War Machines (POCT)

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Any piece of potentially useful battlefield equipment, offensive or defensive, can be considered a war machine if it is too large for a single character to use. A tree trunk used as a battering ram, a catapult loaded with greek fire, and a howdah strapped to an elephant's back all can be considered war machines.
==Bombardment Engines==
Any large device intended to hurl missiles qualifies as a bombardment engine. The most common types and their basic statistics are listed on the table below.
Bombardment engines are difficult to aim at individuals. Generally, a bombardment engine can target only units of creatures, buildings, other war machines, vehicles, ships, and single creatures of Gargantuan size; see the individual bombardment engine descriptions for exceptions.
It takes time and effort to set up a bombardment engine and prepare it to fire for the first time. The minimum preparation time is 10 minutes or the time required to change facing, whichever is greater. The number increases by 50% if a trained artillerist is not on hand to direct the operation.
When used with the Player's Option combat system, a bombardment engine has a field of fire of 45 degrees left or right of its current facing. This is generous for most weapons included here, but it is assumed that a bombardment engine's slow rate of fire accounts for a considerable amount of manhandling between shots.
Range: Ranges are divided into minimum, short, medium, and long categories. A weapon cannot be aimed at targets closer than its minimum range.
THAC0: The chance to hit a target with a bombardment engine is a function of the engine, not the crew.
Damage: The number before the slash is the amount of damage inflicted on Man-sized or smaller creatures; the number after the slash is the damage inflicted on larger creatures. If there is only one value given, the damage is the same for all sizes of creatures. Some creatures are entitled to a saving throw to reduce or avoid damage. Damage to structures is covered in the Escalades and Siege and Fortifications sections.
Note that creatures immune to normal missiles are not immune to missiles from bombardment engines. Creatures immune to blunt weapons are immune to catapult and trebuchet missiles and to round shot fired from ballistae. Creatures immune to piercing weapons are immune to bolts from ballistae. Creatures immune to nonmagical weapons are immune to attacks from ballistae, catapults, and trebuchets (unless the missiles employed are enchanted). Cannon and bombard projectiles are blunt weapons, but they are propelled with enough force to harm creatures that are otherwise immune to blunt weapons. Cannons and bombards also can harm creatures that are immune to nonmagical weapons. Light cannons are treated as +1 weapons for determining which creatures they can harm. Medium cannons and great bombards are treated as +2 weapons, and heavy cannons are treated as +3 weapons.
Knockdown: The size of the die the weapon rolls for knockdowns.
ROF: (Rate Of Fire) This is how often the weapon can be fired if fully crewed; 1/8 means the weapon can fire once every eight rounds.
Change Facing: This is the number of rounds required to change the weapon's facing 45 degrees. Any weapon listed as “0” can change facing during the End-of-Round step of a round in which the weapon was fired.
Crew: The number of Man-sized creatures required to operate the weapon. If fewer crew are available, the weapon's rate of fire decreases by one for every missing crew member, and the weapon cannot be operated at all if the available crew is less than half the required number. Extra crew can be allocated to the weapon to maintain its rate of fire in the face of casualties among the crew. At the DM's option, two Small or four Tiny creatures can replace one Man-sized creature; one Large creature can replace two Man-sized creatures, one Huge creature can replace three Man-sized creatures, and so on. If at least one trained artillerist is not on hand to supervise the crew, the rate of fire decreases by one. Creatures must have manipulative appendages and a racial intelligence of at least low to serve on a crew.
Target Size: The smallest creature the engine can target individually; see the engine's description for details.
Weight: The engine's approximate weight in pounds.
Spaces: The number of map spaces the engine occupies on the map.
*Indicates that the usual –5 modifier for long range shots does not apply.
