Siege Weapon Descriptions
Table: Ranged Siege Engines
Direct-Fire Engines | Cost | Dmg | Critical | Range | Type1 | Crew | Aim | Load | Speed |
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Large Siege Engines | |||||||||
Ballista, light | 500 gp | 3d8 | 19–20/×2 | 120 ft. | P | 1 | 0 | 2 | 10 ft. |
Cannon | 6,000 gp | 6d6 | ×4 | 100 ft. | B and P | 2 | 1 | 3 | 10 ft. |
Huge Siege Engines | |||||||||
Ballista, heavy | 800 gp | 4d8 | 19–20/×2 | 180 ft. | P | 3 | 2 | 3 | 0 ft. |
Cannon, fiend's mouth | 9,000 gp | 8d6 | ×4 | 150 ft. | B and P | 3 | 1 | 3 | 0 ft. |
Firedrake | 4,000 gp | 6d6 | — | — | fire | 3 | 2 | 5 | 10 ft. |
Gargantuan Siege Engines | |||||||||
Ballista, gate breaker | 1,200 gp | 6d8 | 19–20/×2 | 100 ft. | B | 5 | 3 | 5 | 0 ft. |
Firewyrm | 6,000 gp | 6d6 | — | — | fire | 5 | 2 | 6 | 0 ft. |
Indirect-Fire Engines | Cost | Dmg | Critical | Range | Type | Crew | Aim | Load | Speed |
Large Siege Engines | |||||||||
Bombard, light | 6,000 gp | 5d6 | ×4 | 100 ft. (50 ft. min.) | B and P | 2 | 1 | 3 | 10 ft. |
Catapult, light | 550 gp | 4d6 | ×2 | 150 ft. (50 ft. min.) | B | 2 | 2 | 3 | 10 ft. |
Trebuchet, light | 800 gp | 4d6 | ×2 | 200 ft. (100 ft. min.) | B | 3 | 2 | 3 | 0 ft. |
Huge Siege Engines | |||||||||
Bombard, standard | 8,000 gp | 7d6 | ×4 | 150 ft. (100 ft. min.) | B and P | 2 | 1 | 3 | 0 ft. |
Catapult, standard | 800 gp | 6d6 | ×2 | 200 ft. (100 ft. min.) | B | 3 | 2 | 3 | 0 ft. |
Springal, arrow | 1,000 gp | 3d8 | ×3 | 100 ft. (50 ft. min.) | P | 3 | 2 | 3 | 0 ft. |
Springal, rocket | 6,000 gp | 3d10 | ×4 | 100 ft. (50 ft. min.) | fire | 3 | 2 | 3 | 0 ft. |
Trebuchet, standard | 1,000 gp | 6d6 | ×2 | 300 ft. (150 ft. min.) | B | 4 | 2 | 3 | 0 ft. |
Gargantuan Siege Engines | |||||||||
Bombard, heavy | 16,000 gp | 9d6 | ×4 | 200 ft. (100 ft. min.) | B and P | 4 | 3 | 5 | 0 ft. |
Catapult, heavy | 1,000 gp | 8d6 | ×2 | 300 ft. (100 ft. min.) | B | 4 | 3 | 3 | 0 ft. |
Trebuchet, heavy | 1,500 gp | 8d6 | ×2 | 400 ft. (200 ft. min.) | B | 4 | 3 | 3 | 0 ft. |
1 A weapon with two types is both types if the entry specifies "and." |
The following are siege weapon descriptions.
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Price: 1,200 gp
Weight:
Resembling a massive crossbow, a ballista's power is provided by twisted skeins of animal sinew used as torsion springs driving a pair of adjustable arms. A cord attached to both arms is winched back and a projectile is loaded into a grooved slider for release. Ballistae are direct-fire weapons.
This common type of ballista, also called an arbalest or scorpion, is size Large, maneuverable, and often mounted atop towers or even vehicles. Light ballistae have a hardness of 5 and 50 hit points. Light ballista bolts cost 10 gp each and weigh 10 pounds.
Heavy
These Huge-sized siege engines are commonly used as castle defenses, as well as on large warships. Heavy ballistae have a hardness of 5 and 100 hit points. Heavy ballista bolts cost 30 gp and weigh 20 pounds each.
