Siege Weapons
Siege engines are the great equalizers of fantasy warfare — tools that let even small forces threaten mighty fortifications, and that transform battles from skirmishes into legendary encounters. Whether PCs are defending a lonely outpost or leading the assault on a tyrant's castle, these rules cover the full range of ranged bombardment, fire-spewing artillery, and close assault machinery.
Siege Engine Qualities
Every siege engine stat block uses the following column headers. Learn these once and every table on this page becomes immediately readable.
| Stat | Meaning |
|---|---|
| Cost | Price in gp, including operating gear and upkeep equipment. Ammunition listed separately. |
| Dmg | Damage dealt on a hit. "See description" means the engine has a special attack mode (area, line, cone). No sneak attack or precision damage applies. |
| Critical | Critical threat range and multiplier. Siege engines can critically damage objects as well as creatures. "—" means no critical is possible. |
| Range | First range increment. Each full increment beyond it adds a cumulative –2 to the attack or targeting check. Minimum ranges shown as "(X ft. min.)" — the engine cannot target closer. |
| Type | B = Bludgeoning, P = Piercing, S = Slashing. "B and P" means both types simultaneously. Energy engines list the energy type instead. |
| Stat | Meaning |
|---|---|
| Crew | Minimum number of Medium creatures needed. Assumes Medium crew. Small creatures require double; each Large creature counts as 4, Huge as 8, Colossal as 16, Gargantuan as 20. |
| Aim | Full-round actions required to aim. Halved to move actions with the Master Siege Engineer feat. Reduced crew doubles this number. |
| Load | Full-round actions required to load ammunition. Halved to move actions with the Master Siege Engineer feat. |
| Speed | Distance moved when the full crew takes a move action to push it. Speed 0 means the engine must be disassembled before transport (or mounted on a vehicle). |
Siege Engine Rules
One crew member is the crew leader, who aims, fires, and makes checks. The rest load, push, and assist. Crew counts assume Medium creatures.
| Creature Size | Counts As |
|---|---|
| Small | ½ crew member (double crew required) |
| Medium | 1 crew member |
| Large | 4 crew members |
| Huge | 8 crew members |
| Gargantuan | 20 crew members |
| Colossal | 16 crew members |
A siege engine can be masterwork (Craft DC +5, +300 gp). A masterwork siege engine can be magically enchanted at twice the normal cost for a weapon.
The enhancement bonus applies on attack rolls and targeting checks. For magical spell engines (firedrake, firewyrm), it also applies on damage rolls.
Siege engines are objects with Dex 0 (–5) plus a size penalty. Each engine type has its own hardness and hit points listed in its description.
Siege engines can be armored. Treat the engine as a creature of its size to determine armor cost. Masterwork siege engine armor can be enchanted at twice normal cost. Armored engines gain the armor's AC bonus, use the armor's hardness and hit points, and gain bonus hit points equal to the armor bonus × 5.
- Direct-fire and close assault engines confirm criticals normally.
- Indirect-fire engines can score a critical on a natural 20 targeting check — the crew leader must reroll to confirm; if confirmed, multiply damage by the critical multiplier.
- Siege engine criticals can damage objects — unlike normal weapon criticals.
- Siege engines do not benefit from critical feats the crew or crew leader possess.
Non-Firearm Siege Engines
A natural 1 on an attack roll or targeting check causes a mishap, applying the broken condition: –2 on attack rolls, targeting checks, and damage rolls; speed halved. A crew leader with the Siege Engineer feat does not trigger mishaps on a natural 1.
Firearm Siege Engines
- Firearm siege engines have a misfire range (listed per engine). Any roll within the misfire range misses and applies the broken condition.
- Broken firearm siege engines have misfire range +4.
- A broken firearm siege engine that misfires explodes — dealing its damage to all creatures within the listed blast radius (DC 20 Reflex halves).
- The Siege Engineer feat does not reduce misfire values for firearm siege engines.
A siege engine is a difficult device: disabling it requires 2d4 rounds and a DC 20 Disable Device check.
A disabled engine either stops working immediately or malfunctions 1d4 minutes after use (sabotage). Fixing a disabled engine: DC 20 Craft (siege engine), Disable Device, or Knowledge (engineering); takes 10 minutes; can retry on failure.
Siege engines are transported broken down and assembled on-site. Each worker must succeed at a DC 10 Craft (siege engine) check (untrained workers may not take 10). Using half the required workers doubles the time; fewer than half and assembly is impossible.
| Engine Size | Time Required | Workers Required |
|---|---|---|
| Small | 1 minute | 1 |
| Medium | 10 minutes | 2 |
| Large | 1 hour | 4 |
| Huge | 2 hours | 6 |
| Gargantuan | 4 hours | 8 |
| Colossal | 8 hours | 12 |
Fire Modes: Direct vs. Indirect
Uses a normal attack roll. Can target creatures or barriers directly in front of the engine.
