Re: Emerging smokepowder weapons in my fantasy
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Re: Emerging smokepowder weapons in my fantasy
Ah, right then, my mistake on both counts.
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Re: Emerging smokepowder weapons in my fantasy
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But this is a fantasy realm, with gods of crafts and artifice. They could possibly have the high-grade metallurgy needed to not have man-portable guns blowing up in people's faces all the time. But I'm not sure of anything I just said, so take with a grain of salt. :-) |
Re: Emerging smokepowder weapons in my fantasy
I thought a combination of gnomish engineering, Gondish inspiration, higher TL, and adventuring convenience had made wheel locks appear in FR about the same time smokepowder became widespread. Given the cost of the powder, it's worth it to spend more on the gun.
I'm not sure how much you've integrated the DnD flavor into GURPS, but in traditional FR, any significant town needs an anti-adventurer option, and any significant nation needs an anti-high level adventurer option. The books tended to scatter high level wizards and priests around for this purpose, but a squad of musketeers might be as useful for that purpose as against dragons. As for smokepowder abuse, well, suicide bombers are much easier with golems, zombies, mind control, and such. Careful manipulation of air spells and elementals might lead to "smart dust" explosives that seem mere wisps before suddenly condensing and exploding at the target site. |
Re: Emerging smokepowder weapons in my fantasy
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I was just making the point that in a fantasy world where metallurgy was already at a similar level to our 17th century, it is unlikely that there is any great mystery involved with making strong gunbarrels. |
Re: Emerging smokepowder weapons in my fantasy
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I quite agree that it makes sense to spend more on the gun. Guns, even military models, would probably be quite well made. Quote:
But what do smokepowder weapons do against adventurers that bows don't? Sure, the knight in his plate is more vulnerable, but the rest are glad to face 10 inaccurate shots per minute instead of sixty more accurate, if less powerful, arrows. Not to mention that the town can afford to shoot a hell of a lot more arrows than shot (which also impacts training, in that few small towns could afford to train with smokepowder weapons). Quote:
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Re: Emerging smokepowder weapons in my fantasy
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(1) Muskets are much more complex to use. (2) Beyond a few 10s of yards, arrow flight times become long enough that accuracy is nigh irrelevant against moving targets (working from sub 100 yd/sec speeds). At longer distances, bows move into plunging fire (forget about accuracy/skill) where muskets would still have nearly flat trajectories. The only way I can make sense of "bows are harder" is the sheer muscle strength/conditioning needed for sustained 100+lb bow use. One the other hand, that shouldn't take too long to gain and would be easy to lose through a bout of disuse or poor food supply. |
Re: Emerging smokepowder weapons in my fantasy
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Re: Emerging smokepowder weapons in my fantasy
Can FR mages bind elementals? If yes make windbusche guns. What is the shot capacity of an elemental? Will it basically work until you run out of shot? Larger elmentals could be bound to organ guns. Larger elementals may be able to produce more than the 2dpi+ damage of the windbusche in High Tech.
If binding an elemental to a gun is too expensive then bind it to a resupply cart for a jaeger company armed with windbusche guns. It fills reservoirs. Constantly. I suspect that air elementals are restricted to subsonic speeds. I am not sure why I think that but it makes sense to me. If you are already carrying fire around for matchlocks and want to go supersonic you could try using a fire elemental to create a steam explosion. Yes it will torment the fire elemental but what do you care? It may be that the economy of the magic rules dictates that small elemental powered guns would be too expensive. It may make sense to go for a larger cannon then. I don't have Magic rules and therefore I am extrapolating from common myth. Straight magic may prove useful too. Isn't there an Air Jet spell in GURPS? If that was enchanted into the breech how would it translate it's effects onto a 1 ounce lead ball? How about Create Air in the breech or a reservoir chamber?Again economics may interfere with it or the benefit of having it always available with the gun rather than a seperate expense may work out. |
Re: Emerging smokepowder weapons in my fantasy
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