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[Shelved]Dwarven Rune Cannon


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~The Dwarven Rune Cannon~

 

 

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~Background~

 

In the wake of the 18 years war, which brought the Grand Kingdom of Urguan near to its breaking point, the Dwarves recognized the fact that they were outmatched to the far more vast numbers fielded by Orenian forces during the war. With a stunt in population, they understood that the only way to maintain their influence in the world was to further develop their technology, and exploit the ancient magics and lore passed down from their ancestors to it’s full advantage. So, as the war came to a close with the death of John Horen, Dwarves of all trades and professions began development on new weapons, strategies, and domestic inventions to improve the efficiency of the race as a whole.

 

Under the eyes of Fili Grandaxe and Dizzy Irongrinder, a new weapon was put into development based on concepts first developed by the Dwedmar of yore. Bearing a similar design to the gunpowder-based cannons of Aegis, the cannon’s first prototype was produced in years following the war. After years of further research and perfection, the cannon was finally brought into the world as a viable weapon of war.

 

~Function~

 

Utilizing runesmithing, the cannon uses pressure as a means of firing it’s projectiles. Specially made ammunition casings, and cannon balls are loaded into the barrel of the gun, where they roll down into a slot bordering a valve operated by a handle on the outside of the cannon. In the rear of the weapon, behind the valve, a Create + Steam rune is placed, and is activated by voice commands given by the engineer put in charge of firing the gun. These commands are usually in Dwarven, and vary cannon to cannon in an attempt to make the weapons unusable by those who would turn them against the Dwarves.

 

To fire the cannon, the release valve must be closed, and the rune deactivated until it is ready to be fired. Once the valve is closed, the ammunition may be loaded into the barrel, and the rune activated. As pressure builds up in the rear of the gun, a gauge slowly ascends next to the targeting mechanism, bearing markings in Dwarven numerals signalling different ranges at which the projectile will reach when the valve is released. The effective range of a stoneshot cannister caps out at around 1500 yards, and if the valve is not released by the time the range caps out, then the cannon faces the risk of exploding from the excess of outward pressure. If up to this point all of the firing steps are followed, then the valve may be released and the projectile will reach the specified target.

 

~Ammunition Types~

 

(ammunition types are primarily for rp, but may see mc representation at gm discretion during warclaims, like arrow storms, etc.)

 

The cannon boasts a series of ammunition types, both for destroying enemy fortifications, and for anti-infantry and cavalry purposes. The following is a list of all currently developed ammunition types, with a description of each.

 

  • Stoneshot- Similar to the stoneshot ammunition used with trebuchets, a stoneshot cannister is a rounded off stone cannonball used for destroying enemy defenses. It’s maximum range caps out at less than 1500 yards.

 

  • Ironshot- Ironshot acts similarly to stoneshot, the primary difference being that the projectile is made of cast-iron, and not stone. Being much heavier than it’s stone-counterpart, ironshot packs a much greater punch, but it’s range caps out at less than 1100 yards.

 

  • Cannister- Cannister shells are an anti-infantry/cavalry ammunition type, with a short range. Bits of sharp metal and other shrapnel are loaded into a hollow clay cannister shell, and when they reach their target, they shatter and send shrapnel flying around the point of impact, and in a cone in the direction they were fired. If the pressure is increased so highly that it shatters the casing before it leaves the barrel, the shrapnel is expelled from the barrel in a cone in the direction it was fired. Effective range, less than 900 yards at low pressure, less than 100 yards at high pressure.

 

  • Steam- A steam “shot” is essentially just firing the cannon with no ammunition loaded. When the valve is released, a burst of steam hot enough to burn flesh, or cook a knight inside of his armor is released. Occasionally, a mix of other chemicals may be added into the barrel to make a more deadly firing round. Firing a burst of steam can be dangerous to the crew however, as conditions around the cannon could cause the trajectory of the gas to blow back to the crew. Using steam firing is a final resort if the crew is being charged, or runs out of ammunition. Effective range, less than 50 yards.

 

  • Fireshot- Fireshot is perhaps the most dangerous of the ammunition types, to both the enemy and the crew. Using expertly crafted casings, alchemist’s fire is loaded into the shell, with weak points marked around the cartridge. When the shot hits, the pressure the volatile liquid is subjected to forces it out of the weak points, sending it spurting in as little as 2, or as many as 9 different directions. This ammo type is the most expensive, and difficult to craft type, and is the most likely to backfire on the crew if handled improperly. Effective range, less than 700 yards.


