Cordoban Light Cannon

From Apocalyptica Arcanum Wiki
Cordoban Light Cannon on a fixed gun emplacement

The Cordoban Light Cannon is a standard light gun. Made of brass and weighing over a ton it is almost impossible to move by a crew of less than 6 unless mounted on wheels. Commonly found on fixed gun emplacements or mounted to wheels, it has been a major arm in both sides of The American Foreverwar.

Game Mechanics

These are the playable rules for 5th edition Dungeons & Dragons:

Attacking

Characters with a martial weapons proficiency can add it to the attack roll. Each creature within a 15 foot cone in front of the cannon must make a DEX14 saving throw. On a failure, they are knocked prone and take 3d4 bludgeoning damage half as much on a success and they are not knocked prone.

Loading

Loading is an action for all characters, regardless of proficiency. Loading requirements:

Powder (30 rounds of ammunition or 1 powder horn/2lbs gunpowder)
Payload (30 rounds of ammunition or 1 cannonball, or 1 Mickle or whatever)

When loaded with a solid projectile

Range: 150/450
Target takes 8d8 bludgeoning damage. If the target is a large or smaller creature, it is pushed back 30 feet and knocked prone. If the target is made of metal, wood, or stone, the ball pierces through up to 2 feet of material before stopping.

When loaded with an explosive projectile

Range: 150/450
Target takes 4d12 fire damage. Each creature within 20 feet of the target must make a DC 15 Dexterity saving throw, taking 4d6 piercing damage on a failed save, or half as much damage on a successful one. If the target is made of metal, wood, or stone, it takes an additional 4d8 bludgeoning damage.

When loaded with shot or miscellaneous small projectiles

Range: 40/120
Effects depend on range
Within 40 feet Each creature within 10 feet of the target must make a DC 16 Dexterity saving throw, taking 12d6 piercing damage on a failed save, or half as much damage on a successful one.
Within 80 feet Each creature within 20 feet of the target must make a DC 14 Dexterity saving throw, taking 8d6 piercing damage on a failed save, or half as much damage on a successful one.
Within 120 feet Each creature within 30 feet of the target must make a DC 12 Dexterity saving throw, taking 6d6 piercing damage on a failed save, or half as much damage on a successful one.


Miscellaneous shot has no effect on targets made of metal, wood, or stone.