Gate Breaker
This massive ballista fires specially weighted quarrels with blunt mental tips. These are used as long-range battering rams, shot at walls or the gates of castles. When they hit a wooden structure, they have a critical range of 19–20/×3. Gate breaker ballistae have a hardness of 5 and 200 hit points. Gate breaker ballista bolts cost 50 gp and weigh 30 pounds each.
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Price: 16,000 gp
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Resembling either large cauldrons or more traditional cannons, these firearms lob their ammunition in an arc in order to deliver their deadly payloads over troops or castle walls. Bombards are normally fired indirectly, but can also be fired as direct-fire siege engines. When they are used for direct fire, they take a –4 penalty on attack rolls and have their range increment halved, but do not have a minimum range. Like all firearms, bombards do not suffer mishaps, but instead have a misfire chance.
These bombards resemble cauldrons attached to swivels. Often they are mounted into the ground or into the stone of castle walls because of the mighty power of their recoil. The targeting DC of a light bombard is 15. A light bombard has a base misfire range of 1–2 (10 feet). Light bombards have a hardness of 10 and 70 hit points. Light bombard balls cost 30 gp each and weigh 25 pounds.
Standard
These bombards feature the greatest diversity of forms. Many take the cauldron shape of the light bombard, but they may also take the forms of more traditional cannons, albeit featuring stabilizing mechanisms that allow them to fire at a much steeper incline. The targeting DC of a standard bombard is 20. A standard bombard has a misfire range of 1–2 (20 feet). Standard bombards have a hardness of 10 and 140 hit points. Standard bombard balls cost 35 gp each and weigh 30 pounds.
Heavy
These massive siege engines are often fixed to positions on high hilltops or atop massive keeps, raining death down on a valley or strait. Often these firearms come in two pieces connected by a screw mechanism. The bombard is unscrewed to be loaded, and then the main part of the muzzle is screwed back on to the barrel section in order to be fired. Heavy bombards are too large and powerful to mount on vehicles. The targeting DC of a heavy bombard is 25. A heavy bombard has a misfire range of 1–2 (30 feet). Heavy bombards have a hardness of 10 and 280 hit points. Heavy bombard balls cost 45 gp each and weigh 50 pounds.
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Price: 6,000 gp
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Cannons are crafted of metal—some are cast in one piece, others welded with iron bands—and mounted either in the ground or on wooden frames. Cannons use black powder to propel their projectiles with great force. A cannon has a misfire range of 1 (20 feet). Cannons have a hardness of 10 and 70 hit points. Cannon balls cost 30 gp each and weigh 25 pounds.
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Price: 1,000 gp
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Catapults are stone-throwing siege engines powered by winched arms that run through torsion skeins, and hold their payload in a cup that swings up and over the weapon when released. Catapults can hurl a variety of different types of ammunition (the damage given is for stone projectiles; other types of ammunition can be found later in this chapter). They are indirect-fire siege engines.
These catapults are Large and often mounted on wheels. The targeting DC of a light catapult is 15. Light catapults have a hardness of 5 and 50 hit points. Light catapult stones cost 10 gp and weigh 50 pounds each.
Standard
These Huge siege engines are too large to be transported to the battlefield in one piece, and require assembly. They typically hurl large stones indirectly at a target (targeting DC 20). Standard catapults have a hardness of 5 and 100 hit points. Standard catapult stones cost 15 gp and weigh 75 pounds each.
Heavy
These Gargantuan siege engines are too large to be transported to the battlefield in one piece, and require assembly. They typically hurl large stones indirectly at a target (targeting DC 25). Heavy catapults have a hardness of 5 and 200 hit points. Heavy catapult stones cost 25 gp and weigh 90 pounds each.
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Price: 9,000 gp
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These massive cannons are usually crafted in multiple pieces, and sometimes feature the heads of demons, devils, or other fiends at their mouths. Like normal canons, they propel their projectiles with great force. A fiend's mouth cannon has a misfire range of 1 (30 ft.). Fiend's mouth canons have a hardness of 10 and 140 hit points. Fiend's mouth cannon balls cost 45 gp and weigh 30 pounds each.
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Price: 4,000 gp
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These large siege engines are typically wheeled or attached to vehicles that can transport them to the battlefield. This apparatus fires gouts of alchemist's fire in either a 60-foot line or a 30-foot cone (siege crew leader's choice). Targets in the area take 6d6 points of fire damage (DC 15 Reflex save halves); those who fail their saves also catch on fire. A firedrake with the broken condition that suffers a further mishap explodes, dealing its damage to all creatures within a 20-foot blast (DC 15 Reflex save halves). Firedrakes have a hardness of 10 and 70 hit points. One use of firedrake ammunition costs 200 gp and weighs 20 pounds.
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Price: 6,000 gp
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This siege engine is a larger version of the firedrake. A firewyrm is too large to be transported to the battlefield in one piece and must be assembled once the component parts reach the battlefield. A firewyrm fires its gout of flame in either a 120-foot line or a 60-foot cone (crew leader's choice). Targets in the area take 6d6 points of fire damage (DC 20 Reflex save halves). Those who fail their saves catch on fire. A firewyrm with the broken condition that suffers a further mishap explodes, dealing its damage to all creatures within a 30-foot blast (DC 20 Reflex save halves). Firewyrms have a hardness of 10 and 140 hit points. One use of firewyrm ammunition costs 400 gp and weighs 40 pounds.
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Price: 6,000 gp
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A springal uses a torsion-cranked composite paddle to strike a firing rack containing multiple arrows or black-powder-propelled rockets, which rain down in an arc over a burst area. Springals are indirect-fire weapons that affect an area centered on the target square.
Arrow
This springal propels a group of arrows that rains down on the targeted square and in a 15-foot burst around that square. One use of arrow springal ammunition costs 20 gp and weighs 10 pounds.
Rocket
This highly volatile springal propels a group of black-powder rockets that rain down on the targeted square and in a 15-foot burst around the area. If the rocket springal misfires, it explodes, dealing its damage in a 20-foot blast around the springal. This explosion destroys the rocket springal. One use of rocket springal ammunition costs 500 gp and weighs 30 pounds.
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Price: 1,500 gp
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Trebuchets are similar in form to catapults, with the payload placed into a basket, cup, or sling at the end of a long lever, and a counterweight (often with crew or animals pulling attached ropes) close to the fulcrum. The leverage imparted by a trebuchet allows it to hurl massive missiles that scatter to a number of squares around the target square based on the size of the trebuchet. Trebuchets are too bulky to move on wheels or vehicles and must be assembled on the battlefield. Trebuchets have a minimum range of 150 feet.
These Large siege engines typically hurl large stones indirectly at a target (targeting DC 15). A light trebuchet's ammunition scatters on contact, dealing full damage to the target square and half its damage to creatures and objects within 5 feet of the target square (creatures can make a DC 15 Reflex save to halve the damage again). Light trebuchets have a hardness of 5 and 50 hit points. One use of light trebuchet stones costs 15 gp and weighs 60 pounds.
Standard
These Huge siege engines typically hurl large stones indirectly at a target (targeting DC 20). A standard trebuchet's ammunition scatters on contact, dealing full damage to the target square and half damage to creatures and objects within 15 feet of the target square (creatures can make a DC 20 Reflex save to halve the damage again). Standard trebuchets have a hardness of 5 and 100 hit points. One use of standard trebuchet stones costs 30 gp and weighs 110 pounds.
Heavy
These Gargantuan siege engines typically hurl large stones indirectly at a target (targeting DC 25). A heavy trebuchet's ammunition scatters on contact, dealing full damage to the target square and half its damage to creatures and objects within 30 feet of the target square (creatures can make a DC 25 Reflex save to halve the damage again). Heavy trebuchets have a hardness of 5 and 200 hit points. One use of heavy trebuchet stones costs 40 gp and weighs 120 pounds.
Special Siege Engine Ammunition
The following kinds of ammunition can be used either in select types of indirect-fire siege engines, or with cannons. 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. |
Blast shot | 30 gp | 25 lbs. |
Bomb | 600 gp | 30 lbs. |
Chain shot | 50 gp | 30 lbs. |
Liquid ice | 400 gp | 20 lbs. |
Plague bundle | 80 gp | 20 lbs. |
Smoke shot | 250 gp | 20 lbs. |
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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.
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Instead of a single hard ball, this ammunition is a bundle of large pellets, balls, or pieces of scrap metal, propelled a short distance by black powder and attacking all creatures and objects within an area. Both cannons and fiend's mouth cannons can fire this kind of ammunition. When such a siege engine fires this ammunition, it hits every creature and object within a 30-foot-cone burst. The siege engine makes attack rolls against each creature and unattended object in the burst. It must miss every creature or target to misfire, and a misfire generates the normal effect. It deals its normal damage on a hit, but does not ignore the hardness of objects.
