Monday 2 January 2017

Equipment Locker: Prismatic Muskets


One of my earliest posts was about redpowder, a weird science alternative to gunpowder that produces lasers instead of explosions. I gave some instructions for how to convert the statistics for ordinary gunpowder weapons into prismatic weapons, though it always felt a bit awkward explaining how to do it rather than showing you.

Since the first post on redpowder was largely talking about it as a setting element, this will be a much more equipment-focused post, with the intent to make the rules easier to follow. I'll present some sample prismatic arms, and restate and update the rules for redpowder weapons, and include some brand new options.

Redpowder
Redpowder was invented by the Chinese, several decades after the discovery of gunpowder. Redpowder comprises three powders: ruby, magnesium and serpentine powder. When the serpentine powder is ignited, the small explosion scatters the ruby powder into an airborne particulate and ignites the magnesium, which burns with an intense, white-hot light. When this intense light hits the ruby, the ruby lases, producing even more intense light. If contained in a reflective vessel, the light emitted from the ruby particles causes other ruby particles to do the same, eventually resulting in a pile-up of light so strong it can burn. For those familiar with laser terminology, this is an explosively-pumped ruby laser. Redpowder is ten times the cost of corned powder, or $200 per pound.

Prismatic Arms
The chamber of a prismatic weapon is made from bronze polished to a mirror shine, with a crystal or glass lens on the front, leading to the barrel. The inside of the barrel is also polished bronze, with yet more lenses to focus and collimate the light. Prismatic arms can have any ignition mechanism; the examples presented below are flintlocks, the striker sending sparks into the chamber via a small hole rather than using a charge of serpentine powder in a pan. The chamber is accessed via a hinged hatch, usually with a leather strap or metallic clip to keep it in place when firing, which makes them breech-loaders. Some light still leaks out of the cracks but not enough to cause any damage (provided the hatch is properly clamped shut...)

Some prismatic arms use different chamber materials. Silver-coated chambers slow the corrosion or tarnishing of the chamber that might absorb light, improving reliability. It also makes the light more concentrated, increasing damage. Gold can also be used, its complete lack of corrosion improving reliability further. A silver-chambered prismatic arm has +1 damage per die and +1 Malf. for +2 CF. A gold-chambered prismatic arm improves this to +2 Malf. for +6 CF. If prismatic weapons are still relevant once aluminium is discovered at TL6, aluminium-coated chambers provide the same benefits as gold for only +0.5 CF. These options can be combined with normal firearm quality grades.

Conversion Process
To take the statistics of a blackpowder gun and convert it to a prismatic gun, do the following:
  • Change TL to TL4^.
  • Change damage type to tight-beam burning and add a (2) armour divisor.
  • Double Accuracy.
  • Triple 1/2D Range; full range becomes three times the 1/2D Range.
  • Halve the ammunition weight (the number after the slash in the weight column). This accounts for the lack of a projectile.
  • Change recoil to Rcl 1.
  • Change reloading time to 10 seconds.
  • Mutiply ST requirement by 0.75.
  • Triple cost. 
Prismatic guns use the Beam Weapons skill, not Guns.

Rules for Prismatic Arms

Loading
To load a prismatic arm, the chamber must be opened, a measure of powder placed inside, the chamber closed and the clip or strap fastened to secure it, then the ignition mechanism primed (e.g. pulling back the striker for a flintlock).

Reloading time can be halved by using pre-measured portions of powder. It doesn't matter whether this is a paper cartridge, a horn, vial, or any other container, as the powder is simply poured into the chamber. No further reductions to reloading time are possible. Since prismatic weapons are breech-loaders, they take no penalties to reloading time based on posture.

Malfunctions
Prismatic weapons operate differently from gunpowder weapons, so have slightly different malfunctions. The chamber of a prismatic weapon is gradually fouled by residues; after significant use, the chamber begins to develop coatings of black and white powders – the white is magnesia alba (or magnesium oxide) produced by combustion of metallic magnesium, and the black is soot from the gunpowder. By obscuring the chamber's reflective surface, these residues cause the chamber to absorb light, making it heat up and sometimes explode! All prismatic weapons have Malf. 14. Here are some examples of malfunctions to use:

Residue build-up, minor: There was too much residue in the chamber, which absorbed the light and heated the chamber. Anything touching the chamber (including the shooter's cheek!) takes 1d-3 burn damage.
Residue build-up, major: As above but the build-up is enough that the heat causes the chamber to buckle and crack. The weapon is damaged, requiring an Armoury (Small Arms) roll to repair.
Residue build-up, lethal: As above but extreme; there's so much residue that the chamber explodes! This deals 1d+2 cr ex [2d]. The weapon is ruined.
Blown hatch: The chamber hatch was blown open by the ignition, either because the powder charge was too strong or because it wasn't clamped properly. The chamber deals 1d-3 burn damage to the shooter. Roll 1d. On a 1-4, the attack hits the face. On a 5-6, it hits the eyes – check for crippling injury, as this may cause blindness.
 Melted lens: Residue on a lens causes it to absorb heat from the beam and melt. This shot fires as normal, but further shots deal half damage and are at -2 Acc until repaired with a successful Armoury (Small Arms) roll.

