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)
(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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