This protection gives the ship a +2 armor bonus, but the Maneuverability Class is reduced by one step. This only works when covering ships that are made of material with hardness less than that of metal. The metal plating is 1/8 of an inch in thickness.
Hide Plating: Much like metal plating, this type of plating only works if the creatures hide covering the ship has naturally better armor then what the ship is made of. This protects the ship as follows: ship gains a +1 AC bonus. This armor cost 20 gp per CR value of creature that the hide was taken from. The number of hides it takes to cover 1 ton of ship depends on the size of creature. It takes the following number of creature hides to cover 1 ton: 64 tiny, 32 small, 16 medium, 8 large, 4 huge, 2 gargantuan, and 1 for a colossal sized hide. (Some colossal creature may cover up to 2 tons!).
Improved Maneuverability: Each ship has a maneuverability rating determined by the shape of the ship's hull and such standard features as sails, balloons, oars, outriggers, and other physical accoutrements that can help shape the helmsman's spelljamming abilities. A ship owner can add to these existing features to improve his ship's dexterity and handling. This additional maneuvering equipment is called rigging, and requires both an addition of manpower and cost.
Rigging: All spelljammers have rigging of some sort. Rigging a ship beyond its standard results in an increase in the ship's maneuverability class (chapter 8: combat shearing attack and Chapter six: ship modification Sails).
Rigging is many things, but never subtle. A nautiloid with additional steering oars or a Shou Lung dragon ship with multiple sails will attract attention and enemies will know (if they are familiar with the hull) whether a ship is full rigged. Such ships are referred to as being topped out.
Alchemist Fire: Alchemist fire is a sticky, adhesive substance. It usually is stored in stone or ceramic jugs, each jug containing enough alchemist fire for one shot. Loaded into an alchemist fire projector and lit, it fires a stream of flame, which can set almost any target ablaze. No one has yet refined it to the point where a hand-held projector is feasible.
Alchemist fire is always flammable. If a cask is opened and comes in contact with fire, it will explode automatically, causing 3d6 hit points of damage to everyone within a 5-foot radius, and causing additional damage next round as if the alchemist fire landed in that exact same spot. Any other alchemist fire containers exposed to this explosion will also explode with identical results unless their containers withstand the damage. Exploding alchemist fire also causes a fire in the hold.
The largest gnomish ship ever built so far as is known the Dreadnever, was destroyed in this fashion when improperly stored alchemist fire was touched off in the ship's magazine. The captain's last recorded words were It's awful dark in here)
Ballista Bolts: A ballista bolt is a large arrow used in all the standard ballistas. A standard ballista bolt will fit a light, medium, or heavy ballista. The difference in damage is caused by the power of the ballista's mechanism.
Catapult Stones: Unlike ballista bolts, three types of catapults stones are available, one for each type of catapult: light, medium, and heavy. Only the proper sort of stone is really useful in each type of catapult. A copper-pinching captain can use any type of similarly sized and readily available rock to inflict similar damage, and some combats have involved tossing tables, dead bodies, cows, and other items through space as shot.
Stone shot and Jettison shot: A bundle of stone shot or jettison shot can fit any catapult or jettison. Usually this type of shot is stored as packages of rocks in thick bags, which burst when fired. Almost any sort of stuff can be substituted in an emergency.
Bombard Shot: Two types of shot are used in bombards: large, round stones and cast iron cannonballs. Using the latter increases the bombard's damage against a ship but not against crewmembers. (Stone shot often breaks up on impact, scattering sharp fragments, while iron is less likely to do so.) Bombards using iron shot have a +2 circumstance modifier to hit.
Table 74: Grenade-Like Weapons and Exotic Weapons
| Grenade-Like Weapons |
Blast |
Range |
|
|
|
| Weapon |
Cost |
Damage |
Radius |
Increment |
Weight |
Type |
| Grenade |
|
|
|
|
|
|
| Bomb |
150 gp |
2d8 |
5 feet |
10 ft. |
1 lb. |
Fire |
| Smokebomb |
70 gp |
Smoke |
20 feet |
10 ft. |
1 lb. |
Obscurement |
| Exotic Weapons Firearms |
Range |
|
|
|
| Weapon |
Cost |
Damage |
Critical |
Increment |
Weight |
Type |
Charge |
| Small |
|
|
|
|
|
|
|
| Pug Barrel Pistol |
200 gp |
1d8 |
1620/x3 |
10 ft. |
3 lb. |
Piercing |
1 |
| Wheel Lock Pistol |
625 gp |
1d10 |
1820/x3 |
30 ft. |
5 lb. |
Piercing |
1 |
| Medium-sized |
|
|
|
|
|
|
|
| Arquebus |
300 gp |
2d8 |
1920/x3 |
50 ft. |
10 lb. |
Piercing |
1 |
| Blunderbuss |
300 gp |
1d12 |
x2 |
10 ft. |
12 lb. |
Piercing |
1 |
| Caviler |
275 gp |
2d6 |
1820/x3 |
40 ft. |
11 lb. |
Piercing |
1 |
| Large |
|
|
|
|
|
|
|
| Musket |
500 gp |
3d6 |
x3 |
150 ft. |
20 lb. |
Piercing |
2 |
Charge: For most guns this indicates the number of smoke/gunpowder charges required to fire the gun.
