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Re: (TFT) Seige Weapons
Hi Michael
From: Michael Taylor <MichaelTaylor1@compuserve.com>
Subject: Re: (TFT) Seige Weapons
Date: Thu, 23 Sep 1999 22:23:27 -0400
Missile Weapons
Weapon Damage ST Cost Wt (kg)Talent
Thrown Rock 1d6-4 4 - 0.3 none
Sling 1d6-2 4 $2 0.5 SL
Hobbit Bow? 1d6-3 7 $20 1.2 B
Hunting Bow? 1d6-2 8 $20 1.5 B
Short Bow? 1d6-2 9 ? ? B
Small Bow? 1d6-1 9 $20 2 B
Horse Bow? 1d6 10 $30 2 B
Longbow? 1d6+2 11 $40 2 B
Light Crossbow? 2d6 12 $50 3 CB
Heavy Crossbow? 3d6 15 $80 5 CB
Scorpion 5d6 15 ? ? CB/E>
Here is what I've come up with thru the years. I haven't had a chance to
modify it yet by anything gotten on this site. I play Troop Movement with
miniatures, so a lot of this equipment prompted by what the lead figures
contain.
The ratios and scales below were not logicked out. There is bound to be
howling errors in crew size, powder charges, ranges, damage, reload times,
how much can a marksman really improve things, crew skill requirements, etc.
Definitions: Grenade & Petard come from Advance Melee as does molotail.
Blunderbuss/arquebuss are also from Advance Melee.
Charges refer to gunpowder charge per AM.
Range Max (min) refer to the farthest the item can hurl. (min) refers to
the shortest it can be set to hurl.
1/2 Dam refers to the farthest it can hurl before it loses force.
Drift refers to chance of how far payload will drift if it goes full range.
Damage is in dice or grenade/petard/molotail...
Ready/Reload referes to how long it will take to get the weapon aimed to hit
target. Reload refers to how long it will take to reload the item and
reposition it to shoot. An arquebus takes 20 seconds to position it and aim
for firing. It takes 1 minute to reload the gun and then another 20 seconds
to ready it again. (from AM) Double this time for someone without Gun
talent. Halve the time or nearly so for Marksman Skill (someone who drills
and uses guns constantly).
A marksman is a professionally drilled user of gunpowder weapons (or war
machines). He is quick on the reload. He has missile weapons talent along
with guns. (I haven't quite figured out Gun Talents. It seems to give you
a +4DX to guns as per modified Missile Weapons talent. If you don't have
Gun talents and shoot you are at -4DX?)
Crew is the minimum needed to run the weapon per relod stats. If a second
number is given, use the marksman column. If a marksman is with this group,
he must be napping.
You can only see so far for targeting ___ number of hexes. After this, you
need telescope or eagle eyes or something, otherwise you are at -1 for every
___ hexes distant past ___ hex of your vision. Your bombard can have
indirect spotters as long as they can communicate to the gunner.
Item Grenade [a heavy flask of powder & shrapnel]
Charges 5
Range Max (min) thrown
Range (1/2 damage) .
Drift no drift but damage = 12 hex circle
Damage 2D/Megahex Circle; 1D/each adjacent megahex.
Concussion 12 hex circle=3D6 vs ST or fall.
Ready/Reload 1 turn ready & lite; 1 turn throw
Crew .
Marksman .
Misfire on Crits Crit=explode immediately
------------------------------------
Item Petard [earthen demipjohn jug filled with
powder & scrap metal] or [1 keg of powder]
Charges 20
Range Max (min) set
Range (1/2 damage) .
Drift no drift but damage = 60 hex circle
Damage 6D/Megahex Circle; 3D/each adjacent megahex;
1D6/30 hex circle. Concussion 60 hex circle
= 3D6 vs DX or fall unless behind a door/wall.
If put next to door, it does 12D6 damage to
door. If roof not solid over explosion, it
might cave-in.
Ready/Reload 3 turn fuse
Crew .
Marksman .
Misfire on Crits Crit=explode immediately
------------------------------------
Item Blunderbus
Charges 1
Range Max (min) Wedge=15 hex
Range (1/2 damage) 10
Drift 45 degrees
Damage 1+2 Dodging victims save for 1/2 dam on 3D6vsDx
Ready/Reload 1 ready; 12 reload
Crew .
Marksman 1 ready, 7 reload
Misfire on Crits Crit
------------------------------------
Item Arquebuss
Charges 1
Range Max (min) 140 hex
Range (1/2 damage) 72
Drift .
Damage 3+3
Ready/Reload 4 ready; 12 reload + 4 turn to re-ready
Crew .
