From: [j--o--s] at [sage.cc.purdue.edu] (Kirsten Maloney)
Newsgroups: rec.games.frp.dnd
Subject: Guns appropriate to AD&D (~600 lines)
Date: 3 Jan 1996 23:47:58 -0500

    In Trouthe, the Devels owen Devis: Medieval Firearms for Class-Based 
                              Roleplaying Games

 Copyright 1995 Bryan J. Maloney ([b j m 10] at [cornell.edu]), all rights reserved.
 Unauthorized distribution is explicitly prohibited.  Permission is granted 
 to distribute unaltered on a purely non-profit basis so long as the author 
                      is given a copy or granted access

   Gonnes, from the Latin "cannulus" or tube, were the earliest European 
firearms. They were metal or metal-reinforced wooden tubes with a hole at 
the butt to which a hand-held slow match was applied. A handle was added to 
the tube's rear to put the touch-hole further from the gonner. While gonnes 
were used to fire everything from rocks to arrows, the lead bullet became 
the projectile of choice.
   Gonnes are the appropriate firearm for a typical medieval-flavored 
setting. Other weapons, like the Arquebus, are simply too high-tech for 
anything but a late Renaissance setting and have no place in a high Medieval 
campaign.

Rules for Gonnes
   These rules presume a character-class based game system wherein 
characters amass great amounts of hit points. This includes, but is not 
limited to, _Dungeons and Dragons_, _Advanced Dungeons and Dragons_, and 
_The Palladium Role-Playing Game_. Everything that follows is a 
simplification with aid from BTRC's _Guns! Guns! Guns!_ (from [b t rc] at [aol.com]). 
These trademarks are the property of their respective holders and are 
mentioned solely for the purposes of identification. These trademarks are 
mentioned without license. No challenge is made in any way to the ownership 
of the aforementioned trademarks by their owners, and only a paranoid idiot 
could decide otherwise.
   There are two gonne proficiencies, handgonne and long gonne. Gonnery was 
easier to learn than either bow or crossbow use. However, gonnes were 
dangerous and fairly nasty to both their users and their targets. Their 
greatest advantages were the horrible noise they made, their low cost, and 
the ease with which a gonner could be trained.
   Therefore, gonne proficiencies can be taken by any non-scholar who would 
not otherwise be forbidden use of smelly, dirty weapons. For example, 
Wizards cannot take the gonne proficiency for the same reason that they 
can't learn other easy-to-use weapons that don't have a clich! association 
with the profession.
   Full-time warriors who don't have to split their attention between 
fighting skills and other arts can specialize in either handgonnes or long 
gonnes. The effects of specialization are identical to those for the heavy 
crossbow.
   The base rate of fire for gonnes is 1 per two minutes. This includes a 
reload time of one full minute. Greater skill with a gonne will result in 
shortened reload time, thus the ability of specialists to shorten their RoF 
at higher levels.
   Gonnes automatically have a -10% penalty for all "to hit" rolls (-2 on a 
d20) in addition to penalties due to range.
   A natural to hit roll of 5% or less, (natural one on 1d20) is a 
backflash. The user is blinded for a round and takes one point of damage. 
Furthermore, roll another 1d20. If 1-3 is rolled, the gonne has burst, doing 
full damage to the user and destroying the gonne.
   Any natural 20% (4 on a d20) or less is a misfire. If a misfire occurs 
the gonner can attempt "immediate action". This consists of clearing out the 
touch-hole and trying to fire again. This takes about 30 seconds to do. If 
the gonne misfires again, the gonne is jammed. The round has to be pulled, 
the gonne cleaned and reloaded. This will take ten minutes.
   A gonne that weighs less than one quarter a character's weight allowance 
