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Previous Message: Gamaro and Moragspace Pt 8
Next Message: Gamaro and Moragspace Pt 10
Month Index: December, 1999


From:     Ben Buh <belonlord@????.com>
Date:     Fri, 3 Dec 1999 06:32:52 -0700
Subject:  Re: Gamaro and Morag Space Pt 9
FINAL NOTES

Marauders
        The morag and scro have both determined that the orcs never created the
marauders themselves, but rather altered them to their current state
through the intervention of Gruumsh and other powerful magic’s. The
ambient magic’s and auras that remain indicate that they were imbued with
fiendish ichors and crafted through powerful magic, possibly human.
Gruumsh certainly had a hand in the work, which explains why the scro
cannot completely control the marauders, but they believe that renegade
human’s, perhaps Xeno’s had a hand in it as well. The scro have learned
to use the marauders in other ways and are pleased with the outcome of
their research so far. They have developed spells that placate a marauder
to the point that an elf could lead one about safely.

Vodoni
        As of this date the scro empire shares much of its borders with the
weakened vodoni. During the height of the war the scro had conquered four
of the vodoni spheres, but eventually they signed a non aggression pact
under the guidance of general Krolf, a vodoni conqueror of unusual
intelligence.
        Krolf has managed to unify most of the old vodoni armada and had begun
to put serious pressure on the scro occupied spheres. Under the signed
pact the scro returned two spheres and a cease fire has been declared. It
has held for five years. Scro vessels along vodoni borders carry silver
weapons and use silver bullets.

Insectare
        The insectare are used as spies by the scro, but they do not trust them.
Black scromages have dissected many and have some startling theories.
They believe the insectare are descendants of experiments gone awry among
the elves, which led to the creation of the spirit warriors. The fact
that insectare hatred of the elves is as strong as the scro tends to lend
credence to the idea. The insectare of course, are not forthcoming.

Firearms
        The scro have developed in conjunction with the morag rifled barrels and
cartridge fed weapons. They have been slowly spreading the manufacture
the scro space but it is slow. Gunpowder works in Moragspace, but not in
all scro spheres. Smokepowder works in most spheres but still not all and
is much more expensive. The scro have a factory built on the vice that is
dedicated to making rifles, revolvers and cartridges. The secrets of
their making and manufacture are kept secret. The preferred handgun of
the scro is the revolver, another improvement on older weapons. All
Warpriests and black scromages have one on Gamaro and typically carry
another 4d4 cartridges on hand. Scro officers also favor them but only
half will obtain one.
        The new scro crank guns are built at this factory as well. Experiments
continue with larger scale versions but have failed to date. A few
standard cranks have been mounted as shipboard weapons as well and they
are gaining in popularity as a anti- flitter weapon.
        In short time the scro will begin to produce new vessels using new
improved cannons that are safer than the old bombards and have better
ranges and function. Shortly after they will innovate explosive shells.
These are the latest gifts from the morag to the scro that have seen
fruition.
        Follows a quick list of the new weapons cited here:

Revolver, Single Action
        These weapons are unique to the Scro and SJ settings. This is also a
civil war era technology. The revolver is a pistol with a rifled barrel,
that uses a cylinder to hold up to five rounds at a time, using
premanufactured cartridges. The bullets have less power and range than
the Scro rifles but they can still be quite effective in close combat,
and are popular with Scro Captains and the occasional Warpriest. The Scro
must have both hands free to fire the revolver at a full rate of fire as
the hammer must be cocked back between each shot. This could be done with
an arm bearing a buckler or medium shield, but larger shields require the
hand to use correctly.
        To fully reload the revolver requires three rounds. Specialists with a
revolver can reduce that to two rounds.
        Like all standard firearms the rifled weapons inflict additional dice
rolls if the knockdown die is rolled a 7 or better. The Scro rifled
weapons and cartridges are even less likely to misfire than flintlocks,
requiring a natural 1 on a d20 and then the firer can make a Int check at
-4 to see if it can be avoided. If successful the weapon fires as normal.
If failed consult the standard misfire table.

Cost 100 gp   Weight 3 lbs  Type Missile   Hands Needed 2   Dmg 1d8/1d8
Speed 4
Knockdown 10    Range  5 10 15     RoF 2    Size S  Type none

Rifle, Lever Action Infantry and Carbine
        These weapons are unique to the Scro and SJ settings. Between their own
research and efforts and the discovery of Morag techniques the scro
gunsmiths have created rifled weapons. They have also managed to create a
functional lever action with a ten round capacity for the carbine and
fourteen rounds for the infantry rifle, using pre-manufactured
cartridges. This is a civil war era technology.
        Like all standard firearms the rifled weapons inflict additional dice
rolls if the knockdown die is rolled a 7 or better. The Scro rifled
weapons and cartridges are even less likely to misfire than flintlocks,
requiring a natural 1 on a d20 and then the firer can make a Int check at
-4 to see if it can be avoided. If successful the weapon fires as normal.
If failed consult the standard misfire table.
        Two shots can be fired per round, but once emptied only two cartridges
can be reloaded per round. A specialist with the weapon can reload three
per round.
        The Scro will often mount a bayonet on the end of infantry rifles to
allow them to indulge their hand to hand combat side. These bayonets do
damage as daggers (1d4/1d3).

Infantry
Cost 180 gp  Weight 9 lbs  Type Missile Hands Needed 2  Dmg 1d12+1/1d12+1

Speed 8   Knockdown 10  Range 20 40 90   RoF 2   Size L  Type none

Carbine
Cost 150 gp  Weight 8 lbs  Type Missile Hand Need 2  Dmg 1d10+1/1d10+1
Speed 7
Knockdown 8  Range  15 30 80   RoF 2  Size M Type none

Cannons
        In short order improved scro cannons will join their war effort. The SJ
Cannon are a Scro innovation and require special skills and methods to
repair or manufacture and they do not sell them.
        This is the Spelljamming version of the Cannon that fires
premanufactured shells. They are normally mounted with an up and down
range of motion only, turreted weapons have up to a 360 degree field of
fire. Intervening obstacles still apply. A critical hit is possible with
a roll equal to or higher than the crit hit score shown. Another
requirement however is the roll exceeds the amount needed to hit by at
least 4. Thus if THAC0 is 19 versus AR 0 with a heavy ballista, a 20 is a
hit, but not a critical.

A minimum crew is required to load the weapon properly and maintain the
best ROF:

Weapon                  Crew         ROF         Crit Hit      HP Dam  Hp
Dmg     Range
Cannon, Small           2             1/2             20
1d6+1    4d6            4 6 8
              , Medium        3             1/2             20
  2d6        5d6            5 7 9
              , Large           4             1/3             19+
   3d6         6d6           6 8 10
               , Heavy          5             1/4             18+
   4d6        7d6            7 9 11
              , Great            6             1/4             18+
    5d6        8d6            8 10 12

Remember ranges as listed for these weapons is in 250 yard hexes, so
ranges of 4, 5 and 6 refer to 1000, 1250 and 1500 yards respectively.
These ranges are only effective in space settings.
        Scro cannon employ only 8 charges of powder per shot and employ large
premanufactured shot that come in two types iron or lead. Iron shot
increases the likelihood of a misfire by one (1 or 2 on a d20 THAC0
roll). Lead shot has a normal chance for misfire, 1 on d20. Both types
gain a +1 to THAC0. The scro version of the SJ cannon use a modified
version of lead shot that uses hollow charges for explosive rounds.
Damage for these rounds is twice normal damage for the size of the
cannon, half from explosive and fire damage. These rounds cost 10 times
standard price or more and still receive the bonus to THAC0 of +1.
  Price varies according to the size of the cannon:

Small           10 lb      100 gp
Medium       20 lb      200 gp
Large          30 lb       300 gp
Heavy         45 lb       450 gp
Great           60 lb      600 gp

  Explosive rounds built by the Scro function unless a misfire is rolled,
in which case the round either fires normally and fails to detonate or
explodes in the cannon. 1 in 4 explode in the cannon barrel shivering the
cannon and making it unable to fire until repaired.
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Month Index: December, 1999

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