Misfire: All firearms misfire on a natural 1 or 2 on an attack roll. Roll d%. If the result is 01-03 firearm explodes causing 1d8 hit points of damage (the firearm in question is destroyed as well), 04-20 the barrel becomes fouled, takes 30 minutes of cleaning the firearm before the weapon can be used again, 21-45 The fire mechanism jams and requires 1d4 full rounds to clear the jam, 46-67 smoke powder lacks power, the shot is fired but has a range increment of 2 feet and the bullet does only 1d2 hit points of damage, 68-77 fire mechanism fails to produce a spark, the firearm does not fire, but can be fired next round without having to reload, 78-87 smoke powder failed to ignite, the firearm does not fire, but can be fired next round without having to reload, 88-97 magical misfire, the smoke powder causes a minor magical effect (such as the bullet being disintegrated, or smoke comes out of the barrel and attacks the possessor for 1d3 hit point before dissipating, DM creativity is encouraged), 98-00 firearm fires as normal but with bullet enhanced with a minor magical effect (bullet does 1d3 extra damage after it hits opponent as it turns into a grub and burrows further into the flesh of the opponent, DM creativity is encouraged), due to the fact that the misfire occurred on a natural 1 or 2 it is likely that the target of the attack was not struck. Minor magical effects would be equal to cantrips and orisons.
Multiple Firearm Attacks: Characters can fire multiple firearms per round only if they have multiple attacks due to high BAB, possesses the quick draw feat, and has several firearms ready to fire.
Reloading: Reloading a firearm takes two full round actions, and provokes attacks of opportunity. The process involves pouring smoke powder down the barrel and the lead shot rammed home.
Two-Pistols Fighting: If the character wishes to fire two pistols at once, they are not treated as light weapons (because of recoil). Other weapons can never be fired one-handed.
Your DM may disallow some or all firearm weapons and you must check with him before you purchase a firearm weapon to find out if he is allowing such in his campaign. High strength modifiers never affect attack or damage from firearms (that is unless you use your firearm as a club).
Arquebus: An arquebus is an early form of the musket that requires to two hands to use effectively (that is unless you are large size), and almost as dangerous to its user as it is to the target. To use an arquebus, you must have a supply of powder and shot and a piece of slow-burning match or cord. These items may or may not be commonly available. (Powder is treated as a magical item in these rules.) Reloading of the Arquebus requires two full round actions that provoke attacks of opportunity.
Blunderbuss: A variation of the arquebus with a wide bore and a trumpet-like barrel, like the arquebus this weapon requires two hands to use effectively. It has very poor range, but has two advantages: it can fire stones, pellets, iron shot, or anything else that fits down its gullet, and it can hit several targets simultaneously. The blunderbuss fires a cone of shrapnel that is 15 feet across at first range increment, 30 feet across at second range increment, and 45 feet across at third range increment. Every potential target must be fired on within that area, whether friend or foe, and takes the damage if hit. Any critical rolled only apply to the target that was hit. The blunderbuss causes not appreciable damage beyond 30 feet. Reloading of the Blunderbuss requires two full round actions that provoke attacks of opportunity.
Caviler: A lighter form of arquebus that requires to two hands to use effectively (that is unless you are large size), which inflicts less damage but is greater chance of gaining a critical hit. The caviler takes two hands to fire, but can be fired form hours horse back at no penalty. Reloading of the Caviler requires three full round actions that provoke attacks of opportunity.
Musket: A heavier, more powerful version of the arquebus that requires to two hands to use effectively (that is unless you are large size), which requires a support to fire correctly. This support is a Y-shaped pole jammed into the ground, upon which the barrel rests. Resting the barrel on some other support (rocks, for example) results in a 2 penalty to hit. Firing it without any support results in a 4 penalty to hit. These penalties do not affect the chance of misfire (large creatures may fire without any support with a 2 penalty and any support allows a large creature to fire with penalty).
