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Month Index: December, 1995


From:     Leroy Van Camp III <van891@??????.edu>
Date:     Thu, 14 Dec 1995 15:33:47 -0800 (PST)
Subject:  Re: Exploding Cannonballs

On Thu, 14 Dec 1995, Eugene Shumu1insky wrote:

> 	In GURPS: High Tech (I think, maybe Vehicles) there was a fairly long
> discussion about early cannon.  Early cannonballs couldn't even make it
> through wood very well, because they would shatter on impact.  Something about
> how early soft iron couldn't take the stress very well.  In fact,
> armor counted as double against them (in most cases, I think).  I don't have
> my books with me, but I'll be getting them in a few days and check on
> my information.

    Ya' know, I really should pull my head out sometimes.  I have GURPS
High-tech and Vehicles, and have referenced High-tech many times before
for my gun-related questions.  This GURPS fanatic is getting old...
    According to G:HT, the most common exploding cannon ball was as Ken
described (I think).  That is, it had a fuse that had to be lit.  This
could be done either manually (stick yer hand down the barrel with a
match!  I bet this would be a coveted job!), or by positioning the ball
so the fuse is lit by firing, which doesn't always work.

    How about this for some rules...

    Exploding cannonballs can be shot form any normal bombard without
modification.  There are two ways of lighting the fuse...

    1)  Hand lit.  This assures that the ball explodes, but ROF is
decreased by one (i.e. 1/3 becomes 1/4).

    2) The ball can be positioned so the firing lights the fuse.  ROF is
normal, but the explosion is not guaranteed.  The chance is 6 in 10 (sound
good?).

    On a to hit roll of 1 there is a chance of an internal explosion.  The
commander of the bombard crew should roll against the appropriate skill (as
determined by the DM.  This is something that will probably be different from
game to game), or against Int-4, plus 2 if someone on the crew has the Large
Weapon skill (from WCC).
    An explosion ruins the bombard, does 3d10 point to everyone within five
yards (save for half), and does 2d6 hull damage to the ship.
    An explosive ball that hits and explods does 2d6 points of damage.  One
that does not explode does 1d4.
    An exploding cannonball will start a fire.  On the round after the shot
hits roll 1d6 for damage, then it progresses normally (see page 17 of Combat
Among the Stars from the WCC).

    Exploding bombard shots are filled with five smoke powder charges, and
cost 150 gp each.  They are fairly rare.

               Leroy Van Camp III      van891@??????.edu
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Previous Message: Re: Exploding Cannonballs
Next Message: Re: (realms 8978) Discontinued stuff(Kara-Tur)
Month Index: December, 1995

SubjectFromDate (UTC)
Exploding Cannonballs    Leroy Van Camp III    14 Dec 1995 03:35:29
Re: Exploding Cannonballs    Thomas O. Magann Jr.    14 Dec 1995 03:45:04
Re: Exploding Cannonballs    Ken Lipka    14 Dec 1995 12:47:47
Re: Exploding Cannonballs    Leroy Van Camp III    14 Dec 1995 13:16:26
Re: Exploding Cannonballs    Paul Westermeyer    14 Dec 1995 17:34:17
Re: Exploding Cannonballs    Eugene Shumu1insky    14 Dec 1995 19:24:45
Re: Exploding Cannonballs    Thomas O. Magann Jr.    14 Dec 1995 21:58:42
Re: Exploding Cannonballs    Leroy Van Camp III    14 Dec 1995 23:33:47

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