The Gunspring

Posted 14 Mar 17
updated 27 Nov 25

Rain hissed on the gar­goyle’s back. Spit­tle sprayed through its teeth. Liz­bet set an elbow on its neck. Cold damp seeped into her woolens. She lev­eled a heavy gun­spring, tucked its sculpt­ed stock fast against her shoul­der.

She set an eye to the pupil of a long brass scope, shut the oth­er. A hun­dred meters down, a sea of umbrel­las milled on a broad, brick avenue under drip­ping orange trees and the hang­ing signs of shops. Uncount­ed sliv­ers of pale faces showed under black, drip­ping can­vas domes.

Liz­bet exam­ined them, not­ed each in turn under the cru­ci­form retic­ule: A gin­ger man. A pock­marked woman. A teenag­er with a red nose. A banker­ly mouse in tweed. Then, stand­ing in the crowd, a sil­ver mask: The anony­mous veil of an aris­to­crat.

With a thumb, Liz­bet flipped the gun­spring’s prim­ing catch. A high, slith­ery whine emanat­ed from the weapon: The sound of its potent main­coil shiv­er­ing, tight­en­ing the two 76-kilo­gram launch springs. A sabot­ed fléchette clicked into the receiv­er.

Liz­bet sighed, emp­tied her lungs. Her body stilled. The retic­ule stead­ied over the masked man. Her fin­ger tight­ened on the trig­ger.

A slap of met­al broke the air. The stock bucked. In the court­yard below, the masked aris­to­crat jerked as 440 grains of steel dashed and spun through his skull.

Ris­ing from the damp gar­goyle, Liz­bet slipped, unseen, into the hiss of rain.

The Gunspring

Invent­ed in 3374, the autoload­ing gun­spring is the cur­rent evo­lu­tion of bal­lis­tic tech­nol­o­gy. * It is a hand­held weapon that uti­lizes sleek-yet-pow­er­ful com­pres­sion springs to project met­al fléchettes at sharply lethal veloc­i­ty. **

Gun­spring tech­nol­o­gy is, on a sim­plis­tic lev­el, a pro­gres­sion of the cross­bow. It uti­lizes the same fir­ing form and stance, the same hair trig­ger, and sim­i­lar ammu­ni­tion: steel fléchettes.

Cross­bows and gun­springs diverge at that point.

While a cross­bow may be drawn and loaded by the strength of a man alone, gun­springs rely on mechan­i­cal means. These means are nec­es­sary: Mod­ern launch springs are far too heavy to be drawn by a human in handy time—by hand or by cranequin. Mech­a­niza­tion is a net ben­e­fit to the weapon, as heav­ier springs allow more ener­gy to be put behind a pro­jec­tile.

The gun­springs’ pow­er is made pos­si­ble by odite, a met­al with rich­ly exploitable phys­i­cal prop­er­ties. Odite per­mits the con­struc­tion of com­pact springs that release at speeds far exceed­ing steel coun­ter­parts. The spring­bow, one of sev­er­al inter­sti­tial weapons between the cross­bow and the autoload­ing gun­spring, was first to exploit these prop­er­ties, replac­ing steel cross­bow limbs with odite alloy coil springs.

Cen­turies after the spring­bow came the lev­erette: A stream­lined, lever-action weapon which, like the lat­er gun­spring, con­ceals its dri­ve springs in pro­tec­tive hous­ings lubri­cat­ed with low-fric­tion sur­fac­tants. Most lev­erettes feed from a tubu­lar inter­nal mag­a­zine in-line with the springs locat­ed just over or under the bolt sled. New­er mod­els use a box mag­a­zine, mim­ic­k­ing an autoloader.

Today, it is the autoloader and its cru­cial addi­tion of a main­coil that dif­fer­en­ti­ates mod­ern gun­spring tech­nol­o­gy from the past. Advances in odite alloy—most notably the Guil­lo­tine For­mu­la, named for Adalace Guil­lo­tine, who invent­ed it 96 years agoper­mit an incred­i­ble bat­tery of ener­gy to be stored in a hair­spring coil the size of a small tin. In an autoload­ing gun­spring, tor­sion gen­er­at­ed by the mail­coil dri­ves a inter­nal autocranequin that draws the heavy launch springs, resets the rec­i­p­ro­cat­ing bolt, and nocks a wood­pulp-sabot­ed hard­ened steel fléchette into the chamber—all in rapid sequence. It does so at a rapid rate of rec­i­p­ro­ca­tion even while dri­ving heavy spring weights, for the autocranequin pro­vides a mechan­i­cal draw advan­tage in excess of 200-1. As such, mod­ern launch springs are fast, respon­sive, and pro­duce veloc­i­ties and foot-pounds of force capa­ble of defeat­ing tra­di­tion­al muni­tion plate armor. †

Today, this mech­a­niza­tion allows for a marked increase in rate of fire: up to 120 fléchettes per minute. The shoot­er need pause for only a split-sec­ond between shots before the springs reprime.

Of course, no main­coil con­tains 120 shots worth of charge: Six shots is aver­age. Mag­a­zines are matched to coils, and nei­ther often exceed six shots. In high­er capac­i­ties, reli­a­bil­i­ty and safe­ty are both of con­cern. High capac­i­ty mag­a­zines are apt to choke on their stacks of wood-sabot­ed rounds, lead­ing to jams, and high capac­i­ty coils become dan­ger­ous­ly unsta­ble. †† As such, coils are wound with just enough pow­er to draw the launch springs a num­ber of times equal to the mag­a­zine’s capac­i­ty (usu­al­ly six fléchettes,) and gun­ners car­ry a coil for every mag­a­zine or a series of small­er mag­a­zines to match a sin­gle large (dan­ger­ous) coil.

Though coils and mag­a­zines may be swapped in sec­onds, coils them­selves take a deal of time to recharge. This may be done prop­er­ly and expe­di­ent­ly with a lever-mill dri­ven by a draft ani­mal or steam engine or labo­ri­ous­ly by hand using a ped­dle-pow­ered field cranequin (or, if under dire need, a wind­ing-spoon.) ‡ A lever-mill is expe­di­ent, but avail­able only at armories, gun-deal­ers, and out­fit­ted camps. Any man­u­al wind­ing option takes a great deal of time and is meant only for sol­diers and cut­ters in the field, who com­plain of the many thou­sand winch-cranks required to ful­ly wind a coil.

Tactical and Cultural Effect

The gun­spring has rel­e­gat­ed the cross­bow and reflex bow to the past. How­ev­er, it has not doomed the art of melee. The gun­spring’s rapid sal­vo may dom­i­nate the open­ing throes of bat­tle, but its slow dual-part reload allows melee com­bat­ants to close. Most sol­diers would rather draw a sword and duel than reload whilst sta­tion­ary. As a result, armed forces car­ry gun­springs in com­pli­ment to han­dax­es, pikes, and arm­ing swords, rather than as a total replace­ment.

In civil­ian life and mil­i­tary roles deemed unfit for high-pow­ered weapons, sin­gle-action lev­erettes are promi­nent. These weapons are some­what less potent. They often lack any kind of mag­a­zine, requir­ing a fléchette to be thumbed into the receiv­er between every cranked shot. The bet­ter mod­els have inter­nal mag­a­zines, tubal or stacked, and these are often quite spa­cious, if time con­sum­ing to reload. 

Maximization and Instability

The­o­ret­i­cal­ly, a gun­spring need not be lim­it­ed to a mere six shots before reload­ing. This lim­i­ta­tion is cau­tion­ary, rather than mechan­i­cal.

Gun­spring coils are lim­it­ed in size and pow­er as they become unsta­ble at extreme ten­sion. An odite alloy coil already pos­sess­es great poten­tial ener­gy. It may burst, spew­ing razor lengths of twist­ing, shrap­nel-like wire. An over­clocked coil, one wound to con­tain more effec­tive charges than intend­ed, tempts fate.