Prismatic Powder Options
  Overloading: The easiest option for more power is to simply add more powder to the chamber. Doubling the load provides +1 damage per die and -2 Malf. Tripling provides +2 damage per die and -4 Malf., etc.
  High-Magnesium Load: Adding extra powdered magnesium to the powder increases the amount of light released for the same weight, resulting in even more lasing of the ruby and a stronger beam. The downside is that it heats the chamber more and deposits more residue, increasing the likelihood of dangerous misfires and malfunctions. +2 damage per dice, -2 Malf. No additional cost, but the extra magnesium must be added to the powder beforehand.
  Different Gemstones: At the GM's option, any precious gemstone may lase when used in prismatic powder. These have no mechanical effect but change the colour. Common examples are sapphire, emerald, or quartz. The one exception is diamond, below.
  Diamond Powder: Diamond contains an entire rainbow in its crystal, lasing not just in red light but all the colours. Increase the armour divisor to (3) and triple range. This is essentially a TL11 rainbow laser in the form of a prismatic musket! Diamond powder is ten times normal cost. At the GM's option, diamond powder may be TL5^.

Weapon Statistics

Muskets
  Fusil éclat (TL4^): A smaller version of the musket (below), light enough for ordinary men to use without assistance. The fusil éclat de chasse is a hunting weapon using finer optics for higher accuracy, whereas the fusil éclat de ordinaire is a soldier's version that trades accuracy for damage.
  Prismatic Carbine (TL4^): A smaller version of the musket, designed for cavalrymen who need more firepower than a pistol can provide.
  Prismatic Musket (TL4^): A large weapon with a long barrel, too heavy to hold up unaided, usually used with a musket rest (Low-Tech, p. 96).

Pistols
  Belt Prismatic Pistol (TL4^): A medium-sized pistol, lighter than the military pistol (below) with a shorter barrel, allowing it to be carried under a belt.
  Military Prismatic Pistol (TL4^): A large, heavy pistol designed for cavalrymen to fire from horseback. Usually more than one is carried, as reloading on horseback is difficult.
  Pocket Prismatic Pistol (TL4^): A small pistol with a very short barrel, around four inches. Often used as a concealable weapon.

Bombs and Explosives

Redpowder doesn't actually explode, so a redpowder bomb can't directly cause damage, though they can be used to blind. When used for this purpose, calculate the dice of damage according to the rules under Explosions (Basic Set, p. 414). For this purpose, redpowder has an REF of 0.5. Once the dice of damage is found, drop all fractions or adds and treat this as a penalty to a vision-based HT affliction. Failure to resist causes blindness for minutes equal to the margin of failure. Failure by 5 or more, or any critical failure, causes the blindness to be permanent. For each yard of distance from the explosion, add +1 to the resistance roll.

For example, a one-pound charge of redpowder would deal 6d×√(1×4×0.5) = 8.5d. This rounds down to 8d and becomes HT-8 aff. Anyone in the same hex as the bomb would have to roll HT-8 or suffer blindness, whereas someone three yards away would roll HT-5.

   Glass Redpowder Bomb (TL4^): A reinforced glass bottle with a stopper or hatch for sealing the powder inside and a small notch for using a fuse of slow match or fast match (Low-Tech, p. 84). The bottle shatters automatically when its HP hits zero. If a glass bomb shatters, the powder may still ignite if the fuse is in contact with it. A grenade-sized bomb holding one pound of redpowder deals HT-8 aff, has HP 4 and is $205, 1.8lbs. A bomb holding four pounds deals HT-16 aff, has HP 5 and is $810, 6lbs. A large bomb holding fifteen pounds (used for large battles or sieges) deals HT-32 aff, has HP 8 and is $3030, 23lbs.

Guns (Musket) (DX-4 or most other Guns-2)
TLWeaponDamageAccRangeWeightRoFShotsSTBulkRclCostNotes
4^
4^
4^
4^
Fusil éclat de chasse
Fusil éclat de ordinaire
Prismatic Carbine
Prismatic Musket
2d+2(2) burn
3d(2) burn
2d+2(2) burn
4d+2(2) burn
4
2
4
4
225/675
225/675
200/600
360/1,080
6.5/0.02
6.5/0.04
6.5/0.03
21/0.08
1
1
1
1
1(10)
1(10)
1(10)
1(10)
6
6†
6
8R
-5
-5
-4
-7
1
1
1
1
$435
$450
$735
$525




Guns (Pistol) (DX-4 or most other Guns-2)
TLWeaponDamageAccRangeWeightRoFShotsSTBulkRclCostNotes
4^
4^
4^
Belt Prismatic Pistol
Military Prismatic Pistol 
Pocket Prismatic Pistol 
2d-1(2) burn
2d-1(2) burn
1d(2) burn
2
2
2
150/450
150/450
75/225
2/0.015
2.75/0.02
0.7/0.004
1
1
1
1(10)
1(10)
1(10)
7
8
5
-3
-4
-1
1
1
1
$780
$750
$570



2 comments: