Siege Weapons
Source Guns & Gears pg. 72 2.0
There are two categories of siege weapons: mounted and portable. Mounted siege weapons take up a certain size and space, typically have defensive statistics, and are used for large-scale warfare. More adaptable are portable siege weapons, such as battering rams, which can be carried more easily and can serve a valuable role during large-scale warfare, smaller conflicts, or even exploration.
All siege weapons need more than one person to operate them, working together as a crew. These crew members all need to be adjacent to the siege weapon for it to operate. A siege weapon's stat block lists the minimum number needed and the maximum crew size. Adding additional crew beyond the minimum is useful for ensuring a quick and successful Load in uncertain conditions and allowing for enough time to Aim the siege weapon when firing at a moving target. Black Powder Siege Weapons
The advent of black powder is beginning to offer a new sort of weapon to warriors in Golarion, one that isn't dependent on the physical strength of the wielder. Siege weapons like ballistae and trebuchets create tremendous force at a distance with the efforts of multiple operators, allowing for destructive power to rival even mighty spellcasters. Black powder siege weapons take the potential of such machines of war and amplify it to the next level, adding explosive power to the cooperative efforts of the crew. In addition to the force of the black powder ignition itself, black powder siege weapons are able to funnel and direct the energy through a reinforced barrel or muzzle in ways torsion and counterweights cannot, increasing the accuracy, range, and impact of the weapon.
Siege weapons of all kinds operate largely the same way whether they incorporate black powder in their design or not. The Aiming, Loading, Launching, and Move Siege Weapon actions are all identical to the rules found here. The most notable change is the chance of misfire; just like a firearm, improper use, inadequate cleaning, and a number of other factors can lead to deficiencies in a piece of artillery. The construction of the weapons and ammunition are also more expensive and harder to find due to the more advanced makeup. More details on black powder siege weapons can be found here.
Click here for the full rules on Siege Weapons.
Mounted Siege Weapons
Uncommon Medium Mounted
Source Battlecry! pg. 64
; Ammunition carry shot (5 sp for 10, 1 Bulk)
Usage mounted; Space 5 feet long, 5 feet wide, 3 feet high
Crew 1; Proficiency martial
Speed 20 feet (pulled or pushed)
Nethys Note: The AC, Fortitude, Reflex, HP and BT statistics for this item are located in the Light Mortar Innovation. This item does not have a price as it is an Inventor Innovation.
Aim [one-action] unlimited, minimum distance 10 feet
Load [one-action] (manipulate) 1 time
Launch [one-action] (attack, manipulate, range increment 120 feet) 2d6 bludgeoning, 10-foot burst, DC 15 basic Reflex
Uncommon Medium Alchemical Mounted
Source Battlecry! pg. 103
Price 100 gp; Ammunition lesser alchemist's fire (3 gp, L Bulk)
Usage mounted; Space 10 feet long, 5 feet wide, 5 feet high
Crew 2; Proficiency martial
AC 15; Fort +9; Ref +7
Hardness 5; HP 20 (BT 10); Immunities object immunities; Resistance object immunities
Speed 20 feet (pulled or pushed)
A flame bellows turns the common alchemist’s fire into a spray of burning destruction. Consisting of a wheel or wagonmounted reservoir and bellows, and a long tube through which the substance is directed, it’s as simple as it is effective. Unfortunately, it’s also incredibly dangerous to operate, with volatile and highly flammable chemicals housed in delicate mechanisms, one mistake away from consuming the whole team and the bellows in a super-heated blaze. The bellows are intended to be wheeled into the thick of battle rather than fired from a distance. Flame bellows teams are known as marked men, with all but the luckiest ending their career as a pile of ash, the victims of their own weapon. Despite not being a black powder weapon, a flame bellows can misfire like one.
Aim [one-action] rotate 30°
Load [one-action] (manipulate) 2 times
Launch [one-action] (manipulate) 3d6 fire plus 1d4 persistent fire, 30- foot line or 15-foot cone, DC 17 Reflex; switching between the flame bellows’ line or cone mode takes an Interact action, and any of the crew can perform the actionUncommon Medium Mounted
Source Battlecry! pg. 102
Price 120 gp; Ammunition bolts (1 sp for 10, L Bulk)
Usage mounted; Space 5 feet long, 4 feet wide, 6 feet high
Crew 1 to 4; Proficiency martial
AC 13; Fort +9; Ref +4
Hardness 5; HP 40 (BT 20); Immunities object immunities
Speed 20 feet (pulled or pushed)
A less explosive version of black-powder weapons such as the ribauldequin and hwacha, the crossbow catapult consists of 16 crossbows arrayed in a square on a wooden frame with two large wheels. Aiming is done from behind, sighting through the center and wheeling the face back and forth. All the crossbow triggers are connected in sequence, firing a volley of bolts with a single pull of a wire.
Aim [one-action] 40 feet, minimum distance 30 feet
Load [three-actions] (manipulate) 4 times
Launch [one-action] (attack, manipulate, range increment 80 feet) 3d6 piercing, 10-foot burst, DC 17 ReflexUncommon Large Mounted
Source Howl of the Wild pg. 117 2.1
Price 140 gp; Ammunition iron rod (5 gp, 4 Bulk)
Usage mounted; Space 10 feet long, 4 feet wide, 6 feet high
Crew 2; Proficiency simple
AC 16; Fort +12; Ref +4
Hardness 5; HP 40 (BT 20); Immunities object immunities
Trapdoor actuators are designed to be well hidden (usually as part of a cliff face) and operated by small, untrained crews. Cleverly designed springs launch an iron rod from the protective wall. Typically, this level of camouflage allows the trapdoor actuator to remain unnoticed unless a creature succeeds at a DC 18 Perception check to spot it. After a launch, the trapdoor actuator’s camouflage can be reset as a two-action activity.
Aim [two-actions] 25 feet, minimum distance 10 feet
Load [two-actions] (manipulate) 2 times, requires a successful DC 20 Athletics check
Launch [one-action] (attack, manipulate, range increment 100 feet) 3d10 bludgeoning, single target, DC 18 ReflexUncommon Large Mounted
Source Guns & Gears pg. 175 2.0
Price 180 gp; Ammunition 100 hwacha arrows (2 gp, 1 Bulk)
Usage mounted (black powder); Space 8 feet long, 6 feet wide, 6 feet high
Crew 1-4; Proficiency simple
AC 16; Fort +11; Ref +4
Hardness 5; HP 40 (BT 20); Immunities object immunities
Speed 25 feet (pulled or pushed)
Rather than a shoot a single, large projectile like a boulder, the hwacha fires dozens of rocket-propelled arrows at once. The frame of the hwacha holds 100 tubes, each loaded with an arrow or a small bundle of arrows wrapped with a small amount of black powder and attached to a fuse. By lighting a master fuse, you can make all of the arrows fire in rapid succession.
Aim [two-actions] 40 feet, minimum distance 40 feet
Load [three-actions] (manipulate) Each Load action loads 10 hwacha arrows. Taking the Launch action requires three Load actions to load 30 hwacha arrows, but you can continue to Load more arrows to increase the effect of the next Launch action, as detailed below.
Launch [one-action] (manipulate, range increment 300 feet) 4d8 piercing, 20-foot burst, DC 18 Reflex. If you loaded at least 70 hwacha arrows, the area increases to a 25-foot burst. If you loaded 100 hwacha arrows, the area increases to a 30-foot burst and the damage to 5d8 piercing.Uncommon Medium Mounted
Source Battlecry! pg. 105
Price 180 gp; Ammunition rounds (1 sp for 10, L Bulk)
Usage mounted (black powder); Space 8 feet long, 6 feet wide, 6 feet high
Crew 1 to 4; Proficiency martial
AC 16; Fort +10; Ref +4
Hardness 5; HP 35 (BT 17); Immunities object immunities
Speed 20 feet (pulled or pushed)
Also known as an organ gun, a ribauldequin consists of a row of gun barrels set parallel on a frame so that they resemble the pipes of a large organ. Time-consuming to load but highly effective against enemy personnel, the ribauldequin is more at home on the battlefield than behind fixed fortifications. The standard organ gun has twelve barrels, firing a spread that covers a significant area.
Aim [two-actions] rotate 45°
Load [three-actions] (manipulate) 4 times
Launch [one-action] (attack, manipulate) 5d6 piercing, 30-foot cone, DC 18 ReflexUncommon Medium Mounted
Source Battlecry! pg. 102
Price 200 gp; Ammunition iron shot (1 gp, L Bulk)
Usage mounted (black powder); Space 4 feet long, 3 feet wide, 4 feet high
Crew 2 to 3; Proficiency martial
AC 16; Fort +11; Ref +6
Hardness 8; HP 30 (BT 15); Immunities object immunities
Speed 20 feet (pulled or pushed)
A compact cannon that fires much smaller ammunition than typical cannons, the falconet has an undersized but lethal shot of similar weight and size to a bird of prey, hence the name. The falconet sits between the heaviest musket and traditional cannon, but its lighter size and cost make it appealing to forces that can’t field a full cannon crew.
Aim [two-actions] 100 feet, minimum distance 30 feet
Load [one-action] (manipulate) 2 times, requires a successful DC 15 Athletics check
Launch [one-action] (attack, manipulate, range increment 120 feet) 5d6 bludgeoning, single target, DC 18 ReflexUncommon Large Mounted
Source Guns & Gears pg. 173 2.0
Price 300 gp; Ammunition stone spheres (4 gp, 4 Bulk)
Usage mounted (black powder); Space 10 feet long, 4 feet wide, 5 feet high
Crew 2-4; Proficiency martial
AC 17; Fort +12; Ref +5
Hardness 10; HP 40 (BT 20); Immunities object immunities
Speed 10 feet (pushed or pulled)
Bombards are some of the oldest and simplest of black powder siege weapons, devised based on many of the same principles as a hand cannon, but deploying them on a larger scale and scope. A bombard's body is usually made of brass or iron, which causes the bombard to resemble the shape of a large bell. While they are capable of moving very slowly, their clumsy and weighty design means bombards usually remain stationary. This in turn means they're often used more defensively than offensively
Aim [two-actions] 30 feet, minimum distance 30 feet
Load [two-actions] (manipulate) 2 times, requires a successful DC 20 Athletics check
Launch [one-action] (manipulate, range increment 150 feet) 4d10 bludgeoning, 10-foot burst, DC 19 ReflexUncommon Large Mounted
Source Battlecry! pg. 107
Price 300 gp; Ammunition shatterstones (2 gp, 4 Bulk)
Usage mounted; Space 10 feet long, 10 feet wide, 8 feet high
Crew 2 to 3; Proficiency martial
AC 18; Fort +12; Ref +6
Hardness 10; HP 80 (BT 40); Immunities object immunities
Speed 15 feet (pulled or pushed)
Orcs of Belkzen pioneered the invention of this siege engine, which merges the concepts of battering ram and catapult. A large stone block, one end honed to be like the engine’s namesake wolf fang, is attached to a wooden arm that can be winched back. When the lever is pulled, the arm swings the block forward with great force, the stone piercing almost any object directly ahead of it.
Aim [one-action] rotate 45°
Load [two-actions] (manipulate) 2 times, requires a successful DC 20 Athletics check
Launch [one-action] (attack, manipulate, reach 10 feet) The wolf fang makes a melee Strike at a +10 bonus against a structure or an unattended, stationary object directly in front of it. This Strike deals 5d8 piercing damage, ignoring Hardness 4 or lower.Uncommon Large Mounted
Source Guns & Gears pg. 74 2.0
Price 320 gp; Ammunition ballista bolt (5 sp, 1 Bulk)
Usage mounted; Space 10 feet long, 5 feet wide, 4 feet tall
Crew 2; Proficiency martial
AC 17; Fort +12; Ref +11
Hardness 10; HP 40 (BT 20); Immunities object immunities
Speed 20 feet (pulled or pushed)
Resembling a massive crossbow mounted on a tripod, but with a pair of arms for torsion instead of a single prod, a ballista flings massive bolts. Also referred to as a scorpion, this weapon requires fewer crew members than the larger heavy ballista and can be Aimed and Loaded much more quickly.
Aim [one-action] 35 feet, minimum distance 25 feet
Load [two-actions] (manipulate) 2 times
Launch [one-action] (attack, manipulate, range increment 120 feet) 4d12 piercing, single target, DC 19 ReflexUncommon Medium Mounted
Source Battlecry! pg. 106
Price 320 gp; Ammunition bronze steam rocket (1 sp, L Bulk)
Usage mounted; Space 5 feet long, 5 feet wide, 4 feet high
Crew 2 to 3; Proficiency simple
AC 16; Fort +12; Ref +6
Hardness 5; HP 60 (BT 30); Immunities object immunities
Speed 25 feet (pulled or pushed)
Even without the explosive chemical reaction of black powder, it’s possible to achieve significant propulsion using steam. A steam artillery consists of a bronze tube, fire pot, and bellows attached to a wooden frame with wheels. A steam rocket is loaded into the tube, where it’s subjected to tightly focused heat from the coals in the fire pot fed by air from the bellows. Very quickly, the water within the corked rocket is converted to pressurized steam. Loading the weapon involves first inserting the rocket and then working the bellows.
Aim [one-action] 40 feet, minimum distance 20 feet
Load [two-actions] (manipulate) 2 times
Launch [one-action] (attack, manipulate, range increment 40 feet) 4d10 bludgeoning, single target, DC 19 ReflexRare Large Light Magical Mounted
Source Howl of the Wild pg. 116 2.1
Price 350 gp; Ammunition marking fluid canister (3 gp, 2 Bulk)
Usage mounted; Space 7 feet long, 4 feet wide, 3 feet high
Crew 2; Proficiency simple
AC 18; Fort +13; Ref +11
Hardness 8; HP 36 (BT 18); Immunities object immunities
Speed 15 feet (pulled or pushed)
The fine spray dispersed by a marking powder cannon outlines beasts that evade sight. This weapon was developed against creatures that use brush to hide their approach, but its application has spread to include underwater creatures and nighttime predators. The spray is an oil that shimmers orange, making it an excellent camouflage breaker. It is also used to mark targets, if multiple creatures are expected to approach simultaneously.
Aim [two-actions] 60 feet, minimum distance 30 feet
Load [two-actions] (manipulate) 2 times
Launch [one-action] (attack, manipulate, range increment 100 feet) 10- foot burst, DC 19 Reflex. Creatures who fail the saving throw are coated with marking fluid, which glows with dim orange light out to 10 feet for 1 hour or until the fluid is washed off. In addition, on a failed save creatures that were undetected become hidden and affected creatures that were hidden become concealed. An invisible creature that fails its save has its invisibility negated for 2 rounds, during which time it is concealed instead of invisible. Affected creatures take a –2 penalty to Stealth checks to Hide and Sneak for as long as they are coated with marking fluid.Uncommon Large Alchemical Mounted
Source Howl of the Wild pg. 116 2.1
Price 350 gp; Ammunition concentrated pheromone tank (30 gp, 1 Bulk), water tank (5 sp, 1 Bulk)
Usage mounted; Space 12 feet long, 6 feet wide, 4 feet high
Crew 2-4; Proficiency martial
AC 19; Fort +18; Ref +6
Hardness 8; HP 40 (BT 20); Immunities object immunities
Speed 15 feet (pulled or pushed)
Pheromone sprayers are used to fire mass amounts of alchemical animal pheromones in a more weaponized form to allow researchers an easy way to influence otherwise dangerous creatures. Like animal pheromones, the ammunition for this siege weapon must be crafted for a specific kind of animal. A pheromone sprayer consists of two large tanks mounted atop a narrow, cannon-like barrel. One of the tanks contains concentrated alchemical pheromones, while the other tank is loaded with water, which is used to dilute the pheromones to produce different effects upon launch.
Aim [one-action] rotate 45°
Load [two-actions] (manipulate) 2 times
Launch [one-action] (attack, manipulate, olfactory) 80-foot line or 40-foot cone, DC 20 Will. Switching between the line or cone mode takes an Interact action, which any of the crew can perform. Designated kinds of animals that fail their save experience the following effects, depending on dilution.- Low Dilution Affected creatures are stunned 2.
- Medium Dilution Affected creatures are fascinated by the scent of the pheromones and off-guard until the end of their next turn.
- High Dilution Affected creatures are slowed 1 for 1 minute.
Uncommon Large Mounted
Source Guns & Gears pg. 75 2.0
Price 650 gp; Ammunition stones (0 gp, 4 Bulk)
Usage mounted; Space 10 feet long, 10 feet wide, 6 feet high
Crew 2-4; Proficiency martial
AC 20; Fort +15; Ref +8
Hardness 10; HP 60 (BT 30); Immunities object immunities
Speed 15 feet (pushed or pulled)
A sturdy wooden frame holds the spring-loaded beam that gives this weapon its power. At the end of the beam, a bowl-shaped wooden recession holds the payload, typically heavy stones. The arm is winched back to create torsion, until the release is pulled to abruptly swing the arm forward and fling the payload.
Aim [two-actions] 50 feet, minimum distance 50 feet
Load [two-actions] (manipulate) 2 times, requires a successful DC 20 Athletics check
Launch [one-action] (attack, manipulate, range increment 150 feet) 5d10 bludgeoning, 10-foot burst, DC 22 ReflexUncommon Large Mounted
Source Howl of the Wild pg. 115 2.1
Price 700 gp; Ammunition harpoon cannon bolt (3 gp, 2 Bulk)
Usage mounted (black powder); Space 9 feet long, 7 feet wide, 5 feet high
Crew 3-5; Proficiency martial
AC 20; Fort +17; Ref +13
Hardness 10; HP 70 (BT 35); Immunities object immunities
Speed 15 feet (pulled or pushed)
Harpoon cannons fire bolts about 6 feet long that are attached to 200 feet of rope. Traditionally, they are used at sea to impale aquatic creatures, particularly giant squids, megalodons, and sea serpents. But these weapons can also be useful to tether land-based big game, especially those with the capability to burrow.
Aim [one-action] 60 feet, minimum distance 40 feet
Load [two-actions] (manipulate) 2 times, requires a successful DC 20 Athletics check
Launch [one-action] (attack, manipulate, range 200 feet) 6d12 piercing, single target, DC 22 Reflex. On a failed save, the harpoon becomes lodged in the target’s body. The target can remove the harpoon with a DC 22 check to Escape or Force Open, but on a failure, the target takes 6d4 piercing damage. As long as the harpoon cannon bolt remains lodged, the target cannot move more than 200 feet away from the harpoon cannon. If the harpoon cannon bolt is embedded in a creature that isn’t swimming, one member of the crew can attempt to Trip the creature by tugging on the rope if all other crew members Aid. On a failure, the bolt rips free, causing 4d4 piercing damage to the target but releasing it.Uncommon Gargantuan Magical Mounted
Source Howl of the Wild pg. 115 2.1
Price 700 gp; Ammunition kickback charge (2 gp, 1 Bulk)
Usage mounted; Space 18 feet long, 5 feet wide, 7 feet high
Crew 2; Proficiency martial
AC 20; Fort +16; Ref +13
Hardness 10; HP 50 (BT 25); Immunities object immunities
A smaller version of the kickback spring was first deployed as a deterrent to keep crops safe from nuisance foragers like moose. These larger versions often line walls or other defensive points, providing a final layer of protection before a large creature would breach such areas. The kickback spring fires a compressed disk of rapidly expanding air at creatures, attempting to push them back and provide defenders a moment to regroup.
Aim [two-actions] 25 feet, minimum distance 50 feet
Load [two-actions] (manipulate) 2 times, requires a successful DC 22 Athletics check
Launch [one-action] (air, attack, manipulate, range increment 60 feet) 6d8 bludgeoning, 15-foot cone, DC 22 Reflex. A creature that fails its Reflex save is pushed 25 feet away from the kickback spring as air rapidly vents from the device. On a critical failure, a creature falls prone after being pushed back.Uncommon Huge Mounted
Source Guns & Gears pg. 76 2.0
Price 700 gp; Ammunition springald arrows (5 sp, 2 Bulk)
Usage mounted; Space 15 feet long, 12 feet wide, 15 feet high
Crew 3-5; Proficiency martial
AC 20; Fort +16; Ref +13
Hardness 10; HP 40 (BT 20); Immunities object immunities
Speed 10 feet (pushed or pulled)
A springald consists of a wooden board cranked backward and chutes that hold up to three oversized arrows. Rather than having a nock, each arrow has a flat back end. Releasing the board strikes the backs of the arrows, sending them hurtling through the air.
Aim [two-actions] 30 feet, minimum distance 50 feet
Load [two-actions] (manipulate) 3 times
Launch [one-action] (attack, manipulate, range increment 100 feet) 5d8 piercing, three different targets within a 15-foot burst, DC 22 ReflexUncommon Medium Mounted
Source Guns & Gears pg. 176 2.0
Price 720 gp; Ammunition mortar round (5 gp, 1 Bulk)
Usage mounted (black powder); Space 8 feet long, 4 feet wide, 5 feet high
Crew 3-4; Proficiency martial
AC 20; Fort +15; Ref +8
Hardness 12; HP 40 (BT 20); Immunities object immunities
Speed 20 feet (pulled or pushed)
A mortar fires its shells at a high angle, allowing it to bypass obstacles and strike from above. A crew typically sets up such a weapon behind a wall or in another hard-to-access area to protect themselves while retaining full functionality. Due to the steep angle of its arc, such mortars are especially useful when opposing barricaded targets.
Aim [two-actions] 40 feet, minimum distance 50 feet
Load [two-actions] (manipulate) 3 times
Launch [two-actions] (manipulate, range increment 100 feet) 5d10 slashing, 20-foot burst, DC 21. Because a mortar launches its round at a high angle, the mortar round descends on the center of the burst from above, not in a straight line from the mortar. This affects whether creatures have cover from the mortar launch.Uncommon Medium Magical Mounted
Source Battlecry! pg. 107
Price 840 gp; Ammunition bundles of spider silk (1 gp, 1 Bulk)
Usage mounted; Space 6 feet long, 5 feet wide, 4 feet high
Crew 2 to 3; Proficiency simple
AC 21; Fort +15; Ref +9
Hardness 5; HP 100 (BT 50); Immunities object immunities
Speed 20 feet (pulled or pushed)
Fashioned from the desiccated carapace of a large spider or materials constructed to look like a spider attached to a wagon, a web launcher can eject a mass of sticky spider’s silk. Not only can the webbing pummel and entangle enemy armies, it is also used to create easily climbable surfaces to scale enemy fortifications. Multiple cultures across and beneath Golarion, especially those who live in environments where spiders are distressingly common, have arrived at this design in an interesting example of parallel thinking that war historians have studied for centuries.
Aim [one-action] 35 feet, minimum distance 25 feet
Load [two-actions] (manipulate) 2 times
Launch [one-action] (attack, manipulate, range increment 120 feet) 5d8 bludgeoning, 20-foot burst, DC 23 Reflex. Creatures that fail their saving throw also take a –10-foot circumstance penalty to their Speeds for 1 minute from the sticky webbing, which can be removed with two Interact actions or if the creature takes at least 10 fire damage from a single source. In addition, creatures who attempt Athletics checks to Climb in the area affected by the webbing gain a +4 circumstance bonus to the check for 1 hour after the web launcher has been fired or until the webbing is removed, whichever comes first.Unique Medium Mounted
Source Pathfinder #215: To Blot Out the Sun pg. 53
Price 900 gp; Ammunition magical energy (unlimited; no reload)
Usage mounted on tracks; Space 7 feet long, 5 feet wide, 5 feet high
Crew 1-3; Proficiency martial
AC 22; Fort +17; Ref +13
Hardness 15; HP 80 (BT 40); Immunities object immunities
Speed 15 feet (pushed or pulled along tracks; can’t be removed from tracks)
Nethys Note: No description has been provided for this siege weapon.
Aim [one-action] 60 feet, minimum distance 10 feet
Fire [one-action] (attack, flourish, manipulate, range 200 feet) 6d10 electricity, single target, DC 23 Reflex. On a failed save, the target becomes clumsy 2 from electric shock.Uncommon Large Mounted
Source Guns & Gears pg. 174 2.0
Price 900 gp; Ammunition cannonball (10 gp, 6 Bulk)
Usage mounted (black powder); Space 7 feet long, 5 feet wide, 4 feet high
Crew 2-4; Proficiency martial
AC 22; Fort +16; Ref +9
Hardness 15; HP 80 (BT 40); Immunities object immunities
Speed 15 feet (pushed or pulled)
Cannons are perhaps the most well known of all black powder siege weapons, and that's because they represent a good midpoint between power and expense. Keeps and fortresses in Alkenstar prefer to fortify their forces with cannons, as they're relatively easy to construct and their ammunition is cheap enough to build up great supplies.
Aim [three-actions] 100 feet, minimum distance 50 feet
Load [two-actions] (manipulate) 2 times, requires a successful DC 20 Athletics check
Launch [one-action] (manipulate, range increment 200 feet) 6d12 bludgeoning, single target, DC 23 ReflexUncommon Huge Mounted
Source Guns & Gears pg. 75 2.0
Price 900 gp; Ammunition heavy ballista bolt (3 gp, 3 Bulk)
Usage mounted; Space 15 feet long, 12 feet wide, 12 feet high
Crew 3-6; Proficiency martial
AC 22; Fort +18; Ref +12
Hardness 15; HP 80 (BT 40); Immunities object immunities
Speed 15 feet (pushed or pulled)
Capable of launching bolts the size of fully grown trees, a heavy ballista is best suited to smashing down castle gates, walls, or similar fortifications.
Aim [two-actions] 60 feet, minimum distance 40 feet
Load [two-actions] (manipulate) 3 times, requires a successful DC 20 Athletics check
Launch [one-action] (attack, manipulate, range increment 180 feet) 7d12 piercing, single target, DC 23 ReflexUncommon Huge Mounted
Source Guns & Gears pg. 175 2.0
Price 1,000 gp; Ammunition alchemical fire barrel (50 gp, 3 Bulk)
Usage mounted (black powder); Space 15 feet long, 12 feet wide, 10 feet high
Crew 3-5; Proficiency martial
AC 22; Fort +16; Ref +9
Hardness 12; HP 70 (BT 35); Immunities object immunities
Speed 15 feet (pushed or pulled)
This alchemical black powder hybrid siege weapon uses a blast of black powder to spray alchemical fire from a long metal nozzle, often sculpted or painted with designs resembling a dragon's neck and head. The nozzle turns on a ratcheted, rotating disc with a reservoir in the center to hold a barrel full of combustible alchemical liquid, using black powder to propel the fire. This main structure is atop a wheeled cart to allow it to be easily moved. Unlike most mounted siege weapons, a firedrake is intended to be wheeled out into the thick of a skirmish rather than shooting from a distance.
