Artillery Hexes

 

By Raymond Croteau

Hexslingers are a relatively new thing in the Weird West, but, in one manner or another, they've been around for a fair bit...  They just didn't know it at the time.  Artillery Hexes ("Art-Exes" as they're nicknamed, "Art-Ex" in the singular), were first "discovered" during the Battle of Washington, when a Union Artillery Division started throwing out shells that caused a thick, black smoke over the area, allowing Civilians (And a good number of the Politicians) to escape from the oncoming Confederate Army with their weird gizmos.  While it's one of the oldest forms of Hexslinging, it's not as advanced as the gunslinger style (Less people around to throw ideas to each other, less chance to practice, etc.), and, as each hex works only if certain person of the cannon's team is using it, it can be a bit tricky to cast if you lose said person, and don't have anyone else on the crew that does know it.

 

The 2nd Artillery Corp, 3rd Division is one of the most famous of the Artillery Hexslingers, being the ones that did the deed in Washington, under the command of Major-General Gartwaith, an immigrant from England, who is considered one of the foremost minds on this new form of warfare.  Currently (1876), they're posted at the boarder of Iowa and Missouri, directly North of Kansas City.

 

Anyone (That has "Arcane Background:  Huckster/Hexslinger", that is) can learn to use these

Hexes, but, as there isn't any book or scrolls to learn them from, they have to be taught (Or "invented").  Rumours of "Catapult Magic", however, *HAVE* been heard, but those are just rumours (And anyhow, if there WAS any truth to those rumours, all the info would be in

EurAsia, not in the New World), but, if found, these might be able to be modified to be used with cannon.  *IF* they exist, that is...

 

Art-Exes' Descriptions:

Little different than usual Hexes, Art-Exes have an additional entry:  Crew Member.  This entry is the person who needs to perform the hex, and also gives the Marshal an idea WHEN it needs to be cast.  There are three kinds:  Loader (the person who is putting the shell into the cannon, or packing it down with Muzzle loaders), Aimer (the person who is sighting the cannon after loading has been completed), Commander (the person who is shouting out orders to his crew), and Any (Anyone can perform the Art-Ex).  The Loader Art-Exes have to be cast during the loading phase, the Aiming Art-Exes have to be cast after the loading phase, and the Commander Art-Exes have to be cast while making the Artillery roll to see if the cannon was loaded that round or not.

 

Pigeon Shot

Trait:         Cognition

Hand:          Three of a Kind

Crew:          Aimer

Speed:         1

Duration:      1 shot

Range:         Touch

     Everyone knows how accurate pigeons are ('Specially after you wash your Steamwagon

or get your shoes shined!), now Artillerists can have that same accuracy!

     Adds +1 to the artillery roll, with an additional +1 per hand over the minimum.  In the shooters "Minds Eye", he can see an above ground view of where the cannon shell is going to hit.

This Art-Ex needs line of sight to work...  If there's something in the way (Hill, House, Etc.), it does not work.

 

Smokers Cough

Trait:         Vigor

Hand:          Pair

Crew:          Loader

Speed:         1

Duration:      1 shot

Range:         Touch

     The first Art-Ex, it was created (Inadvertently) by a loader with the 3rd Artillery Division at the Battle of Washington (In fact, the Pinkertons later found this Art-Ex was one of the main reasons so many people were able to escape the Confederate attack!).

     The loader puts a High-Explosive shell into the cannon, rubbing the back (for breech

loaders) or front (muzzle loaders) before packing the shell in.  When the cannon fires, it lets out a VERY loud cough, rather than the usual explosion.  Size of smoke cloud depends on the hand.

Anyone within this cloud is pretty much blind...  Also, noone can target anything within, or behind this cloud...  'Though, they can fill it full of lead, and hope for the best with some stray shots!

 

Hand                Size of Smoke Cloud

Pair                50 yards

Three of a Kind     100 yards

Flush               250 yards

Four of a Kind     500 yards

Royal Flush         1 mile

 


Grapes of Wrath

Trait:         Strength

Hand:          Ace

Crew:          Loader

Speed:         1

Duration:      1 shot

Range:         Touch

     Artillerists use Grapeshot (See "Canister Loads" in Smith and Robards) when Infantry

gets too close to the cannon crew, but sometimes it's not enough to convince 'em it's not a good idea to attack.  Thus the GoW Art-Ex was made.  The loader waves his hand over the breech or barrel after he's done loadin' the cannon, and the shot within grows larger after it's been fired!

