Showing posts with label Technology. Show all posts
Showing posts with label Technology. Show all posts

Saturday, 30 January 2021

Firearms in the worldship

So, the worldship is a weird setting, it’s a sword and planet setting, a sci-fi game dressed up as a fantasy game. Overall though I seek to maintain relevance to fantasy weapons in amongst more modern and alien weapons.

As most visitor encounters result in several weapons remaining behind I don't treat these weapons as magic item (in most cases). If I did treat them as magic weapons they would be swimming in magic items very early on in the game given the prevelence of these encounters in this setting. I role on the scavenging weapons tables in ACKs to determine the weapons condition when found leading to many being damaged. A side effect of this is technically these weapons can be enchanted, though I leave this up to players to do not include enchanted modern weapons in treasure tables.

In play I give some disadvantages to modern weapons. The main is noise, if they are used in a battle I give +1 to the next random encounter role in a dungeon. Also I “alert” neighbouring rooms, I check who is there and decide what they do to respond. This still leaves the silence advantage strongly in the court of bows and crossbows.

Also I apply a misfire rule draw from warhammer fantasy, on a natural unmodified roll of 1 or 1-3 the weapon can jam or explode. An explosion destroys the weapon and applies the shots damage role to the character firing the weapon. A jam causes the weapon to lock up and it requires a full turn to clean and repair the weapon outside combat.

They have many advantages, under my initiative rules an aimed shot gains a bonus to reducing the targets armor class. If you're not using those rules a simple -2 to the target's AC suffices. Many have access to the rapid fire rules from plasma rifles in Barbarian Conquerors of Kanahu. The final main advantage is simply range, though in cramped corridors and buildings this is often of little use.

Their are three dominant technology levels on the worldship Gaumont, Terran and Visitor.

Gaumont technology


Gaumont is a renaissance era technology level, in the main they use sword and crossbow. But they have access to automatons that are custom build by craftsman that differentiate them for a standard fantasy empire. Firearms are built by these craftsmen, they use meteor powder as the propellant for their weapons, made of arcane powders and dusts concocted by alchemists that is highly explosive. This is bound with wax and paper into a shot cartridge with the bullet that is inserted down the barrel as a single object.

Their designs take strong influence from terran weapons and include rifling, but they still use breach loaded for its sturdy nature and perceived accuracy. While aware of clip based weapons they do not use them more out of cultural preference. With many fights quickly becoming close quarter melees they use these weapons more as an opening salvo before closing. They use a wheellock mechanism drawing on complex clockwork designs that has been perfected over centuries.

Gaumont firearms jam on a natural roll of 2-3 and must be cleared outside combat. On a natural 1 they explode, doing 1d8 damage to user. Cleaves can only occur if a character has multiple pistols loaded and available and has the fighting style proficiency to access the quickdraw feature of that proficiency.

Terran technology


Terran technology reflects technology of the modern world, slightly into the current future. They use chemical propellants, an artificial variant of meteor powder from the Gaumont empire that is more efficient but has similar effect. They use rifling and are breach loaded with ammunition clips. They jam on a natural roll of one and may cleave so long as ammo is in the clip.

The terran weapons and ammunition are deliberately expensive, representing rarity.

Visitor technology


Visitor weapons are Plasma based weapons in the main. They are presented in BCK and follow all rules within. As a house rule they have access to the armor penetration of other modern weapons in my setting and also benefit from cleaves limited to their clip.

Modern Weapon Summary Table

Cost

Ammo/loading

Ammo cost

Damage

Range Inc.

Notes

Gaumont







Clockwork pistol

100

1/ Cartridge

1gp/shot

1d8

30'

Misfire (1 explode, 2-3 jam)

Clockwork rifle

300

1/ Cartridge

1gp/shot

1d8

70'

Misfire (1 explode, 2-3 jam)

Terran







Auto pistol

250

10/ Clip

5gp/shot 

1d8

60'

Misfire (1 jam)

Submachine gun

500

20/ Clip

5gp/shot

1d8

60'

Rapid fire, Misfire (1 jam)

Auto rifle

600

30/ Clip

5gp/shot

1d10

140'

Rapid fire, Misfire (1 jam)

Visitor







Pistol

300

As crystal

1-5gp/shot

2d4

210'

None

Rifle

900

As crystal

3-30gp/shot

2d6

360'

Rapid fire


Saturday, 16 January 2021

Structural Automatons

In building larger vehicles I have been struggling with the nature of hit points. The largest automatons can still be damages by a sword. Yet when I read the rules for Galleon SHP are used and these can only be damaged by specific sources. Also, Visitor vehicles in BCK follow an advanced form of SHP that makes them significantly more resilient than their hit dice implies, could such rules be applied to an Automaton?

