Does the entire crew take the full-round actions to load / aim siege weapons?


Rules Questions


The rules for siege weapons in Ultimate Combat talk about a certain number of full-round actions required to aim and load siege weapons. For example, a light catapult takes 2 full-round actions to load.

I can see two possible interpretations:
A) Every member of the crew must take 2 full-round actions. Thus it would take 2 full combat rounds to load the weapon, or 4 actions in all given a crew of 2.
B) A total of 2 full-round actions are required, between the crew. In this interpretation a crew of 2 would be able to load the weapon in only one combat round.

How have others interpreted this? Is there a passage I am missing that clarifies it?

I had originally assumed that A was the correct interpretation.

However, I noticed recently that the old siege weapon rules (in the Environment chapter in the Core Rulebook) state: "It takes four full-round actions to reaim a heavy catapult (multiple crew members can perform these full-round actions in the same round, so it would take a crew of four only 1 round to reaim the catapult)."

I know that the Ultimate Combat rules are intended to replace the old siege weapon rules, but I couldn't find a clear statement in Ultimate Combat as to who needs to take these actions. Now the old rule is making me wonder whether interpretation B above was the intention. This would make a big difference in the effectiveness of siege weapons in round-by-round combat scenarios.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

The operation of siege weapons assumes you have a full crew working through the entire cycle. No skipping off for tea and biscuits.

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