Table Of Contents VCK Supplement 4: Artillery I is supplementary material for 1 Artillery Vehicle Construction Kit, a sourcebook for creating vehicles 1.1 Artillery Rules for Dungeons & Dragons 5th edition. 1.1.1 Siege Engines This supplement comprises of two sections. The first 1.1.2 Targetting Crew and Weapons introduces new rules for artillery that can be used for Vehicle 1.1.3 Minute-Length Rounds Construction Kit components, or as standalone seige 1.2 Artillery Components engines. 1.2.1 Weapons, Artillery The second section gives statistics for a variety of medieval 1.2.2 Magazine and renaissance gun artillery pieces, along with an example 1.3 Artillery Sizes vehicle: the war (loosely based on the .) 1.3.1 i In designing the gun artillery, I used the cannon from the 1.3.2 ii Dungeon Master's Guide to calibrate a Large-sized cannon's 1.3.3 iii range and damage (what turned out to be the 40-pounder 1.3.4 iv cannon), but turned to real-life to determine the crew size and 1.3.5 v rate of fire: the three-action turnaround in the DMG is 1.3.6 vi artificially quick. If you wish to retain a "high fantasy" rate of 1.3.7 vii attack, use one-third the base crew values indicated in the 1.3.8 viii artillery size tables. 1.3.9 ix 1.3.10 x 1.3.11 xi Credits 1.3.12 xii Version 1 1.3.13 xiii Author. Duncan Timiney (Marasmusine) 1.4 Artillery Operation 1.4.1 Crew Images. All images are public domain or CC0 (creative 1.4.2 Rate of Fire commons no-attribution). 1.5 Tables Format. http://homebrewery.naturalcrit.com/ 1.5.1 Cost 1.5.2 Ammo If you have any questions or feedback, you can email me at 1.5.3 Magazine [email protected] 1.5.4 Powder (1) 1.5.5 Ammo (1) 1.5.6 Example

2 Gun Artillery 2.1 Types of Gun 2.1.1 Bombard 2.1.2 Cannon (Renaissance) 2.1.3 Culverin (Renaissance) 2.1.4 Mortar (Renaissance) 2.1.5 Perrier (Renaissance) 2.2 Optional Rules 2.2.1 Bombardment 2.2.2 Gun Materials 2.2.3 Weapon Tables 2.3 Special Ammunition 2.3.1 Carcass 2.3.2 Chain Shot 2.3.3 Double Shot 2.3.4 Grapeshot 2.3.5 Scattershot 2.4Sample War Carrack file

CONTENTS 1 Artillery reak, tear every wall and rampart, Am I called, Across mountain and valley, pierces my ball, Minute-Length Rounds By me stricken. You may wish to conduct a fight on a minute-by-minute basis if the vehicles involved are slow-moving and firing their artillery at range, or during protracted sieges. Each artillery component has a rate of fire that can be used to determine how many attacks can be made in one minute. BThis section overhauls and expands on the artillery Use the "Handling Mobs" optional rule in the Dungeon component presented in the Vehicle Construction Kit, the Master's Guide (p. 250) to determine how many hits are sourcebook for creating vehicles for Dungeons & Dragons scored. Additionally, if the attack rolls would have 5th edition. disadvantage, double the number of attacks required to score one hit. Artillery Rules During the minute, vehicles take turns as normal, but all attacks are considered simultaneous: the effects of damage Artillery used as vehicle armament uses the rules in the are resolved at the end of the round. Vehicle Construction Kit unless otherwise specified. Average Damage and Damage Threshold Siege Engines Many artillery pieces deal a large number of damage dice, so The weapons in this supplement are presented for use on a it's useful to use the average damage especially when many vehicle. However, they can be used as indivudual siege weapons attack over a minute-length round. However, a engines. situation can arise where a battery has no impact because The Artillery Sizes gives the size and hit points of the siege the weapons' average damage is less than the target's engine. Its Armor Class is determined by the material it is damage threshold. constructed from. Most siege engines are wooden (AC 15). To remedy this, assume that: Medieval guns such as bombards are iron (AC 18). One-quarter (rounded down) of the attacks deal 50- Renaissance guns such as cannons are bronze or brass (AC percent less damage than the average damage. 19). One-quarter (rounded down) of the attacks deal 50- The actions required to load, aim and fire the cannon can percent more damage than the average damage. be derived from its rate of fire. The remainder deal the average damage. The Artillery Components table can be used to determine the cost of a single siege engine if necessary. If the lower of these damage values meets the target's damage threshold, you do not need to use this method. Targetting Crew and Weapons The weapons in an artillery component can target the Example A battery of ten 5-pounder cannons (average damage 22, +6 weapons of an enemy vehicle or building, in the same way attack modifier) fires at a wall (AC 17, damage they can target crew. threshold 30) over a minute-length round. With a normal rate This is different to attacking the artillery component itself: of fire, this is 20 attacks. A specific weapon is being targeted rather than the structure The "handling mobs" rule (Dungeon Master's Guide p. supporting it. The attack is applied against target weapon's 250) is used to determine that 10 attacks hit. AC and hit points, rather than those of the target vehicle, and no damage threshold is used. 2 attacks deal 11 damage each. The target weapon benefits from three-quarters cover if it 2 deal 33 damage each. is behind a gun port or in a turret. The remaining 6 attacks deal 22 damage each. Hitting Cover The wall is immune to all but the highest damage value, It is recommended that you use the "hitting cover" optional taking 66 bludgeoning damage. rule from the Dungeon Master's Guide (p. 272) to determine if a missed attack against a creature or weapon hits the vehiclSamplee instead. file