is a one-handed weapon. A gonne that weighs more than two-fifths a 
character's weight allowance must be braced upon a wall or strong rest.
   Lead is cheap and easy to work. It would almost be never sold as bullets. 
Instead, it would be sold in ingots that cost around the price of a good 
beer or less per pound. A bullet-casting kit would cost around five good-
beer-equivalents (GBE). Anyone can make bullets with a campfire, lead, and a 
little time.
   Powder can have one of two costs. If you are using the "gunpowder is a 
magic item" model, you're on your own. If you want to use normal black 
powder, it would cost one to three GBE per pound. Powder is also very simple 
to make once the formula is discovered. The amount of powder used for a 
single handgonne shot is 1/12 the weight of a bullet. Long gonnes use 1/6 
the bullet's weight.
   All gonnes have one of two range classes (RC), based on the velocity and 
mass distribution of the projectile. The meaning of each RC is summarized in 
table I, below. There are five range bands. Short, Medium, and Long ranges 
have penalties of 0%, -10%, and -25%. Shots at Extreme range have a -50% 
penalty. Shots at Ridiculous range have a -100% penalty. It is quite 
possible for a projectile to be sent beyond the Ridiculous range, but it is 
pretty much impossible to intentionally hit anything beyond that range.
   The gauge of a gonne is related to the weight of a single bullet. A 96-
gauge bullet weighs 1/96th a pound. Caliber is in inches, as is barrel 
length. Weapon speed only applies if the weapon is already loaded. Recoil is 
only important if a multiple-barreled weapon is used. See "special designs" 
below.
   Damage for gonnes is summarized in tables III and V. The damage listed 
for all gonnes is to be rolled as is. If you are going to accept the 
assumptions behind the enormous amounts of hit points had in certain games, 
then don't try to weasel around them with special damage rules for one kind 
of weapon. If you want realistic combat in a fantasy world, go buy WarpWorld 
from BTRC.
   The "Large" and "Small" damage categories are for those games that 
recognize these differences. If your game does not discriminate damage on 
the basis of target size, use the "Small" damage.
   Ball Damage is the damage from using a single lead bullet. Shot Damage is 
the damage at the muzzle for the same weapon loaded with small shot instead 
of a bullet. Shot damage is halved every 20 yards the target is away from 
the muzzle. Thus, shot damage is halved at 20 yards, quartered at 40 yards, 
divided by eight at 60 yards, etc.
   When rolling shot damage (as opposed to ball or duplex) add the target's 
"Shot Armor Category" to the rolled damage. This is because shot is deadly 
to lightly-armored creatures but each individual pellet can be stopped 
fairly easily by good armor. Shot Armor Category ranges from 12 for an 
unarmored man to 0 for a man in Elizabethan "Plate of Proof" (plate armor 
that has been successfully tested to resist firearms). You will need to 
distribute your game's armor types along this scale. Do not include magical 
or dexterity bonuses if these bonuses make a target harder to hit in your 
system.
   Thus, a character wearing armor with a rating of eight, hit with a 1d4 
shot attack, would actually suffer 1d4+8 points of damage. Shot is 
especially devastating to Large creatures, since they have a larger body 
area to be hit by more pellets.
   The RC for shot is 1, regardless of the weapon's normal RC.
   Duplex Damage is the damage for a weapon loaded with two bullets. Roll 
two attacks for a duplex load at -10% to hit on each attack. Roll damage 
separately for each attack that hits. Both attacks from a duplex round must 
be rolled against the same target. Handgonne duplex RC is 1, regardless of 
the weapon's normal RC. Long gonne duplex RC is 2.

Special Designs
   Humans are always trying to "improve" things. One such improvement was 
the multiple-barrel gonne. A multiple-barrel gonne can have up to three 
barrels (more is impractical with a hand-held match ignition system). Any 
more barrels makes the weapon a ribald or organ gonne (see "Artillery", 
below).
   Multiple barrels increase the maximum possible rate of fire for the 
weapon to the number of barrels per round. However, the character must then 
take one round per barrel reloading. Furthermore, each shot fired in a 
combat round beyond the first takes the "recoil" of the weapon as a 
cumulative to hit penalty. (The second shot takes recoil, the third takes 
twice recoil, etc.)
   The weight of a multiple-barreled gonne is found by multiplying the 
weight of the original gonne by the number of barrels. The price is the 
price of a single-barreled gonne plus 110% for each additional barrel.
   
Table I. Range Classes (Ranges are in tens of yards)
RC     S     M     L     E     R
 1    1.5   2     2.5    3     4.5
 2    2.5   4.5   5     10    15

Table II. Handgonne Characteristics.
Gauge  Caliber  Barrel  Cost  Weight  Size  Type  Speed  RC   Recoil
                Length  (GBE) (lbs)               Factor
 96     .37        4     10     1       S     B     0     1     -5%
 96     .37        8     20     2       S     B     0     2     -5%
 96     .37       16     80     3       S     B     1     2     -5%
 64     .42        4     40     1       S     B     0     1     -5%
 64     .42        8     60     2       S     B     0     1     -5%
 64     .42       16    140     4       S     B     1     2     -5%
 48     .46        4     60     2       S     B     0     1     -5%
 48     .46        8    100     2       S     B     0     1     -5%
 48     .46       16    200     4       S     B     1     2     -5%
 32     .53        4    140     2       S     B     0     1    -10%
 32     .53        8    200     3       S     B     0     1    -10%
 32     .53       16    320     5       S     B     1     2    -10%
 24     .59        4    200     2       S     B     0     1    -10%
 24     .59        8    280     4       S     B     0     1    -10%
 24     .59       16    420     6       S     B     1     2    -10%
 16     .67        4    340     3       S     B     0     1    -10%
 16     .67        8    420     4       S     B     1     1    -10%
 16     .67       16    600     8       S     B     1     2    -10%

Table III. Handgonne Damage Characteristics.
Gauge  Barrel  Ball Damage    Shot Damage    Duplex Damage
       Length  Small  Large   Small  Large   Small  Large
 96      4     1d3    1d2-1   1d2-1  2d8+1   1d2-1  1d2-1
 96      8     1d4    1d3-1   1d2-1  2d10    1d3-1  1d2-1
 96     16     2d2    2d2     1d2-1  2d12    1d2    1d2-1
 64      4     1d4    1d3     1d2-1  3d6+2   1d3-1  1d2-1
 64      8     2d2    1d3     1d2-1  3d8     1d2    1d2-1
 64     16     1d6    1d8     1d2-1  4d6     1d3    1d2-1
 48      4     2d2    2d2     1d2-1  3d8     1d2    1d2-1
 48      8     2d2    2d2     1d2-1  3d8+1   1d3    1d2-1
 48     16     1d6    1d10    1d3-1  4d6+1   1d4    1d3-1
 32      4     1d6    1d8     1d2-1  4d6     1d3    1d2-1
 32      8     1d6    1d10    1d3-1  4d6+1   1d4    1d2
 32     16     2d3    2d4+1   1d2    4d6+3   2d2    2d2
 24      4     1d6    1d10    1d3-1  4d6+1   1d4    1d3-1
 24      8     2d3    1d12    1d3-1  4d6+2   1d4    1d4
 24     16     1d8    2d6     1d2    4d6+3   2d3    2d3
 16      4     2d3    2d4+1   1d2    3d10+1  2d3    2d3
 16      8     1d8    2d6     1d2    4d8     2d3    2d3
 16     16     2d4    2d6+1   1d3    3d12    1d6    2d4

Table IV. Long Gonne Characteristics
Gauge  Caliber  Barrel  Cost  Weight  Size  Type  Speed  RC   Recoil
                Length  (GBE) (lbs)               Factor
 24     .59       24   1,160    12      M     B     1     2     -10%
 24     .59       36   1,500    18      M     B     2     2     -10%
 24     .59       48   1,860    23      L     B     3     2     -10%
 16     .67       24   1,580    15      M     B     2     2     -10%
 16     .67       36   2,020    22      M     B     3     2     -10%
 16     .67       48   2,460    29      L     B     3     2     -10%
 12     .74       24   1,960    18      M     B     2     2     -15%
 12     .74       36   2,460    25      M     B     3     2     -15%
 12     .74       48   2,980    33      L     B     3     2     -15%
  8     .84       24   2,620    22      M     B     2     2     -15%
  8     .84       36   3,260    31      M     B     3     2     -15%
  8     .84       48   3,900    41      L     B     4     2     -15%
  6     .93       24   3,220    25      M     B     2     2     -20%
  6     .93       36   3,960    36      M     B     3     2     -20%
  6     .93       48   4,720    47      L     B     4     2     -20%
  4    1.06       24   4,280    31      M     B     3     2     -25%
  4    1.06       36   5,200    45      M     B     4     2     -25%
  4    1.06       48   6,140    58      L     B     4     2     -25%
Table V. Long Gonne Damage Characteristics
Gauge  Barrel  Ball Damage    Shot Damage    Duplex Damage
       Length  Small  Large   Small  Large   Small  Large
 24      24    2d4+1  2d10    2d2    6d6     1d8    2d6
 24      36    2d4+1  2d10+1  1d6    4d10+1  2d4    2d6+1
 24      48    1d12   2d12    1d6    4d10+1  2d4    2d8
 16      24    1d12   2d10+1  1d6    5d8+1   2d4    2d8
 16      36    1d12   2d12    2d3    7d6     1d10   2d8+1
 16      48    2d6    4d6     2d3    4d10+3  1d10   2d10
 12      24    1d12   2d12    2d3    4d10+2  1d10   2d8+1
 12      36    2d6    4d6     2d3    7d6+1   1d10   2d10
 12      48    3d4    4d6+1   1d8    4d12    2d4+1  2d10
  8      24    2d6    4d6+1   1d8    4d10+3  2d4+1  3d6+1
  8      36    3d4    3d10-1  1d8    4d12    2d4+1  3d6+2
  8      48    2d6+1  3d10    2d4    5d10    1d12   2d12
  6      24    3d4    3d10-1  1d8    7d6+2   2d4+1  3d6+2
  6      36    2d6+1  3d10    2d4    5d10    1d12   3d8
  6      48    2d6+1  5d6     2d4    5d10+1  1d12   4d6
  4      24    2d6+1  4d8-1   2d4    6d8     1d12   2d12
  4      36    3d4+1  4d8     1d10   6d8+1   2d6    4d6
  4      48    3d4+1  4d8+1   1d10   6d8+2   2d6    3d8+2

