Siege Weapon
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Revision as of 01:01, 4 November 2024 by Benbookworm97 (talk | contribs) (Updated to V8.6.2 Sappy Two edition)
*8.6.2 Playtest* Updated as of November 3rd, 2024 *8.6.2 Playtest*
From the V8 Rulebook
Siege Weapons are extremely powerful engines of destruction that, historically, were used for everything from anti-personnel to tearing down walls from a great distance. Examples of this type of weapon include ballistas, catapults, onagers, and trebuchets. The abilities and limitations of siege weapons are as follows:
- You may only have siege weapons at the discretion of the game runner.
- Siege weapons should have a historical or fantasy counterpart that they mimic in form and function. Ammunition from siege weapons must conform to the following rules, and cannot have any additional powers unless specified by the game designers:
- Siege Weapons that fire a single projectile will impart the Siege special effect. This is stopped by the enchantments Protection from Projectiles, and Song of Deflection but cannot be stopped by Missile Block.
- Siege weapons that fire multiple projectiles simultaneously (such as a grapeshot catapult) count as firing Armor Breaking projectiles. Each strike from a separate projectile counts as an individual Armor Breaking strike. Both Protection from Projectiles and Missile Block may be used against these type of siege attacks. No effect on shields.
- A siege weapon may not fire at a player within 20’.
- Siege ammunition must, at minimum, conform to the standards of one of the following projectiles: light thrown, heavy thrown, rocks, javelins, or arrows.
- Siege Weapons are special weapons and the Game designer shall dictate how and if they can be Destroyed.
- Siege weapons must be approved by the game reeve prior to being used. Safety is of the utmost concern when determining whether a siege weapon should be allowed on the field.
See Also: