Wednesday, June 11, 2014

Gunpowder Artillery For AD&D1E

This is a demi-culverin, roughly equivalent to
a basilisk from these tables


Gun Name Proj Wt (gp) Pwdr Wt (gp)
Range
Damage
Rate of Fire
Min. Max. S-M L
Ribald 2 1 1 5 2-6 (x12) 2-6 (x12) 1/24*
Serpentine 25 16 1” 90 2-12 3-24 ½
Saker 60 40 2” 160 3-30 3-30 1/3
Basilisk 120 60 2 210 3-30 4-32 1/3
Culverin 180 120 3 260 4-32 5-30 ¼
Dolphin 320 215 3” 210 5-30 5-40 1/8
Cannon 400 275 3” 170 5-40 5-50 1/10
Bombard 2000 1500 10” 50 5-50 6-60 1/20


* 1/24 with 1 crew, 1/12 with 2 crew, 1/8 with 3 crew.


Gun Name Cost of weapon (gp) Wt. of weapon (lbs.)
Siege Attack: Points of damage against:
Def.
Pt.
Val.
Wood
Earth
Soft Stone
Hard Rock
Ribald 380 80 ½
Serpentine 1000 1000 3 2 1 3
Saker 2000 1800 6 ½ 4 2 6
Basilisk 2200 3000 7 ½ 5 3 7
Culverin 2500 4000 8 1 6 4 8
Dolphin 3500 5000 9 1 6 4 9
Cannon 4500 6000 10 2 7 5 10
Bombard 5000 8000 12 3 9 6 12

Use the Artillery rules (DMG, p. 108-109) with these weapons. Note that a Ribald is 12 barrels, each loaded separately, with up to three people loading.

Use the Firearms rules for potential exploding guns (note that artillery always uses unpackaged powder [EDIT Nov 2019: I would change this to packaged powder instead]). Damage is as follows:

Ribald: 3d6 for one barrel. Add 1d6 per 3 barrels or fraction above 1 barrel. Burst radius is 1”, damage to others is 2d6.
Serpentine: 3d8. Burst radius 1½”, damage 2d6.
Saker: 3d10. Burst radius 2”, damage 2d6.
Basilisk: 4d8. Burst radius 2”, damage 2d6.
Culverin: 5d6. Burst radius 2½”, damage 3d6.
Dolphin: 5d8. Burst radius 3”, damage 3d8.
Cannon: 5d10. Burst radius 3”, damage 3d10.
Bombard: 5d12. Burst radius 3”, damage 4d8.

A professional artillerist is treated as having proficiency in the artillery pieces and also to have the Gunner proficiency (see the Firearms rules for details). Fighters (only, not Paladins, Rangers, or other classes) may choose the Gunpowder Artillery proficiency to use any of these weapons, and the Gunner proficiency acts as normal.

Cost of powder for one shot is a number of gold pieces equal to the powder weight (in gp equivalent) divided by 5, plus the projectile weight (in gp equivalent) divided by 100. This price includes the powder, shot, wadding, and so forth. For example, a Saker costs 8gp + 12 sp (or 172sp) to fire once, a Bombard 320gp per shot. (Exception: a Ribald costs 4sp per barrel.)

In the Middle Sea/Terra Ultima setting, basilisks are the guns most commonly found on ships, though sakers and culverins are not uncommon.

(edited to change exploding weapon damage, correct the ranges, and alter cost per shot)

(further edit to add, because a column was inadvertently deleted from the charts when converted to blog format)


Gun Name Crew (min-max.)
Ribald 1-3
Serpentine 2-4
Saker 3-5
Basilisk 3-7
Culverin 4-9
Dolphin 4-12
Cannon 5-15
Bombard 6-15
(another edit to make a note about packaged powder)

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