Explosives
   Explosives at this level of technology consist of various amounts of 
powder plus a fuse. Table VI summarizes the explosive power of various 
weights of black powder. Explosives can be thrown, fired from a crossbow, or 
delivered by catapult or ballista. Use your game's rules for "flaming oil" 
or similar missiles for determining the effects of a miss.
   Explosives must be lit by hand before being fired. Setting the fuse is a 
delicate process; the grenadier must make a to hit roll with his artillery 
proficiency against an unarmored target. If the roll succeeds, the grenade 
will explode on impact. If the roll fails, the grenade will explode either 
late or early. Those in the blast get a bonus to their resistance roll equal 
to the amount by which the roll was failed.
   Explosive damage is a sphere centered on the explosion. Everyone within 
the "radius" of the explosion must takes the full rolled damage or resist 
Dragon Breath or Explosion for half damage. In addition, rolled damage is 
halved for every multiple of the radius that a victim is away from the 
center of blast.
   Explosives shot from a bow cannot have a payload larger than 4 ounces. 
Explosive quarrels are tricky to make and will cost at least ten times as 
much as normal quarrels. It is not yet possible at this level of technology 
to make a reliable explosive round for any hand-held gonne. Explosives can 
also be fired from artillery. Rules for explosive artillery shells are in 
the "Artillery" section below.
   It's immediately apparent that these explosions can have more damage than 
the arbitrary maximum damage in some games. This is for two reasons: The 
maximum is within the context of magical spells. Thus, the limit may be one 
of the many bizarre and arbitrary features of magic. Second, guns and 
explosives are vicious, nasty things, and there is no practical limit to the 
carnage they have wreaked in our history. Look at it this way: One nuclear 
weapon can obliterate a mountain--that's a little more than a handful of 
dice. Guns represent the death of Chivalry, so it makes sense that they be 
more horrible than magic.

Table VI. Explosive Power
     Weight  Damage  Radius
     (lbs)           (yds)
     0.5oz   1d10      0.5
     1oz     2d8+1     1
     2oz     3d8+1     2
     3oz     5d6       2
     4oz     4d8       3
     8oz     5d8       4
     1       6d8       4
     2       9d6       5
     3       7d8+1     6
     4       5d12      6
     5       6d10+3    6
     8       8d8+3     7
    10       7d10      7
    16       6d12+3    8
    20       13d6      8
    32       10d8+2    9
    40       7d12      9
    64       11d8+1   10
    80       9d10+1   10
   128       8d12     11
   160       8d12+2   11
   320       9d12     12
   640       11d10+3  13
  1280       10d12    14


Artillery
   There is a single "artillery" weapon proficiency that can only be taken 
by full-time soldiers or similar people. Artillery is an explicitly military 
class of weapons and requires a professional. Foresters wouldn't concern 
themselves with such urban weapons, and these filthy devices are beneath the 
notice of the high-and-mighty crusader. It is the common man who ends up 
being the master of artillery.
   It is possible to specialize in artillery. Artillery specialization only 
has effect if the specialist is the gun captain (head of the crew). The 
artillery specialist reduces all range penalties by 2 (thus, short range is 
0, medium is 0, long is -3, etc.). At skill levels 7-12, the specialist 
doubles the firing rate of the piece he commands. At levels 13 or above, the 
firing rate is tripled. Furthermore, specialist gun captains can reduce the 
scatter of missed shots (see below).
   Artillery must have a crew of more than one person. The crew sizes in the 
tables below include the gun captain. Crews have more men than are 
absolutely necessary, just in case a few get killed. The effects of having a 
smaller than optimal crew are as follows: From full strength to three-
quarter strength, no effect; from three-quarter strength to half strength, 
rate of fire halved; from less than half strength to at least two people, 
rate of fire quartered; having only one crewman divides rate of fire by 
eight.