     Increases the damage die type by 1, and an additional +1 die type per three hands over the minimum (It's hard to concentrate on this powerful Art-Ex, 'specially when you're facing down a bunch of guys with rifles!).

 

Overshot

Trait:         Spirit

Hand:          Straight

Crew:          Aimer

Speed:         1

Duration:      Concentration

Range:         "As the crow flies"...

     Pigeon Shot has one main problem, it requires line of sight.  If there's something in the way, like a hill, it doesn't work.  Tom Hawkwings, a half-breed Indian with the 3rd, solved this problem by developing "Overshot".  He does this by "Seeing through the eyes of his Hawk".  It works with just about any bird (or animal, really, but birds are best), as long as their well trained.  Trainin' the beast requires a Hard (9) Animal wranglin':  Falconry roll for birds, and a Fair (5) animal wraglin':  Dog Trainin' for dogs.  Other beasts are up to the Marshal to decide what the difficulty is.

     Basically, this Art-Ex allows someone to see through the eyes of their animal (Birds are best, 'cause they get a nice, broad view of a target), and can adjust their shots accordingly.  This allows any shot after the first to be made as if they had direct line of sight (They can correct their shots accordingly).  This Art-Ex cannot be combined with any other, the two cancel each other out.

 

Fire for Effect

Trait:         Mien

Hand:          Ace

Crew:          Commander

Speed:         1

Duration:      Immediate

Range:         N/A

     One of the few Art-Exes developed by the South, it was made when an Artillery division

ran out of powder & shells.  The Commander orders "FIRE!", and, weither the cannons are crewed or not, they do so!  Complete with muzzle flare, recoil, and screaming shells falling!

     However, no shells are fired, it only makes it seem like they did.  It's also useful for allowing other cannons time to reload, or making a few cannons seem like many.

 

Into the Breech!

Trait:         Quickness

Hand:          Jacks

Crew:          Commander

Speed:         N/A

Duration:      1 Loading

Range:         Earshot

     Even the fastest cannon crew isn't fast enough for most commanders (Most?), so this

Art-Ex was developed.  It reduces the minimum time to reload a cannon by 1!

     The bad news is, if the Commander pulls a Joker, or goes Bust, it effects the entire crew!  Use this Art-Ex only under extreme conditions!!!

 

4th of July

Trait:         Spirit

Hand:          Pair

Crew:          Commander

Speed:         3

Duration:      Immediate

Range:         N/A

     First used after the Union retook Washington, this Art-Ex didn't have a very apparently value 'till later on.  Basically, without being loaded, the cannons fire off fireworks that are very pretty to look at!

     Two advantages were found by Major-General Gartwaith later on.  First, due to a lack of muzzle flare from the cannon shot, it can be used to light up a dark night without giving away a crews immediate position.  Second, Union troops feel reassured when the fireworks are going off, and gain +2 to all guts rolls.  Additionally, due to this temporarily uplifted spirit, officers get a +2 bonus to their leadership rolls.  The fireworks last for 3 rounds, and illuminate pretty much the whole battlefield.

     Goin' Bust, or pulling a Joker, causes a "dark" fireworks display, with eerie sounds, and weird shapes in the explosions!  And has an opposite effect on Union troops (Actually, ANY troops that are human get minuses to the above mentioned rolls!  It's really scary!).

 

Catchers Mitt

Trait:         Deftness

Hand:          Jacks

Crew:          Any

Speed:         Immediate

Duration:      Concentration

Range:         N/A

     Any cannonball fired at a cannon crew (Of equal size shell, or smaller) that is under this Art-Ex, goes RIGHT into the barrel!  Which can then be fired as if it had been loaded normally!  This works only on unloaded cannons, and the shot fired has the same stats as the shell shot AT the crew.

 

Dirty Powder

Trait:         Knowledge

Hand:          Three of a Kind

Crew:          Loader

Speed:         2

Duration:      Concentration

Range:         Touch

     Another Confederate Art-Ex!  This one was another creation of necessity.  When a crew

ran out of powder, but still had cannonballs left, the loader put in DIRT from the ground!  IT WORKED!  Basically, you don't need powder to fire off a shell.

 

I Got a Rock!

Trait:         Smarts

Hand:          Three of a Kind

Crew:          Loader

Speed:         2

Duration:      Immediate

Range:         Touch

     Those poor Southerners...  Not only do they have to fight off Northern Aggressors, but

they have to do it with less equipment!

