About The Packwagon
Minimum Crew: 3 (1 driver, 2 gunners)
AC 17 (+9 armor, -2 size)
Grapple Launchers x2
Front Gunner's Weapons:
Bolt Throwers x2
Mounted in Eyes
2d8 damage, 19-20 x2 crit, 120 ft, 6 bolt magazine
Auto Reload engages after firing as long as the magazine contains bolts and takes one full round.
Reloading a new magazine takes 2 full round actions.
Loading a magazine with new bolts takes two minutes.
Rear Gunner's Weapons:
Mounted on right side of rear gunner's seat
+1 Enhancement bonus to Attack, 2d6+1 damage, x2 crit, misfire 1, 20' range, 200' max range
Mortar Mark III
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. This alchemical fire ignores the hardness of wooden objects. Costs 66 GP to make.
Liquid Ice: This hard, ceramic canister filled with alchemical liquid. 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. Costs 132 GP to make.
Smoke Shot: This hard ceramic sphere contains two alchemical substances separated by a thin barrier, much like a smoke pellet 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. Costs 165 GP to make.
Tanglefoot Shot: This hard, ceramic canister filled with alchemical liquid. When it hits its targeting space, it deals 2d6 points of bludgeoning damage to any creature in that space, and each creature within a 30' radius must make a DC 20 Reflex save against the effects of a Tanglefoot Bag. Costs 66 GP to make.
Indirect Fire Siege Weapon Rules:
Indirect-Fire Ranged Siege Engines: Indirect-fire weapons launch projectiles in high arcs toward their targets. They typically lob heavier missiles and payloads than direct-fire weapons, but they are harder to aim accurately. Indirect weapons can bypass many forms of fortification, delivering their payloads of solid shot, scatter shot, or even disease-ridden offal to targets beyond the walls of castles. They can also be used to batter fortifications where they are most vulnerable, arcing down on towers and walls, crushing them with the weight of stone or raining down smaller projectiles on a wall’s defenders. Indirect-fire weapons use a targeting mechanic similar to that described for catapults, hereafter referred to as an indirect attack. The following is an update to those rules.
Indirect Attack: To fire an indirect-fire ranged siege engine, the crew leader makes a targeting check against the DC of the siege engine. This check uses his base attack bonus, his Intelligence modifier (if not trained in Knowledge [engineering]) or Knowledge (engineering) skill modifier (if trained in that skill), any penalty for not being proficient in the siege engine, and the appropriate modifiers from Table: Indirect Attack Check Modifiers. If the check succeeds, the ammunition of the indirect attack hits the square the siege engine was aimed at, dealing the indicated damage or effect to any object or creature within the area of its attack. Creatures may get a saving throw to limit the effect of the attack; this is typically based on the type of ammunition used.
If the attack misses the intended square, roll 1d8 to determine in what direction the shot veers. A roll of 1 indicates the ammunition falls short (toward the siege engine), with rolls of 2 through 8 counting squares clockwise around the target square. Roll 1d4 for every range increment at which the attack was made (1d4 if the target square is within the engine’s first range increment, 2d4 if the target square is within the second range increment, and so on). The total is the number of squares by which the attack misses, with the direction in which the squares are counted determined by the d8 roll. The ammunition deals its damage and any other effects in the square it lands on.