 Bombardment Engines
Weapon 	Range 	THAC0	Damage 	Knock-down	ROF 	ChangeFacing	Crew	Cost 	TargetSize	Wt. 	Spaces
Weapon 	M/S/M/L 	THAC0	Damage 	Knock-down	ROF 	ChangeFacing	Crew	Cost 	TargetSize	Wt. 	Spaces
Ballista, Light 	—/11/22/33 	12 	2d6/3d6 	d8 	1/8 	0 	1 	200 	Any 	100 	1
Ballista, Medium	1/11/22/36 	14 	3d6/3d8 	d10 	1/12	0 	2 	300 	H 	200 	2
Ballista, Heavy 	2/12/24/39 	17 	3d10/3d12	d12 	1/16	0 	4 	400 	H 	400 	2
Bombard 	18/—/—/40* 	17 	2d10/2d12	d12 	1/15	30 	3 	10,000	G 	600 	1
Bombard, Great 	36/—/—/80* 	19 	3d10/3d12	d20 	1/18	30 	5 	30,000	G 	1,200	2
Cannon, Light 	—/15/45/90 	12 	1d12x5 	d10 	1/15	0 	3 	10,000	H 	400 	1
Cannon, Medium 	—/20/60/120	14 	1d12x5 	d12 	1/18	0 	4 	15,000	H 	1,000	1
Cannon, Heavy 	—/30/90/180	17 	1d12x5 	d20 	1/30	15 	6 	30,000	H 	2,000	2
Catapult, Light 	15/—/—/30* 	14 	2d10 	d8 	1/8 	0 	1 	250 	H 	200 	1
Catapult, Medium	15/—/—/33* 	15 	3d10 	d10 	1/12	0 	3 	350 	G 	300 	2
Catapult, Heavy 	18/—/—/36* 	16 	3d10 	d12 	1/16	20 	5 	500 	G 	500 	2
Trebuchet 	24/—/—/48* 	17 	4d10 	d12 	1/16	30 	8 	750 	G 	1,000	4
===Ballista===
This engine looks something like a giant crossbow mounted on a swivel. It usually fires spear-like bolts, but some versions fire round shot of stone or metal; both types use the same basic statistics. Ballista projectiles have a relatively flat trajectory, and they are fairly accurate.
A light ballista can be aimed at any target in sight, provided the weapon is fully crewed. A light ballista with a partial crew can fire at single creatures of Large or greater size. A medium or heavy ballista can fire at a single Huge creature, or at a Gargantuan creature if partially crewed. Any ballista's field of fire is limited to 45 degrees left or right of the weapon's facing at the beginning of the round. A ballista's facing can be changed up to 45 degrees during the last phase of any round when it fires.
===Bombard===
The term “bombard” encompasses a broad category of nonstandardized, primitive gunpowder weapons that fire large stone or iron balls in a high arch. A typical bombard has a short, thick barrel cast from bronze and set in a rigid wooden base. More advanced siege mortars from the cannon era also use the bombard statistics.
A single shot from a normal bombard requires 10 charges of smoke powder or gunpowder; a great bombard requires 20 charges, and both types of bombards are subject to misfiring (see Chapter Seven for details). The heat and debris left in the barrel after firing accounts for the weapon's relatively slow rate of fire, as the weapon must be cooled and cleaned before it can fire again.
A bombard's facing is fixed at the beginning of a battle; a full crew working nonstop for 30 minutes can change a bombard's facing 45 degrees. For a partial crew, add 10 minutes to the time requirement for each missing crew member; a crew at half strength cannot move a bombard.
The bombard's thunderous roar can confuse or panic creatures unaccustomed to loud noises or normally fearful of thunder. This includes most creatures with a basic morale score of 10 or less and any creature generally unfamiliar with explosives or magic. Such creatures must check morale if they are within 40 yards of a bombard when it fires. Creatures usually lose their fear of a bombard's noise if they win an encounter against an enemy armed with one or if they spend a month or so getting accustomed to the sound.
===Cannon===
These weapons are more refined versions of bombards. They have long, slim barrels made from high-quality bronze and they fire wrought-iron shot in a low, flat trajectory. They are fairly accurate.
Cannons are subject to misfires just as bombards are. A shot from a light cannon requires 10 charges of smoke powder or gunpowder. A medium cannon requires 15 charges, and a heavy cannon requires 20 charges.
A light or medium cannon can change facing 45 degrees during the End-of-Round step of any round when it fires. A full crew working nonstop can change a heavy cannon's facing in 15 minutes.
The sound of cannon fire can panic some creatures just as a bombard's can.
===Catapult===
This engine usually consists of some sort of lever mounted on a sturdy frame. The lever acts as a throwing arm and is fitted with a cup or sling to hold the projectile. When fired, a catapult lobs the projectile high into the air. Tension provides the catapult's power. In primitive catapults, the lever was made from some flexible material (usually green wood) and provided its own power when it was bent back and released. More sophisticated catapults were equipped with a rigid arm powered by a mass of twisted skeins (usually horsehair). Ancient catapults often resembled ballistae aimed upward to fire indirectly; all types of catapults use the same basic statistics.
Catapults usually fire large stones, but they can be loaded with almost anything: small stones, chains, dead animals, or anything else small enough to fit in the sling or cup and not so heavy that it overloads the lever. Large objects inflict the damage listed on the table. Masses of small objects can inflict an extra die of damage against most creatures but are useless against structures and any creature with a natural Armor Class of 0 or better (including characters with an Armor Class of 0 before shield or Dexterity modifiers).
