Gunpowder & Crystal Technology

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DM Juan
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Gunpowder & Crystal Technology

Post by DM Juan » Fri Feb 08, 2019 12:29 pm

[+] Crystal Tech

Research: Crystal Theory (DC 15)
Mine: Crystal Seed/Materials
(4 Materials per Mine level)
Seeded Mines generate Crystal Materials, which means they no longer generate resources

Create Replicant Seed: 2 Materials required and Crystal Theory researched
-----------------------
Lab: Need Crystal Level Materials, per Crystal. Takes up a Lab Slot for each crystal created. Need to research "Crystal Refinement" (DC 20)
Need Lab Level = Crystal level (ie a Lab 3 can produce Crystal IIIs); each crystal takes up 1 potion slot.

Crystal I
Crystal II
Crystal III
Crystal IV
Crystal V

Research: Crystal Containment Vessel (DC15)
Craft Crystal Vials - 5 Material at a Lab 3+ (uses up 1 potion slot)

Research Required: Machine Crystals (DC 20)
Academy: Required to create Machine Crystals.
Needs Crystal X to create Machine Crystal X (Capped at Academy level)

Research Required: Crystal Vehicles (2 Required @ DC 25)
Siege Workshop: Each Workshop Level can only sustain 1 Crystal Vehicle (Land ship or Crystal Cannon[artillery]), and 3 crystal naval vessels.
Land Crystal Cannons (Machine Crystal III)
Crystal Land Ship (Machine Crystal V + Machine Crystal III each turn (for the mounted Cannon), to operate)
Naval Cannons (+1 to Ship Crystal Power level required in maintenance; Ship acts as Artillery against coastal provinces, and gains +1 Missile)

Requires Shipyard 3:
Crystal Submersible (Machine Crystal II) - Research: Crystal Submersible (DC 15)
Crystal Dirigible (Machine Crystal II) - Research: Crystal Dirigible (DC 15)

Requires Shipyard 5:
Crystal Warship (Machine Crystal III) - Researched from top end Caravel/Dhoura/Knarr/Cog - Research: Crystal Warship (DC25)

Crystal Warships: Requires Elite or Superior version of Caravel/Dhoura/Knarr/Cog
8 Crystal Material to convert a ship to a Crystal Warship
Machine Crystal III required to maintain ship/turn
ADD +1 Defence, and +2 Missile to base ship

Additional Mods:
ADD +1 Defence for 1 more crystal power to maintenance
ADD +2 Movement for 1 more crystal power to maintenance
See above for Naval Cannons


Crystal Tech Implants:
Research - Crystal Implants (2x DC20 required)
Can implant up to 1/4 of CON score implants (rounded down)
Can implant up to 1/4 of WIS score SIZE implant (rounded down)
> Neither limit is impacted by implants (ie, increasing CON via implant doesn't grant an extra implant)

(eg: CON 12, WIS 12... you could have 3 implants of up to +3 each)

Crystal Weapons:
X Crystal Level grants +X to damage with the weapon, bypasses mundane armour - Research: Crystal Weapons (DC15)

There are three Crystal Weapon Types, each requires it's own Weapon Proficiency.
Blade: Ignore all armour except crystal armour (including Mage Armor Spells); deal d8+Crystal Level damage, +Crystal level to hit.
Rifle: Ignore all armour except crystal armour, and force armour (spells like Mage Armor); deal d8+Crystal Level damage, +Crystal level to hit. Base range is 60ft
Blaster: 30ft Cone, xd4 damage, save for half (x = Crystal Level).

Crystal Armor: Allows 2 Machine Crystal-power slots. All crystals involved are Machine Crystals, unless otherwise noted - Research Crystal Armor (DC20)
Each individual's armor requires 8 crystal material to build, and is non-transferable. The armor is individualized to the owner. Each suit's base power requirement is 2 (ie Machine Crystal 2).
X Crystal Levels grants +X to AC vs Crystal weapons; based on Chainmail base AC [which applies vs all weapons including crystal weapons]
-- Crystal Armor Implants Slot (DC20) - Add +1 Crystal required to power suit per slot; not limited by CON limit
-- Crystal Armor Modifications: "Light" (DC20) - Allows casting or Thief skills, as if leather armor from Base AC and thief negatives; +1 Crystal power (each, can allow both for +2 power cost)
-- Crystal Armor, Heavy (DC20): As if Full Plate base, +2 Crystal power required to power


