Skyship Weapons

## Shipboard Weapons

Shipboard weapons require specific mounts, or hardpoints, where heavy equipment can be securely installed on the deck. A ship's statblock states the number of heavy and light mounts available. The limitations in the number of mounts available stem from the ship’s basic design—each one must be reinforced with heavy timbers, and requires a certain amount of clear deck space for use. You can install a weapon requiring a light mount in a heavy mount, but not vice-versa.

### Firearm Properties

* This weapon does not gain normal damage improvements. Instead, when you reach 5th level in the gunslinger class, you can attack twice with this weapon instead of once, as if you have the extra attack feature. The number of attacks increases to three at 11th level, and to four at 17th level. If you do not have the extra attack feature, you do not gain any additional attacks with this weapon.
* This weapon requires a full minute to reload. You must devote your actions and both hands to continue reloading during this time. Taking an action or using your hands for anything other than reloading interrupts the process for that round.
* Any creatures in a 30-foot line must make a Dexterity saving throw, taking the full damage of the attack on a failed save, and half the damage on a successful save. At 11th level, you can upgrade the weapon’s range to fire in a 30-foot cone.
* You may choose a creature or a point on the ground as your target. Any creatures within 10 feet of this target must succeed on a Dexterity saving throw, or take the full damage of the shot and be knocked prone. A creature takes half damage on a successful save. When you misfire with this weapon and roll a 1 on the random misfire table, the ammunition detonates on you.
* This weapon is a massive siege weapon, and requires at least two people to operate. The weapon requires a full minute to reload, or half as long if three people are manning it. The weapon must be aimed as an action before it can be fired. This weapon does double damage to walls and structures. Creatures in the weapon’s line of fire must make a Dexterity saving throw against the weapon’s save DC, or take the full damage of the weapon and be knocked prone. The bombard and siege cannon both have a default weapon save DC of 18, but the DM may choose a different save DC depending on the constructors of the weapon, its condition, or other factors.
	+ When you are providing cover fire, you may provide cover multiple times up to the number of attacks you can make with a single action.
* This weapon requires a tripod or some kind of object to rest on (such as a low wall) to operate. Any creatures in a 90 foot line must make a Dexterity saving throw against the shooter’s grit save DC or take the full damage of the attack, taking half damage on a successful save.
* When this weapon is fired, the ammunition hits its target one full round later. The target can be completely obscured behind a wall or similar structure up to 200 feet tall, provided that there is a clear path in an arc between the bombard and its target (up to the DM’s discretion). Any creatures within 30 feet of the point of impact must succeed on a Dexterity saving throw, or take the full damage of the shot and be knocked prone. A creature takes half damage on a successful save. The final point of impact can shift up to 60 feet away from the intended target. The DM rolls a scatter die to determine the direction and distance that the shot waivers. If you are proficient with siege cannons, you may reduce this distance by an amount up to 5 x your proficiency modifier.
* This weapon requires a tripod or some kind of object to rest on (such as a low wall) to operate. Any shots made without a tripod are made at disadvantage.

 Rules
 Equipment
 Downtime | Researching  •  Sparring  •  Carousing  •  Enchanting  •  Alchemy  •  Foraging  •  Managing a Business  •  Performing  •  Recovering  •  Training  •  Aiko's Mushroom Lore  •