A light catapult with a full crew can target Huge creatures.
A light or medium catapult can change facing 45 degrees during the End-of-Round step of any round when it fires. Heavy catapults generally are left in place once they are sited for a battle. A full crew can change a heavy catapult's facing after 20 minutes of work.
===Trebuchet===
These massive engines are similar to catapults, but they derive their power from gravity. A trebuchet's throwing arm is a rigid beam with a heavy weight at one end and a sling or cup for projectiles at the other. When the beam is released, the force of the falling weight hurls the projectile in a high arch. Like catapults, trebuchets fire large stones or masses of smaller objects.
Trebuchets generally are left in place once they are sited for a battle. A full crew can change a trebuchet's facing after 30 minutes of work.
==Bombardment Engine Procedures==
A bombardment engine fires in the very slow phase of the round when its loading is completed. If loaded and aimed during a previous round, a bombardment engine can fire in the very fast phase.
===Indirect Fire Engines===
Bombards, catapults, and trebuchets fire their projectiles in a high arch; they are inaccurate and cannot really be aimed at anything; the crew simply points the engine in the target's general direction and hopes the missile will land somewhere nearby.
All targets are considered Armor Class 0, but there is no range modifier. The attack roll is modified as follows:
* +3 for stationary targets;
* –3 for targets moving at a rate greater than 3 but less than 12;
* –6 for targets moving at a rate of 12 or greater;
* +4 for the second and subsequent shots at a stationary target;
* +2 for targets whose largest dimension is greater than 30';
* +4 for targets whose largest dimension is greater than 90';
* +6 for targets whose largest dimension is greater than 270'.
Cover generally is not a factor when resolving indirect fire, but concealment can be. Indirect fire generally can arch over obstacles between it and the target, provided that the obstacle is no higher than 150% of the distance between the obstacle and the engine, or the obstacle and the target, whichever is less. For example, a wall 90' feet high would not block indirect fire unless it was within 60' of either the engine or the target. Note that in many cases it is easier for an engine to fire at a feature or structure where opponents are hiding than it is to fire at the opponents themselves.
If a creature is too small to be targeted individually, an indirect fire engine still can fire at the 15' square area containing the creature. The base modifier is 0 (because the target is not larger than 30' long). Modifiers for the small target's movement apply (it's hard to hit the right area when the creatures within it are moving). The attacker must select an intended impact square for the missile; any of the nine squares in the area can be selected.
Hits: An engine's missile tends to bounce or shatter on impact and affects an area, as shown on the accompanying diagrams. Creatures within the area of effect suffer damage listed for the weapon. Creatures with 5+1 or more Hit Dice can roll a successful saving throw vs. petrification to avoid the damage; modifiers for Dexterity and magical protections apply. A creature that has suffered a direct hit (by being in the impact square or by being large enough to qualify as a target and getting hit) is allowed no saving throw even if normally eligible for one. Creatures with hard cover between them and the impact square get a saving throw even if not normally entitled to one. Creatures under cover get bonuses to their saving throws; see Chapter One.
If the engine is firing at an area containing creatures too small to target individually, the shot never lands exactly where intended. Follow the procedure outlined below for misses, but roll 1d4 for distance.
Misses: To determine where the shot actually falls, roll 1d8 on the indirect fire scatter diagram to determine the direction of the miss; then roll 2d6 to determine the distance in squares from the intended impact square and the actual impact square. It is possible for the shot to fall inside the engine's minimum range or outside its maximum range. Creatures in the area where the shot falls suffer the effects of a hit.
Hits and Misses Against Large Creatures: If the missile scores a direct hit on a creature large enough to qualify as a target, there is no effect on creatures in the adjacent squares. The creature's body prevents the missile from bouncing or shattering. If a direct attack on a large creature misses, the attacker rolls for scatter. The intended impact square is always the square the creature occupies. If the creature occupies more than one square, the intended impact square is always the square closest to the engine.
Critical Hits and Knockdowns: Only direct hits can be critical hits or cause knockdowns. If the rules from Chapter Six are in play, indirect fire engines inflict Large bludgeoning criticals.
Flaming Projectiles: Catapults and trebuchets can be loaded with missiles soaked in pitch or a similar flammable substance. The missile's range is reduced by 1/3. When it strikes, the missile scatters flaming debris over its normal area of effect. The debris burns for two rounds, inflicting 2d6 points of damage the first round and 1d6 points of damage the second round. The effect on wooden structures is the same as flaming oil. A catapult also can hurl canisters of Greek fire. A Greek fire cannister also reduces the catapult's range by 1/3. The cannister breaks on impact and scatters Greek fire over the catapult's normal area of effect.