NB: All crystals used to power vessels, cannons, stat modifications, weapons, etc... need to be replaced every turn.
[+] Gunpowder
Weapons marked with a * are capable of doing open-ended damage.
[+] Hand Match Firearms
Weapon Wt. Size Type Speed Reach ROF S/M/L Sm-Md Large Kndwn
Arquebus 10 M P Vsl(15) - 1/3 rnd 10/30/42 1d10* 1d10* d8
Handgunne 20 L P Vsl(18) - 1/4 rnd 8/24/34 1d8+2 2d6+2 d10
All range penalties for hand match firearms are doubled, so medium-range shots have a –4 attack modifier and long range shots a –10 modifier. Hand match firearms misfire on a natural attack roll of 5 or less (10 or less in wet conditions).
[+] Matchlocks
Weapon Wt. Size Type Speed Reach ROF S/M/L Sm-Md Large Kndwn
Arquebus 10 M P Sl(10) - 1/2 rnd 10/20/60 1d10* 1d10* d8
Caliver 11 M P Sl(9) - 1/2 rnd 8/16/48 1d8* 1d8* d8
Musket (w/ rest) 20 L P Sl(12) - 1/2 rnd 12/24/72 1d12* 1d12* d8
Matchlock firearms misfire on a natural attack roll of 3 or less (6 or less in wet conditions).
[+] Wheel-locks
Weapon Wt. Size Type Speed Reach ROF S/M/L Sm-Md Large Kndwn
Arquebus 8 M P Sl(8) - 1/2 rnd 10/20/60 1d10* 1d10* d8
Belt Pistol 3 S P Av(7) - 1/2 rnd 3/6/9 1d8* 1d8* d8
Horse Pistol 4 S P Av(8) - 1/2 rnd 4/8/12 1d10* 1d10* d8
Wheel-lock firearms misfire on a natural attack roll of 3 or less.
[+] Snaplocks
Weapon Wt. Size Type Speed Reach ROF S/M/L Sm-Md Large Kndwn
Belt Pistol 3 S P Av(7) - 1/2 rnd 3/6/9 1d8* 1d8* d8
Horse Pistol 4 S P Av(8) - 1/2 rnd 4/8/12 1d10* 1d10* d8
Musket 14 M P Sl(9) - 1/2 rnd 14/26/78 1d12* 1d12* d8
Snaplock firearms misfire on a natural attack roll of 2 or less.
[+] Flintlocks
Weapon Wt. Size Type Speed Reach ROF S/M/L Sm-Md Large Kndwn
Belt Pistol 3 S P Av(7) - 1/2 rn 4/8/12 1d8* 1d8* d8
Blunderbuss Pistol 6 S P Sl(9) - 1/3 rn 2/4/8 1d6 1d6 d10
Blunderbuss 10 M P Sl(10) - 1/3 rn 3/6/12 1d8 1d8 d12
Carbine 8 M P Av(8) - 1/2 rn 10/20/55 1d10* 1d10* d8
Horse Pistol 4 S P Av(8) - 1/2 rn 5/10/15 1d10* 1d10* d8
Musket 12 M P Sl(9) - 1/2 rn 15/30/80 1d12* 1d12* d8
Flintlock firearms misfire on a natural attack roll of 1. The blunderbuss inflicts 1d4 seperate attacks on targets at short range. It cannot cause additional damage like other firearms.
[+] Combination Weapons
Weapon Wt. Size Type Speed Reach ROF S/M/L Sm-Md Large Kndwn
Axe-pistol 6 M S Fa(4) 1 as wheellock belt pistol - 1d6 1d4 d8
Dagger-pistol 3 S P Fa(2) 1 as wheellock belt pistol - 1d4 1d3 d6
Hammer-pistol 5 M B Fa(4) 1 as wheellock belt pistol - 1d4+1 1d4 1d10
Sword-pistol 6 M S Av(5) 1 as wheellock belt pistol - 2d4 1d6+1 d8
Starting Technology:
- Access to WP for Hand Match Firearms
- Access to ammunition for Hand Match Firearms
- Access to acquiring them, but not producing them.

