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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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