 

Advantages:

  • A very powerful weapon, it is capable of punching deep holes through walls, and barricades, creating a far deeper path than conventional siege weapons.

  • It is far more accurate than the fickle ways of trebuchets, and siege ballistas, and is much more likely to hit it’s target than those aforementioned.

  • In addition to it’s offensive capabilities, it can be used for defense as well. It’s notable ability to smash through wooden barricades makes it a good choice for targeting an offensive force’s siege equipment.

 

Disadvantages:

  • Being a more fickle weapon in regards to reloading, it takes longer to load properly than conventional siege weapons, as the crew has to wait for pressure to build up, which can take up to 4 minutes for maximum range..

  • It is a weapon with very intricate mechanisms that allow it to work properly so as a result it is about twice as susceptible to malfunction as conventional siege weapons.

  • Unlike trebuchets and ballistas, it cannot be assembled on the battlefield, so it must be built elsewhere and then limbered by horse or golem to the battlefield if used for an offensive attack.

  • After every shot if mounted on a cart or wheels, the cannon’s aim is thrown off, and it must be re-adjusted by the aimer and spotter to be aligned to it’s original position.

  • Being a Dwarven work of art, it costs more to produce than a conventional siege weapon, both in minas for production of the weapon itself, and materials for the ammunition it uses.

  • If pressure is allowed to build up for too long of a time, the gun may explode due to the outward pressure and could harm the crew.

  • After every battle, the weapon will need to be dismantled so that the rune can be replaced, or redrawn. Runes can wear away after a certain amount of use.

 

Neutral Statistics:

  • A three man crew is recommended for firing the cannon, consisting of a reloader, and aimer/shooter, and a spotter to mark targets. It can be worked by two men, but it takes twice as long to fire if this is done, and could be less accurate.

  • In a defensive situation, it can be mounted on a rotatable axis so that when it is fired, the aim is not thrown off. In an offensive situation if it is mounted on a cart, or wheels, the aim will be thrown off after each shot, and will need to be re-adjusted.


 

OOC Suggested Stats For Use

(Up to GM discretion of course)

Cost:

  • 750 minas to create the siege weapon as opposed to 500 for trebs, and 250 for ballistas.

 

  • If an ammunition system is implemented, then each ironshot should require 10 gunpowder, and 9 iron ingots to make.

 

Firing:

 

  • The cannon malfunctions on a roll of 2 or lower, as opposed to a roll of 1 for trebs/ballistas.

  • The cannon gets a critical hit on a roll of 19 or above as opposed to a roll of 20 for trebs/ballistas

  • 17-18 is a direct hit, 15-16 is a hit, 10-15 is an indirect hit, 3-10 is a miss.

  • It takes 2 minutes to fire with a crew of 3 compared to 1 minute for trebs/ballistas. With a crew of two, the time doubles making it 4 minutes to reload and fire.

  • Unlike a trebuchet, it can only be fired in a straight line so shots cannot be arced over walls or towers to hit things behind them. If it needs to hit something behind cover, the best bet for the operator is to try and shoot through the cover.

 

Damage on Impact:

  • A hit causes a deeper blow into defenses than a treb or ballista, but the tunnel it creates is not as wide, making it useful for creating breaches, just not large ones.

  • Against players, I would suggest a fireball or AOE damage of some sort.



 

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Karl somehow feels less safe behind the three great walls of Felsen... 

 

Seriously though, I wouldn't really have anything against this kind of machinery as long as it's not something that can be mass produced or other groups / individuals being able to get the technology through whatever RP means (though obviously not manufacturing the same excellency that the renowned dwarven smiths can do !)

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Jorik sets out to plan defenses with this new technology.

 

((Seems to have taken a more logical thought process than simply creating a cannon. Instead of gunpowder it uses an already existing runesmithing magic (very little runesmiths). I know that my opinion is hardly valid in this situation, but this is different territory than whats been attempted before.))

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Please god not again.... I still have PTSD

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ok dizzy if you insist

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LT said they will never add cannons back, I think they meant it.

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I support adds flair but doesn't step outside the siege engines already around. I mean there is a glass cannon on the server lol

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Dirk Novokain really wants one of these.

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A tear rolls down Balgruffs cheek as he watches the rollout ceremony in Urguan.

 

"Its fockin beautiful..."

Balgruff says before furiously clapping

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1 hour ago, Bunny :) said:

 

I mean, if people are using alien laser cannons, then why not this?

 

100% correct, it would only be fair since little to non of the Dwarfs can learn magic!

 

+1, INDUSTRIALIZE URGUAN!

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