Types of Artillery
   An organ gonne or ribald (a contraction of the Middle English for "a row 
across a plank") is a rack of gonnes fixed to a carriage. It would cost the 
price of the gonnes plus ten to twenty percent for the carriage. Carriage 
weight is equal to the combined weight of the gonnes. The gonnes can be set 
up to fire all at once or in clusters.
   Organ gonnes have a maximum rate of fire per round equal to their number 
of barrels, but they take one full round per barrel to reload. Organ gonnes 
use the range and damage characteristics of their component long gonnes. The 
minimum crew of an organ gonne is one per every four barrels or fraction 
thereof.
   The mortar, named for resembling a chemist's mortar, is for lobbing 
shells over walls and obstacles. While they could be used for solid shot and 
cannister, they wouldn't be effective. Table VII summarizes the traits of 
mortars.
   The howitzer, from the Bohemian "houfnice", or ballista, is a short-
barrelled, direct-fire weapon for firing shells towards the top of walls. 
Howitzers are effective at firing solid, cannister, and explosive 
ammunition. Table VII gives the attributes of Howitzers.
   Cannons, from the Italian "cannone" or large tube, are long, heavy guns 
that are for shooting directly into walls. They can fire solid, cannister, 
or explosive ammunition. They are in table IX.
   The bombard is a super-cannon, designed to hurl boulders through walls. 
They fire solid ammunition and could theoretically fire cannister, but it 
would be a waste of lead, since they take an hour to aim. Nobody would be 
insane enough to load explosive ammunition into one. Bombards are described 
in Table X.
   Mobile gun carriages are unknown except for organ gonnes. Artillery was 
moved by cart and emplaced on the ground for firing. Aiming was a slow and 
laborious process. The gun team dragged the weapon around to aim it. All 
artillery except organ gonnes have a -25% "to hit" penalty when firing at a 
target with a movement rate greater than one yard per second. This penalty 
becomes five percentiles worse for every person that a gun's crew is short-
handed.
   An artillery piece could be fired once from its cart. The force of the 
recoil would destroy the cart and do full rolled damage to whomever fired 
it. The gun would then have to be dug out of the ground before it could be 
used again. However, firing from a cart would remove penalties for target 
motion.
   Ship-board artillery was unknown in this period. Full-size artillery 
could not be reliably used on a ship until the end of the Renaissance. Hand 
weapons preceded ship-mounted weapons by centuries.  Handgonnes and Long 
Gonnes were mounted on swivels to act as "deck sweepers", but these were 
purely anti-personnel weapons.
   Artillery of this period are more unreliable than gonnes. On any natural 
"to hit" roll of 30% (6 on d20) or less, most artillery will misfire. On a 
5% or lower roll, the artillery will also backflash, coating the gunners in 
soot (artillerists don't look at their guns while they're firing them--too 
dangerous).
   On a backflash, roll a d20. On 1-3 on the second d20 the gun explodes, 
doing half its damage to everybody within ten yards if using solid shot. The 
gun does full damage in a 10-foot sphere around the gun if firing cannister 
or explosive ammunition. Bombards misfire on any natural "to hit" roll of 
40% (8 on d20) or less. If the roll is 10% or less, roll a d20. The bombard 
explodes on a 1-4 on the second d20.
   All large artillery is rated in "pounds". This is the weight of a single 
solid shot that would fit into the barrel. Thus, a "4-lber" would fire a 
four-pound ball if it were firing solid shot.
   The "Max RoF" listed for the artillery pieces is full-pressure "rapid 
fire". This is not how these gonnes would be used during a siege or extended 
bombardment. Use at full RoF is extremely dangerous, and there is a 2% 
chance per shot after the first that a gunner will suffer a potentially 
fatal injury from a gun mishap (loss of a hand, severe burns, etc.). 
Professional gun captains will usually fire at a quarter the listed rate 
unless ordered to do otherwise.
   There are three types of artillery loads available at this level of 
technology. Solid ammunition is a stone ball. It would be used for walls or 
truly huge monsters. These cost 15GBE per pound of ball.
   Explosive ammunition is a metal shell filled with powder, to which a fuse 
has been attached. Explosive ammo costs 60GBE per poundage rating of gun it 
is to be fired from. Damage is in a sphere, resist vs. Dragon Breath or 
Explosion for half. Basic damage is halved every multiple of "radius" a 
victim is from the blast center (see "Explosives" above).
   Setting the fuse is a fine art, and a gun captain must make a successful 
roll to hit an unarmored target to ensure that the shell will explode upon 
impact. Failure means that the shell will either explode early or late. The 
amount by which the gun captain failed the roll is a bonus to the resistance 
rolls of those in the blast.
   Scatter rules for thrown items can be used with one modification to 
determine scatter for explosive shells. Multiply the roll to determine 
amount of scatter by one-tenth the distance the shell has travelled. The 
longer the shot, the greater the scatter. Artillery specialists subtract 
half skill level from the scatter roll before multiplying by distance. Any 
result below zero is treated as zero.
   Cannister is one-inch diameter lead balls, effective against formations 
of infantry, and devastating to really big monsters. Cannister costs 2GBE 
per pound rating of the gun. Cannister does damage to everything within a 
six-degree cone beginning at the muzzle. This damage is halved every 20 
yards from the muzzle, and victims can save vs. Dragon Breath or Explosion 
for half damage. Cannister has no "to hit" roll.
   Very large monsters present larger targets to cannister. Divide the 
height of the monster by the height of an average man and multiply this by 
20. Cannister damage is halved at this new increment instead of 20 yards for 
monsters that large. For example: A 12-foot-tall giant is about twice as 
tall as an average man. Thus, cannister damage would be halved every 40 
yards for these giants. (12/6=2, 2*20=40). Cannister extends until modified 
damage is less than one.
   The amount of powder used for large artillery depends on the poundage 
rating of the gun. A gun typically uses 90% of its poundage rating to propel 
a round. Thus, a 16-pounder would fire a 16-pound ball and use around 15.5 
pounds of powder to fire it.
   Table VII summarizes the main traits of mortars. Tables VIII, IX and X 
summarize howitzers, cannons, and bombards. If using explosive shells with a 
howitzer or cannon, use the damage of a shell from a mortar of the same 
type.
   "Type" is the weight of a solid ball that would fit into the gun. 
"Diameter" is the muzzle diameter in inches. Maximum Range is the absolute 
limit that a round can fly. You will note from the RC table above that this 
is very far beyond the Ridiculous range. All shots aimed at beyond this 
range are assumed to miss the target and scatter.