     This Art-Ex allows a crew to replace a shell with a rock of similar size.  With "Dirty

Powder", this can allow even the worst equipped cannon crew to keep firing 'till they drop!

(Doing both Art-Exes at the same time requires a single roll, but needs a Flush to work).

 

Math Master

Trait:         Smarts

Hand:          Ace

Crew:          Aimer

Speed:         Instant

Duration:      Concentration

Range:         Caster

     Artillerists need to use A LOT of math, and don't have time to check their calculations, usually.  This Art-Ex allows the Aimer to do their math with perfect accuracy, even if they haven't learned their numberin'!

     This Art-Ex adds a bonus of +2 to initial attack rolls, which is kept until either the target, or the cannon, moves.

 

Hell Mouth

Trait:         Spirit

Hand:          Three of a Kind

Crew:          Commander

Speed:         1

Duration:      1 Shot

Range:         Earshot

     A Union Art-Ex designed to try and convince Confederate troops that discretion is the

better part of valor (Or, rather, that they don't want to be here any more!!!).  The Cannons, when fired, let out a MASSIVELY loud roar, and the shells scream worse than the haunted wailin' of a full TON of burnin' Ghost Rock!  This Art-Ex doesn't enhance the volley any more than that, but it has been known to ALMOST scare a Veteran Texas Ranger Unit into retreating ("Almost", mind you!).

     Troops & Commanders on the receiving end of a "Hell Mouth" colly need to make a Fair

(5) guts roll for between 3-5 cannons fired at 'em, with a +2 to the TN for each additional cannon afterward.  1 or 2 cannons firing this will spook the troops, but then they'll laugh at the pathetic volley.  If the troops fail the roll, they start to retreat, and the Commander needs to make a Hard (9) Leadership roll to rally them (Which takes three rounds).  If the Commander fails the roll, he runs in terror, while the troops laugh at the scared officer.  If both fail, well...  They run!!!

     If both Commander and Troops go Bust on the guts roll than the Fear Level in the area

goes up by 1!  Pulling a Joker DOUBLES the guts roll necessary to resist running in terror, but, if both commander and troops fail the rolls, then the Fear Level in the area of the battle increases by 1!  Having BOTH happen increases the Fear Level by 2!  If there's any Posse members in the cannon crew and the Fear Level increases, than they gain a black chip (If the Marshal uses that rule.).

 

Joy Ride

Trait:         Vigor

Hand:          Pair

Crew:          Any

Speed:         1

Duration:      Depends on Hand

Range:         5 yards/Hex level

     This is one Art-Ex with a humourous beginning...  Maj. Gen Gartwaith was positioning

his cannons for some testing, when he decided to stand on top of an unloaded and unfired cannon to get a better view of the area.  Just as he got comfortable, one of the Art-Exes nearby went awry, and affected the cannon he was standing upon, turning it into "something similar to one o' dem Rocket Packs the Flyin' Buffalos got", as one of the Privates who witnessed this event later said.  The 3rd found the Englishman almost two miles away, holding onto the cannon so tightly they almost literally had to use crowbars to pry his fingers off of it!

     While the first trip wasn't a joy, some crews have been known to use this Art-Ex to get themselves and their cannon away from sticky situations.  However, as the wheels are usually ruined because of this, it should be used sparingly.

     Usage of this Art-Ex for the purposes of Gambling, or as an Initiation will no longer be tolerated!!!

     The cannon has a pace of 30, and lasts for two rounds per Hand.  If someone is hit with this flying cannon, they take the cannons' firing damage, with two extra damage dice (Eg:  A 6 lbs. cannon will do 7d12 damage).

 

Golden Silence

Trait:         Cognition

Hand:          Pair

Crew:          Any

Speed:         1

Duration:      2 Minutes/Hex Level

Range:         2 yards/Hex Level (Centred around the cannon)

     Finally, relief on artillerists' ears!!!  This Art-Ex was designed initially to quiet down cannons when they were test firing around cities, so the locals won't be disturbed.  Later on, more ideas came to light about methods that this Art-Ex can be used, and now it's one beloved by Spys/Troops behind enemy lines.

     What occurs is that, after the Hex is cast, an area of silence is created around the cannon, no sound will occur from this circle!  Most crews that use this have learned Indian Sign Language, with some custom signs, so they can communicate.  This Art-Ex doesn't do anything about the muzzle flare, just sound.