Marksman 2 ready; 7 reload + 2 turn to re-ready
Misfire on Crits Crit
------------------------------------
Item Small Steam Cannon
Charges .
Range Max (min) 36 (10)
Range (1/2 damage) .
Drift +1 megahex
Damage Grenade (if its tossing grenades)
Ready/Reload 6 ready; 2 minutes reload (gaining pressure)
Crew 1
Marksman 4 ready; 18 reload
Misfire on Crits Crit x 2
------------------------------------
Item Large Steam Cannon
Charges .
Range Max (min) 60 (20/31)
Range (1/2 damage) .
Drift +2 megahex
Damage Petard (if its tossing petards)
Ready/Reload 9 ready; 15 minutes reload
Crew 2
Marksman 6 ready; 13 minutes reload (gaining pressure)
Misfire on Crits Crit x 2 plus fire
------------------------------------
Item Bazooka
Charges (5) In rocket
Range Max (min) 36 (4)
Range (1/2 damage) 30
Drift +1 hex
Damage grenade
Ready/Reload 2 ready; 6 reload
Crew 2
Marksman 2 ready; 3 reload
Misfire on Crits Flamable 4 hexes back when fired. Crit x 2
------------------------------------
Item Rocket Cannon
Charges (10) in rocket
Range Max (min) 84 (30)
Range (1/2 damage) 72
Drift +2 megahex
Damage Petard
Ready/Reload 2 ready; 10 reload
Crew 2 or 3
Marksman 2 ready; 8 reload
Misfire on Crits Crit x 2 plus
------------------------------------
Item Pistol
Charges 1
Range Max (min) 15
Range (1/2 damage) 8
Drift
Damage 2-1
Ready/Reload 1 ready; 6 reload
Crew .
Marksman 1 ready; 4 reload
Misfire on Crits Crit
------------------------------------
Item Arbalest
Charges .
Range Max (min) 72
Range (1/2 damage) 40
Drift
Damage 3+2
Ready/Reload 1 ready; 3 reload
Crew .
Marksman .
Misfire on Crits .
------------------------------------
Item Heavy Arbalest
Charges .
Range Max (min) 100
Range (1/2 damage) 60
Drift
Damage 4-2
Ready/Reload 2 ready; 6 reload
Crew .
Marksman .
Misfire on Crits .
------------------------------------
Item Spear Chucker
Charges .
Range Max (min) 100
Range (1/2 damage) 60
Drift +1 hex
Damage 5 plus blowthru if excess
Ready/Reload 2 ready; 6 reload
Crew .
Marksman .
Misfire on Crits .
------------------------------------
Item Small Manginol
Charges .
Range Max (min) 36 (12)
Range (1/2 damage) .
Drift +1 megahex
Damage 3+1 or petard
Ready/Reload 4 ready; 12 reload
Crew .
Marksman .
Misfire on Crits .
------------------------------------
Item Medium Manginol
Charges .
Range Max (min) 60 (20)
Range (1/2 damage) .
Drift +2 megahexes
Damage 5 (rock bounces 1 hex with 2D6 dam) or Petard
Ready/Reload 9 ready; 18 reload
Crew .
Marksman .
Misfire on Crits .
------------------------------------
Item Large Manginol
Charges .
Range Max (min) 120 (40)
Range (1/2 damage)
Drift +4 megahex
Damage 7 (rock bounces 3 hex with 3D6,
skips hex, 1D6 dam) or petard
Ready/Reload 12 ready; 3 minutes reload
Crew .
Marksman .
Misfire on Crits .
