07-10-2013, 06:14 AM | #121 |
Join Date: Mar 2006
Location: Iceland*
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Re: Emerging smokepowder weapons in my fantasy
Do you know if it would be possible to melt down really old bronze armour, shields and weapons and reuse the metal? Or would cleaning the impurities out of it be too difficult?
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07-10-2013, 06:21 AM | #122 | |||
Join Date: Mar 2006
Location: Iceland*
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Re: Emerging smokepowder weapons in my fantasy
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True enough.
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07-10-2013, 06:27 AM | #123 |
Join Date: Feb 2009
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Re: Emerging smokepowder weapons in my fantasy
What rules are you using for slings and enchanting?
If you are already supposing that the slingers in question can make called shots to unarmored areas, they could also make called shots to the vitals, and throwing a bit of Penetrating on a sling pellet could well allow it to crack armor to get to the vitals for much cheaper than the contact kaboom spell to crack unarmored areas |
07-10-2013, 06:43 AM | #124 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Emerging smokepowder weapons in my fantasy
I'm working on the sling rules, but they'll be based on reality, which means that penetrating heavy clothing will be unlikely for normal humans at range without using magic.
Slings also do cr damage, not pi. Yes, they can cause bleeding, but so can flanged maces. The wounding mechanisms of slings are comparable to other blunt weapons much more than they are to bullets from firearms. The speeds are 30m/s to at most 90m/s, even in the most optimistic models, which simply isn't enough to cause meaningful wounding using a firearm scale designed to perform plausibly* for projectiles between 4mm to 13mm or so. On the other hand, even light war projectiles for slings are a whole ounce and they range up to 1-lb, so momentum is more important for sling wounding than bullet wounding. It all points toward cr damage being the best model. *While Doug's firearm model can reach much further than that, the WCM rules don't match the rest of GURPS and yield funny results in many cases. Quote:
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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 07-10-2013 at 06:49 AM. |
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07-10-2013, 07:40 AM | #125 |
Join Date: Feb 2009
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Re: Emerging smokepowder weapons in my fantasy
Fair enough, thats why I was asking
In my Fantasy with Gundpowder campaign grenade slingers are primarily thought of as a means to try to and break up enemy ranks and such by flinging grenades their way, but for the 'expert slinger takes out high value targets' the preferred method is to fling slingstones with AD 2 or AD 3 at the vitals, using the slings ability to deal Sw Pi wallop and the AD 2/3 penetration to help bypass armor |
07-10-2013, 07:52 AM | #126 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Emerging smokepowder weapons in my fantasy
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07-10-2013, 08:03 AM | #127 | |
Join Date: Jul 2008
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Re: Emerging smokepowder weapons in my fantasy
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Also, I understand early modern-ish artillerymen had a tendency to melt down bronze churchbells to make new cannon, and they would care about metal quality a bit...
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07-10-2013, 08:06 AM | #128 |
Join Date: Feb 2009
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Re: Emerging smokepowder weapons in my fantasy
I try not to worry about realism to much other than in things that seem to defy my feelings of realism in truly traumatic ways (the repeating crossbow is the only item I've changed the stats from their Low Tech stats in my game, because it egregiously defies my feelings of realism (whether or not my stats are more accurate who knows))
Are there alchemists matches in your games? (or DnD tindertwigs), I think they exist in some flavors of FR or DnD rulesets Most of my fantasy pistols used alchemist's matches as the firing mechanism which permitted them being carried loaded and ready to go |
07-10-2013, 08:18 AM | #129 | ||
Join Date: Jan 2006
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Re: Emerging smokepowder weapons in my fantasy
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07-10-2013, 09:15 AM | #130 | |||
Join Date: Mar 2006
Location: Iceland*
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Re: Emerging smokepowder weapons in my fantasy
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This is particularly jarring in a game, such as mine, where both are used and it's obvious to the players that they are using more or less similar ammunition. They are bound to ask why the slower projectile is penetrating so much better. *Which realistically ought to exist, in that slings are even more dependant on technique than bows, as far as velocity goes. In both cases, the people who can achive the longest ranges and highest velocities are not the ones with the bulging muscles and power lifts (high ST), but ones who have trained extensively with the weapon (high skill and perhaps specific Perks). Quote:
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Not that this will bother many adventurers, but when you're equipping an army, you think about these things.
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