Automatons cannot take immunities to weapons by their nature, they are not magical. But there is a logic to larger automatons potential being immune to normal sized weapons by being a large structure in nature. 

But this “bonus” should also come with a cost, Galleons have restrictions on repairs and movement. A vehicle of this nature would not be a standard automaton in nature. Also to consider, the vehicle rules used on flying saucers and balancing the differences between technological vehicles and automaton vehicles. 

What is SHP?


SHP is mentioned in the sea combat rules in the ACKS core rules and in domains at war. Here I am considering it more in terms of a galley rather than a fort. Under the standard rules a galley can be damaged by artillery (in full) in addition to Gigantic or larger creatures and magic at a rate of 1 damage per 5 hit points of normal damage. This sounds very similar to the visitor vehicle structure rules I explored in the Visitor Trader post. But repairing a galley in the field is limited to repairing 1 SHP per turn with 5 people and can only repair half the damage.

Repairing technological vehicles is not as difficult as repairing a galley. But then advanced material repair options would be available with Alien Parts that make this less concept breaking.

Damage to a galleon with SHP reduces its movement rate proportionately. As such any vehicle using SHP should have its speed reduced at some point, though calculating rates as damage is taken can be a pain in normal play so maybe a threshold would be easier.

Damage from magic weapons is tricky. Structures receive damage from specific sources, and personal scale weapons are not listed. But technology weapons are not considered either. As such I would say the rules I apply to technological vehicles would apply to a mundane structure, that being 1 damage per 5 for a personal scale technological weapon. A squad of visitors blasting at a stone wall with plasma rifles would certainly make a dint. But then in play fighting a flying saucer the question came up “would a magic arrow damage a flying saucer” they are magic but also a personal weapon. I ruled that magic weapons can do 1 damage per 10 to go a little way in between none and zero. This way mundane characters without technological weapons can do something against alien tech, but it’s still very little. I would only apply this rule to vehicles with SHP.

Overall, these rules should not apply to personal scale automatons, only the largest vehicles would have it available. But how large? Using my rule of 5 from the discussion on large sized automatons I would say the limit should be that required to get the maximum weight of an automaton in the gigantic category from L&E +1HD. That is 800 stone at 9HD lifted to 10HD giving 1,000 stone (7 Tons) or 10 HD for a normal automaton.

The Reinforced Structure ability (granting VHP)


As this is not quite the same as the SHP rules from domains at war and applies to automatons, I will refer to it as Vehicle Hit Points or VHP. Applying the rules for VHP to vehicles should be viewed as an optional rule as follows.

At its most basic this is a positive ability costing a full special (*) called reinforce structure. To take this ability the automaton must weigh over 1,000 stone or 7 tons. This grants the damage immunities as follows:

The reinforced structure of this automaton/vehicle is difficult to damage. Primitive personal weapons deal no damage as does any natural attack from creatures of huge size or smaller, though enchanted weapons deal 1/10th damage. Advanced technological weapons, natural attacks from gigantic creatures or larger and magic deal only 1/5th damage. All artillery or technological vehicle mounted weapons and spells that do direct SHP damage do full damage.

A vehicle with reinforced structure that takes up to half its hit points in damage is restricted in its movement and has its move rate reduced by half.

Automatons with reinforced structure can be repaired in the field only up to half their maximum hit points. This requires the assistance of 4 people in addition to the mechanist to perform but otherwise follows the same rules as repairing standard automatons. Full repairs can be performed in a workshop to the value of the automaton following the normal rules.

VHP vs THP


The following table summarises these resistances for SHP types into two categories for vehicle to represent two different tech levels. VHP is used to signify SHP used on a vehicle/automaton hit points. THP is for technological vehicle hit points used in Vistor vehciles.