Siege
   Cannister is ineffective against fortifications. Each individual ball is 
absorbed by stone or earthworks with little effect upon the whole. Explosive 
shells and solid ball are more effective.
   Effect rolls for single explosive charges of a given weight are in Table 
XI. Make a percentile roll for each individual charge. If the roll is 
greater than the target number, then a breach has been made with a radius in 
feet equal to the percentile points that the target was exceeded. This is 
meant to simulate collapse of adjoining structure as well as the direct 
action of the explosion upon the material.
   The above rule is modified if a harder substance is next to the actual 
target. Use the target value of the harder substance for such situations. 
For example, if a 320-lb charge were set off next to an Oak gate in a 
granite wall, the target number of Oak would be 40. If the actual roll is 
60, then a 20-foot radius hole would appear in an oak wall, to simulate 
collapse of adjacent sections, etc.
   However, the gate is only 20 feet across, so after the first ten feet 
radius, you run out of gate. How much of the granite wall goes down? The 
Effect target of granite for a 320-lb charge is 75. A roll of 60 is less 
than this, so the granite is scuffed but not damaged enough to collapse 
(immediately). This is not realistic, but it's good enough for roleplaying 
games.
   Effect Rolls for various materials against explosive shells are given in 
table XII. Effect Rolls against solid ball are given in table XIII, XIV, and 
XV. These Effect Rolls presume a full 12-hour "day" of bombardment by a 
battery of at least four mortars, howitzers or cannon or a full day of 
bombardment by at least two bombards. Every halving of this time, to a 
minimum of 1.5 hours is a -10 to the roll. Every doubling of the time is a 
+10 to the roll. Every gun short of a battery is -10 to the roll. Every 
doubling of guns in a battery is a +10 to the roll.
   The roll is to be made at the end of the time of bombardment, whether 
this is reached by schedule, by physical disruption by enemy forces, by 
running out of funds, or other causes.
   Mixed-gun bombardments are very tricky to calculate realistically. A very 
rough rule of thumb would be to use the roll for the most numerous guns in 
the array and add +10 to the breach roll for every doubling of basic hit 
point damage over the total of the battery of the most numerous guns for the 
type of ammunition used.
   If a breach occurs through long bombardment, it will have a width 
sufficient to mount an assault led by a full infantry company. This is 
extremely unrealistic. For a more realistic-feeling result, you could roll 
the dice and subtract the Effect target number from the dice roll. Add the 
result to one, and this is the relative breach size compared to the default 
"company-size" breach.
   These rolls presume walls of around three feet thick. Every doubling of 
this thickness is a -15 to the roll to breach.
   Composite construction walls, like those of a European castle, would 
require a weighted average. For example, a typical "ten-foot thick wall" of 
a European castle might only have three total feet of granite or other hard 
stone, about half on each side. The middle would be filled with rubble and 
soil. Thus, you would add 3/10 of the "Granite" target to 7/10 of the "Soil" 
target to get the actual target roll.
   Such a castle wall would have a target roll of 78 ((85*0.3)+(75*0.7)) if 
bombarded by a battery of four 12-pounder howitzers for one day.
   Fortifications will always eventually fall to guns if the guns are able 
to keep firing. Several things can disrupt this. The most likely is simple 
expense. 
   To estimate ammunition consumption. multiply the Maximum RoF by 240, 
increasing any result of less than six to six. Multiply this by the number 
of guns in a battery and by the number of days of bombardment. There is a 2% 
chance per day, cumulative of losing each gun. Roll for each gun after every 
day of bombardment. If there are very many guns involved, simply calculate a 
2% loss of guns per day. Half these losses can be restored within a day. 
Loss chance is 5% cumulative per day for bombards. There is a 5% non-
cumulative chance per day that a damaged bombard can be restored in a siege.
   Counter-battery fire can be attempted if both sides have artillery. This 
should be played out as a battle with your game's combat rules. Unless on 
their carts, artillery pieces are stationary targets.
   