Aim [two-actions] rotate 45º
Load [two-actions] (manipulate) 3 times, requires a successful DC 20 Athletics check
Launch [one-action] (manipulate) 8d6 fire plus 1d6 persistent fire, 60-foot line or 30-foot cone, DC 23 Reflex. Switching between the firedrake's line or cone mode takes an Interact action, and any of the crew can perform the action.Uncommon Large Mounted
Source Battlecry! pg. 105
Price 1,200 gp; Ammunition shatterstones (2 gp, 4 Bulk)
Usage mounted (black powder); Space 10 feet long, 10 feet wide, 8 feet high
Crew 2 to 4; Proficiency martial
AC 22; Fort +17; Ref +10
Hardness 10; HP 110 (BT 55); Immunities object immunities
Speed 15 feet (pulled or pushed)
The arm of this modified catapult ends in three baskets, the aim of which can be adjusted to fling its payload over a wider spread. A shatterpult is usually loaded with specially made “shatterstones,” which are constructed to explode into hundreds of sharp shards upon impact. The jagged pieces of a burst of shatterstones make the ground difficult to cross, similar to a handful of caltrops.
Aim [three-actions] 50 feet, minimum distance 50 feet
Load [two-actions] (manipulate) 2 times, requires a successful DC 20 Athletics check
Launch [one-action] (attack, manipulate, range increment 150 feet) 4d8 piercing, three different 10-foot bursts that can’t overlap and no two can be farther than 50 feet from another, DC 25 Reflex; the affected areas become difficult terrain for 1 hourUncommon Gargantuan Mounted
Source Guns & Gears pg. 175 2.0
Price 1,400 gp; Ammunition large stone spheres (8 gp, 16 Bulk)
Usage mounted (black powder); Space 17 feet long, 6 feet wide, 6 feet high
Crew 3-6; Proficiency martial
AC 23; Fort +18; Ref +10
Hardness 18; HP 50 (BT 25); Immunities object immunities
A heavy bombard looks like little more than a large metal cylinder, resembling the barrel of a firearm so large that it's immobile. The sheer size of the weapon allows it to strike far and hard.
Aim [three-actions] 50 feet, minimum distance 50 feet
Load [two-actions] (manipulate) 3 times, requires a successful DC 20 Athletics check
Launch [one-action] (manipulate, range increment 250 feet) 7d10 bludgeoning, 20-foot burst, DC 25 ReflexUncommon Huge Mounted
Source Howl of the Wild pg. 116 2.1
Price 1,500 gp; Ammunition segmented chain (4 gp, 5 Bulk)
Usage mounted; Space 7 feet long, 15 feet wide, 8 feet high
Crew 3-5; Proficiency martial
AC 23; Fort +21; Ref +13
Hardness 18; HP 64 (BT 32); Immunities object immunities
The lashtail is named after the segmented chain that the weapon sweeps in a horizontal arc. The chain links are thick and flat, which look somewhat like scales, and linked together to resemble a great dragon’s tail. The chain is stretched against a spring-backed launcher. When released, the lashtail swings the chain outward, typically aimed to take down stampeding animals approaching on foot.
Aim [two-actions] rotate 45°
Load [two-actions] (manipulate) 3 times, requires a successful DC 26 Athletics
Launch [one-action] (attack, manipulate, range increment 120 feet) 8d8 bludgeoning, 30-foot cone, DC 25 Reflex. A creature that fails its Reflex save is off-guard until the end of their next turn. On a critical failure, a creature is instead knocked prone by the chain.Uncommon Huge Holy Magical Mounted
Source Battlecry! pg. 100
Price 1,800 gp; Ammunition anointed stones (3 gp, 4 Bulk)
Usage mounted; Space 10 feet long, 7 feet wide, 6 feet high
Crew 2 to 4; Proficiency martial
AC 24; Fort +19; Ref +11
Hardness 10; HP 140 (BT 70); Immunities object immunities
Speed 15 feet (pulled or pushed)
Similar in many ways to a catapult, a blessed onager is decorated with sigils of a holy god or other divine entity, usually one associated with righteous warfare. The arm of the onager isn’t drawn back by any obvious mechanism but is instead readied through prayer. This means that the crew usually contains one or two priests of the associated deity. In addition, the payload is anointed with sanctified oils that cause it to explode with spiritual energy upon impact. A blessed onager is most effective against armies of fiends and other unholy monsters. If an unholy creature attempts to move or operate a blessed onager, it is enfeebled 2 for 1 hour, and it takes a –2 circumstance penalty to any skill checks or DCs related to the siege weapon.
Aim [three-actions] 50 feet, minimum distance 50 feet
Load [two-actions] (manipulate) 2 times, requires a successful DC 20 Religion check
Launch [one-action] (attack, manipulate, range increment 120 feet) 5d8 bludgeoning and 4d8 spirit, 10-foot burst, DC 26 Reflex
Uncommon Large Magical Mounted Sonic
Source Howl of the Wild pg. 117 2.1
Price 2,000 gp; Ammunition resonating orb (320 gp, 6 Bulk)
Usage mounted; Space 10 feet long, 5 feet wide, 5 feet high
Crew 2; Proficiency martial
AC 22; Fort +25; Ref +14
Hardness 12; HP 80 (BT 40); Immunities object immunities
Speed 15 feet (pulled or pushed)
This siege weapon consists of a horn-shaped nozzle, a base typically decorated with ornate musical notes, and two cranks attached to both sides of the base. Crystalline resonating orbs made from powdered soniphak horn are inserted into a compartment within the base. Once an orb is loaded and the nozzle aimed, both cranks must be turned. This causes compressors within the base to grind away at the resonating orb, crushing it and releasing the sonic energy contained within. To reduce the likelihood of these weapons causing hearing damage, horns come equipped with earplugs and colored flags to enable crew members to communicate without the need for speech.
Aim [two-actions] 40 feet, minimum distance 50 feet
Load [three-actions] (manipulate) 2 times. These load actions include donning earplugs and securing them during subsequent sonic horn firings. The earplugs impose a –2 item penalty to Perception checks involving sound, and may be removed with an Interact action.
Launch [one-action] (attack, manipulate, range increment 250 feet) 6d12 sonic damage, 60-foot cone, DC 25 Fortitude. Creatures that fail or critically fail the save are also deafened for 3d6 rounds.Uncommon Gargantuan Mounted
Source Guns & Gears pg. 76 2.0
Price 2,000 gp; Ammunition stones (0 gp, 6 Bulk)
Usage mounted; Space 25 feet long, 15 feet wide, 25 feet high
Crew 4-6; Proficiency martial
AC 24; Fort +21; Ref +16
Hardness 17; HP 68 (BT 34); Immunities object immunities
Built with a long wooden arm and a heavy counterweight, a trebuchet can hurl massive projectiles from a large sling, releasing the projectile at the ideal point in the arm's arc.
Aim [two-actions] 100 feet, minimum distance 200 feet
Load [two-actions] (manipulate) 3 times, requires a successful DC 20 Athletics check
Launch [one-action] (attack, manipulate, range increment 400 feet) 8d10 bludgeoning, 20-foot burst, DC 26 ReflexRare Huge Magical Mounted
Source Battlecry! pg. 104
Price 2,600 gp; Ammunition nullifier stones (10 gp, 3 Bulk)
Usage mounted; Space 15 feet long, 15 feet wide, 20 feet high
Crew 3 to 5; Proficiency martial
AC 25; Fort +19; Ref +14
Hardness 10; HP 150 (BT 75); Immunities object immunities
Speed 15 feet (pulled or pushed)
Appearing similar to a trebuchet, a nullifier sling launches smaller projectiles that do less damage but contain magic that can counteract any magical effect near the point of impact.
Aim [two-actions] 50 feet, minimum distance 150 feet
Load [two-actions] (manipulate) 2 times, requires a successful DC 20 Arcana, Nature, Occultism, or Religion check
Launch [one-action] (attack, magical, manipulate, range increment 400 feet) 4d10 bludgeoning, 20-foot burst, DC 27 Reflex. In addition, the nullifier stone attempts a counteract check against each active spell and unattended magic item within the burst. A nullifier stone has a counteract modifier of +19 and a counteract rank of 5th. At the GM’s discretion, more powerful (and more expensive) nullifier stones may exist.Uncommon Huge Mounted
Source Guns & Gears pg. 174 2.0
Price 2,800 gp; Ammunition cannonball (10 gp, 6 Bulk)
Usage mounted (black powder); Space 15 feet long, 15 feet wide, 8 feet high
Crew 3-6; Proficiency martial
AC 26; Fort +21; Ref +13
Hardness 18; HP 90 (BT 45); Immunities object immunities
Fiend's mouth cannons are large-scale cannons designed to blast a target at great distance, from a stationary location. They get their name from the fiendish features usually adorning their barrels and frames. Compared to a standard field cannon, a fiend's mouth cannon can be aimed more easily, but flexibility comes at the cost of mobility. The barrel rests on a platform which can be rotated 360 degrees to allow for precise aiming.