Damage source

VHP

THP

Environmental

Full

None

Personal weapons - low tech

None

None

Personal weapons - enchanted

1/10

1/10

Personal weapons - tecnological

1/5 

1/5 

Artillary - Wood

Full

None

Artillary - Stone

Full

1/10

Artillary - Technological

Full

Full

Creature - Huge or smaller

None

None

Creature - Gigantic

1/5 

1/10

Creature - Colossal

1/5 

1/5 

Magic - Spells

1/5

1/5

Magic - Spells doing SHP

Full

Full


Applying this to current automatons


This ability is easy to add to a current automaton build that weights over 1,000 stone as you are just adding a major ability. Given this is an optional rule consider the nature of the vehicle, this would logically apply to a tank, but should it apply to a wooden frame aircraft? Either way the current design just adds the following to hack this ability onto it:
  • +5000 cost
  • +5 days to build
  • +1 difficulty to build

Friday, 8 January 2021

Modifying automatons (A.K.A. Junk Bots)

While most mechanists use blueprints and libraries to create perfect designs which they then inflict upon the world some choose a different path. Many have no grand design or form for their automatons and instead cobble together designs based of the works of others to create uniquely new and undocumented automatons. Often samples drawn from destroyed designs are used as insiration leading to cluttered and messy workshops full of broken and junked automatons in various states of disrepair.

Following these rules, a functional automaton must exist that is the primary recipient of the modification. The secondary design may be a sample (destroyed automaton that is usable as a blueprint) or an intact and functional automaton (that won't retain this status for long). If the secondary automaton is functional it becomes destroyed through the modification process and usable only as a sample in future projects. For secondary automatons that are already a destroyed sample they become unusable junk once the process is complete.

Through the modification process the mechanist “designs” a new automaton following the guidelines below, though no blueprint is created. Instead the primary automaton in the process is modified to reflect the nature of the new design. Once completed, this new automaton may be used as a sample for future projects and used as a “blueprint” under the normal rules for samples.

Step 1: Designing the modified automaton

A primary automaton and secondary automaton must be declared, these are the base models. The new hybrid design is referred to as the new design. Once the new design is approved by the judge the primary automaton will receive the changes to make it reflect the new design.

All three designs must have a HD that is equal to or less than twice the mechanist’s level. Additionally, they must all have a number of special abilities less than the mechanist’s level. 

Only special abilities from either of the base designs are available, though they may be removed or reduced as required. Either step through the full design principles or this simple approach from the crossbreeding rules framework:
Hit Dice: The new design must have a hit dice at or between the base models.
Movement: The mechanist may assign the new design the movement capabilities of either or both the primary or secondary automatons.
Armor Class: While the automatons base AC is determined by its Hit Dice it may take AC modifiers up to the maximum of either of the base models.
Attacks: The new design should be assigned the attacks of either or both progenitors. If either or both have restricted or no attacks this should be reflected. The final damage inflicted by the attacks will be scaled up proportionate to the increase in Hit Dice.
Special Abilities: The new design may have the special abilities of one, both, or none of its base models but may only draw on those present in the base models. 

The final design will not be converted into a blueprint but will still require judge approval and should reflect an addition to the primary design or a hybrid design to honour the nature of these rules. The build class level, build penalty time taken and cost should be determined as per a normal blueprint. No test is required to create this new design as a blueprint once created, it moves immediately to the modifying phase that consumes these progenitor automatons.

Step 2 Apply the modifications 

To complete the modification process the mechanist spends time in their workshop modifying the primary automaton to the new design through a build throw. This throw uses the following modifications to the normal build process, and failure destroys both automatons used and any additional parts:

Workshop: The mechanist must have a workshop suitable for the new design, with bonuses to their throw following the normal rules using the new designs full cost as the benchmark.
Cost: The cost increase from the primary design to the new design and reduction of the secondary design to sample or junked. 
Build throw penalty: From the new design. Additional quality materials may be expended through the modification to gain a bonus to the throw as per normal, the limit refers to the total cost of the new design.
Modification time: Half the time required to fully build the new design.

