Stats for Siege Weapons used in Ships

Types of Siege Weapons
Information about siege weapons mounted on Ships
Ships

Light Ballista
Size: Medium, Crew: 1
AC: 6, Hard: 5, HP: 10, Cost (gp): 500
Dam: 3d8 (13.5), Critical: 19 – 20
Range: 120ft
Type of Fire: Direct Fire
A ballista is essentially a Huge heavy crossbow fixed in place. Its size makes it hard for most creatures to aim it. Thus, a Medium creature takes a – 4 penalty on attack rolls when using a ballista, and a Small creature takes a – 6 penalty.
A ballista takes up a space 5 feet across.

Heavy Ballista
Size: Large, Crew: 2
AC: 5, Hard: 5, HP: 20, Cost (gp): 750
Dam: 5d8 (22.5), Critical: 19 – 20
Range: 180ft
Type of Fire: Direct Fire
A heavy ballista is essentially a larger version of a ballista. Its size makes it hard for most creatures to aim it.
A heavy ballista takes up a space 10 feet across.

Light Catapult
Size: Large, Crew: 2
AC: 5, Hard: 10, HP: 20, Cost (gp): 550
Dam: 4d6 (14), Critical: –
Range: 150ft (100ft minimum)
Type of Fire: Indirect Fire
This is a smaller, lighter version of the heavy catapult. It functions as the heavy catapult, except that it takes a DC 10 Strength check to winch the arm into place, and only two full-round actions are required to re-aim the catapult.
A light catapult takes up a space 10 feet across.

Heavy Catapult
Size: Huge, Crew: 4
AC: 4, Hard: 10, HP: 40, Cost (gp): 800
Dam: 6d6 (21), Critical: –
Range: 200ft (100ft minimum)
Type of Fire: Indirect Fire
A heavy catapult is a massive engine capable of throwing rocks or heavy objects with great force. Because the catapult throws its payload in a high arc, it can hit squares out of its line of sight. To fire a heavy catapult, the crew chief makes a special check against DC 15 using only his base attack bonus, Intelligence modifier, range increment penalty, and the appropriate modifiers from the lower section of Table 3–26. If the check succeeds, the catapult stone hits the square the catapult was aimed at, dealing the indicated damage to any object or character in the square. Characters who succeed on a DC 15 Reflex save take half damage. Once a catapult stone hits a square, subsequent shots hit the same square unless the catapult is re-aimed or the wind changes direction or speed.
If a catapult stone misses, roll 1d8 to determine where it lands. This determines the misdirection of the throw, with 1 being back toward the catapult and 2 through 8 counting clockwise around the target square. Then, count 3 squares away from the target square for every range increment of the attack.
A heavy catapult takes up a space 15 feet across.

Special Siege Engine Ammunition
The following kinds of ammunition can be used either in select types of indirect-fire siege engines. The ammunition description specifies which types of siege engines use the special ammunition. The costs and weights are for individual uses of special ammunition.

Table: Special Siege Engine Ammunition
Ammunition – Cost – Weight
Alchemist’s fire – 200 gp – 10 lbs.
Chain shot – 50 gp – 30 lbs.
Liquid ice – 400 gp – 20 lbs.
Net Shot – 75 gp – 10 lbs.
Plague bundle – 80 gp – 20 lbs.
Smoke shot – 250 gp – 20 lbs.
Standard Shot – 1 gp – 25 lbs

Alchemical Fire: This hard, ceramic canister of alchemist’s fire can be used as ammunition in catapults and trebuchets. When it hits its target square, it deals 4d6 points of fire damage to each creature and wooden structure within 5 feet of the target space, and each creature must make a DC 20 Reflex saving throw or catch on fire (wooden objects automatically catch on fire). Every creature and wooden object within the area between 5 and 30 feet of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire. On a siege engine mishap, this ammunition explodes before it is launched, dealing its damage to the siege engine and all nearby creatures and wooden objects as if one of the spaces of the siege engine (crew leader’s choice) were the target square. This alchemical fire ignores the hardness of wooden objects.

Chain Shot: It is especially good at tearing through sails and dirigibles (see Chapter 4: Vehicles), dealing double its normal damage to those forms of propulsion. When fired at a creature, on a hit, the creature must succeed at a DC 20 Fortitude saving throw or be knocked prone.

Liquid Ice: This hard, ceramic canister filled with alchemical liquid ice can be used as ammunition in catapults and trebuchets. When it hits its target square, it deals 4d6 points of cold damage to each creature within 5 feet of the targeting space, and each creature must make a DC 20 Fortitude save or become entangled for 1 round. Every creature within the area between 5 and 30 feet of the target space must make a DC 20 Fortitude saving throw or take half damage. On a siege engine mishap, this ammunition explodes before it is launched, dealing its damage to all nearby creatures as if one of the spaces of the siege engine (crew leader’s choice) were the target square.

Net Shot: This wood case has a net folded inside that is equipped with weights in the border. The case opens and the need deploys capturing its target. It used with a ballista the attack is a range touch attack. The target (or targets) can make a Reflex Save (DC: 15) to avoid capture inside the net. All normal net rules apply. The size of the net depends on the size of the weapon used to fire it: Medium Size Weapon (10ftx10ft), Large Size (15ftx15ft) and Huge Weapon (20ftx20ft).

Plague Bundle: This hard, ceramic canister is filled with a noxious mass of diseased carrion and offal that can be used as ammunition for a catapult or a trebuchet. It deals only half damage, but every creature hit by it is exposed to filth fever. A GM might allow a plague bundle to inflict other diseases.

Smoke Shot: This hard ceramic sphere contains two alchemical substances separated by a thin barrier, much like a smoke pellet (Advanced Player’s Guide 185) in larger form. When it hits the targeting space, it deals 2d6 points of damage to any creature in that space, and the substances mingle and then create an area of foul but harmless yellow smoke radiating 30 feet from the target square. Treat the effect as a fog cloud spell. On a siege engine mishap, the ammunition explodes before it is launched. Its effect is centered on one of the spaces of the siege engine (crew leader’s choice).

Standard Shot – This is the ammo who do the damage listed with each siege weapon. This is usually made of rock, wood or metal, or a combination of them.

Source:
Dungeon Master Guide p.151
Heroes of Battle p.63, 133
Strongholder Builder Guide p.68

Stats for Siege Weapons used in Ships

D&D 3.0: Tales from Mystara Galero