Pug Barrel Pistol: This small short barreled pistol with a large bore, is often used a hidden back up weapon. It is most effective at close range. While it has short range and low damage it also has the largest critical hit range. Reloading of the pug barrel pistol requires a full round action that provoke attacks of opportunity.
Wheel Lock Pistol: The wheel lock is the furthest advancement of gunpowder technology, a further development of the arquebus. Reloading of the wheel lock Pistol requires two full round actions that provoke attacks of opportunity.
Pistols: If the character wishes to fire two pistols at once, they are not treated as light weapons (because of recoil). Other weapons can never be fired one-handed.
Bullets: These large, round, lead bullets are sold in bags of 10 for 3 gp. The bag has negligible weight, but 10 lead bullets weight 2 pounds.
Smoke Powder: This wondrous substance is similar, though not identical, to gunpowder. It is extremely scarce and, due to its volatile nature, dangerous to fabricate. Smoke powder will be available in a campaign only if the DM allows it. If the DM doesn't want it in the campaign, it simply doesn't exist.
Smoke powder is commonly found divided into two separate components--one, a steely-blue granular substance, the other, a fine white powder. Alone, each component is inert and harmless. However, when equal portions of the two are mixed together, the smoke powder is complete and dangerous.
When touched by a flame, the mixed powder explodes with great force, noise, and smoke. The size and force of the explosion varies according to the amount of smoke powder used. A small, measured amount (a spoonful of each component) causes 1d2 points of damage. Such an amount is sufficient for a large firecracker or a single charge of an arquebus (if these optional weapons exist in the campaign). Increasing the amount increases the damage proportionally--doubling causes 2d2 points of damage, tripling causes 3d2, and so on.
An explosion capable of causing 10 points of damage (5 charges) have a 5-foot radius and those capable of 30 points of damage (15 charges) have a 10-foot radius. Blasts capable of causing 50 or more points of damage (25 or more charges) have a radius of 15 feet, and affect items and fortifications as would a giant's blow.
When discovered, a pouch of smoke powder contains 3d6 charges. Charges from several pouches of smoke powder can be combined to create bigger, more damaging explosions. A single charge of smoke powder weights one ounce and 16 charges are 1 pound, and smoke powder is often sold in kegs and in water resistant powder horns. Small kegs have 15-pound capacity and 20 pounds total weight, and cost 6,000 gp (this assumes it is full to the brim with 240 charges)! Powder horns have 2-pound capacity and total weight, and cost 800 gp (this assumes it is full to the brim with 32 charges) for a full powder horn.
Caster Level: 9th;
Prerequisite: Craft Wondrous Item, 9+ ranks of Alchemy;
Market Price: 25 gp;
Weight: 1 pound per 16 charges.
Grenade Like Weapons
These explosive weapons require no proficiency to use, like other grenade like weapons, and are ranged touch attacks. A direct hit with an explosive grenade like weapons means that the weapon has hit the creature it was aimed at and everyone within the blast radius, including that creature, takes the indicated damage. A miss requires a roll for deviation as for regular grenade like weapons, but rather than dealing splash damage to all creatures within 5 feet, the weapon deals the same damage to all creatures with the blast radius of where it actually lands.
Bomb: This round smoke powder bomb must be lit before it is thrown. Lighting the bomb is a standard action. The explosive deals 3d6 points of fire damage. Those caught within the blast radius can make a Reflex save (DC 20) to take half damage.
Smoke bomb: This cylindrical bomb must be lit before it is thrown. Lighting it is a standard action. One round after it is lit, this non-damaging explosive emits a cloud of smoke in a 20-foot radius that persists in still conditions for 1d3+6 rounds and in windy conditions for 1d3+1 rounds. Visibility within the smoke is limited to 2 feet. Everything within the cloud has 90% concealment.