The "junk bot" house rule: Generous judges may allow the secondary design to be “in spirit” only. Using destroyed robots as inspiration for the new build to allow grafting of modern and old designs into a hideous amalgams of technology. The difficulty here is the robot being used was never built as an automaton so strong guidance is needed. I leave this one up to the judge.

Example build: Ballista mounted clockwork stevedore (B-POCS)

This takes the Clockwork Auto-Stabilizing Light Ballista and mounts it on a Pilot-operated Clockwork Stevedore (POCS). This gives an Aliens like power suit with an over the shoulder light ballista mount! Both are covered in machinery to the max, jump on the Autarch Patreon to grab a copy.

We allocate the POCS to the primary and the Ballista to the secondary.

We will use: 
Hit Dice: 5 hit dice, as the POCS.
Movement: as the POCS.
Armor Class: as the POCS.
Attacks: add Ranged attack (10’ multiplier) ##; remove Reduced attack (Half) ####.
I’m hoping that the extra damage covers us for the ballista… The added attack is - 
Attacks: 1 light ballista bolt (1d10 damage, +2 to hit, ROF 1/2, range 120’, effective damage 6). 
add Requires ammunition (light ballista bolts, 1lb/1gp count as an item) ## (not a full #### from the secondary automaton as it only applies to less than half the damage, yes I’m being tight here as its 6 damage not 7.5).
The POCS punch does 8, which is half 15 rounded up, so the full 15 will definitely fit that.
Special Abilities: No other changes applied. 

Final design:
Ballista Mounted Pilot-operated Clockwork Stevedore (B-POCS)
Hit dice: 5 (20 HP, save F3)
Armor class:
Move: 60’ (20’)
Weight: 250 st. (1.8 ton)
Carry: 125 st. (1 passenger, ammunition for ballista)
Attacks: 1 fist (1d8) and 1 light ballista bolt (1d10 damage, +2 to hit, ROF 1/2, range 120’, effective damage 6). 
Positive abilities (total): Automaton immunities *, Increased AC (+3) ###, Passenger (1) #, Ranged attack (10’ multiplier) ##. (* #### ##)
Negative abilities (total): Requires ammunition (light ballista bolts, 1lb/1gp count as an item) ##, Requires operator (mechanist, learned or labor (stevedore)) *. (* ##) 
Cost (net abilities): 12,500 (####)

The upgraded B-POCS design can be built by a 3rd level machinist at a +3 build penalty taking 20 days with a base construction cost of 12,500gp.

The modification requires:
Workshop: to the value of 12,500 minimum.
Cost: 2,500 gp in mechanical materials, if the ballista is functional the remaining parts after modification grant the player a non-function sample for later use. 
Build throw penalty: a build throw at +3, modified by additional workshop value and quality materials.
Modification time: 10 days in the workshop (half the new design).

You now have an artillery mounted POCS perfect for those dungeon explorations where you open up with a ballista then wade into melee… Ahhh the joys of automatons in dungeon explorations.

Friday, 27 November 2020

Practical automaton sizes

Have you ever asked the question:
Can I walk my 10 HD automaton down a dungeon corridor?

No, well, never fear for I am here to ask it anyway, well, my players asked it ok!

TLDR - I allow them to be 25% heavier than the maximum in Lairs and Encouners.

What is a dungeon corridor and what is a large creature?

Lets keep this simple, I'm going to assume a 10' by 10' corridor, ye good old standard. Under normal rules we assume a "large" creature can fit into such a corridor.

In ACK's a large creature is defined in L&E (p.150) as being 401-2000 lbs and 8' to 12' long/tall.

The large size is important as it is the point at which a creature fits inside a 5' foot square (if you use them). and can navigate corridors with relative ease in a standard internal environment for a game.

What kinds of creatures can we use to check an automatons weight?

A good example of a large creature is the ogres (600 lbs, 9-10'). but they are made of flesh. 

Some benchmarks for weight per cubic foot tell me:
Water - 62 lb per cubic foot
Meat in a freezer - allow 35-40 pounds for cut and wrapped meat
Metal - 500lb for a solid mass of iron/copper
Gold - 1,200 lb for a mass of gold in a cubic foot

So strait away I want to allow some deviation, noting an automaton is not a solid mass of metal and has spaces in it. At the very least Automatons should be in the upper mass of any band of size.