Aim [two-actions] 200 feet, minimum distance 50 feet
Load [two-actions] (manipulate) 2 times, requires a successful DC 20 Athletics check
Launch [one-action] (manipulate, range increment 300 feet) 8d12 bludgeoning, single target, DC 27 ReflexUncommon Huge Alchemical Mounted
Source Battlecry! pg. 106
Price 2,800 gp; Ammunition barrel of alchemical tar (5 gp, 5 Bulk)
Usage mounted; Space 16 feet long, 12 feet wide, 16 feet high
Crew 3 to 4; Proficiency simple
AC 24; Fort +20; Ref +14
Hardness 8; HP 120 (BT 60); Immunities object immunities
Speed 10 feet (pulled or pushed)
A tar spitter is a mass of tubes, pumps, and a copper tank mounted on an armored wagon. The tank is filled with hot tar under high pressure that can be sprayed from an aimed nozzle. The weaponized adhesive often roots enemies to the spot, making them easier prey for allied soldiers. Cleaning a tar spitter is a difficult task, and crew members usually wear thick leather aprons and gloves to avoid getting the tar on their skin.
Aim [two-actions] rotate 45°
Load [two-actions] (manipulate) 3 times, requires a successful DC 20 Athletics check
Launch [one-action] (manipulate) 4d8 bludgeoning plus 4d8 acid and 1d8 persistent acid, 60-foot line or 30-foot cone, DC 27 Reflex. A creature on the ground who fails its save is also immobilized by the tar (Escape DC 27). Switching between the tar spitter’s line or cone mode takes an Interact action, and any of the crew can perform the action.Rare Huge Magical Mounted
Source Howl of the Wild pg. 117 2.1
Price 3,000 gp; Ammunition enchanted seedpods (10 gp, 1 Bulk)
Usage mounted; Space 12 feet long, 15 feet wide, 10 feet high
Crew 3-6; Proficiency martial
AC 26; Fort +23; Ref +13
Hardness 10; HP 90 (BT 45); Immunities object immunities
A large quantity of enchanted seedpods are packed into a seedpod shooter’s funnel. The siege engine controls the dispersal of seedpods into the air and enhances their speed and sharpness when fired. While these seedpods naturally whistle when blown through the air, the device causes this sound to reverberate at a frequency that can cause nausea.
Aim [two-actions] 100 feet, minimum distance 50 feet
Load [two-actions] (manipulate) 2 times
Launch [one-action] (attack, auditory, manipulate, range increment 300 feet) 8d12 slashing, 30-foot burst, DC 27 Reflex. A creature that fails their Reflex save becomes sickened 2.Uncommon Large Mounted
Source Battlecry! pg. 105
Price 3,800 gp; Ammunition chemical battery (10 gp, 5 Bulk)
Usage mounted; Space 10 feet long, 10 feet wide, 6 feet high
Crew 3 to 4; Proficiency martial
AC 28; Fort +22; Ref +16
Hardness 8; HP 160 (BT 80); Immunities object immunities; Resistance object immunities
Speed 10 feet (pulled or pushed)
Originally invented in Ustalav, a Stasian sled is instantly recognizable in any army that fields it. The device employs alchemically enhanced batteries, complex wire coils, and an adjustable rod arrangement to generate a directed blast of electricity. Early prototypes relied on an even-longer central rod and had to be used during thunderstorms as they drew power directly from natural lightning. With further developments in the understanding of Stasian technology, the Stasian sled is no longer weather dependent, though it does tend to go through batteries at a shocking rate. It’s no longer advisable to field a Stasian sled during a thunderstorm, as even though much of the equipment is grounded, the device still attracts lightning bolts like a lantern draws moths, invariably dealing significant damage to the crew. The typical crew wrangles the batteries, with one crew member operating the aiming mechanism via a crank.
Aim [two-actions] rotate 45°
Load [one-action] (manipulate) 6 times, requires a successful DC 20 Athletics check; each Load action replaces a spent battery
Launch [one-action] (manipulate) 7d12 lightning, 60-foot line, DC 29 ReflexRare Huge Mounted
Source Battlecry! pg. 101
Price 4,000 gp; Ammunition clockwork ballista bolt (30 gp, 3 Bulk)
Usage mounted; Space 15 feet long, 12 feet wide, 12 feet high
Crew 1 to 2; Proficiency martial
AC 28; Fort +24; Ref +18
Hardness 20; HP 150 (BT 75); Immunities object immunities
Speed 25 feet (pulled or pushed)
Finding a working clockwork arbalest—a relic of Azlanti engineering at its height—is all but impossible now. There are scholarly records, though, that describe the complex mechanisms of the device, which practically automates the process of reloading and firing a standard ballista. The result is extremely effective, as the ballista reloads from a hopper of bolts with a pull of a lever, has a move assist feature that aids in repositioning the weapon, and even features a gyroscope sight array to aid with aiming. The bolts feature clockwork blades that deploy after the initial hit, making the impact point an impassible hazard. By all accounts, a single operator could keep up a steady rate of fire with the clockwork ballista until they ran out of bolts, though the designs suggest two crew members for smooth function and efficient use.
Aim [one-action] 80 feet, minimum distance 50 feet
Load [one-action] (manipulate) 1 time, as long as the hopper contains bolts
Reload Hopper [one-action] (manipulate) up to 8 times
Launch [one-action] (attack, manipulate, range increment 200 feet) 8d12 piercing, single target, DC 29 Reflex. At the start of your next turn, a tightly wound internal spring inside the clockwork ballista bolt deploys several bladed arms that last for 1 minute. Each creature who begins their turn in or moves through a 5-foot emanation from the original square of the targeted creature takes 4d8 slashing damage (DC 28 basic Reflex save) for the duration.Uncommon Huge Mounted
Source Guns & Gears pg. 173 2.0
Price 6,000 gp; Ammunition bomb arrows (100 gp, 2 Bulk)
Usage mounted (black powder); Space 15 feet long, 12 feet wide, 15 feet high
Crew 3-5; Proficiency martial
AC 29; Fort +23; Ref +16
Hardness 15; HP 200 (BT 100); Immunities object immunities
Speed 10 feet (pushed or pulled)
Like the standard springald, an alchemical springald can launch three arrows simultaneously when its paddle is released. It fires specially crafted and balanced bomb arrows that carry black powder enhanced alchemical payloads that explode on impact.
Aim [two-actions] 30 feet, minimum distance 50 feet
Load [two-actions] (manipulate) 3 times
Launch [one-action] (manipulate, range increment 100 feet) 10d6 damage and 3 splash damage, three different targets within a 15-foot burst, DC 30 Reflex. The damage type depends on the alchemical ammunition used: acid, cold, electricity, or fire. Creatures take the splash damage only once from the launch, even if they're in the area of more than one of the three splashes.
Rare Large Magical Mounted Nonlethal
Source Howl of the Wild pg. 114 2.1
Price 6,000 gp; Ammunition spring-loaded iron jaw (25 gp, 2 Bulk)
Usage mounted; Space 8 feet long, 6 feet wide, 4 feet high
Crew 3; Proficiency martial
AC 30; Fort +29; Ref +19
Hardness 15; HP 160 (BT 80); Immunities object immunities
Communities use these large jaws to nonlethally subdue large game so it can be safely moved, treated for injury, or otherwise studied. The jaws are attached via a length of chain, which channels stunning magic into the target and aids in retrieval.
Aim [two-actions] 50 feet, minimum distance 50 feet
Load [two-actions] (manipulate) 3 times
Launch [one-action] (attack, manipulate, range 250 feet, versatile B) 9d10 piercing, single target, DC 31 Reflex. On a failure, the target is also grabbed. On a critical failure, the target is restrained instead of grabbed. A target that is grabbed or restrained by the anesthetizing jaws is attached to the weapon by the linked chain. Until the creature Escapes the jaws, it cannot move more than 250 feet from the anesthetizing jaws. The Escape DC is 32.
Anesthetic Surge [two-actions] (attack, manipulate) Requirements The anesthetizing jaws have a creature grabbed or restrained; Effect A crew member activates the anesthetic properties of the jaws, which deals 8d12 mental damage (DC 30 basic Will) to the grabbed or restrained creatureUncommon Large Mounted
Source Battlecry! pg. 103
Price 6,000 gp; Ammunition moderate blasting stone (10 gp, L Bulk)
Usage mounted; Space 10 feet long, 6 feet wide, 8 feet high
Crew 2 t o4; Proficiency simple
AC 29; Fort +23; Ref +16
Hardness 15; HP 200 (BT 100); Immunities object immunities
Speed 10 feet (pulled or pushed)
Crafted by the Jistka Imperium in the height of their power, the Jistkan horn resembles a metal cornucopia attached to a wheeled wooden frame. A large circular gong hangs from a series of wires inside the horn. Behind the gong is a small reservoir that holds the blasting stone, loaded via a tube connected to the top of the casing. Once loaded, the blasting stone is activated by a ramming rod, and its effects are amplified by the gong and surrounding metal. A shock wave emanates from the horn’s mouth, an attack that was particularly effective in the sands of northern Garund’s deserts.
Aim [three-actions] rotate 45°
Load [one-action] (manipulate) 1 time
Launch [one-action] (attack, manipulate) 5d8 bludgeoning and 6d8 sonic, 60-foot cone, DC 30 Reflex, on a critical failure the creature is deafened for 1 minuteUncommon Huge Magical Mounted
Source Battlecry! pg. 104
Price 6,000 gp; Ammunition transmutation disks (10 gp, L Bulk)
Usage mounted; Space 10 feet long, 8 feet wide, 8 feet high
Crew 1 to 3; Proficiency simple
AC 30; Fort +22; Ref +16
Hardness 10; HP 180 (BT 90); Immunities object immunities
Speed 20 feet (pulled or pushed)
Designed by inventive gnomes, a mud maker is a wooden device—often painted bright colors—that uses torsion to fling 1-foot diameter clay disks brimming with earth magic at high velocity. These enchanted disks sometimes explode unpredictably, so at least one crew member must be adept at handling them gently. Once a disk strikes its target, the resulting magical explosion liquefies nearby stone into messy mud.
Aim [two-actions] 50 feet, minimum distance 25 feet
Load [two-actions] (manipulate) 1 time, requires a successful DC 20 Arcana or Nature check
Launch [one-action] (attack, earth, magical, manipulate, range increment 120 feet) 12d6 force, 10-foot burst, DC 30 Reflex. Any nonmagical unattended stone in the burst is transformed into an equal volume of mud. Stone floors become difficult terrain; if the resulting mud is at least 3 feet deep, it is greater difficult terrain, or a creature can try to Swim through it (DC 10 Athletics). If the mud is deep enough that a creature can’t reach the bottom, they must Swim to move through it. A stone ceiling transformed into mud collapses, dealing 8d6 bludgeoning damage (DC 30 basic Reflex save), and spreads out, creating difficult terrain in a 20-foot radius. If part of a stone structure is transformed into mud, the GM rolls a flat check (DC 16 for a sturdy structure, DC 14 for an average structure, DC 9 for a shoddy structure, all adjusted higher or lower as the GM sees fit). On a failure, the structure collapses, dealing 8d6 bludgeoning damage to each creature caught in it (DC 30 basic Reflex save) and spreads out, creating difficult terrain in the area of collapse. This mud is non-magical and remains until natural conditions cause it to dry out or otherwise disperse.Rare Large Mounted
Source Guns & Gears pg. 175 2.0
Price 6,000 gp; Ammunition artillery shell (80 gp, 4 Bulk)
Usage mounted (black powder); Space 9 feet long, 7 feet wide, 5 feet high
Crew 4-6; Proficiency martial
AC 29; Fort +23; Ref +16
Hardness 18; HP 150 (BT 75); Immunities object immunities
Speed 20 feet (pulled or pushed)
Named for Brondar Steelheart, one of the most important historical dwarven pioneers in the use of black powder, this remarkable piece of new Dongun artillery uses metallurgy and alchemy to negate nearly all of the immense amount of recoil a shot from a siege weapon usually produces. The barrel of the Steelheart 21 is suspended in a mix of alchemical fluids that first compress to dampen the recoil when fired, then expand to push the barrel back into place afterwards. The result reduces the amount of time needed to reset the aim of the siege weapon. The crew member who launches the Steelheart 21 can use the Quick Aim reaction (below), allowing them to adjust the weapon's aim on the fly as they fire to adapt to a faulty initial target, changing battlefield conditions, the use of illusions by the enemy, or any of a variety of other factors that lead to the need to alter the siege weapon's course.
Quick Aim [reaction] Trigger You Launch this siege weapon, after determining the effects of the Launch action. Effect You Aim this siege weapon, moving the aim up to 10 feet instead of its normal distance.
Aim [two-actions] 100 feet, minimum distance 150 feet
Load [two-actions] (manipulate) 3 times, requires a successful DC 20 Athletics check
Launch [one-action] (manipulate, range increment 500 feet) 8d12 bludgeoning, 20-foot burst, DC 30 ReflexUncommon Large Magical Mounted
Source Battlecry! pg. 105
Price 8,000 gp; Ammunition haunted sigilstones (10 gp, 4 Bulk)
Usage mounted; Space 10 feet long, 10 feet wide, 6 feet high
Crew 2 to 4; Proficiency martial
AC 32; Fort +25; Ref +18
Hardness 15; HP 200 (BT 100); Immunities object immunities
Speed 15 feet (pulled or pushed)
When faced with a siege or prolonged assault against a fortified position, the Blood Lords of Geb are far more likely to rely on an undead creature or necromantic spell than a mechanical device. However, particularly in the war against Nex, such solutions can be thwarted. Forced to find a purely physical means of attacking a fortress, Gebbite engineers found a way to combine necromancy and siegecraft into an even more terrible creation. A sigilstone slinger is a catapult infused with the spirits of the unquiet dead, and each of the stones it hurls is marked with a sigil written in blood that binds an infuriated poltergeist into the ammunition. These cursed projectiles explode with void energy when they land and temporarily haunt the space around the point of impact.
Aim [two-actions] 50 feet, minimum distance 50 feet
Load [two-actions] (manipulate) 2 times, requires a successful DC 20 Athletics check
Launch [one-action] (attack, manipulate, range increment 250 feet) 7d12 void, 20-foot burst, DC 31 Fortitude. At the start of your next turn and each following turn for 1 minute, the poltergeists inside the sigilstone ammunition hurl nearby debris about. Each creature within a 20-foot burst from the point of impact takes 3d10+10 bludgeoning damage (DC 31 basic Reflex save).Rare Huge Mounted
Source Battlecry! pg. 101
Price 11,500 gp; Ammunition everlight crystal (15 gp, L Bulk)
Usage mounted; Space 15 feet long, 12 feet wide, 14 feet high
Crew 4 to 6; Proficiency simple
AC 32; Fort +28; Ref +18
Hardness 5; HP 180 (BT 90); Immunities object immunities
Speed 10 feet (pulled or pushed)
The burning glass is a legendary weapon, whose record of use is often exaggerated by victims of its burning beam. It was reportedly designed and built by a genius whose name has been lost to time. With little more than glass lenses, mirrors, and light, a burning glass can immolate cities, fleets, and armies. The actual machine is deceptively simple, though modifications have been made over time so that it’s no longer entirely dependent on the sun’s rays. A complex array of mirrors reflect and concentrate the light from an everlight crystal and direct a concentrated beam through a series of focusing lenses. The resulting beam delivers the heat of the sun, blazing through anything in its path. As impressive as the results are, the glass makes a finicky weapon. Its firing angles require precision, and maintaining the mirrors is a constant process, to keep their sheen as unblemished as possible. Repairs require understanding complex mathematics, necessitating a successful DC 30 Engineering Lore check before attempting a Crafting check to Repair (at the same DC).
Aim [two-actions] rotate 45°
Load [one-action] (manipulate) 10 times, requires a successful DC 33 Arcana check or DC 30 Engineering Lore check. If the burning glass is in an area of natural sunlight, it needs to be Loaded only 8 times, a crew member can also attempt a DC 33 Nature check in addition to the other listed skills, and its Launch loses the magical trait.
Launch [one-action] (attack, fire, magical, manipulate) 16d6 fire, 150- foot line, DC 33 ReflexRare Huge Mounted
Source Guns & Gears pg. 176 2.0
Price 12,000 gp; Ammunition scattershot barrels (25 gp, 5 Bulk)
Usage mounted (black powder); Space 18 feet long, 7 feet wide, 8 feet high
Crew 4-6; Proficiency martial
AC 32; Fort +26; Ref +18
Hardness 15; HP 200 (BT 100); Immunities object immunities
Speed 10 feet (pushed or pulled)
Named for Ancil Alkenstar, this bronze cannon is one of the largest pieces of mobile artillery ever deployed, though its immense weight limits just how mobile it actually is. The barrel of an Alkenstar cannon is nearly 3 feet in diameter, making it impractical to manufacture and handle cannonballs of sufficient size. Instead, Alkenstar cannons spray buckshot in a similar way to blunderbusses, firing large barrels that break apart mid-flight and release a rain of scattershot over a massive area. The slow movement and short range make this siege weapon fit fewer situations than most, but when used effectively, such as to stop a charge of Mana Waste mutants against the walls of Alkenstar, the results are devastating.
Aim [three-actions] 50 feet, minimum distance 50 feet
Load [three-actions] (manipulate) 3 times, requires a successful DC 20 Athletics check
Launch [two-actions] (manipulate, range increment 50 feet) 10d12 bludgeoning, 50-foot burst, DC 33 ReflexRare Large Alchemical Mounted
Source Howl of the Wild pg. 114 2.1
Price 12,500 gp; Ammunition seasplinter capsule (1,200 gp, 4 Bulk)
Usage mounted (black powder); Space 6 feet long, 4 feet wide, 3 feet high
Crew 2-4; Proficiency martial
AC 30; Fort +32; Ref +18
Hardness 17; HP 200 (BT 100); Immunities object immunities
Speed 20 feet (pulled or pushed)
Originally developed as a means of deterring kaiju rampages, aquatic disintegrators are specialized cannons designed to fire capsules containing seasplinter, a compound that is harmless on land but erupts in saltwater, causing a chain reaction that devastates any beings that contain salt in their bodies (which is most creatures). While aquatic disintegrators have never put a permanent end to any known kaiju, the damage they inflict upon other marine life has generated mass outcry, with athamarus and other advocates of Golarion's oceans calling for their complete ban. Despite the controversy, these lethal weapons have found popularity on the black market with marine hunters and pirates who care little about ecological impact when it comes to battling titans of the deep.
Aim [three-actions] 100 feet, minimum distance 50 feet
Load [two-actions] (manipulate) 2 times, requires a successful DC 20 Athletics check
Launch [one-action] (attack, manipulate, range increment 200 feet) 10d10 damage (no damage type), 30-foot burst, DC 33 Reflex. The seasplinter capsule must land in saltwater for this damage to occur. Any creature in the burst radius whose body is not in saltwater takes no damage and doesn't need to attempt a Reflex save. A creature reduced to 0 HP by this damage disintegrates into a skeleton.
Success The target takes half damage.
Failure The target takes full damage and is stunned 1.
Critical Failure The target takes double damage and is stunned 2.Uncommon Huge Alchemical Mounted
Source Battlecry! pg. 103
Price 13,000 gp; Ammunition gelid paste jar (2 gp, 1 Bulk)
Usage mounted; Space 15 feet long, 15 feet wide, 6 feet high
Crew 3 to 4; Proficiency martial
AC 34; Fort +26; Ref +19
Hardness 10; HP 200 (BT 100); Immunities object immunities; Resistance object immunities
Speed 20 feet (pulled or pushed)
Rumors say the design for the first glacial zephyr originated in the Darklands, where certain heat-leeching fungi and other alchemical reagents needed to power the device are easier to find. There are any number of subterranean societies that might have sponsored the development of the zephyr, but without anyone coming forward to claim it, rumors are all there are to go on. The device itself is actually quite simple. A glacial zephyr uses three bellows in tandem to push air cooled by an alchemical paste out in a wave from the central reservoir. The result is a controlled blast that damages enemy forces and emplacements, without the unpredictability of fire or indiscriminate nature of acid.
Aim [two-actions] rotate 30°
Load [three-actions] (manipulate) 2 times
Launch [one-action] (attack, cold, manipulate) 10d8 cold and 2d8 persistent cold, 60-foot cone, DC 33 ReflexRare Huge Mounted
Source Howl of the Wild pg. 117 2.1
Price 13,000 gp; Ammunition resonance rods (25 gp, 5 Bulk)
Usage mounted; Space 15 feet long, 12 feet wide, 18 feet high
Crew 2-4; Proficiency martial
AC 29; Fort +32; Ref +18
Hardness 20; HP 140 (BT 70); Immunities object immunities
Seismic amplifiers are devastating underground, where they tap into the energy of nearby faults. Installing one requires drilling a steel shaft into the stone and loading it with crystal resonance rods. Breaking the rod releases the energy into a disk-like amplifier. Any creatures burrowed into ground within the burst treat the result of their Reflex save as one step worse.
Aim [two-actions] 200 feet, minimum distance 50 feet
Load [two-actions] (manipulate) 3 times, requires a successful DC 25 Athletics check
Launch [one-action] (attack, manipulate, range increment 200 feet) 9d12 bludgeoning, 5-foot burst, DC 33 ReflexUncommon Medium Mounted
Source Battlecry! pg. 103
Price 16,000 gp; Ammunition rocket (20 gp, L Bulk)
Usage mounted (black powder); Space 6 feet long, 4 feet wide, 5 feet high
Crew 2 to 3; Proficiency martial
AC 34; Fort +28; Ref +20
Hardness 15; HP 220 (BT 110); Immunities object immunities
Speed 20 feet (pulled or pushed)
A design originating from Irrisen, the flute rocket marries the high angle of fire used by a mortar with a more refined rocket. This allows the superior range of the rocket and angle of fire to reach far behind walls and emplacements. Flute rocket crews set the weapon well behind their front line, often behind walls or even buildings, relying on a spotter to aid in calibrating the aim of the rockets without exposing the crew to return fire. Flute rockets are particularly effective at neutralizing opposing artillery, leveraging their range and angle of attack to take out cannons without fear of reprisal.
Aim [two-actions] 50 feet, minimum distance 100 feet
Load [two-actions] (manipulate) 3 times
Launch [one-action] (attack, manipulate, range increment 250 feet) 11d10 bludgeoning, 20-foot burst, DC 34 Reflex. Because a flute rocket launches its rocket at a high angle, the rocket descends on the center of the burst from above, not in a straight line from the flute rocket. This affects whether creatures have cover from the flute rocket launch.Rare Huge Magical Mounted
Source Battlecry! pg. 104
Price 26,500 gp; Ammunition barrel of alchemical syrup (25 gp, 5 Bulk)
Usage mounted; Space 16 feet long, 16 feet wide, 14 feet high
Crew 3 to 5; Proficiency martial
AC 36; Fort +30; Ref +25
Hardness 5; HP 290 (BT 145); Immunities object immunities
Speed 10 feet (pulled or pushed)
Not everything produced in the fleshforges of Nex can be classified as a creature. One such large example is the Nexian disgorger, a corpulent tube of flesh that, while inanimate, can “digest” a special alchemical syrup to produce explosive gobs of acidic effluvia. These gobs are propelled by muscular contractions and can travel an astounding distance. A Nexian disgorger can’t move on its own, so it’s transported within a pool containing a layer of nutrient slurry and mounted on a reinforced wagon.
Aim [three-actions] 40 feet, minimum distance 50 feet
Load [three-actions] (manipulate) 2 times, requires a successful DC 20 Athletics or Medicine check
Launch [three-actions] (attack, magical, manipulate, range increment 100 feet) 15d6 acid and 2d6 persistent acid, 30-foot burst, DC 35 Reflex. Because a disgorger launches its gob at a high angle, the gob descends on the center of the burst from above, not in a straight line from the disgorger. This affects whether creatures have cover from the launch.Uncommon Medium Mounted
Source Battlecry! pg. 107
Price 27,000 gp; Ammunition nine-barrel block (5 gp, L Bulk)
Usage mounted (black powder); Space 6 feet long, 4 feet wide, 5 feet high
Crew 1 to 3; Proficiency martial
AC 36; Fort +30; Ref +22
Hardness 15; HP 240 (BT 120); Immunities object immunities
Speed 20 feet (pulled or pushed)
Another design originating from the snow-covered land of Irrisen, the volley gun trades the power of black-powder cannons for a high rate of fire at a much smaller caliber. The nine barrels of the volley gun are triggered via a crank, rotating around the central shaft. The weapon is reloaded by slotting a single block placed into the breach, allowing each of the nine barrels to be fired before this mounted gun needs to be reloaded.
Aim [one-action] rotate 45°
Load [three-actions] (manipulate) 1 time, requires a successful DC 20 Athletics check
Launch [one-action] (attack, manipulate) 18d6 piercing, 120-foot line, DC 35 ReflexRare Huge Mounted
Source Battlecry! pg. 106
Price 38,000 gp; Ammunition massive stone sphere (10 gp, 60 Bulk)
Usage mounted (black powder); Space 26 feet long, 12 feet wide, 14 feet high
Crew 4 to 8; Proficiency martial
AC 38; Fort +27; Ref +19
Hardness 20; HP 250 (BT 125); Immunities object immunities
Speed 5 feet (pushed or pulled)
The Ustradi long cannon is an incredibly expensive and deadly bombard, designed by the engineers of the Gunworks near Alkenstar in an attempt to craft a slightly more portable version of the feared Maw of Rovagug. Named after the nearby lake, the Ustradi long cannon fires massive, specially made stone spheres propelled by gunpowder explosions in the barrel. Due to its size and weight, it’s difficult to move along its wide runners, especially through muddy terrain. Only a couple of Ustradi long cannons have been built, and no one has yet to commission another as the materials alone cost a small fortune.
Aim [three-actions] 50 feet, minimum distance 250 feet
Load [three-actions] (manipulate) 5 times, requires a successful DC 25 Athletics check
Launch [one-action] (attack, manipulate, range increment 800 feet) 14d10 bludgeoning, 20-foot burst, DC 37 ReflexRare Huge Magical Mounted
Source Battlecry! pg. 101
Price 64,000 gp; Ammunition organic matter (0 gp, 15 Bulk)
Usage mounted; Space 10 feet long, 6 feet wide, 8 feet high
Crew 3 to 5; Proficiency simple
AC 38; Fort +34; Ref +25
Hardness 10; HP 320 (BT 160); Immunities object immunities; Weakness object immunities
Speed 10 feet (pulled or pushed)
When demonic forces invaded through the Worldwound, some brought terrible siege weapons with them. One particularly vile device is known as a corrupted polyp, a cultivated fungal colony from the Outer Rifts that can quickly mulch a steady stream of corpses and other decaying organic matter into toxic growths. With the right coaxing, the foul weapon can then explosively eject a cluster of these growths to devastating effect. Thankfully, few corrupted polyps were brought over from the Outer Rifts, and even fewer survive now that the Worldwound has been closed.