Bomb
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A bomb is a metal canister filled with metal balls and black powder that can be used as ammunition in catapults and trebuchets or carried by two Medium creatures or one Large creature to its destination. A bomb either explodes on impact (if fired from a catapult or trebuchet, or within 3 rounds of a fuse being lit if carried). When it explodes, it deals 6d6 points of piercing and bludgeoning damage to all creatures and objects within 30 feet of the target square. 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. It ignores the hardness of wood and stone.
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This siege engine firearm ammunition can be loaded in a cannon or a fiend's mouth cannon. 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.
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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.
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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.
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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).
Close Assault Siege Engines
While most siege engines attack at range, some are used up close to directly undermine defenses, batter through them, or otherwise bypass them. Some close assault weapons are not even weapons at all, but instead provide means for assault forces to protect themselves or circumvent fortifications without destroying them.
Table: Close Assault Siege Engines
Close Assault Engines | Cost | Dmg | Critical | Type | Crew | Speed |
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Bridge, assault | ||||||
Large | 1 gp | — | — | — | — | — |
Huge | 10 gp | — | — | — | — | — |
Gargantuan | 50 gp | — | — | — | — | — |
Colossal | 250 gp | — | — | — | — | — |
Corvus | 100 gp | — | — | — | 1 | Special |
Gallery | ||||||
Large | 250 gp | — | — | — | 3 | 15 ft. |
Huge | 500 gp | — | — | — | 6 | 15 ft. |
Gargantuan | 1000 gp | — | — | — | 9 | 15 ft. |
Colossal | 2000 gp | — | — | — | 18 | 15 ft. |
Ladder, escalade | ||||||
Large | 5 gp | — | — | — | 2 | as crew speed |
Huge | 10 gp | — | — | — | 4 | as crew speed |
Gargantuan | 50 gp | — | — | — | 6 | as crew speed |
Colossal | 250 gp | — | — | — | 8 | as crew speed |
Ram | ||||||
Large | 500 gp | 2d6 | ×3 | B | 5 | 15 ft. |
Huge | 1000 gp | 3d6 | ×3 | B | 10 | 15 ft. |
Gargantuan | 2000 gp | 6d6 | ×3 | B | 20 | 15 ft. |
Colossal | 5000 gp | 10d6 | ×3 | B | 40 | 15 ft. |
Siege tower | ||||||
Large | 1000 gp | — | — | — | 6 | 15 ft. |
Huge | 2000 gp | — | — | — | 12 | 15 ft. |
Gargantuan | 5000 gp | — | — | — | 24 | 15 ft. |
Colossal | 10,000 gp | — | — | — | 48 | 15 ft. |
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An assault bridge is used to span a ditch, moat, or other gap. Raising an assault bridge requires one full-round action per 5 feet of length; up to four creatures may cooperate to raise a bridge. The time required is doubled for each size category that the bridge is larger than the creatures raising it. Large assault bridges have 40 hit points, Huge ones have 60 hit points, Gargantuan ones have 160 hit points, and Colossal ones have 240 hit points.
Table: Bridges and Escalade Ladders
Size | Width | Length/Height |
---|---|---|
Large | 5 ft. | 20 ft. |
Huge | 5 ft. | 30 ft. |
Gargantuan | 10 ft. | 40 ft. |
Colossal | 10 ft. | 60 ft. |
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Price: 100 gp
Weight:
A corvus is a boarding device that features a hinged counterweight system for mounting a bridge vertically on a siege tower or a vehicle, with a hooked end to grab onto a target vehicle or structure. A corvus is usually 10 feet wide and 15 feet long. It has a hardness of 5 and 10 hit points per square. Using a corvus requires a DC 10 Profession (siege engineer) check as a full-round action; if the check fails, the corvus fails to catch on the target and must be reset (a full-round action). A corvus mounted on a vehicle can target another moving vehicle (see Chapter 4: Vehicles). Doing so requires an opposed driving check to get the corvus into the correct position, which is within the length of the corvus and adjacent to the other vehicle. Once a corvus is attached, it takes a Strength check as a full-round action to dislodge the corvus. Alternatively, if the corvus is attached to a vehicle, either vehicle driver can make a driving check as a standard action to dislodge the corvus (a check that succeeds by 5 or more destroys the corvus). The base DC for either of these checks is 15, and the DC increases by 5 for every Small or Medium creature currently standing on the corvus. If a corvus is disengaged while creatures are standing on it, those creatures must make a DC 15 Reflex saving throw or fall. Succeeding at the saving throw allows them to move to the nearest area of safe ground, but such movement provokes attacks of opportunity. A corvus cannot be armored.