Table VII. Mortar Characteristics
Type      Bore    Cost  Crew  Weight  Max RoF  RC  Maximum   Expl.   Radius
        Diameter  (GBE)       (lbs)  per minute  Range (yds) Damage   (yds)
3-lber.   3.8   14,000    3     60     4/5      2   3,800    4d10       3
4-lber.   4.1   18,000    3     70     4/5      2   4,400    4d10+1     3
6-lber.   4.7   24,000    3     90     4/5      2   5,400    4d10+3     4
8-lber.   5.2   28,000    3    110     3/4      2   6,200    5d10       4
12-lber.  6     38,000    4    150     3/4      2   7,600    8d6+1      4
16-lber.  6.6   46,000    4    180     7/10     2   8,700    8d6+3      4
24-lber.  7.5   62,000    5    240     7/10     2  10,700    5d12+1     5
32-lber.  8.3   74,000    5    280     3/5      2  12,400    10d6       5
48-lber.  9.5   96,000    7    370     3/5      2  15,200    5d12+5     6
64-lber. 10.4  120,000    8    450     1/2      2  17,500    10d6+3     6

Table VIII. Howitzer Characteristics
Type      Bore    Cost  Crew  Weight  Max RoF  RC  Maximum  Solid  Cannister
        Diameter (GBE)        (lbs) per minute      Range   Damage  Damage
3-lber.   3.8   20,000    3    120     7/10     2   5,100   4d10+3  14d6+2
4-lber.   4.1   24,000    3    150     7/10     2   5,800   4d12    15d6+2
6-lber.   4.7   32,000    3    200     7/10     2   7,100   6d8     16d6+2
8-lber.   5.2   38,000    3    240     3/5      2   8,200   8d6     11d10+1
12-lber.  6     51,000    4    310     3/5      2  10,100   8d6+2   19d6
16-lber.  6.6   62,000    4    380     1/2      2  11,700   8d6+3   12d10+3
24-lber.  7.5   82,000    5    490     1/2      2  14,300   4d12+6  16d8+2
32-lber.  8.3  100,000    5    600     3/8      2  16,500   6d10    14d10
48-lber.  9.5  132,000    7    780     3/8      2  20,200   10d6    18d8
64-lber. 10.4  160,000    8    940     3/8      2  23,300   8d8     24d6

