×   Part 5: Equipment Chapter 1: Currency Chapter 2: Arms Chapter 3: Armor Chapter 4: Gear Chapter 5: Mounts and Vehicles Chapter 6: Siege Weapons
Iron & Aether
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Part 5: Equipment   ☰

Chapter 6: Siege Weapons

Under Siege

Certain weapons are designed not for interpersonal combat, but to lay siege to a fortified or otherwise well-defended area, such as a fort, bunker, castle, or other such structure. These weapons may also be used for large-scale fights, such as skirmishes between warring armies or battles against large (in both size and/or quantity) foes. These weapons, not meant to be wielded by lone individuals or hauled around in the dangerous dungeons and wilds oft explored by adventurers, are known as siege weapons, and described here are what sets them apart from normal weapons, their effects, and some examples.

What Makes a Siege Weapon

Siege weapons in Iron & Aether are in large part defined by their size, often being as large or larger than most Sentients (typically ranging from Medium to Huge). They are also defined by their purpose: as described above, siege weapons are designed for large-scale combat, breaking through castle walls or bringing down large monsters. Siege weapons can sometimes be moved, but often only with special tools and the work of multiple Sentients, and as such are unfit for interpersonal combat, around which most of I&A's combat rules are designed.

What Sets a Siege Weapon Apart

Siege weapons deal double damage to buildings and structures unless otherwise stated. In addition, there is no “Siege Weapons” skill, as the damage a Siege Weapon deals is not determined by the skill of any one wielder, but by the nature of its construction, e.g. the materials used to make it and the quality of its construction, meaning a siege weapon presented here can deal more or less damage depending on the exact circumstances and nature of its construction.

Ranged siege weapons deal a bonus amount of damage equal to the DEX score of the person in charge of firing it. Melee siege weapons deal bonus damage equal to the combined STR scores of everyone wielding it.

Example Siege Weapons

Given here are some example siege weapons, with their size, defenses, and description all given.


Size: Big
Defenses: M-DEF 10, R-DEF 12; Health 30
Description. A large crossbow, usually constructed of wood, that uses bolts of wood or iron as ammunition. A ballista can only target one creature, however if that creature is Big or smaller, there is a chance it may also pierce whatever is behind them. A ballista takes 6 seconds to load, 3 to aim, and 3 to fire. It deals 3d10 physical damage, has a range of 50/200m, and does not deal double damage to buildings and structures.


Size: Large
Defenses: M-DEF 5, R-DEF 6; Health 30
Description. The siege version of the battering ram, not to be confused with its portable counterpart, is used to break down large doors and sometimes walls. 6-12 people must each use 3 seconds to land a strike against a structure, dealing 1d10 physical damage for every 2 people helping to use it.


Size: Medium
Defenses: M-DEF 15, R-DEF 18; Health 25
Description. A cannon is a mounted iron tube designed to fire relatively large projectiles out of the open end of said tube – it is essentially a large gun. It takes 6 seconds to load, 3 to aim, and 3 to fire. It deals 4d12 physical damage in a 2-meter diameter and has a range of 100/200m.


Size: Large
Defenses: M-DEF 10, R-DEF 11; Health 30
Description. A large wooden arm that is pulled back and then released, a catapult is a handy tool for chucking large projectiles (such as big rocks) across large distances. It takes 20 seconds to arm, 6 to load, 20 to aim, and 3 to fire. It deals 3d12 physical damage in a 2-meter diameter and has a range of 200/600m. It cannot hit anything within 20m of it.


Size: Varies
Defenses: None
Description. Usually dropped on top of attackers, rocks are a simple but effective defense against infantry and attacking creatures. The damage the rocks deal, as well as the time it takes to drop them (minimum 2 seconds) varies with the size of the rocks; assume it is 50% more than the fall damage appropriate for the rocks' Size (e.g. a Medium falling rock would deal 1d6 physical damage for every 3 meters it falls).


Size: Small
Defenses: Defenses: M-DEF 8, R-DEF 12; Health 20
Description. Typically found in more technologically advanced societies, a mortar is a small metal tube that is loaded with an explosive shell that is then fired in a high arc to strike the targeted area. It takes 3 seconds to load, 3 to aim, and 2 to fire. It deals 5d8 physical/burn damage in a 6-meter diameter and has a range of 50/150m.


Size: Massive or Colossal
Defenses: M-DEF 20, R-DEF 21; Health 50
Description. Not designed to deal damage but to protect and ferry large numbers of troops and equipment, a siege tower is a large, wooden-frame structure on wheels that allows creatures inside to reach heights of up to 20m. The cumulative STR score of all the creatures attempting to push it must be >15, and if every creature pushing it uses 3 seconds to push it, it moves a distance equal to 1/4 their cumulative STR.


Size: Medium
Defenses: M-DEF 8, R-DEF 11; Health 15
Description. An iron cauldron that is often suspended over the entrances/exits to a given area and filled with something dangerous, such as boiling oil, sticky tar, masses of caltrops, or some other such obstacle. When filled with boiling oil it deals 4d8 burn damage to every target in a 4m diameter beneath it.


Size: Large
Defenses: M-DEF 20, R-DEF 21; Health 75
Description. A tank is both a siege weapon and a vehicle - its vehicular information can be found here. Basically, it is a large metal vehicle with space on the inside for its crew, typically consisting of a driver that drives the tank, the turret loader that loads the turret, a gunner that fires the turret, and a commander that oversees the tank's operation. The turret takes 6 seconds to load and 3 to fire; as the turret can swivel 360 degrees, moving the turret 45 degrees takes 1.5 seconds. The turret has a range of 100/200m and cannot fire at anything > 45 degrees above it or within 5m of the tank itself. A standard turret shell deals 4d12 physical damage, but other types of shells can be loaded that deal different damage types. Standard shells cost 150 Aeons and weigh 15 lbs. each; a tank can carry up to 12 shells in reserve + 1 in the chamber. Lastly, as tanks come in many different shapes and sizes, any and all of the statistics given here and in Chapter 5 may vary somewhat depending on the relative condition and quality of the tank itself.


Size: Huge
Defenses: M-DEF 12, R-DEF 13; Health 35
Description. An upgraded version of a standard catapult, the trebuchet has similar arming, loading, aiming, and firing times, but can toss heavier loads at further ranges. This means it deals 5d12 physical damage in a 4-meter diameter with a range of 300/1000m. It cannot hit anything within 30m of it.