Research:
Preliminary/Basic Research, DC 10 (PreReq for all other Firearm research)
- Can produce Hand Match Firearms
Each extra research step is +2 to the DC
There is a "first adopter" additional +3 to the DC for the first person to research each technology.

Academy and Library levels reduce the DC

[+] Research Tree
Handgonne (Handgunner)
Arquebussier (Arquebussier)
Musket (Musketeer)
Flintlock Musket (Medium Musketeer)
Bayonette (Heavy Musketeer)

Each weapon type requires the base research, and then the unit-tactics research. You cannot research the unit-tactics of a higher tier weapon, until you have also researched the unit-tactics of the previous tier.

Gunpowder Infantry: Handgonner, Arquebussier, Musketeer, Medium Musketeer, Heavy Musketeer.

Woods(Charcoal kiln supplies charcoal),
Plains(Evaporation vat supplies saltpeter),
Hills(Quarry supplies sulphur),
Low mtns(Mine supplies lead),
High Mtns(Mine supplies steel).

-------

All Firearm technology units IGNORE racial differences (ie it overcomes any racial benefits/drawbacks).

Tier 3 Units (+2 Training Points compared to normal Tier 3 Units)
nm=Handgonner;mv=1;df=2;mr=2;ml=2,1;ch=n;mi=3,1;ht=1;sv=17;rg=Anuire;
nm=Arquebussier;mv=1;df=2;mr=2;ml=3,1;ch=n;mi=3,2;ht=1;sv=17;rg=Anuire;
nm=Musketeer;mv=1;df=3;mr=2;ml=3,2;ch=n;mi=4,2;ht=1;sv=17;rg=Anuire;
nm=Medium Musketeer;mv=1;df=4;mr=2;ml=4,2;ch=n;mi=5,2;ht=1;sv=17;rg=Anuire;
nm=Heavy Musketeer;mv=1;df=4;mr=2;ml=5,3;ch=n;mi=5,3;ht=1;sv=17;rg=Anuire;

Tier 4 - requires an additional research for each step, to research mounted applications
+2 move, add Charge = melee score +2 [Must be upgraded from the equivalent Gunpowder unit above]

Resources Required (you need 1 unit of each resource-type to recruit as per below, and 1 of each resource-type in upkeep cost)
Handgonner: Hills, Plains
Arquebussier: Hills, Plains, Forests
Musketeer: Hills, Plains, Forests, Low Mountains
Medium + Heavy: ALL

====
[+] Naval Research

Forest(Charcoal kiln supplies charcoal),
Plains(Evaporation vat supplies saltpeter),
Hills(Quarry supplies sulphur),
Low mtns(Mine supplies lead),
High Mtns(Mine supplies steel).

Basic Steam Engine: +1 Move, +1GB. 2 units of Steel and Lead required to build. 1 unit Charcoal/Turn to maintain ship.
Upgraded Engine: +1 Move. +1GB. 2 units of Saltpeter and Sulphur to build. 2 units of Charcoal/Turn (replaces Basic)

Cannon Upgrade: +1 Missile, 2 units Sulphur and Steel. +1GB. 1 unit Lead/Turn to maintain ship.
Ammunition Upgrade: +1 Missile, 2 Units Charcoal, Saltpeter. +1GB. 1 unit Lead/Turn to maintain ship (Requires the Cannon Upgrade, and it's maintenance to be applied)

Armored Hull: +1 Defence, 1GB to refit ship. 2 Units Steel and Saltpeter. 1 unit Steel/Turn.

Others TBD?
Cannon Artillery: 2 Research; Siege Workshop Required. 2 Steel, 2 Lead required to build. 1 unit Charcoal and Lead/turn maintenance.
Artillery reduce castles by 2 per action during assaults, +2 missile, +1 move, +2 Defence.

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WB - Water's Blessing
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Re: Crystal Technology

Post by WB - Water's Blessing » Thu Apr 04, 2019 12:07 am

Firearms

The technophile priests of the Architect are known for many things, but perhaps nothing more so than their signature weapon, the gonne. Given the scope and spread of the Architect's faith, firearm technology has become fairly common among human realms, and so consequently among other races that frequently are in contact with humans. While firearm technology had progressed in the years following Ascension, the sacking of the kingdoms of Aduria have set back the level of technology considerably. Many eschew the weapons, favoring bows and other weapons that are less likely to explode and can be fired more rapidly than the slow-to-load firearm, but for many of the followers of the Architect and other closely-aligned faiths -- like that of Moradin -- the dazzle and roar of a gonne are considered worth the trouble.