Table IX. Cannon Characteristics
Type      Bore    Cost  Crew  Weight  Max RoF  RC  Maximum  Solid  Cannister
        Diameter (GBE)        (lbs) per minute      Range   Damage  Damage
3-lber.   3.8   26,000    3    210     3/5      2   6,700   4d12    8d12
4-lber.   4.1   32,000    3    250     3/5      2   7,700   6d8     10d10
6-lber.   4.7   40,000    3    330     1/2      2   9,500   8d6+1   11d10
8-lber.   5.2   52,000    3    400     1/2      2   10,900  8d6+2   11d10+3
12-lber.  6     68,000    4    520     3/8      2   13,400  8d6+3   12d10+1
16-lber.  6.6   84,000    4    630     3/8      2   15,500  4d12+6  20d6+1
24-lber.  7.5  110,000    5    830     1/4      2   18,900  6d10+1  16d8+3
32-lber.  8.3  134,000    5  1,000     1/4      2   21,900  10d6    12d12
48-lber.  9.5  176,000    7  1,310     1/4      2   26,800  8d8     18d8+2
64-lber. 10.4  220,000    8  1,590     1/7      2   30,900  8d8+1   19d8+1

Table X. Bombard Characteristics
Type     Bore     Cost  Crew  Weight  Max RoF  RC  Maximum  Solid  Cannister
       Diameter  (GBE)        (lbs) per minute      Range   Damage  Damage
320-lb. 17.8   640,000   25  4,650     1/60     2   89,300  6d12+4  16d12
640-lb. 22.4 1,020,000   50  7,380     1/120    2  126,300  8d10+2  20d10+1

Table XI. Effect Rolls for Explosive Charge (d100)
Powder     Granite     Limestone     Soil     Pine     Oak
Weight
   0.5 oz   113          116         112      161      127
   1 oz     110          112         109      147      120
   2 oz     107          108         106      132      114
   3 oz     105          106         105      124      110
   4 oz     104          104         103      118      107
   8 oz     101          100         100      104      100
   1 lb      98           96          97       90       94
   2 lb      95           92          94       76       87
   3 lb      94           90          93       67       83
   4 lb      93           88          91       61       81
   5 lb      92           87          91       57       78
   8 lb      90           84          88       47       74
  10 lb      89           83          87       43       72
  16 lb      87           80          85       33       67
  20 lb      86           79          84       28       65
  32 lb      84           76          82       19       61
  40 lb      83           75          81       14       59
  64 lb      81           72          79        5       54
  80 lb      80           71          78        0       52
 128 lb      78           68          76      -10       48
 160 lb      77           67          75      -14       45
 320 lb      75           63          72      -28       39
 640 lb      72           59          69      -43       32
1280 lb      69           55          66      -57       26

Table XII. Effect Rolls for Explosive Shells (d100)
Type     Granite     Limestone     Soil     Pine     Oak
 3-lber.   95           90          90       65       85
 4-lber.   95           90          90       60       80
 6-lber.   90           85          90       55       80
 8-lber.   90           85          90       50       75
12-lber.   90           85          90       45       75
16-lber.   90           85          85       40       70
24-lber.   85           80          85       35       70
32-lber.   85           80          85       30       65
48-lber.   85           75          80       20       60
64-lber.   85           75          80       10       55

Table XIII. Effect Rolls for Howitzer Solid Ball (d100)
Type     Granite     Limestone     Soil     Pine     Oak
 3-lber.   90           85          80       50       75
 4-lber.   90           85          80       45       75
 6-lber.   90           85          75       40       70
 8-lber.   90           80          75       40       70
12-lber.   85           80          75       35       65
16-lber.   85           80          70       30       65
24-lber.   85           75          70       25       60
32-lber.   85           75          70       20       60
48-lber.   85           75          65       15       55
64-lber.   80           75          65       10       55

Table XIV. Effect Rolls for Cannon Solid Ball (d100)
Type     Granite     Limestone     Soil     Pine     Oak
 3-lber.   90           85          80       45       75
 4-lber.   90           85          75       40       70
 6-lber.   90           80          75       35       70
 8-lber.   85           80          75       35       65
12-lber.   85           80          70       30       65
16-lber.   85           75          70       25       60
24-lber.   85           75          65       20       60
32-lber.   85           75          65       15       55
48-lber.   80           70          65        5       55
64-lber.   80           70          60        0       50

Table XV. Effect Rolls for Bombards (d100)
Type     Granite     Limestone     Soil     Pine     Oak
320-lber.  75           60          45      -30       35
640-lber.  70           55          40      -50       25