==An Example of Indirect Bombardment==
A group of five dwarves led by a 6th/6th-level fighter/cleric has located a fortified goblin village. They hunker down in an ancient ruin about 300 yards from the village walls to discuss plans. Unfortunately for the dwarves, an alert sentry has spotted them and the goblins ready their medium catapult for a shot at the intruders. The dwarves have taken cover behind an old stone wall 12 feet high; they sit with their backs to the wall while they talk. Because the dwarves are within 8 feet of the wall, the catapult cannot target them. Even if the dwarves were in the open, the catapult could only target their area because they are Man-sized creatures.
The goblins decide to fire at the top of the wall and hope for the best. The wall is stationary and several hundred feet long. However, the goblins are aiming at one specific section, so the DM decides there is no attack bonus. Because the dwarves are the true target of the attack, the DM decides to impose the standard –4 penalty for 90% concealment (it might be a fairly easy task to hit the wall, but it's a bit more difficult to strike the section of wall directly above the dwarves' heads). The goblins have the catapult loaded with a mass of small stones, which gives them an extra die of damage against creatures (4d10 points of damage in this case). The attack roll is a 12, a miss. (A medium catapult's THAC0 is 15, so the goblins needed to roll a 19 or better to hit.) The goblins roll 1d8 for scatter and get a 3, indicating an overshot to the right. The goblins now roll 2d6 for distance and the result is a 7, so stone shot impacts 7 squares away from the aiming point, too far away to score any incidental hits on the dwarves (see diagram 14).
When they see the catapult stones dropping beyond them, the dwarves decide to leave, intending to exit through the far side of the ruins and return home. The medium catapult is reloading and cannot fire again before the dwarves get away. Unfortunately, the goblins also have two light catapults, and the sentry alerts their crews to the dwarves' flight.
Because the dwarves' movement takes them more than 8 feet away from the wall, the light catapults can hit them. The goblins must fire at the area where the dwarves are. Their attacks receive a –3 penalty for targets moving faster than 3 but slower than 12. The crews have an adjusted THAC0 of 17 for these shots. The first crew rolls a 6, a miss, but the second crew gets a 20, a hit. The scatter and direction dice place the miss too far away to hurt the dwarves. Because the catapult that hit was firing at an area containing small targets, the hit also scatters. The goblins roll a 2, indicating a straight overshot. Because the shot was a hit, the goblins roll 1d4 for distance and get a 1, so the shot lands right in front of the dwarves. The leader and two dwarves are within the area of effect. The two dwarves are one-Hit-Die creatures and they have no cover, so they are not allowed a saving throw. The damage roll is a 16, which kills both dwarves. The leader is allowed a saving throw vs. petrification to avoid the damage and the roll is successful. The leader takes no damage and beats a hasty retreat with his three surviving followers.
Later that day, a monstrous 20' umber hulk (a true mutant — it is considered size Huge for the purposes of this example) bursts from the ground and attacks a goblin patrol about 200 yards from the village. If the umber hulk were much closer, it would be within the minimum range for the catapults (150 yards). Most of the patrol flees, leaving one unfortunate comrade trapped in the umber hulk's mandibles. The medium catapult cannot target on Huge creatures, so it must fire at the area containing the umber hulk. The crew selects a square next to the umber hulk as the intended impact square (they hope to score a lucky direct hit by rolling the right combination of scatter and distance dice). The umber hulk remains in place while crushing its goblin meal, but part of its body remains hidden below ground, so the DM applies a –1 penalty to the shot for 25% concealment, giving the medium catapult an adjusted THAC0 of 16. The goblins roll an 11, a miss. The scatter die is a 7, short and to the left; the roll for distance is a 6, and the shot lands too far away from the umber hulk to do any damage. Unfortunately, two of the fleeing goblins are in the shot's area of effect and are killed (see diagram 16).
The two light catapults can fire at Huge creatures. With the –1 modifier for concealment, the light catapults have adjusted THAC0s of 15. The attack rolls are 15 and 6. The first shot hits the umber hulk, and because of the direct hit, the umber hulk gets no saving throw and suffers 3d10 points of damage from it (the goblins are still using masses of small stones). The miss scatters, using the square containing the umber hulk's head as the intended impact square. The roll is a 2, a straight overshot. The distance roll also is a 2, which places the umber hulk within the shot's area of effect in spite of the miss. The umber hulk has 8+8 Hit Dice and gets a saving throw vs. petrification to avoid damage; it rolls a 19, easily succeeding. Nevertheless, the direct hit convinces it to retreat below ground with its prize.
