No grand designs here... just some nitty gritty actual rules for discussion...
[quote]Sharpers: Small cones composed of fired clay and containing shards of metal designed to act as shrapnel. Small and light enough to throw without causing damage to the thrower. So named because they cause the ears to ring. Come in different sizes. Small (2) Medium (4) and Large (6).
Sharpers count as Splash weapons for attack purposes. Use range increments of 10 ft. A direct hit causes Xd6 physical damage where X is given by the size category. Splash damage affects all creatures in the surrounding 5ft squares. Splash damage is equal to (X/2)d6 damage. All creatures hit must make a DC(12+X) fortitude save of be deafened for dX turns.
A succussful reflex save (DC12+X) will allow a creature to make a 5ft move to exit the splash area. If a creature is unable to move outside the splash area, they suffer the full splash effects as if they had failed their save.[/quote]
[quote]Crackers: Cannot be prepared in combat situations[/quote]
[quote]Burners: Composed of glass cylinders filled a different type of explosive to other Moranth Munitions. Upon detonation, create a fireball designed to burn enemy troops and supplies. Less deadly than Sharpers but can be used more strategically to create havoc among the enemy. Come in different sizes. Small (1) Medium (2) and Large (3).
Burners count as Splash weapons for attack purposes. Use range increments of 10ft. A direct hit causes Xd6+X fire damage where X is given by the size category. Splash damage affects all creatures in the surrounding 5ft squares. Splash damage is equal to 2X damage.
On each round following a direct hit, the target takes a further Xd6 damage. At any time, the target can use a full round action to attempt to extinguish the flames before taking this additional damage. This requires a DC(15+X) save. Rolling around on the ground provides a +2 modifier. Colleagues in neighbouring squares can use a full round action to assist in putting out the flames, giving +4 per assisting person. Those assisting take X damage. Leaping into water or magically extinguishing the flames automatically smothers the fire.[/quote]
[quote]Cussers:Filled with a yellow powder and shards of iron, are the largest, most volatile and most deadly of the munitions; name comes from the only adequate reaction to their effects - cussing. Require much more delicate handling than other munitions as they are extremely difficult to use on an enemy without also affecting the user. Attempts to launch them using catapults cause them to detonate, as does using a conventional crossbow to deliver them. Come in different sizes. Small (8) Medium (12) and Large (16).
Cussers count as Splash weapons for attack purposes. Cussers are large, heavy, cumbersome and hard to throw Use range increments of 5ft.
A target suffering a direct hit and all targets within 5ft of a direct hit suffer Xd6 physical damage where X is given by the size category. All targets must also make a fortitude save of DC10+X where X is given by the size category or die instantly. This means that even if you miss your target, they are almost certain to fall within the blast radius anyway.
All targets within 15ft suffer splash damage Splash damage is equal to (X/2)D6 damage. All creatures hit must make a DC(12+X) fortitude save of be dazed for dX (2d8 turns, in the case of a Large (16) cusser) turns.[/quote]
[quote]Smokers:As the name suggests, smokers release large clouds of smoke, akin to a modern smoke bomb. They are used tactically to create confusion.
Smokers can be thrown as a splash weapon, but cause no damage where they hit. Instead they function exactly as a smokestick from Page 128 of the PHB.[/quote]
[quote]Use: Preparing and throwing munitions can be complex. It is a full-round action and therefore provokes an attack of opportunity and thus it may be necessary to make a concentration check.
Use the following modifiers to the DC:
Sharper: +X/2
Cracker: n/a
Burner: +X
Cusser: +X/2
Failure means the munition has not been prepared can cannot be thrown.
Failure by more than 10 means the munition has exploded before being thrown, with a direct hit centreed on the unfortunate would-be thrower.[/quote]
Use the following modifiers to the DC:
Sharper: +X/2
Cracker: n/a
Burner: +X
Cusser: +X/2
Failure means the munition has not been prepared can cannot be thrown.
Failure by more than 10 means the munition has exploded before being thrown, with a direct hit centreed on the unfortunate would-be thrower.[/quote]