Aim [three-actions] 50 feet, minimum distance 50 feet
Load [three-actions] (manipulate) 3 times
Launch [three-actions] (attack, manipulate, range increment 200 feet) 10d10 poison and 4d6 persistent poison, 50-foot burst, DC 38 Reflex. Because a corrupted polyp launches its spore clusters at a high angle, the cluster descends on the center of the burst from above, not in a straight line from the polyp. This affects whether creatures have cover from the launch.Unique Huge Mounted
Source Battlecry! pg. 102
Price 140,000 gp; Ammunition any item (variable gp, 1 to 10 Bulk)
Usage mounted (black powder); Space 15 feet long, 6 feet wide, 6 feet high
Crew 1 to 3; Proficiency simple
AC 40; Fort +35; Ref +29
Hardness 25; HP 300 (BT 150); Immunities object immunities
Speed 5 feet (pushed or pulled)
The Technic League has extracted many secrets from the Silver Mount, but one of the most impressive is a device simply known as the Fist of Divinity. Perhaps once used to move cargo or for some other esoteric purpose, the Fist functions as a relatively small mass driver that can propel an object at incredible and deadly speeds. The force of a fired item’s impact overrides any properties it might had, so crews tend to use easily accessible stones or other debris as ammunition. Like much of the League’s recovered tech, it’s impossible to say how much longer the Fist will work, or how many more times it can be used before it simply runs out of power.
Aim [two-actions] rotate 90°
Load [one-action] (manipulate) 2 times; items of 2 to 5 Bulk require 3 Load actions and items of 6 to 10 Bulk require 4 Load actions. Heavier items increase the effect of the next Launch action, as detailed below.
Launch [one-action] (attack, manipulate, range increment 1,000 feet) 20d6 bludgeoning, 150-foot line, DC 39 Reflex. Items of 2 to 5 Bulk deal 22d6 bludgeoning, and items of 6 to 10 Bulk deal 24d6 bludgeoning.Portable Siege Weapons
Uncommon Medium Portable
Source Battlecry! pg. 102
Usage portable, held in 12 hands; Bulk 24
Crew 6; Proficiency martial
This battering ram is fitted with a large metal drill powered by a clockwork engine. Once rammed into an object, the drill can be activated to weaken the structure against further strikes. Despite being a portable siege weapon, a drilling ram has the Load action, which represents winding the clockwork engine.
Load [one-action] (manipulate) 3 times
Ram [two-actions] Requirements The other members of the crew have Readied to Stride on your order; Effect You and the crew Stride, with a maximum distance equal to the slowest crew member’s Speed, then make a melee Strike with the drilling ram against a structure or unattended, stationary object. This Strike deals piercing damage equal to 5d8 + the highest Strength modifier among members of the crew.
Activate Drill [one-action] (manipulate) Requirements The drilling ram has been used to Strike this round and the rest of the crew is still wielding it; Effect The drill whirls to life, burrowing into the structure or object it struck, which has its Hardness reduced by 5 (minimum 0) for the drilling ram’s next Strike. Adamantine structures and objects aren’t affected.

drilling ram
Item 6Source Battlecry! pg. 102Price 250 gp
adamantine drilling ramItem 11
Source Battlecry! pg. 102Price 2,400 gp
An adamantine drilling ram can reduce the Hardness of adamantine structures and objects.
Uncommon Small Portable Source Guns & Gears pg. 75 2.0Price 30 gp
Usage portable, held in 4 hands;
Bulk 3
Crew 2;
Proficiency simple
A door ram is a small siege weapon meant for breaking down doors, palisades, and weak portcullises. It consists of a log with an iron cap, and has handholds carved into it or grips attached to it.
Ram [two-actions] Requirements The other member of the crew has Readied to Stride on your order;
Effect You and the other crew member Stride, with a maximum distance equal to the slowest crew member's Speed, then make a melee Strike with the ram against a structure or an unattended, stationary object. This Strike deals bludgeoning damage equal to 2d8 + the highest Strength modifier among members of the crew.
Uncommon Large Portable Source Howl of the Wild pg. 117 2.1Price 50 gp;
Ammunition boulder (0 gp, 5 Bulk)
Usage portable, held in 8 hands;
Bulk 15
Crew 4-6;
Proficiency simple
While the official name of this contraption is the “portable catapult,” it gained the name “teekdoon” as a reference to the weapon’s initial inspiration: the diving takedowns of peregrine falcons. However, it replaces elegant dives with the brute force of falling weights that hit targets from above.
Aim [two-actions] 25 feet, minimum distance 25 feet
Load [two-actions] (
manipulate) 2 times, requires a successful DC 12
Athletics check
Launch [one-action] (
attack,
manipulate,
range increment 80 feet) 2d8 bludgeoning, single target, DC 14 Reflex. A boulder launched from a teekdoon descends on a creature from above, which might affect if a creature has
cover against the attack.
Uncommon Large Portable Source Guns & Gears pg. 74 2.0Price 160 gp
Usage portable, held in 12 hands;
Bulk 20
Crew 6;
Proficiency martial
Simple but powerful, a battering ram is a full tree stripped of limbs with one end clad in iron, often shaped like a ram's head. Large handles are affixed to the sides so it can be hefted and carried by a crew.
Ram
[two-actions] Requirements The other members of the crew have Readied to Stride on your order;
Effect You and the crew Stride, with a maximum distance equal to the slowest crew member's Speed, then make a melee Strike with the ram against a structure or an unattended, stationary object. This Strike deals bludgeoning damage equal to 5d8 + the highest Strength modifier among members of the crew.
Uncommon Large Portable Source Guns & Gears pg. 74 2.0Price 250 gp
Usage portable, held in 12 hands;
Bulk 20
Crew 6;
Proficiency martial
Though it has the same Ram activity as the
basic battering ram, a covered battering ram is additionally suspended from a protective roof attached to large wheels. This gives the crew members greater cover against attacks from outside. The cover is on the left and right flank, but open on the front and rear to allow for operating the ram. The roof has AC 23, Hardness 12, HP 48, and BT 24. Breaking the roof doesn't affect the operation of the battering ram but eliminates the cover.
Uncommon Large Portable Source Guns & Gears pg. 173 2.0Price 360 gp;
Ammunition ram powder charge (2 gp, 1 Bulk)
Usage portable (black powder), held in 8 hands;
Bulk 14
Crew 4;
Proficiency martial
A blasting ram is a smaller battering ram that supplements the crew's size with explosive force. A steel reservoir holds a charge of black powder that ignites on impact. The body of the ram is reinforced to absorb the force of the explosion, while the head itself has a blast shield to protect the crew. Despite being a portable siege weapon, a blast ram has the Load action, which the crew uses to load the powder charge in the ram's head.
Load [two-actions] (
manipulate) 2 times
Ram [two-actions] Requirements The other members of the crew have Readied to Stride on your order;
Effect You and the crew Stride, with a maximum distance equal to the slowest crew member's Speed. Then, make a melee Strike with the ram against a structure or unattended stationary object. As you do, the black powder in the steel reservoir explodes, significantly increasing the damage of your attack. Due to the black powder’s additional force, this Strike deals bludgeoning damage equal to 7d8 + the highest Strength modifier among members of the crew.
Uncommon Large Alchemical Portable Source Howl of the Wild pg. 115 2.1Price 900 gp;
Ammunition blob paste (60 gp, 1 Bulk)
Usage portable, held in 6 hands;
Bulk 5
Crew 3;
Proficiency martial
The blob paste propulsor is a mortar with a 25-foot hose attached to a reinforced pot. The pot holds blob paste, a viscous gunk synthesized from oozes. Twin levers are attached to the top of the pot and generate sparks within when pulled, temporarily transforming the gunk into a liquid form that can be aimed with the hose and mortar. This unique ammunition, as well as the weapon used to shoot it, was originally engineered by Garundi alchemists and inventors as an unorthodox but reliable means of knocking flying pests out of the sky. In recent years, blob paste propulsors have won high praise from wildlife researchers as a non-lethal means of subduing destructive monsters and keeping them alive for study and eventual release.
Aim [one-action] rotate 45°
Load [two-actions] (
manipulate) 2 times
Launch [two-actions] (
attack,
manipulate,
range increment 75 feet) Single target. If the Strike hits, blob paste immediately spreads across the target’s body, weighing it down and restricting movement. The target is
grabbed for 1 minute, after which the blob paste melts away. The
Escape DC to break free of the blob paste is 23.
Uncommon Large Magical Portable Source Battlecry! pg. 100Price 950 gp
Usage portable, held in 12 hands;
Bulk 20
Crew 6;
Proficiency martial
A steel-banded marble orb etched with magical runes is attached to the end of this sleek battering ram. The orb transforms the momentum of its crew into pure force energy that can hurl smaller objects out of the way. Because of its magical nature, the muscle of the individual crew members isn’t a factor in how hard an arcane ram hits.
Ram [two-actions] Requirements The other members of the crew have
Readied to Stride on your order;
Effect You and the crew Stride, with a maximum distance equal to the slowest crew member’s Speed, then make a melee Strike with the ram against a structure or unattended, stationary object. This Strike deals 8d8 force damage. After taking this damage, an unattended, stationary object of 10 or fewer Bulk is pushed 10 feet away from the
arcane ram. Once used to Ram, an
arcane ram takes 1 minute to absorb enough ambient magic to deal force damage again; until then, it functions like a regular
battering ram.