Hello, and welcome to Foursaken Feature. As I’m sure you’re aware, Fortress Week is in full swing, and today is no exception! Ever wanted to storm a castle (or other fortified structure) and wished your character could figure out how to work a ballista? Or maybe you’ve found yourself on the other side of the equation, cursing your inability to pour boiling oil on the soldiers climbing up the walls of your position? Well, today’s article is for you, complete with a bevy of new battlefield fixtures.
“Wait – battlefield fixtures – what are those?” you ask? Something new, obviously, or you’d know the answer to that question. Perhaps you’ll recall this article about explosive “hazards” for 4th edition? Well, it was pointed out to me (and, in my defense, by me) that they weren’t really very much like hazards. While hazards are designed to sort of be “out in the open” traps, the hazards from that article granted players and monsters special actions they could use in combat. In order to avoid confusion, I decided that from now on (and, what the hell, retroactively too) such things should get their own category, separate from hazards (which are really designed to do something different) and terrain features (which are less mobile, and usually have less of an impact on the fight anyway).
Note that battlefield fixtures have levels and XP values like hazards. The levels serve only to give a rough estimation of what range of play the battlefield fixtures are appropriate for. The XP value is slightly different: if the PCs are the ones using the battlefield fixture, subtract its value from the XP for the encounter for each instance of that battlefield fixture that was used. On the other hand, if the fixture is used against the PCs, add its XP value to the XP of the encounter for each instance that was used in the fight.
So, now that the issues of nomenclature have been addressed, let’s move on to fortress-centric battlefield fixtures:
Ballista Level 6
Battlefield Fixture XP 63
Ballistae are essentially huge crossbows mounted on a stationary or wheeled framework, and are used primarily to disrupt enemy formations and drive fear into the heart of the enemy.
Action: Firing a ballista is a standard action. Reloading a ballista requires two standard actions and two move actions, though these need not be made by the same person (in fact, most ballistae have crews of 3-4 people).
Attack
Standard Action Burst 1 within 30
Targets: all creatures in burst
Attack: Dexterity versus Reflex
Hit: 2d10 + Intelligence modifier damage, and the target is pushed out of the burst.
Miss: No damage, and the target is pushed out of the burst.
Catapult Level 10
Battlefield Fixture XP 125
Catapults are large siege weapons used to hurl boulders at an enemy position, destroying their fortifications or breaking their ranks.
Action: Firing a catapult is a standard action. Reloading a catapult requires three standard actions and three move actions, though these need not be made by the same person (in fact, most catapults have crews of 4-6 people).
Attack
Standard Action Burst 2 between 10 and 30
Targets: all creatures in burst
Attack: Intelligence vs. Reflex
Hit: 4d8 + Intelligence modifier damage, and the target is prone
Miss: No damage, and the target is pushed outside the burst
Boiling Pitch Level 8
Battlefield Fixture XP 88
Defenders on the ramparts typically keep cauldrons of boiling black pitch, which they dump liberally on those attackers who try to scale the walls, burning and blinding them, and causing them to fall back to the ground.
Action: Dumping boiling pitch is a standard action. If exposed to a fire source, pitch can be heated to boiling in 3 rounds, though this does not require any actions.
Attack
Standard Action Ranged 5 (can only target creatures beneath the attacker)
Attack: Dexterity +4 vs. Reflex
Hit: 3d6 fire damage, and the target is blinded and has ongoing 5 fire (save ends both)
Siege Ladders Level 4
Battlefield Fixture XP 44
These exceptionally tall and thin ladders are designed to be carried by infantry to the walls of the defender’s fortification, and then climbed up, allowing access to the ramparts. This is exceptionally dangerous, however, as little stops the defenders from toppling the ladders while the soldiers are en-route.
Action: Setting a siege ladder against a wall is a minor action. Climbing a siege ladder is a move action, and is identical to climbing any other ladder (see Player’s Handbook for more information on the Climb skill). Creatures adjacent to the top of the ladder can attempt to push the ladder off, causing any creatures climbing it to fall and take fall damage appropriate to their height. This is a standard action. Creatures adjacent to the base of the ladder (which occupies a single square and does not provide cover or obstruct movement) can hold it steady as a full round action.
Attack
Standard Action Melee
Attack: Strength vs. (10 + 2 per creature steadying the ladder)
Hit: The ladder topples, and creatures on it take appropriate fall damage