Thus, high-pow­er main­coils pos­sess dead­ly poten­tial. They allow a gun­spring to fire an excep­tion­al num­ber of fléchettes before reload­ing, but also car­ry the risk of dead­ly acci­dent.

Gunspring Stats

By pop­u­lar inter­est, I’ve hashed togeth­er some gun­spring rules for the world’s favorite adven­ture game, and var­i­ous (maybe?) Old­school games. Hon­est­ly, if you want gun­springs, try the Incunab­u­li sys­tem.

The intend­ed stats for gun­springs are in the Incunab­u­li sys­tem playtest. They are cus­tomiz­able, and include rules and descrip­tions for muni­tions gun­springs made for var­i­ous armed forces by mul­ti­ple armories.

Weapons

Muni­tions gun­spring: 150GP; dam­age as heavy cross­bow; 15lbs; prop­er­ties: Ammo (440gr fléchette, range 50/200,) heavy, mag­a­zine, two hand­ed, coil dri­ve (muni­tions coil,) repeat­ing

Pis­tol gun­spring: 80GP; dam­age as cross­bow; 7lbs; prop­er­ties: Ammo
(220gr fléchette, range 25/100,) light, mag­a­zine, coil dri­ve (pis­tol coil,) repeat­ing

Lev­erette: 100GP; dam­age as heavy cross­bow; 10lbs; prop­er­ties: Ammo
(440gr fléchette, range 50/200,) heavy, mag­a­zine, load­ing, two hand­ed

Weapon Properties

Repeat­ing: When you take the Attack action using this weapon, you may opt to make one addi­tion­al attack.

Mag­a­zine: This weapon requires a mag­a­zine in order to attack. It must reload after mak­ing a num­ber of attacks equal to the mag­a­zine’s capac­i­ty. Reload­ing is a stan­dard action.

Coil dri­ve (X): This weapon requires a coil match­ing X in order to attack. It must reload after mak­ing a num­ber of attacks equal to the coil’s charge capac­i­ty. Reload­ing is a stan­dard action.

Gear

Ammu­ni­tion
220gr fletch­ette (6): 1gp
440gr fletch­ette (6): 2gp
220gr fletch’ mag: 2gp per capac­i­ty, min 6, max 18.
440gr fletch’ mag: 4gp per capac­i­ty, min 6, max 18.
Muni­tions coil, charge cap. 6: 20gp
Pis­tol coil, charge cap. 6: 10gp
Wind spoon: 1gp

Ser­vices
Full coil recharge (lever mill): 5sp
Gear Descrip­tions
Coils: May be over­clocked to increase their charge capac­i­ty by up to +6. An over­clocked coil risks explod­ing on an attack roll of 1, or if the coil is struck (e.g., if a char­ac­ter falls prone while hold­ing it, or if the coil is hit by an attack.) Roll a d6 to see if it explodes. A roll equal to or below the coil’s over­clock bonus capac­i­ty caus­es the spring to explode, deal­ing 3d10+5 slash­ing dam­age in a 10-foot radius, destroy­ing the coil and, if loaded in a gun­spring, the gun­spring.
Wind spoon: Dur­ing a rest, a char­ac­ter may occu­py them­selves wind­ing up a dis­charged coil. So long as they under­take no oth­er activ­i­ty but wind­ing, they may recharge the coil by up to 50% of its capac­i­ty. A wind spoon can­not cause a coil to gain more than 50% charge.

Feat

Springer: You may reload a gun­spring’s coil and mag­a­zine using a sin­gle action. When rolling a d6 to see if a coil explodes on an attack roll of 1, roll with -2. You have resis­tance to slash­ing dam­age inflict­ed by explod­ing coils.

Do keep in mind that 5E is not a game that lends itself to sim­u­lat­ing this kind of weapon. As such, cer­tain com­pro­mis­es in fla­vor and “bal­ance” might be present. To see the gun­spring bet­ter rep­re­sent­ed, check out the Incunab­u­li sys­tem playtest.