===Direct Fire Engines===
Ballistae and cannons fire their projectiles in a low, flat curve. They are fairly accurate, though somewhat difficult to aim at small targets. Only light ballistae can be aimed as freely as a hand-held weapon can; larger engines can hit small targets only by aiming at the area containing the target.
All targets are considered Armor Class 10. If the target is a creature (not an area containing a creature) bonuses from Dexterity and magical protections apply. The attack roll is modified as follows:
* +3 for stationary targets;
* –3 for targets moving at a rate greater than 3 but less than 12;
* –6 for targets moving at a rate of 12 or greater;
* +4 for the second and subsequent shots at a stationary target;
* +2 for targets whose largest dimension is greater than 30';
* +4 for targets whose largest dimension is greater than 90';
* +6 for targets whose largest dimension is greater than 270';
* –2 for targets at medium range;
* –5 for targets at long range.
Modifiers for cover and concealment also apply. Concealment versus direct fire bombardment engines is easier to find than true cover, as few barriers are substantial enough to resist hits. For example, a thick hedgerow might provide cover from arrows and sling stones, but it can provide only concealment against cannon fire.
The procedures for determining the effects of hits and for determining exactly where a direct fire missile lands are generally the same as for indirect fire engines, except that hits in a 15' area containing creatures too small to target individually roll 1d3 for scatter distance. Direct fire engines roll 2d4 for scatter distance when they miss.
Cannons: Creatures within a cannon shot's area of effect suffer 1d4 points of damage even if they make their saving throws. All cannons have the same basic damage listing against creatures—1d12x5. Roll 1d12 and multiply the result by five. This represents the possibly catastrophic effects of coming into contact with the cannon ball or the shrapnel a cannon ball impact produces. If the 1d12 roll is 10 or higher the affected creature also must save vs. death or be killed outright (see the Death from Massive Damage rule in Chapter 9 of the PHB).
Critical Hits and Knockdowns: Only direct hits can be critical hits or cause knockdowns. If the rules from Chapter Six are in play, cannons inflict Large bludgeoning criticals, and most ballistae inflict Large piercing criticals. Some ballistae fire shot instead of bolts and inflict Large bludgeoning criticals.
Flaming Projectiles: Ballistae can be loaded with bolts tipped with wads soaked in pitch and wrapped in cloth. The flaming bolt's range is reduced by 1/3 and it inflicts normal damage and 1 point of additional fire damage if it scores a direct hit. The flame can set fire to wooden structures.
==An Example of Direct Bombardment==
The Huge umber hulk from the earlier example later discovers a community of gnomes and charges to the attack, sending the gnomes scurrying into their burrows. The gnomes have installed several light ballistae and a light cannon for defense. Two ballistae and the cannon take aim at the umber hulk while it dashes about trying to locate its vanished prey. The umber hulk is about 200 yards away from the bombardment engines.
Light ballistae can individually target creatures of any size. The ballistae have medium-range shots. The range imposes a –2 penalty and the scorpion's movement of 6 imposes an additional –3. The ballistae have adjusted THAC0s of 17. The attack rolls are 5 and 20. The 5 is a miss; because the missile was targeted directly at the umber hulk, the intended point of impact is the umber hulk's square closest to the ballista. The gnomes roll a scatter die and get an 8, indicating a miss to the left. Now they roll 2d4 for distance and get a 2, so the missile lands two squares away and has no affect on the umber hulk. Fortunately, there were no gnomes in the area to be hit by stray missiles.
The 20 is good enough to score a critical hit against the umber hulk's effective Armor Class of 10, even with a –5 attack penalty. The umber hulk is a Huge creature, and it suffers 3d6 points of damage (and possibly a severe piercing critical). The damage dice total 11 points of damage.
The light cannon can also target a Huge creature, so the crew aims it at the umber hulk. Its adjusted THAC0 is a 19. The attack roll is an 8, a miss. The scatter roll is a 6, short and dead ahead. The distance roll is only a 2, which just barely places the umber hulk within the shot's area of effect. The umber hulk has 8+8 Hit Dice, and is allowed a saving throw vs. petrification. It rolls a 4, a failure. The umber hulk suffers 1d12¥5 points of damage (it would have suffered 1d4 points of damage even if it had been successful). The damage roll is an 8, inflicting 40 points of damage, enough to kill it after the 11 points of damage the umber hulk suffered from the ballista bolt.