We don't have weight for golems, which are close to automatons.

An interesting reference point here is the humble Iron Golem, ACKs doesn't give weights for these.  Google says that in some editions they are large, 12' and 5,000 lbs. This puts them a bit over double the mass of a large creature.

Bronze Golems in ACKS are Large in DaWC but carry 300 stone... for a humanoid 0.033 CCF this would indicate a mass of 90,909 lb. This puts them more at Gigantic/Colossal, which matches what I saw on Jason and the Argonauts on Netflix the other day. I wonder if this was the original inspiration for the bronze golem? My Cyclopedia says they are 16' tall for 20 HD as well, Putting them more in the ACKS huge. Either way this is not helping.

Visitor technology is hard to match and seems lighter in most cases, the 5HD large warbot is only 1,000 lbs. While the vehicles are sized more of actual size rather than mass.

Should automatons follow the same mass rules?

Well, normally yes. But sort of no... Let's go with no, I think they can be heavier per size category than the normal amounts. But in most cases it's easier to follow the standard rules for mass bands in L&E. 

The key question here is how heavy an Automaton will I allow to fit into a dungeon corridor? Players can after all use the mass rules in automatons to "shrink" the down relative to their HD.  

Let's look at BME to match size to mass. Ogres are 1.734 to get a 4 HD match, a bit under the Human 2.176 to get a 1 HD match. Now in BME terms automatons are an easy 2 in L&E terms. We can put all this in a table as follows:

BME comparison mass (lbs) and automaton size (dark grey as large)

Ogre

Human

Automaton

Automaton

HD

1.734

2.176

2

Size

1

54

150

100

Small

2

180

678

400

Medium

3

364

1,638

900

Large

4

600

3,063

1,600


5

883

4,977

2,500

Huge

6

1,211

7,400

3,600


7

1,583

10,350

4,900


8

1,995

13,840

6,400


9

2,447

17,883

8,100

Gigantic

10

2,938

22,491

10,000



That means under standard rules for mass to HD the automatons of 3-4 HD are large, and no others are. But I have allowed Automatons of up to 5HD to be large in the case of Clockwork Stevedore's. To date this has been a bit of a benchmark (2,500 lbs), but should it be more?

The humble Iron golem seems to be 2.5 times the standard mass under other editions. But this seems very powerful as a rule of thumb. 

Using a rule of thumb

Ultimately I will chicken out and say a Judge should use the mass relative to the needs of their campaign, but I think a starting rule of thumb is about double the upper amount of mass to size should be a usable upper limit for consideration. This still allows for HD to location size that pushes my boundaries though. At this weight a judge should weight off the designs impact on their game. 

A more conservative 2,500 lbs upper limit for large category (25% increase on upper mass, the 5HD benchmark) is a much safer line to use if you need a hard limit with your players. This allows for strong automatons to size but still ramps up the cost if players want to cram in the most HD to location for their automatons. This means the size bands are 500 man sized, 2,500 Large, 10,000 Huge, 40,000 Gigantic, and above that Colossal.

As a quick check the following table may assist showing hit dice and weight reductions impacting size of an automaton:

Automaton large size weight (lbs) to hit dice using +25% rule (dark grey as large)

No

one

two

three

four

HD

reduction

reductions

reductions

reductions

reductions

1

100

50

25

13

6

2

400

200

100

50

25

3

900

450

225

113

56

4

1,600

800

400

200

100

5

2,500

1,250

625

313

156

6

3,600

1,800

900

450

225

7

4,900

2,450

1,225

613

306

8

6,400

3,200

1,600

800

400

9

8,100

4,050

2,025

1,013

506

10

10,000

5,000

2,500

1,250

625

11

12,100

6,050

3,025

1,513

756

12

14,400

7,200

3,600

1,800

900

13

16,900

8,450

4,225

2,113

1,056

14

19,600

9,800

4,900

2,450

1,225

15

22,500

11,250

5,625

2,813

1,406

16

25,600

12,800

6,400

3,200

1,600

17

28,900

14,450

7,225

3,613

1,806

18

32,400

16,200

8,100

4,050

2,025

19

36,100

18,050

9,025

4,513

2,256

20

40,000

20,000

10,000

5,000

2,500