- –2 attack roll penalty per size category the engine is larger than the aimer.
- Knowledge (engineering) ranks or a targeting platform eliminates the size penalty.
- Each extra crew member (no smaller than 3 size categories below the engine) reduces the size penalty by 2.
- Nonproficiency penalty applies normally.
Uses a targeting check (not an attack roll) against a target square. Can arc over walls and fortifications.
- Targeting check = BAB + Int mod (or Knowledge [engineering] if trained) + proficiency penalty.
- Natural 1 triggers a mishap (broken condition).
- Natural 20 can score a critical hit (crew leader must confirm).
- Minimum range applies — cannot target squares closer than the listed minimum.
Indirect Attack: When You Miss
If the targeting check fails, the shot scatters:
- Roll 1d8 for direction. 1 = falls short (toward the engine). 2–8 count clockwise around the target square.
- Roll 1d4 per range increment between the engine and target. The total is the number of squares the shot travels in the rolled direction.
The ammunition deals its damage in the square it lands on.
| Condition | Modifier |
|---|---|
| No line of sight to target square | –6 |
| Successive shots — crew can see where last miss landed | Cumulative +2/miss (max +10) |
| Successive shots — observer providing feedback only | Cumulative +1/miss (max +5) |
| Successive shots after a hit | +10 |
Weapon Catalog
Aim and Load values are in full-round actions (reduced to move actions with the Master Siege Engineer feat). Reduced crew doubles Aim time.
| Engine | Cost | Dmg | Critical | Range | Type | Crew | Aim | Load | Speed |
|---|---|---|---|---|---|---|---|---|---|
| Direct-Fire — Large | |||||||||
| 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&P | 2 | 1 | 3 | 10 ft. |
| Direct-Fire — Huge | |||||||||
| 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&P | 3 | 1 | 3 | 0 ft. |
| Firedrake | 4,000 gp | 6d6 | — | — | fire | 3 | 2 | 5 | 10 ft. |
| Direct-Fire — Gargantuan | |||||||||
| 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 — Large | |||||||||
| Bombard, light | 6,000 gp | 5d6 | ×4 | 100 ft. (50 min.) | B&P | 2 | 1 | 3 | 10 ft. |
| Catapult, light | 550 gp | 4d6 | ×2 | 150 ft. (50 min.) | B | 2 | 2 | 3 | 10 ft. |
| Trebuchet, light | 800 gp | 4d6 | ×2 | 200 ft. (100 min.) | B | 3 | 2 | 3 | 0 ft. |
| Indirect-Fire — Huge | |||||||||
| Bombard, standard | 8,000 gp | 7d6 | ×4 | 150 ft. (100 min.) | B&P | 2 | 1 | 3 | 0 ft. |
| Catapult, standard | 800 gp | 6d6 | ×2 | 200 ft. (100 min.) | B | 3 | 2 | 3 | 0 ft. |
| Springal, arrow | 1,000 gp | 3d8 | ×3 | 100 ft. (50 min.) | P | 3 | 2 | 3 | 0 ft. |
| Springal, rocket | 6,000 gp | 3d10 | ×4 | 100 ft. (50 min.) | fire | 3 | 2 | 3 | 0 ft. |
| Trebuchet, standard | 1,000 gp | 6d6 | ×2 | 300 ft. (150 min.) | B | 4 | 2 | 3 | 0 ft. |
| Indirect-Fire — Gargantuan | |||||||||
| Bombard, heavy | 16,000 gp | 9d6 | ×4 | 200 ft. (100 min.) | B&P | 4 | 3 | 5 | 0 ft. |
| Catapult, heavy | 1,000 gp | 8d6 | ×2 | 300 ft. (100 min.) | B | 4 | 3 | 3 | 0 ft. |
| Trebuchet, heavy | 1,500 gp | 8d6 | ×2 | 400 ft. (200 min.) | B | 4 | 3 | 3 | 0 ft. |
Range entries showing "(X min.)" indicate the minimum range — the engine cannot target closer than that distance.
Resembles a massive crossbow powered by twisted sinew torsion springs. A cord attached to both arms is winched back and a bolt loaded into a grooved slider. All ballistae are direct-fire weapons.
- Light (Large): The workhorse ballista — often called an arbalest or scorpion. Maneuverable; fits atop towers or vehicles. Hardness 5, 50 hp. Bolts: 10 gp, 10 lbs. each.
- Heavy (Huge): Standard castle and warship defense. Hardness 5, 100 hp. Bolts: 30 gp, 20 lbs. each.
- Gate Breaker (Gargantuan): Fires blunt-tipped weighted quarrels as a long-range battering ram. Deals full damage to wooden structures on a hit; deals its damage to a 10-ft. square rather than a single target.
Cauldron-shaped or cannon-shaped firearms that lob payloads in an arc — normally indirect-fire, but can be direct-fired at a –4 attack penalty with range increment halved. All bombards are siege firearms with a misfire range.
- Light (Large): Targeting DC 15. Often swivel-mounted into ground or castle walls to manage recoil.
- Standard (Huge): Targeting DC 20. Greatest variety of forms; may include stabilizing mechanisms for recoil management.
- Heavy (Gargantuan): Targeting DC 25. Often fixed to hilltops or massive keeps. Frequently built in two pieces joined by a screw mechanism.
Metal siege firearms — cast in one piece or welded with iron bands — using black powder to propel solid shot at great force. Direct-fire weapons.
- Cannon (Large): Misfire range 1 (20 ft. blast on explosion). Hardness 10, 70 hp. Cannonballs: 30 gp, 25 lbs. each.
- Fiend's Mouth Cannon (Huge): Usually built in multiple pieces, often shaped with a fiend's head at the muzzle. Misfire range 1 (30 ft. blast). Hardness 10, 140 hp. Balls: 45 gp, 40 lbs. each.
Winched torsion arm with a payload cup. Indirect-fire. Can hurl standard stones or special ammunition.
- Light (Large): Targeting DC 15. Wheeled. Hardness 5, 50 hp. Stones: 10 gp, 50 lbs. each.
- Standard (Huge): Targeting DC 20. Too large for one-piece transport — requires assembly. Stones: 15 gp, 75 lbs. each.
- Heavy (Gargantuan): Targeting DC 25. Requires assembly. Stones: 20 gp, 100 lbs. each.
Alchemical fire-spewing siege engines. Not traditional projectile weapons — they spray fire in lines or cones. No critical hits possible.
- Firedrake (Huge): Wheeled or vehicle-mounted. Fires a 60-ft. line or 30-ft. cone (crew leader's choice). 6d6 fire damage, DC 15 Reflex halves; failed save also catches fire.
- Firewyrm (Gargantuan): Larger firedrake requiring assembly. 120-ft. line or 60-ft. cone. 6d6 fire damage, DC 20 Reflex halves.
Uses a torsion-cranked paddle to strike a firing rack, launching multiple projectiles in an arc. Indirect-fire; attacks affect a 15-ft. burst centered on the target square.
- Arrow Springal: Rains arrows on target and 15-ft. burst. Ammunition: 20 gp, 10 lbs. per use.
- Rocket Springal: Highly volatile black-powder rockets. If it misfires, it explodes — dealing its damage to all creatures within 20 ft. (no save). Ammunition: 250 gp, 20 lbs. per use.
Counterweight-arm indirect-fire engines. On a hit, trebuchet ammunition scatters — full damage to the target square, half damage to adjacent squares (radius based on trebuchet size).
- Light (Large): Targeting DC 15. Scatters to adjacent squares (5 ft.).
- Standard (Huge): Targeting DC 20. Requires assembly. Scatters to 10 ft. radius.
- Heavy (Gargantuan): Targeting DC 25. Requires assembly. Scatters to 15 ft. radius. Stones: 30 gp, 200 lbs. each.
Close assault engines are used at the walls — to bridge gaps, bypass defenses, batter through gates, or deliver soldiers safely to the ramparts. Most deal no direct damage but serve essential assault roles.
| Engine | Cost | Dmg | Critical | Type | Crew | Speed |
|---|---|---|---|---|---|---|
| Assault Bridge | ||||||
| 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 | 1,000 gp | — | — | — | 9 | 15 ft. |
| Colossal | 2,000 gp | — | — | — | 18 | 15 ft. |
| Escalade Ladder | ||||||
| Large | 5 gp | — | — | — | 2 | as crew |
| Huge | 10 gp | — | — | — | 4 | as crew |
| Gargantuan | 50 gp | — | — | — | 6 | as crew |
| Colossal | 250 gp | — | — | — | 8 | as crew |
| Ram | ||||||
| Large | 500 gp | 2d6 | ×3 | B | 5 | 15 ft. |
| Huge | 1,000 gp | 3d6 | ×3 | B | 10 | 15 ft. |
| Gargantuan | 2,000 gp | 6d6 | ×3 | B | 20 | 15 ft. |
| Colossal | 5,000 gp | 10d6 | ×3 | B | 40 | 15 ft. |
| Siege Tower | ||||||
| Large | 1,000 gp | — | — | — | 6 | 15 ft. |
| Huge | 2,000 gp | — | — | — | 12 | 15 ft. |
| Gargantuan | 5,000 gp | — | — | — | 24 | 15 ft. |
| Colossal | 10,000 gp | — | — | — | 48 | 15 ft. |
Spans ditches, moats, or gaps. Raising takes 1 full-round action per 5 feet of length; up to 4 creatures can cooperate to raise it together. Time doubles in difficult terrain.
| Size | Width | Length/Height |
|---|---|---|
| Large | 5 ft. | 20 ft. |
| Huge | 5 ft. | 30 ft. |
| Gargantuan | 10 ft. | 40 ft. |
| Colossal | 10 ft. | 60 ft. |
Iron-shod logs carried by the crew. Can deal damage or make a Strength check against a target's break DC. Hardness 5; Large 30 hp, Huge 120 hp, Gargantuan 320 hp, Colossal 1,280 hp.
- Charge required: All crew must charge to get full effect; non-chargers can still assist but the crew leader makes the roll.
- Damage attack: Crew leader rolls attack (–4 nonproficiency) + Str mods of leader and all assisting crew.
- Break check: Crew leader makes Strength check (+2 bonus), +2 per assisting crew member.
- Improvised ram: Any log works at –4 on attacks, damage, and Strength checks.
- Pick head: +2 circumstance on checks and rolls vs. stone structures.
- Screw head: +2 circumstance on checks and rolls vs. earthen structures.
- Gallery ram: Suspended from a gallery — no charge action required; can add tethers to increase crew size.
A stout wooden gallery with multiple stories and a roof section. The lower story houses the propulsion crew (total cover). Upper stories carry soldiers who can attack from cover or deploy a corvus from the roof.
| Size | Max Soldiers Carried |
|---|---|
| Large | 5 |
| Huge | 20 |
| Gargantuan | 40 |
| Colossal | 100 |
Special ammunition can be loaded into select indirect-fire siege engines or cannons. Compatible engine types are noted in each description. Costs and weights are per use.
| 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. |
Structure Hardness & Hit Points
The primary targets of siege engines. When any structure gains the broken condition, its hardness is halved. A building reduced to half hit points is broken (accessible but standing); at 0 hp it collapses (creatures inside suffer a cave-in). A wall square must be reduced to 0 hp to breach it; a gate becomes breached (passable as one size smaller) when it gains the broken condition.
Buildings
AC: Large 4 · Huge 3 · Gargantuan+ 0. Flimsy buildings have half listed hp. Magically treated: double hardness and hp.
| Material | Hard. | Hit Points by Size | |||
|---|---|---|---|---|---|
| Large | Huge | Gargan. | Colossal | ||
| Wood | 5 | 120 | 270 | 960 | 3,240 |
| Stone | 8 | 200 | 450 | 1,600 | 5,400 |
| Iron/Steel | 10 | 400 | 900 | 3,200 | 10,800 |
| Adamantine | 20 | 560 | 1,260 | 4,480 | 15,120 |
Gates
AC: Large 4 · Huge 3 · Gargantuan+ 0. Broken condition = breached (passable as one size smaller). Magically treated: double hardness and hp.
| Material | Break DC1 | Hard. | Hit Points by Size | |||
|---|---|---|---|---|---|---|
| Lg | Huge | Gar. | Col. | |||
| Wood | 35 | 5 | 60 | 135 | 240 | 540 |
| Stone | 38 | 8 | 100 | 225 | 400 | 900 |
| Iron/Steel | 24 | 10 | 200 | 500 | 800 | 1,800 |
| Adamantine | 48 | 20 | 280 | 630 | 1,120 | 2,520 |
| 1 Assumes Large, barred and locked. Huge +5, Colossal +10, Gargantuan +15. Arcane lock +10. | ||||||
Walls
AC 5 per 5-ft. square. Broken condition halves hardness but doesn't breach. Only reducing a square to 0 hp breaches it; sections above then fall (reduced to half current hp – 1). Magically treated: double hardness and hp (500 gp per square).
| Material | Hardness | HP per 5-ft. sq. |
|---|---|---|
| Wood | 5 | 60 |
| Masonry | 8 | 90 |
| Superior masonry | 8 | 180 |
| Reinforced masonry | 8 | 270 |
| Hewn stone | 8 | 540 |
| Iron/Steel | 10 | 180 |
| Adamantine | 20 | 1,260 |