Fixed Cannon (3.5e Equipment)

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Fixed Cannon
Exotic Two-Handed Projectile
Critical: x5
Range Increment: 300 ft
Type: Bludgeoning
Hardness: 100
Size Cost1 Damage Weight1 hp
Fine * * * 12
Diminutive * * * 25
Tiny * * * 50
Small 2500gp 3d6 2000lbs 100
Medium 2500gp 2d12 2500lbs 200
Large 3500gp 3d12 3000lbs 400
Huge * 3d12 * 800
Gargantuan * 2d20 * 1600
Colossal * 5d20 * 3200
  1. The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. Any other supplied values are the author's best determination.

These massive cannons are meant for nothing more then tower defense as they are completely stationary when in use. It is too big for a single creature to carry, and the recoil from the blast would shatter the bones of creatures trying to carry it. It use 5 lb. of gunpowder per shot, and take a full round to load. Firing does not provoke an attack of opportunity (unless an enemy is within range to make a ranged attack). The variants primarily affect the barrel size. Longer barrels apply more backspin to the cannon ball, increasing its damage.

Set Up: It takes 7 hours to set up from scratch (once purchased) and 5 minutes to clean after each battle. After 15 shots, soot and grime can clog the barrel, giving it a 10% chance for shot failure. On a failure, the backfire deals 1d6 + 1d6 for every 15 consecutive shots made bludgeoning damage.

Ammo Information: Cannon balls cost 50 gp each, and gun powder costs 30 gp per 5 lb.


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