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Morrow Project Artillery

Page history last edited by Michael 5 years, 10 months ago

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     While each of these has a specific "generic" skill used for firing, the referee will also apply modifiers if a character has no experience with the weapon, or any similar weapon.

     See also the East Broad Top heavy weapons page.

 

Pale Riders 13" Mortar


     The Riders have built some 13" (320mm) spigot mortars. Each one has a "barrel" of solid steel about 1.5 meters long, with a powder chamber at the top; the barrel and important fixtures (baseplate, bolts, etc.) weigh 1200 kg each, and take at least two days to emplace. The massive recoil requires a sturdily-constructed wooden platform to mount them; traverse beyond about 30 degrees takes ten minutes or so to arrange for a dozen men with hand tools. The finned shells weigh 300 kilograms each when assembled, and are packed with black powder; they create a crater 2 meters deep and 4 meters wide, but don't actually have a very good fragmentation effect. Loading is very slow -- the two-part shell needs at least four strong men to load, at about 1 round every 10 minutes. Firing is very obvious, due to the black powder propellant, and the noise made by the shell.

     The tube is fixed at a 45 degree angle of elevation; range adjustment is made by filling the spigot with varying amounts of black powder (1 to 12 kilograms), before placing the shell onto it. Muzzle velocity is 120 meters per second at the longest range. Maximum and effective range is about 1200 meters; accuracy is poor. The shell takes about 21 seconds to land on a target at the same elevation as the mortar.

 

     The Malfunction value is 91; on any malfunction except a 00, the weapon is damaged by firing and either the tube,

the mount or the platform will need a day's repair. On a roll of 00, something more dangerous will happen.

     The skill used to fire it is Indirect Fire Weapons.

Damage caused by the warhead exploding is 21d6; the range increment is 4 meters (that is, the explosion drops 1d6 every 4 meters).

The impact fuse on the shell isn't very "quick". Thus, when fired into dirt, sand, water, or other soft materials,

the shell tends to mostly dig a hole:  the range increment is only 1 meter.

So on open dirt, the blast does damage out to about 21 meters (and digs that lovely hole).  

 

3" Ordnance Rifle

 

     More generally known as a "Civil War cannon", with a wrought iron barrel. At the time of the Atomic War these were common at military memorials and in front of small-town courthouses, etc.. The cast iron Parrott 10-pounder is essentially the same, but had a reputation for bursting their barrels. 10- or 12-pounder smoothbore guns are much less common, and less accurate.

     The rifle weighs 786 kg on its carriage -- the gun tube weighs 377 kg; the carriage, 245 kg without wheels; each wheel weighs 82 kg. Of course, when found in 22nd Century service the carriage and wheels may be more modern designs. Some carriages will carry a few rounds (let's say 8) and powder (4 kg) in chests on the carriage itself.

     At Oregon City, the gun tube sells for about $250; the gun on a serviceable carriage, complete with all tools (ramrods, etc.) $350. Shot, shell or cannister rounds cost about $1.50 each; black powder is of course about $2 per kilogram (thus about $1 per round for this gun). A gun limber will cost about $30. Thus a gun, limber, and 58 rounds cost $525.

     The projectiles are a variety of objects, 2 to 5 kilograms in weight -- an iron "ball" is 1.8 kilograms (2.3 kg with its wooden sabot), a typical rifled shell more like 4.5 kilograms.

     The original limber (trailer between the gun carriage and team of horses) has an ammunition chest, which holds 50 rounds and powder (so 100 to 250 kilograms of projectiles, and 25 kilograms of black powder), and some tools. Again, 22nd Century users often employ more makeshift, modern equipment.

     Six horses are needed to pull the gun and limber. The usual full crew would be ten men.

     Muzzle velocity for a well-fitted 4.5 kilogram projectile is 375 m/sec, with a 0.5 kilogram charge of black powder. Rate of fire is two rounds per minute, aimed and loading rifled projectiles; or four rounds per minute for not-very-accurate, loose-fitting projectiles (including canister shot). Penetration for solid shell is equivalent to 18mm RHA steel.

     Maximum range is 4 kilometers at 20 degrees elevation (which requires the trail to be sunk in a hole below "ground level"). Effective range against an area target is about 1800 meters; don't expect to hit even a house beyond 3000 meters.

 

      Explosive damage for a black-powder filled shell is 5d6 at the point of impact,

reduced by 1d6 for every 2 meters from the center of the explosion.

Maximum armor penetration is 21 points of armor for a direct hit.

The skill used is Direct Fire Weapon.

 

75mm tank gun

 

     These are normally based on the "French 75" field gun, which was used by the United States military from WW1 until the early 1940s. As the M2, M3, and M6 it was mounted on Sherman and Grant tanks, and in the B-25H Mitchell bomber. They all use a basically similar case, with increasingly powerful propellant and improved projectiles.

      Typical 22nd Century 75x350mmR ammunition:  the cases are all from the 20th Century, loaded within the last couple of years with percussion primers and black powder (a few have cordite or other simple smokeless propellant). Available types are canister rounds, or "common shell" with simple impact fuses. The common shell projectiles weigh about 6.5 kg each, including roughly 0.7 kg of black powder in them; the propellant weighs about 0.5 kg, and the empty case weighs 1.1 kg -- thus loaded shells are 8.1 kg. Armor penetration of the common shell is less than 75mm of hardened steel (armor value 37) ... possibly much less, maybe less than 50mm (armor value 31).

 

Explosive damage is 5d6, -1d6 per 2 meters.

Maximum armor penetration is between armor value 31 and 37, depending on technical care, age of the shell, etc.

The skill employed is Direct Fire Weapon.

 

9.2" railway gun

 

     The gun, mount and rail carriage weigh about 92 tons. Each 172 kg shell contains 18 kg of picric acid, and consumes 24.3 kg (81 liters) of cordite propellant when fired. Range, 15 kilometers (could be well over 20 km with better propellant and shell design); rate of fire 3 shots in 10 minutes (though the first 3 can probably be fired in 6 minutes).

     This "unit" includes a locomotive, 2 passenger carriages, 2 shell cars (each with 60 shells and propellant, shell trolley and jib cranes), and a tool car. 32 gunners, and another 20 men handling ammunition, plus locomotive crew, spotters, etc. are all part of this unit.

     Note that recoil is managed by having the gun roll up an inclined plane -- so there's no hydraulic system or recoil springs, and thus the main reason this gun is in service.

 

     The usual HE shell does 15d6 damage at the core, reduced by 1d6 for every 7 meters from the point of explosion (this includes the effect of fragmentation).

Penetration against armor is unknown (about 2 meters in dirt), but the shell is probably lethal to any land vehicle in 22nd Century North America.

     The skill employed is Indirect Fire Weapons.

 

9.2" HE shells per hectare

effect

density and intensity

“Neutralising”

enemy won't advance unless super-motivated

2 - 8 rds/hr

“Morale”

enemy will test morale, also heavy casualties as below 

10 rds/hr for 4 hrs,

or 25 rds/min for 15 mins

“Lethal and Material”
2% casualties to troops in weapon pits,

1.5% damage to infantry weapons and artillery in pits,

20% casualties to troops in open,

20% damage to soft-skinned vehicles

10 rds

 

Ordnance QF 25 pdr Mk 2

 

 

     Employed by the United Kingdom, many of the Commonwealth nations, and several other nations since the 1930s; it was generally going out of service in the 1980s. It's a gun-howitzer, capable of both direct and high-angle fire. The bore is 87.6 mm in diameter. The ammunition is loaded in two parts -- the "25 pound" shell, and then the brass cartridge with the propellant.

     On the Mk 3 two-wheeled carriage the gun weighs 2 tons, and is 5.5 meters long from the muzzle brake to the tip of the trail. The weight includes an 11mm gun shield, and a circular steel platform which is placed under the wheels to allow the gun to fire easily in any direction. Without the platform, the gun can only fire 4 degrees on either side of the carriage centerline. The gun barrel can be depressed to 5 degrees below the horizon, or 70 degrees above (only 45 degrees, if standing on the firing platform). Recoil is handled by a hydro-pneumatic recuperator.

     The high-explosive shell weighs 11.3 kg, with 0.82 kg of explosive filler (TNT or amatol). plus a booster, a small red phosphorus "smoke box", and an direct-action impact fuse. The cordite propellant weighs 0.2, 0.3 or 0.4 kg, depending on the range desired. Cordite is made from 37% nitrocellulose, 58% nitroglycerine, and 5% mineral jelly. Smoke and armor-piercing rounds existed in the 20th Century, but haven't been loaded by the Canadian military now -- though there have been some solid-steel projectiles made for training purposes.

     Maximum range is only 10.8 kilometers in the 22nd Century (some of the more sophisticated loads and procedures from the 20th Century are not available). Probably error at maximum range is 35 meters. The minimum range for the fuse to activate on level ground is 2000 meters -- try to aim at something upright, like a hill! Armor penetration with the HE shell is 44mm in "direct fire" mode.

     A crew of six is usual; a "reduced" crew is only 4 men. They are:  gun commander; breech operator (rams shell); gun layer (aims and fires); loader; and two ammunition handlers

     The rates of fire are:

 

  • very slow:  1 round per minute

  • slow:  2 rounds per minute; maximum rate for 4 man crew

  • normal:  3 rounds per minute

  • rapid:  4 rounds per minute; maximum rate for 5 man crew

  • intense:  5 rounds per minute;

  • direct fire:  6 to 8 rounds per minute

 

     With the usual artillery trailer, 142 rounds of ammunition are carried.

 

25 pdr HE shells per hectare

effect

density and intensity

“Neutralising”

enemy won't advance unless super-motivated

8 - 32 rds/hr

“Morale”

enemy will test morale, also heavy casualties as below

40 rds/hr for 4 hrs,

or 100 rds/min for 15 mins

“Lethal and Material”
2% casualties to troops in weapon pits,

1.5% damage to infantry weapons and artillery in pits,

20% casualties to troops in open,

20% damage to soft-skinned vehicles

40 rds

 

     The casualties to troops are affected by their posture:

 

effect of target troop posture

standing or advancing

x1

lying down

x1/3

firing from open firing trenches

x1/15 to x1/50

crouching in open firing trenches

x1/25 to x1/100

 

     If the target troops in the open go prone under fire (most will, unless very well trained and led), casualties from ordinary fire will be about 7%.

 

Explosion damage is 6d6 at the point of impact, reduced by 1d6 for every 3 meters from the explosion.
See the Explosions page for details of fragmentation effects.
Non-player-characters not in cover, or not wearing body armor, will be casualties at 25 meters range from the blast.
Maximum armor penetration is 27 points of armor.
The skill used to fire it is
Indirect Fire Weapon, or Direct Fire Weapon, depending on mode and target.

The Malfunction number is 97.

 

15 cm schwere Feldhaubitze 1902

 

     A 150mm howitzer from World War One, known (in Imperial Germany) as the 15cm s.F.H. '02 for short. The Canadian military and the Doom Riders are operating a few of these. The gun shield is RHA steel, 3mm thick. Some may actually be older 1893 howitzers (with a lower rate of fire), or the slightly more modern 15 cm schwere Feldhaubitze 1913 (15 cm sFH 13) guns, which are very similar.

     Caliber is actually 149.7mm, with a 180 cm barrel which can be elevated to 42 degrees (the gun barrel will not depress below "level with the horizon"). The gun barrel can be traversed 2 degrees to either side of the mount. Muzzle velocity with proper smokeless propellant is 325 meters per second, with a maximum range of 7450 meters.

     The usual explosive shell has a mass of 41 kilograms, and length of 53.5 cm, and contains 7.3 kilograms of explosive; the "burst radius" is is 40 meters wide, and 20 meters along the "path of flight" at most ranges, and it will collapse up to 2 meters of overhead trench cover.

     The projectile is 58 cm long; the brass cartridge case is only 11.3 cm long, with a base diameter of 17 cm; the empty cartridge case weighs 1.8 kg including the percussion primer. Besides the explosive round, a smoke round and a canister round are made -- the canister round weighs 24.4 kilograms, and throw 380 lead balls (each 60 grams, or 926 grains, and diameter 22 mm) when it is fired. The balls disperse in a cone of a roughly 1:5 ratio -- at 100 meters, they will impact across a 20 meter width.

     The complete fixed round can be termed 150 x 113mmR; rounds are not supplied fixed, but are only assembled before firing.

     The propellant for Canadian rounds is cordite -- what the Doom Riders use is not known. It's provided in six circular bag charges, which total 0.545 kg; bag charges are removed for different ranges when the complete cartridge is assembled (case + projectile).

     The gun in "battle order" (ready to fire) weighs 2100 kilograms; in "field order" (ready to move) it weighs 2600 kg. A trained crew can go from field order to battle order in 18 minutes. The usual rate of fire is 3 rounds per minute with a 7 man crew.

     The gun has a recoil system, using springs and 26 liters of hydraulic fluid. There's a crude direct-fire sight and an optical dial indirect sight -- though the original indirect sight has almost always been replaced with a makeshift 22nd Century version.

     The 2-wheeled gun limber only holds a couple of rounds (usually 1 HE and 1 canister); the caisson holds more.

 

150mm HE shells per hectare

effect

density and intensity

“Neutralising”

enemy won't advance unless super-motivated

4 - 12 rds/hr

“Morale”

enemy will test morale, also heavy casualties as below 

40 rds/hr for 4 hrs,

or 25 rds/min for 15 mins

“Lethal and Material”
4% casualties to troops in weapon pits,

3% damage to infantry weapons and artillery in pits,

20% casualties to troops in open,

20% damage to soft-skinned vehicles

10 rds

 

Gun shield armor value 11.

The damage from the explosive shell is 11d6 at the point of impact,

reduced by 1d6 for every 4 meters from the explosion (but reduced by 1d6 per 2 meters "to the front or back").
Damage from each canister ball is 3d6+4, with a maximum armor penetration of 10.

Up to 50 meters, a human target will be hit by at least one if they are "in the cone";

out to 100 meters, missing a POWx5 luck roll will result in an upright person being hit.

Beyond 100 meters, out to 300 meters, a failed POWx8 roll results in a hit. A fumbled POW roll results in 2 hits!

The skill employed is Indirect Fire Weapons (or Direct Fire Weapons, when using canister). Note the limits on gun elevation and traverse.

 

110mm rocket

 

     Developed by the Iron Society at Styx, but not widely used before 2140. The fin-stabilized, electrically-fired solid-motor rockets weigh 17 kg, are 84 cm long. The maximum velocity of 260 meters per second is reached 20 meters from the launcher. The motor consists of 30 "sticks" of rocket powder, ignited by a charge of black powder, which is in turn ignited by an electrical detonator trigger by the firing system. The rocket has six folding fins, opened to a 30 cm diameter by acceleration.

     The rocket motor does not operate safely at temperatures below 0 F and over 105 F.

     The warhead is 1.95 kg of high explosive, triggered by a 0.1 second delay point-detonating fuze; the blast effect is about the same as that of a 105mm howitzer HE shell. The fuze is not armed until the ~100 G peak acceleration of launch moves its detonator in line with the striking pin -- probably at about 10 meters from the laumncher; a safety wire is also incorporated into the fuze, to be removed just before loading the rocket into the launcher. There have been reports of dud warheads when this round is fired into water.

     Their effective range for hitting a vehicle is at best 100 meters -- they are used for bombarding fortified positions or troops. Half of the rockets will land in a 65 meter circle at 130 meters range! Maximum range is 4 km.

     A single fibreglas or aluminum launch tube and associated nuts, bolts, wires, etc., as part of a vehicle-mounted set, weighs 12 kg; when made from steel (more common) a tube weighs 20 kg.

     A tripod-mounted, man-carried single fibreglas tube 1.2 meters long, with backpack slings, weighs 10 kg including a spool of 30 meters of firing wire, tripod and battery (or 10-cap exploder, or hand generator). The tripod legs are strapped to the tube when carried. This launcher is intended as an off-route mine - there are only very basic sights (a fixed aperture, and a bead) on the tube. It should be placed carefully and fired within about 8 meters of a vehicle-sized target.

     An 183mm version is being tested by the Iron Society.

 

Blast damage 8d6, -1d6 per 3 meters distance.

Maximum penetration in contact 32 points of armor.

The skill employed is Indirect Fire Weapon; the range modifier to hit a 6 meter long vehicle is 8 meters.

 

37mm one-pounder

 

     A breechloading cannon, commonly called the "one pounder", it fires 37x94mmR ammunition. The original (early 20th Century) weapon it's based on is the M1916. 

     On a carriage mount, the cradle contains 1.3 liters of hyraulic fluid and a large recoil spring, which both softens the recoil and allows the gun to operate "semi-automatically" -- when fired, the gun recoils back, opens the breech, and ejects the empty case. The listed weight includes a gun carriage and "jeep" wheels. Rate of fire, 25 rounds per minute. A telescopic sight is fitted, graduated for ranges out to 475 yards in direct fire; a quadrant sight, for indirect fire, is graduated for ranges out to 1800 yards (though anything over 1500 yards is not very accurate, and the absolute maximum range of the gun is 3000 yards). A rammer and cleaning brush, drag ropes, conical flash hider, firing table, and some minor tools are included. A 6-power binocular and a compass are not included in the price, but would be useful. Normally fired by a three-man crew (gunner, loader, ammo passer). Weight 155 kg.  

     The most common malfunction is a misfire -- the gunner should recock the gun without opening the breech, and attempt again to fire the round.

     As a "free" (pintle mounted) or tank gun, it's the same basic weapon as above, but without a carriage, wheels, or anything more than the simplest of "rifle" sights. It's mounted on some form of pintle, typically. Crew of two at most. Weight 40 kg.

     The complete low explosive round has a mass of 0.65 kg. The projectile is filled with, and propelled by, black powder, at a muzzle velocity of 400 meters per second.  

     A high explosive round weighs 0.71 kg, which includes a 0.48 kg projectile, 63 grams of cordite propellant, and 30 grams of bursting charge in the projectile. Muzzle velocity is 389 meters per second. Armor penetration 23mm of RHA steel at the muzzle; about half of that at 800 meters range.

 

The black powder-filled (low explosive) round does 3d6 out to 1 meter, 2d6 out to 2 meters, 3d6 out to 3 meters.

The high explosive round last does 3d6 out to 2 meters, 2d6 out to 4 meters, and 1d6 out to 6 meters.

Maximum armor penetration is armor value 22 at the muzzle, 18 at 800 meters.

The skill employed is Direct Fire Weapon or Indirect Fire Weapon, depending on the range and target.

The direct fire range modifier, when firing at a 6 meter long vehicle, is 100 meters.

The Malfunction number is (at best) 91.

 

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