Table 75: Exotic Melee and Ranged Weapons
| Exotic Weapons Melee |
Range |
|
|
| Weapon |
Cost |
Damage |
Critical |
Increment |
Weight |
Type** |
| Small |
|
|
|
|
|
|
| Blade boot |
15 gp |
1d4 |
19-20/x2 |
|
1 lb. |
Piercing |
| Claw bracer |
30 gp |
1d4 |
19-20/x2 |
|
2 lb. |
Piercing |
| Gunsen |
4 gp |
1d3 |
x2 |
|
1 lb. |
Bludgeoning |
| Medium-Sized |
|
|
|
|
|
|
| Khopesh |
20 gp |
1d8 |
19-20/x2 |
|
12 lb. |
Slashing |
| Scourge |
20 gp |
1d8 |
x2 |
|
2 lb. |
Slashing |
| Large |
|
|
|
|
|
|
| Mancatcher |
30 gp |
1d4§ |
x2 |
|
8 lb. |
Bludgeoning |
| Scimitar, great |
50 gp |
2d6 |
18-20/x2 |
|
16 lb. |
Slashing |
| Exotic Weapons Ranged |
Range |
|
|
| Weapon |
Cost |
Damage |
Critical |
Increment |
Weight |
Type** |
| Small |
|
|
|
|
|
|
| Bolas |
10 gp |
1d6* |
x2 |
10 ft. |
3 lb. |
Bludgeoning |
| Bolas, barbed |
20 gp |
1d6 |
x2 |
10 ft. |
4 lb. |
Piercing |
| Boomerang a |
20 gp |
1d4* |
x2 |
20 ft. |
2 lb. |
Bludgeoning |
| Chakram |
15 gp |
1d4 |
x3 |
30 ft. |
2 lb. |
Slashing |
| Medium-Sized |
|
|
|
|
|
|
| Jungle Throwing Knife |
5 gp |
2d4 |
x3 |
10 ft. |
4 lb. |
Piercing and Slashing |
| Simple Weapons Melee |
Range |
|
|
| Weapon |
Cost |
Damage |
Critical |
Increment |
Weight |
Type** |
| Small |
|
|
|
|
|
|
| Belaying Pin |
2 cp |
1d3 |
x2 |
|
2 lb. |
Bludgeoning |
| Bottle b |
|
1d3 |
x2 |
10 ft. |
2 lb. |
Bludgeoning & Slashing |
| Gaff/hook |
2 gp |
1d4 |
x2 |
|
2 lb. |
Piercing |
| Medium-Sized |
|
|
|
|
|
|
| Grappling Hook |
5 gp |
1d4 |
x2 |
10 ft. |
3 lb. |
Bludgeoning & Piercing |
| Melee Weapons Melee |
Range |
|
|
| Weapon |
Cost |
Damage |
Critical |
Increment |
Weight |
Type** |
| Small-Sized |
|
|
|
|
|
|
| Cutlass |
15 gp |
1d6 |
19-20/x2 |
|
3 lb. |
Slashing & Piercing |
| Medium-Sized |
|
|
|
|
|
|
| Machete |
8 gp |
1d8 |
19-20/x2 |
|
5 lb. |
Slashing |
| Sabre |
20 gp |
1d8 |
19-20/x2 |
|
4 lb. |
Slashing & Piercing |
| Large-Sized |
|
|
|
|
|
|
| Maul |
15 gp |
1d10 |
x3 |
|
20 lb. |
Bludgeoning |
a The boomerang returns only if it was thrown by a proficient user and misses its target.
b For the bottle and the vial, any hit breaks the item unless a successful saving throw vs. normal blow is rolled. If a bottle is broken, it can then be used as a knife.
Belaying Pin:This is a weapon of convenience for sailors of any campaign. Belaying pins are used to secure the lines of a ship's rigging, and there's always one nearby on the deck of a ship.
Blade Boot: Custom fitted to the wearer's own boot, this device consists of a sturdy sole assembly concealing a spring-loaded dagger. The buyer can simply add one blade to either of his boots at the given cost, or buy a matching set for double the cost.
The wearer's movement is not impaired when the blades are retracted. With one or both blades extended, the wearer cannot run or charge. A monk using the blade attacks as if unarmed. The weapon finesse feat can be applied to blade boots.
Note: A character wearing blade boots gains a +4 circumstance bonus on Escape Artist checks made to escape from rope bonds.
It takes a character trained in both Craft (Cobbling) and Craft (weaponsmithing) to make blade boots. The Craft DC is 20 to refit an existing boot with a blade, or 15 to make a new pair. Refitting a boot takes about a day of work, it the blade and materials are on hand. Making a new pair of blade boots requires about a week.
Bolas: A bolas is a set of three weighted balls connected by leather cords. To attack, you whirl the bolas in a circle over your head and then fling it at a target. The bolas connect with your opponent with a successful ranged touch attack; disregard any armor, shield, or natural armor bonus of the target.
A character struck by bolas must make a Reflex save (with a DC equal to the attack roll of the bola's wielder). If the saving throw fails, the target takes subdual damage and is considered pinned. (See "Grapple" in Chapter 8: Combat of the Player's Handbook for more information.) The bolas can pin only a Tiny, Small, or Medium size target.
To escape the bolas, the pinned character must either breaks out (Strength check, DC 20), wriggle free (Escape Artist check, DC 20), or cut (or be cut) loose (5 hp and only slashing weapons do damage).
Regardless of the method, escaping is a full round action. (Remember that a target can use the take 10 or take 20 actions to escape if the situation allows.)
If the saving throw succeeds, the target suffers normal damage but is not pinned.
Bolas, Barbed:The barbed bolas is similar to a normal bolas, except that its weighted balls are studded with hooked barbs.
The barbed bolas functions identically to the bolas except that its damage is not subdual damage. In addition, on any failed attempt to break or wriggle free, the grappled character takes additional 1d4 points of damage.
Boomerang: The boomerang is a curved throwing stick that will return to its thrower on a miss. To catch a returning boomerang, the character must make an attack roll (as if he were throwing the boomerang) and hit AC 10. Failure indicates that the boomerang lands 10 feet away from the thrower in a random direction.
Bottle: Bottles are found in taverns and alehouses all over the world. Each time a bottle hits, it must roll a successful saving throw vs. normal blow or break. A broken bottle can be wielded as if it were a knife.
Chakram: The chakram is a throwing quoit or disk with a sharpened outer edge, about a foot in diameter. It is thrown frisbee-style, with a rapid spin.
Claw Bracers: Popular with sorcerers and wizards of the Cult of the Dragon, a claw bracer is a metal armband with three steel claws projecting from the top, extending about 4 inches beyond the tip of the wearer's extending fingers. The wearer can cast spells normally while wearing the bracer, and cannot be disarmed. Many claw bracers are magic weapons.
Cutlass: The cutlass is a heavy, slightly curved, single-edged blade of medium length. It was popular with sailors and marines for hundreds of years. Its heavy basket hilt gives the wearer a +2 circumstance bonus on any checks to resist being disarmed.
Gaff/hook: The gaff is a short, T-handled hook used to boat fish or handle heavy crates. For 5 gp, a hook can be attached in place of a missing hand, which provides a character with a weapon that cannot be disarmed.
Grappling Hooks: Grappling hooks are often used at sea and in sieges. Usually, they are made from three or four iron hooks welded together and a sturdy length of rope. Grapples can be thrown 50 feet horizontally plus/minus 10 feet per strength modifier or 30 feet vertically plus/minus 6 feet per Strength modifier. Although grapples aren't intended for personal combat, a creative character can improvise a number of pull/trip maneuvers with a grapple and length of rope.
Gunsen: This deceptive weapon resembles an oriental fan. It is both a parrying device (bonus of +1 AC directed against one attack) and an effective bludgeon. The paper fan contained in a gunsen is used to distract and confuse an opponent, and is often decorated with beautiful designs.
Jungle Throwing Knife: These weapons were not really knives as commonly envisioned; they had complex blades with two or more edged or pointed protrusions. Because of their size and extravagant shapes, they might just as well be called throwing axes. Such weapons are used on the Dark Continent, notably by the Yuan-ti.
Unlike most hurled weapons, jungle throwing knives were often thrown along a horizontal plane as well as a vertical one. Because of their size and form, these weapons inflicted more damage than most hurled weapons. Their multiple-edged branches increased their chances of hitting an opponent, and they were even known to bounce over or around shields to strike an enemy. Thus, they have + 1 circumstance bonus to hit when hurled.
Khopesh: The khopesh looks like a normal longsword whose blade suddenly turns sickle shaped about a foot from the hilt. It is heavy and awkward to use without a lot of training. You can use the khopesh to make trip attacks due to its hook-like blade.
Machete: Many cultures regard the machete as a tool, and some cultures as a weapon of war. It consists of a short, heavy, slightly curved blade designed for slashing. Many varieties of tribal swords or fighting knives fall into the category of machetes, and may be elaborately decorated blades of superior construction and balance. In eastern lands, these blades are known as parangs.
Maul: The maul is simply a two-handed war hammer of enormous size. It is favored by the dwarves.
Mancatcher: City guards and others who prefer to capture their opponents unharmed use the mancatcher. A wielder who hits a Small or Medium size opponent with a mancatcher can immediately initiate a grapple (as a free action) without provoking an attack of opportunity. (See "Grapple" in Chapter 8: Combat of the Player's Handbook for more information.)