PART 1 | ARTILLERY 2 Artillery Components The following components replace the artillery component found in the Vehicle Construction Kit. A magazine component is only required for artillery that uses gunpowder. Weapons, Artillery All the weapons in the component must be of the same type. See the Artillery Sizes tables to determine how many weapons the component can hold. This table shows the base cost of an artillery component in gold pieces. "K" denotes a multiple of 1,000 gp. This is modified by the specific weapon's cost multiplier.

Mass i ii iii iv v vi vii viii ix x xi xii Cost 30 50 100 150 300 500 1,000 1,500 3,000 5,000 10K 15K Cost (Renaissance) 60 100 200 300 600 1,000 2,000 3,000 6,000 10K 20K 30K Cost (Industrial) 120 200 400 600 1,200 2,000 4,000 6,000 12K 20K 40K 60K Cost (Early Modern) 240 400 800 1,200 2,400 4,000 8,000 12K 24K 40K 80K 120K Cost (Modern) 500 750 1,500 3,000 5,000 7,500 15K 30K 50K 75K 150K 300K Cost (Futuristic) 1,000 1,500 3,000 6,000 10K 15K 30K 60K 100K 150K 300K 600K

Gun ports and Top Deck Mount An artillery component is either situated behind gun ports or Artillery pieces are normally mounted on a carriage or bed. placed on the top deck of the vehicle. They can be placed behind gun ports and can attack targets within the 90-degree arc of their facing. Gun ports. Weapons behind a gun port have three-quarters They can instead be placed on a swivel, pivot or turret. cover and its crew has total cover. However, the component cannot use swivels, pivots or turrets; or have weapons that Swivel. A weapon of mass iii or lighter can be mounted on a fire on a high arc, as indicated by a weapon with a minimum swivel. The weapon must be placed on the top deck, and it range. Gun ports also prevent artillery from firing a can attack targets in a 180-degree arc centered on its facing. bombardment. It takes one action to detach a swivel gun from its mount. It can then be moved to different facing on the top deck and Top deck. The component has no weapon restrictions. fixed to a new mount using an action. However, the weapons have no cover and the crew has half cover at best. Pivot (Renaissance). Weapons of mass iv or heavier can be mounted on a pivot. This is a metal track on which the weapon can rotate on rollers, pulled by additional crew using ropes. The pivot crew requirement is equal to the component's base crew. The weapon must be placed on the top deck, and it can attack targets in a 180-degree arc centered on its facing.

Turret (Industrial). A weapon in a turret or is protected by the vehicle's armor. In addition, it can be rotated using auxiliary power (such as batteries, pneumatics, hydraulics or magic) included in the component. The weapon has three-quarters cover, and its crew has total cover. It can attack targets in any facing. However, the component holds half as many weapons, rounded down. The crew requirements are also halved accordingly. Sample file

PART 1 | ARTILLERY 3