Gunpowder & Crystal Technology
Posted: Fri Feb 08, 2019 12:29 pm
by DM Juan
- [+] Crystal Tech
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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
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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
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Weapons marked with a * are capable of doing open-ended damage.
- [+] Hand Match Firearms
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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).
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
- [+] Matchlocks
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Matchlock firearms misfire on a natural attack roll of 3 or less (6 or less in wet conditions).
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
- [+] Wheel-locks
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Wheel-lock firearms misfire on a natural attack roll of 3 or less.
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
- [+] Snaplocks
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Snaplock firearms misfire on a natural attack roll of 2 or less.
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
- [+] Flintlocks
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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.
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
- [+] Combination Weapons
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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
- 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
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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).
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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
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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?
Artillery reduce castles by 2 per action during assaults, +2 missile, +1 move, +2 Defence.