In addition to the normal options available to a grappler, the wielder of a mancatcher can attempt to pull his target to the ground (the equivalent of a trip attack though no roll is necessary.)
The mancatcher has reach and cannot be used against adjacent opponents.
It is rumored that the strange subterranean race known as the kuo toa have a larger, more dangerous version of this weapon called a pincer staff.
Sabre. The sabre is a duelist's weapon and is slightly curved slashing blade of medium length. The sabre had one of the longest periods of service of any sword; they appeared in Europe during the 11th century, and were still considered standard issue for cavalrymen at the beginning of the 20th century. You gain a +1 circumstance bonus on your attack rolls when you use a sabre while mounted.
Scimitar, Great: The great scimitar is common to Arabian style settings and is often wielded by strong humanoid creatures (such as orcs).
Scourge: A scourge is a multi-tailed, barbed whip. The scourge is often dipped in a poison delivered via a injury (such as large scorpion venom). With a scourge, you get a +2 bonus on your opposed attack roll when attempting to disarm an enemy (including the roll to avoid being disarmed if you fail to disarm your enemy).
You can also use this weapon to make trip attacks. If you are tripping during your own trip attack, you can drop the scourge to avoid being tripped.
Other Spelljamming Equipment
There are a few other items that may be useful to the star voyager in his travels, some magical, some not.
Anchors/Tethers:Anchors are used to moor a ship to a larger body such as an asteroid or tie together tow ships. Anchors and tethers are also used at space docks to secure ships and keep them from drifting off in difficult situations. In general, a larger ship will generally require a larger anchor, but for very large ships, multiple tethers/anchors serve the purpose as well as a single large anchor. They are not necessary for ships that can only land on soil, or for those that can never land. (On those special spelljamming ships, anchors are usually attached anyway, but for aesthetics alone). In wildspace, dropping an anchor will not reduce the ship's MC, AC, or TM.
Belaying Pin: These short rods of metal or wood are wedged into the railing of a ship to secure the lines from the booms and sails. These sails must be firmly anchored in place to properly catch the currents of wildspace and the phlogiston. Wooden belaying pins cost two copper pieces each, while metal ones cost 2 silver pieces each.
Bells: Bells are used to summon the crew from meal breaks, shift changes, sleep period endings, or crew meetings. Ships typically have up to six bells. They are all controlled from the navigator's, captain's, or the helmsman's chamber. Below, a list of bells is given with the standard meaning:
1 Bell: Shift change, Sleep period end.
2 Bells: Meals are being served.
3 Bells: Meeting on the main deck.
Constant: Planet Ho! Sphere Ho! Intruder Alert!
Boarding Planks: These removable wooden platforms are commonly used during boarding actions. Instead of swinging to the enemy ship using ropes and lines. These planks are laid across the ships' railing to form a makeshift bridge. The crew then boards the enemy craft on them to do battle.
If the ships move too far apart, the boarding planks all back to the gravity well of the attacking ship. Boarding planks are 5 feet wide and 30 feet long, and can support 1,000 pounds each. Stronger ones are available, with special hooks and grapples (grappling bridges) but cost up to ten times more.
Booms, Sail: Booms are long spars extending from the masts to secure the bottom of the sail. Without the bracing provided by this wooden spar, the sail would flap uselessly. Sail booms cost depends upon their size. Metal booms are also available, but may require an additional crewmember to man. They cost ten times as much as their wooden counterparts.
Buttons: These are needed for sailor's clothing, especially, those made of sailcloth. When sails are worn, ripped, or otherwise rendered useless, crewmembers are generally allowed to cut the fabric into pant and shirt material. This material, too strong for normal sewing methods, is usually held together by snaps, rivets, or buttons.
Canvas: Canvas is the main material used in the construction of sails. When its life as a sail (whether sea or space) is over, the canvas is often used as clothing. This worn and comfortable material is often a prized possession, sought after by crewmen and port tailors.
The material is sized and riveted to the specifications of the wearer. Commonly, the ship's carpenter tailors the clothing when he has time. The carpenter tends to make 10 sp for each pair of pants, and 8 silver pieces per shirt. The cloth normally fits snugly, allowing the character to perform duties comfortably. (Some unpopular ship captains sell their worn sails to port tailors for 1 sp per square yard instead of giving them to their crew.)
Crow's Nest: The crow's nest is a small basket built near the top of the mainmast. Here, a crew member can stand and look about for land (when traveling on water), crystal spheres, planets, and other ships. If someone is up in the crow's nest, it is harder to sneak up on a craft (a circumstance bonus of +2 to spot checks).
A crow's nest can be placed on the bottom of the vessel as well. This, however, limits the crafts ability to land. (Landing on the ground would surely crush the nest, and anyone inside it!)
Grappling Hook: Grappling hooks are very effective when used to grapple (or pull) two ships together. They are useful in boarding enemy ships or in rigging a tow. The following rules can be used for individual characters using grappling hooks.
A grappling hook requires a move equivalent action to real in 10 feet of rope, which the grappling hook is attached to. A grappling hook has 20 feet range increment.
If the attack roll is a 20 when trying to grapple a ship, the player rolls again and rolls a natural 20 a randomly determined crew member aboard the enemy craft suffers 1d6 points of damage, and the character must pull the grappling hook back and try again to grapple the ship (or wall or other object). Any other critical hit result is ignored.
Ladder: Ladders are commonly used to board ships whether they are landing on water or land. Without ladders, it would take a great deal of time to scale the mainmast to enter the crow's nest.
Life Boats: Lifeboats are hard-shelled vehicles designed for one purpose: to bring the occupants relatively safely to the surface of a planet or a rescue ship. The lifeboat falls toward the nearest gravity well (using a lifeboat close to a star can have nasty results). The lifeboat descends according to the rules listed for landing, but may only land. Once landed, it will never fly again.
A lifeboat takes up as much tonnage as one-half the number of people it can carry. A large lifeboat occupies 10 tons of cargo space (including jettisons for launching). Collapsible versions shrink this requirement to 1 ton of storage, but collapsible lifeboats require 2d4 rounds of setup before they can be launched. Collapsible versions cost three times the listed price.
Life Preserver: Life preservers are round floatation devices used to rescue a comrade who has fallen overboard. The basic cost of the item does not include a rope, which must be attached before the preserver can be used.
In wildspace, the preserver is thrown out into the gravity plane of the ship, where it falls up and down across the gravity plane until it is caught by the crewmember that has fallen overboard or comes to rest on the plane. The rescued person can then be pulled toward the ship, where he can grab netting, a ladder, or some other support. Some ships, especially those that see heavy battle; have been seen with several dozen life preservers.
Map Case: Map cases are cylinders of bone, ivory, or leather that can hold up to two rolled maps or similar papers. Once sealed inside, the papers are immune to water damage and take no damage from special attacks as long as the map case survives.
Mooring Bits: Mooring bits are very similar to belaying pins in function. Mooring bits, however, are used to secure a ship to a dock. A ship needs one mooring bit for every 25 tons (or portion thereof) of displacement. For example, the Hammership, a 60-ton ship, requires three mooring bits. Without the required number of mooring bits, the ship cannot be securely fastened to the dock. For example, in a storm, the ship will take 0-2 hit points for every 10 minutes per mooring bit missing.
Netting: Ships with large, open decks are often covered with thick, twisted ropes bound into a net. These nets serve to protect the crew partially from catapult fire and boarding from other ships. Attacks coming from above must destroy the nets first before hitting crewmembers. Each section of netting is 5 feet square and 50 hit points to destroy. Netting reduces damage from catapults by providing damage reduction 5/ . Typically a heavy catapult will destroy a 5 feet square section of netting (other catapult type may require more then one volley to destroy the netting, but most volleys will at least make a hole in netting to allow a man-sized creature to pass thru netting). Against small arrow fire the netting provides at best one-quarter concealment bonus (10% chance to miss).
In boarding actions, boarders must cut through the netting before they can attack the enemy crew. Netting can be cut the same as grappling lines; it takes 10 hit points minimum to create hole in the net for a medium sized creature to walk thru. Defenders under the netting can attack boarders above the netting if the defenders are armed with piercing weapons. The netting is composed of 120150 feet of standard rope ¾ inch thick.
Peg Leg: Now more novelty items than anything else, peg legs were originally designed to replace a leg lost to accident or misadventure. Different sizes are available, but they all generally cost the same, depending upon the manufacturing material used. Only characters too poor or weak to bargain for a clerical regeneration spell resort to these devices.