------------------------------------
Item Small Cannon
Charges 5
Range Max (min) 72 (12)
Range (1/2 damage) 60
Drift +1 megahex
Damage 4 or 1 light grenade (reduce damage by 25%)
Ready/Reload 4 ready; 12 reload
Crew 2 or 3
Marksman 3 ready; 7 reload
Misfire on Crits Crit
------------------------------------
Item Medium Cannon
Charges 7
Range Max (min) 140 (18)
Range (1/2 damage) 90
Drift +2 megahex
Damage 6 (rock bounces 1 hex with 2D6 dam) or 2 grenade
Ready/Reload 9 ready; 18 reload
Crew 2 to 4
Marksman 5 ready; 13 reload
Misfire on Crits Crit x 2
------------------------------------
Item Heavy Cannon
Charges 10
Range Max (min) 240 (30)
Range (1/2 damage) 180
Drift +4 megahex
Damage 8 (Rock bounces 4 hexes with 4D6 damage,
3D6, 2D6, 1D6 damage respectively) or petard
Ready/Reload 12 ready; 3 minutes reload
Crew 3 to 5
Marksman 9 ready; 2 minute reload
Misfire on Crits Crit x 3
------------------------------------
Item Bertha Cannon
Charges 20
Range Max (min) 500 (100)
Range (1/2 damage) 400
Drift +8 megahex
Damage 10 or petard x 2
Ready/Reload 2 minutes ready; 8 minutes reload
Crew 4 to 6
Marksman 1 minute ready; 6 minutes reload
Misfire on Crits Crit x 10
------------------------------------
Item Small Bombard
Charges 7
Range Max (min) 72 (8)
Range (1/2 damage)
Drift +2 megahex
Damage 8 or grenade x 2
Ready/Reload 4 ready; 12 reload
Crew 1 to 2
Marksman 3 ready; 9 reload
Misfire on Crits Crit x 2
------------------------------------
Item Heavy Bombard
Charges 15
Range Max (min) 140 (12)
Range (1/2 damage)
Drift +4 megahex
Damage 10 or petard
Ready/Reload 12 ready; 2 minutes reload
Crew 2 to 3
Marksman 10 ready; 18 reload
Misfire on Crits Crit x 10
------------------------------------
Item Small Flamethrower
Charges (1 molotail)
Range Max (min) 6
Range (1/2 damage)
Drift
Damage This hits as a 2 die fireball (2-2).
Anyone hit burns as molotail = 4 roll 4 dice
vs. DX; failure means he is soaked and also
burns 6 more rounds @ 4 hits/round.
Ready/Reload 1 ready; 4 reload [It takes 1 round to pump
bellows between shots; 2 turns to reposition
the gun. It has 3 shots/bottle.]
Crew 1 or 2
Marksman 1 ready; 3 turns reload
Misfire on Crits Crit as molotard
------------------------------------
Item Large Flamethrower
Charges (30 molotail)
Range Max (min) 12
Range (1/2 damage)
Drift
Damage This hits as a 3 die fireball (3-3).
Anyone hit burns as molotail = 4 roll 4 dice
vs. DX; failure means he is soaked and also
burns 6 more rounds @ 4 hits/round.
Ready/Reload 2 ready; 2 minutes reload [Once pumped,
maintenance or safety will keep it ready
to shoot.]
Crew 1 to 2
Marksman 2 ready; 18 reload
Misfire on Crits Crit as Flaming petard
------------------------------------
Item Grapshot
Charges from small cannon
Range Max (min) 17
Range (1/2 damage) 12
Drift 45 degree
Damage 2 (dodging victim save for 1/2 dam on 3D6 vs DX)
Ready/Reload
Crew
Marksman
Misfire on Crits
------------------------------------
Item Grapshot
Charges from Medium cannon
Range Max (min) 22
Range (1/2 damage) 15
Drift 45 degree
Damage 2+2 (dodging victim save for 1/2 dam on
3D6 vs DX)
Ready/Reload
Crew
Marksman
Misfire on Crits
------------------------------------
------------------------------------
Greek Fire
[Molotail] 4 hits on central hex; 2 hits on adjacent hex.
This fire lasts 12 turns. If victim is in hex
that explodes w/ molotail, roll 4 dice vs DX;
failure means he is soaked and also burns 12 turns.
[Molotard] Molotard is 3 molotails strung together and tossed.
An overlap burns, double damage or double the turns.
[Clingfire] Alchemical/Magical fire: This is a substance that
ignites when contacts air. It burns whatever it
contacts. 1-1 damage until burned up to a fine ash.
It burns in water like an underwater welding torch.
Perhaps a miracle will stop it.*
*from Chivalry & Sorcery
Explosive Shell Only dwarven trained military engineers can make
explosive shells.
[Sm Cannon] 2D6= 1 hex; 1D6=Megahex circle;
Concussion = 5 hex circle
[Med Cannon] Grenade x 2
[Hvy Cannon] Petard
[Bertha] Petard x 2
[Sm Bombard] Grenade x 2
[Lg Bombard] Petard
Powder Barrel Weighs 100 pounds with volume of 1.25 cubic feet.
It contains 200 charges. It could explode doing
Petard x 5 damage (or less depending on occupancy)
Powder Keg Container for 100 charges. This is used to fill
powder flasks and make grenades. It could explode
doing Petard x 3 damage (or less depending on
occupancy)
Gun Powder charge has a 1 in 6 chance of being bad.
I have used some of these in miniatures combat. Most of the time the weapon
was used once and was the main object charge attack. It gets really
interesting when you use a small cannon with an assault troop.
Hope this helps those seige mentalities. The numbers may need massaging,
but its a quick reference.
Hail Melee
John Paul
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