If a read­er has sug­ges­tions on how to make these rules more ele­gant or func­tion­al, do com­ment. If inter­ests exists for more 5E con­ver­sions, let me know about that, too.


Author’s Note

Check out that scuffed gun­spring I ani­mat­ed.

Every nice thing in Coastal game­play should have at least one ter­ri­ble downside/sin for every won­der. The gun­spring epit­o­mizes that. It’s a semi­au­to­mat­ic that you can make tan­ta­liz­ing­ly more pow­er­ful, but will also explode into razor­wire if you mis­han­dle it/roll a crit­i­cal fail­ure.

8 comments on “The Gunspring”

    1. Yup. Nitro­glyc­er­ine exists, so there is poten­tial for dou­ble-base smoke­less pow­der, if not oth­er kinds. I make (expen­sive) nitro stick grenades avail­able in my games. Over­all, spring weapons could lose dom­i­nance, if there exist­ed a dri­ve for it. The dis­cov­ery of an extra­world­ly land rich in nitrates (per­haps beyond some sea-gate far to the West) could cre­ate a gun­pow­der arms race and make a cool ongo­ing world event to play around with.

  1. What’s the sta­tus of artillery on the Coast? Howl­ing can­non-springs unwind­ing hun­dred-pound main­springs to hurl man-sized spears? Dou­ble-base pow­der-fired can­nons? Bal­lis­tae and cat­a­pults?

    1. I’d define the Coast as being in a tran­si­tionary peri­od in terms of weapons, par­tic­u­lar­ly heavy weapons and artillery. I’d com­pare it to the very late 1800s (includ­ing ante­bel­lum WWI): A wide vari­ety of designs are hit­ting the mar­ket, busi­ly vend­ed to mil­i­tary orga­ni­za­tions with a strong sub­text of “you’d bet­ter get your hands on this before the oth­er guy does.” With that con­text, I’d say there’s a lot of heavy weapons out there, fresh­ly avail­able, and they’re as var­ied in effec­tive­ness as in design. I’d not hes­i­tate to include sol­id-fuel rock­ets (Le Prieur or Con­greve rock­ets, a la “rock­ets’ red glare.”) I’d also include para­chute bombs launched via large spring cat­a­pults, plus shell-fir­ing spring mor­tars. Over­all, heavy weapons, espe­cial­ly North­ern exam­ples, are large­ly antiper­son­nel, designed as they like­ly were to com­bat beast­man and rag­wretch incur­sions on the North­ern bor­ders of Fir­lund. For styl­is­tic rea­sons, plus the Coastal nations’ lack of recent expe­ri­ence in inter­na­tion­al war, can­nons are prob­a­bly huge, maybe breachload­ing, and large­ly con­sid­ered a tool for killing ships and for­ti­fi­ca­tions.

  2. To keep in theme with the rest of bio­me­chan­i­cal sor­cery, would it be appro­pri­ate to replace odite with a bio­log­i­cal spring sim­i­lar to the ones in Windup Girl? It would replace a min­er­al that is prob­a­bly a strate­gic resource that is prob­a­bly con­trolled by state gov­ern­ments, to some­thing that could be one of the most com­mon things to haul out of dun­geons. Then you could have neosor­cer­ers try­ing to recre­ate them and grow much big­ger ver­sions, maybe by brew­ing up some mon­strous grasshop­pers or locusts.

    1. It’s pos­si­ble that both exist. Odite, in its val­ue and scarci­ty, mim­ics alu­minum at the turn of the cen­tu­ry. The for­mu­la for a sor­cero-bio­log­i­cal replace­ment could be sub­ject to great com­pe­ti­tion between banks hop­ing to fence it to a mil­i­tary pow­er such as Lothrheim or Belvirine (who are at war.)

      Note: com­ment replies are cur­rent­ly bro­ken, in the site. I will fix them tomor­row.

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