Rope, Nautical (Hawser): Rope serves two general purposes on a ship. The hawser is a rope of great size and strength used for mooring and tethering. Hawsers are very rough and can cause bleeding and blistering of the palms even after a few short minutes of use. Twice pentad-braided for the greatest possible raw strength, almost nothing will break them. This rope has 5 hit points per inch of diameter. Hawsers can be purchased in lengths up to 1,000 feet. The raw weight of the rope is given in parenthesis.
| |
Diameter |
50 feet length |
100 feet length |
| Thin |
2 inches |
8 gp (140 lbs.) |
15 gp (280 lbs.) |
| Average |
3 inches |
15 gp (320 lbs.) |
30 gp (640 lbs.) |
| Thick |
4 inches |
30 gp (570 lbs.) |
60 gp (1,140 lbs.) |
Rope, Standard: The standard hemp rope is also available. Constructed from high quality, tightly wound hemp, these are shaved to be less irritating to the unprotected hand. Made of a blend of fibers, standard ropes are triple-braided for extra strength. Standard hemp rope cost 1 gp per 50' of length.
| |
Diameter |
50 feet length |
100 feet length |
| Extra Thin |
¼ inch |
2 sp (2 lbs.) |
4 sp (4 lbs.) |
| Thin |
½ inch |
5 sp (10 lbs.) |
1 gp (20 lbs.) |
| Average |
¾ inch |
1 gp (20 lbs.) |
2 gp (40 lbs.) |
| Thick |
1 inch |
2 gp (35 lbs.) |
4 gp (70 lbs.) |
Rope, Silk: For lightweight strength and a smooth non-tearing surface, silk ropes are the superior rope to own. Perfect for ship sails, these silken lines do not cause blistering of palms, and their graceful construction keeps them from twisting into knots, or tearing the delicate sails. However, silk is rare, ten times the cost of hemp, if it is available.
| |
Diameter |
50 feet length |
100 feet length |
| Extra Thin |
⅛ inch |
3 gp (2 lbs.) |
6 gp (4 lbs.) |
| Thin |
¼ inch |
5 gp (4 lbs.) |
10 gp (8 lbs.) |
| Average |
½ inch |
10 gp (8 lbs.) |
20 gp (16 lbs.) |
| Thick |
¾ inch |
20 gp (16 lbs.) |
40 gp (32 lbs.) |
Sextant: Normal sextants are simple brass navigational instruments that are used to measure the altitudes of familiar celestial bodies in order to find the location of a ship on a planet. (Usually a stationary object, like the brightest and most northern star, is used). Nautical sextants are useless on a spelljamming ship.
Sextants are usually made of brass or copper. The standard brass sextant sells for 20 gp, and it well withstands the effects of saltwater and normal tarnishing. The special collector's edition copper sextant sells for 50 gp (The copper costs much more because it is sold pre-tarnished to give it that old, worn look).
Sextant, Spelljamming: The spelljamming sextant is a specialized navigational instrument that is used to measure the altitudes, and relative distance between three special, bright, and stationary celestial bodies. This sextant can determine the location of a spelljamming craft within a crystal sphere when a character uses it with the proficiency Celestial Navigation.
This item can be used on a seafaring ships, but somewhat less efficiently than a nautical sextant. The spelljamming sextant sells for 100 gp for the brass model, and 250 gp for the copper tourist collector's version. (Like the standard sextant, this copper version is sold pre-tarnished to give it an old worn, antique look).
Spyglass: The spyglass consists of a tow-part brass outer sheathing that protects two precisely ground lenses. The outer sheathing comes in tow parts, one fitting snugly into the other. By slipping the inner sheath in and out, objects far away can be seen as though closer, and objects near can be see as though very close. The outer mechanism is difficult to construct, and the special lenses inside are extremely expensive and time-consuming to produce.
Star Charts: The star charts of a system vary in price according to how well that system is known and visited. Star charts indicate that location and relative position of the various planets in the system, but do not indicate current position. They are not magical but are very useful for determining things like hostile forces, mean temperature, and spaceborne powers operate in the region.
Wheel, Ship's: The ship's wheel controls the angle of the rudder and helps direct the ship. While this is important for a seagoing vessel, it is not necessarily as important in wildspace, unless the ship has a magical rudder. A non-magical ruder cost 200 gp, but the mechanisms that run from the wheel to the rudder, on the other hand cost 50 gp per ton to buy, mend, or replace.
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©2002 Wizards of the Coast, Inc.
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Spelljamming Equipment, © 1989, 1992 Wizards of the Coast, Inc.
d20 System, Conversion of Spelljamming Equipment ©2002,
Mark T. Doolan
Original Source: Concordance of Arcane Space, War Captain's Companion Boxed Set and
SRD Equipment 1