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A mobile temporary defense, a gallery is similar to a building made of hide or wood. Most are of flimsy construction, but rare examples are more stoutly built (use the rules for giving siege engines armor, and adjust AC, hardness, and hit points accordingly). Galleries are almost always a single section of movable "wall" plus another section that acts as the "roof." (Galleries made to house battering rams are an exception, and typically have two joined wall sections and roof sections.) Because a gallery is partially open, it does not provide the same cover as a normal building: a creature inside a gallery gains cover if it is the same size as the gallery, improved cover if it is one size smaller, and total cover if it is two or more sizes smaller. Galleries are sized like creatures—a Larger gallery protects the same space as a Large creature, and so on.
Wooden galleries can be moved on rollers at a speed of 10 feet with their full crew, or 5 feet with at least half the required crew. Galleries have a base speed of 15 feet (or 10 feet if protected with medium or heavy armor).
Galleries have a hardness of 5, and hit points based on their size. A Large gallery has 30 hit points, a Huge one has 120 hit points, a Gargantuan one has 320 hit points, and a colossal one has 625 hit points.
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Escalade ladders have spiked bases for stability, and the upper 5 feet are metal-shod, with hardness 10 and 20 hit points. The remainder of the ladder is wooden and has hardness 5 and hit points based on its size. Large escalade ladders have 20 hit points, Huge ones have 30 hit points, Gargantuan ones have 80 hit points, and Colossal ones have 120 hit points. Escalade ladders cannot be armored.
Rams
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The most basic close assault weapons are iron-shod logs carried by one or more creatures to combine their strength. A ram can be used to deal damage or to make a Strength check against the target's break DC.
Ramming Charge
Rams require momentum to be effective. All creatures using the ram must use the charge action to gain its full effect. Creatures not wishing to charge may make a ram attack as a full-round action, taking a –4 penalty on attack and damage rolls and Strength checks with the ram.
Breaking
The crew leader makes a Strength check with a +2 bonus, adding +2 for each member of the crew (or equivalent number of larger creatures) assisting. The ram also provides a +4 bonus per size category above Medium.
Damage
The crew leader makes an attack roll with a –4 nonproficiency penalty. A hit deals the listed damage, plus the Strength modifiers of the crew leader and all members of the crew, regardless of their size.
Improvised Ram
Any tree, log, or timber can be used as a ram with a –4 penalty on attack and damage rolls and Strength checks.
Pick
A ram with a pick head grants a +2 circumstance bonus on Strength checks and attack and damage rolls made against stone structures.
Screw
A ram with a screw head grants a +2 circumstance bonus on Strength checks and attack and damage rolls made against earthen structures.
Gallery Ram
This is a ram suspended from chains or ropes within a gallery. A gallery ram does not require a charge action for full momentum. In addition, adding tethers to the back end of the ram allows four additional crew members to assist in using the ram.
Hit Points
Rams have a hardness of 5 and hit points based on their size. A Large ram has 30 hit points, a Huge one has 120 hit points, a Gargantuan one has 320 hit points, and a Colossal one has 625 hit points. Improvised rams have half the normal hit points.
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A wooden gallery of stout construction, a siege tower consists of a tall protective shell with a roof section. The lower story of the tower contains the crew members who propel the tower, and provides total cover to those within. A siege tower with the broken condition moves at half speed. If a siege tower is destroyed, the entire tower collapses. Treat this as a cave-in.
The upper section of a siege tower provides improved cover for a number of soldiers (see below) and may have pierced walls allowing creatures to fire ranged weapons out the sides. The roof section may have a battlement and may mount a siege engine of the siege tower's size or smaller and a corvus. Siege towers have a base speed of 15 (or 10 feet if protected with medium or heavy armor).
Siege towers have a hardness of 5, and hit points based on their size. A Large siege tower has 60 hit points, a Huge one has 240 hit points, a Gargantuan one has 640 hit points, and a Colossal one has 1,250 hit points.