Firearms have several unusual characteristics. First of all, they are subject to misfires. Modern tests have shown that primitive firearms probably misfired as often as once every four shots. When a character’s attack roll falls in the misfire range, the DM should roll 2d6 and consult the following table:

Misfire Results
Roll (2d6) Result Effect
2–3 Explosion An explosion inflicts 2d6 points of damage on the character holding the gun, or 1d6 if a saving throw vs. death is successful. The gun is destroyed by the misfire.
4–7 Fouled barrel A fouled barrel ruins the shot and renders the gun useless until it is carefully cleaned—a process that will take a good 10–30 (1d3x10) minutes.
8–12 Hangfire A hangfire goes off 1d3 combat rounds later than it should. If the user keeps the gun trained on its target, he can make a normal attack.
The second unusual characteristic of firearms is their ability to ignore armor. Any firearm except a hand match weapon may ignore the portion of a target’s AC that is derived from physical armor or shield. At short range, Dexterity, cover, and magical bonuses are the only factors that contribute to a target’s AC. At medium range, the target’s base AC is penalized by 5 (which may be as bad as ignoring it altogether), and at long range, the base AC is penalized by 2.

For example, a renegade knight in plate mail +3 is fired upon by the king’s musketeers. Normally, his AC is a base 0. A short-range musket shot ignores the 7-point AC reduction provided by plate mail, and only the armor’s +3 enchantment is considered. The renegade knight’s AC is a 7. At medium range, the armor is not completely ignored, but the base AC of 3 is reduced to an AC of 8. Magic adjusts this to AC 5. At long range, the knight is AC 2 against musket fire.

Last but not least is the ability of a firearm to cause open-ended damage. Any time a firearm hits its target, there is a 25% chance that a second damage die is rolled and added to the first. There’s a 25% chance that that damage roll creates additional damage, and so on. This 25% chance is part of the knockdown die roll; if the knockdown die comes up 7 or better, the damage continues.

For example, Sir Vandegar is shot by an uncouth man-at-arms wielding a horse pistol. The damage roll comes up a 3, but the knockdown die is an 8. A second damage die is rolled, which results in 5 more points of damage. Vandegar’s attacker rolls another knockdown die, which comes up 7, so he rolls a third damage die, getting a 6. Fortunately, he misses on his chance to do any more damage, but Sir Vandegar suffers a total of 14 points from a single bullet.

The current firearms are commonly enough available to be acquirable by any character that might want one.

Weapons marked with a * are capable of doing open-ended damage.

Hand Match Firearms
Weapon Wt. Size Type Speed Reach ROF S/M/L Sm-Md Large Kndwn
Arquebus 10 M P Vsl(15) - 1/3 rnd 10/30/42 1d10* 1d10* d8
Handgunne 20 L P Vsl(18) - 1/4 rnd 8/24/34 1d8+2 2d6+2 d10
The very earliest firearms were hand match devices that resembled a hand-held bombard. Hand match weapons include the handgunne and the arquebus. Unlike other guns, hand match weapons have no triggers or firing mechanisms. Instead, the user touches a burning slow match to a hole in the barrel, igniting the weapon’s charge. The handgunne doesn’t even fire a bullet, but propels a heavy iron arrow that cannot cause continuing damage like other firearms. All range penalties for hand match firearms are doubled, so medium-range shots have a –4 attack modifier and long range shots a –10 modifier. Hand match firearms misfire on a natural attack roll of 5 or less (10 or less in wet conditions).

Matchlocks
Weapon Wt. Size Type Speed Reach ROF S/M/L Sm-Md Large Kndwn
Arquebus 10 M P Sl(10) - 1/2 rnd 10/20/60 1d10* 1d10* d8
The matchlock was a significant improvement. It freed one of the user’s hands by providing a clamp to hold the slow match, and provided a trigger mechanism that would bring the match into contact with the priming powder. The matchlock arquebus is a far more powerful and reliable weapon than the hand match version. Matchlock firearms misfire on a natural attack roll of 3 or less (6 or less in wet conditions).
WB - Temple of the Water's Blessing

"You can be forgiven, if you make amends..."

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