Firearm Cost | City Cost | Rural Cost | Damage | Melee | Short | Medium* | Long |
---|---|---|---|---|---|---|---|
Matchlock Pistol | 25gp | 50gp | 1d8 | 1d4 | < 25' | < 50' | < 100' |
Matchlock Arquebus | 30gp | 50gp | 1d8 | 1d6 | < 50' | < 100' | < 600' |
Matchlock Musket | 40gp | 80gp | 1d8 | 1d6 | < 50' | < 100' | < 600' |
Wheellock Pistol | 175gp | 350gp | 1d8 | 1d4 | < 25' | < 50' | < 100' |
Wheellock Arquebus | 210gp | 350gp | 1d8 | 1d6 | < 50' | < 100' | < 600' |
Wheellock Musket | 280gp | 800gp | 1d8 | 1d6 | < 50' | < 100' | < 600' |
Flintlock Pistol | 50gp | 100gp | 1d8 | 1d4 | < 25' | < 50' | < 100' |
Flintlock Arquebus | 60gp | 100gp | 1d8 | 1d6 | < 50' | < 100' | < 600' |
Flintlock Musket | 80gp | 160gp | 1d8 | 1d6 | < 50' | < 100' | < 600' |
Pistols are about the size of a man’s forearm. One pistol counts as an item for encumbrance purposes, but two pistols, called a brace, only counts as one item for encumbrance purposes. A pistol requires one hand to fire. Pistols never use the matchlock firing mechanism.
A pistol can be used as a mêlée weapon, inflicting 1d4 points of damage.
Period firearms terminology defied strict definition, but for our purposes here, the arquebus is a handheld long gun which does not require a fork rest in order to fire properly. An arquebus requires two hands to use.
An arquebus can be used as a mêlée weapon. This requires two hands and inflicts 1d6 points of damage.
For our purposes, the musket is a large handheld long gun which requires a fork rest in order to fire; not having the rest levies a –2 penalty to hit. Muskets count as oversized items for encumbrance purposes. Muskets require two hands to use.
A musket can be used as a mêlée weapon. This requires two hands and inflicts 1d6 points of damage.
Matchlocks are considered the default gun type in Weird Fantasy Role-Playing. Other firearm types are considered modifications and upgrades of the matchlock for rules purposes.
The matchlock firing mechanism is a lit match (a long match cord is standard, often lit at both ends) secured in a clamp. When the trigger is pulled, the clamp drops the match into the priming pan, which is filled with a small amount of fine gunpowder. The ignition of this powder travels through a small hole (“touch hole”) to ignite the coarser powder in the base of the barrel, firing the gun.
All firearms of this period are muzzle-loaders, which means that the gun is reloaded by jamming the bullet (a round ball), powder, and wadding to secure it all, down the barrel. A ramrod is very often included in the stock below the barrel to aid in this. The powder in the priming pan must also be replaced, which means the match (hopefully still lit!) must be removed from the firing mechanism. Coordinating all of this in an orderly manner which keeps the lit matchcord away from the gunpowder is a 28 step process and takes a great deal of time and attention.
Because the match must be lit before the gun can be fired, matchlock firearms are often only useful when combat is anticipated. A lit match burns 10 cm per turn (from each end it burns!), and the light and smell that the burning match gives off makes stealth impossible.
Matchlocks use the following rules:
Wheellocks were invented in the real world around 1500. They use an internal mechanism which allows the gun to be ready to fire with no outside source of ignition while also protecting the firing mechanism and priming pan from the elements. Reloading is safer with wheellocks than with matchlocks because the match’s flame, necessary to ignite the powder and so discharge the gun, is not present. It is no less complicated because the wheellock’s moving parts still need to be reset. Each wheellock mechanism must be handcrafted by a skilled gunsmith, making the cost of equipping rank-and-file troops with this superior technology prohibitive.
Wheellock modification to the firearms rules:
Flintlocks were invented around 1610. This basically replaces the lit match with a small piece of flint which, when the trigger is pulled, strikes a piece of steel called the frizzen to cause a spark that ignites the powder in the priming pan, discharging the gun. The benefits of not needing to carry, or reload while holding, a lit match to use firearms are obvious.
Flintlocks did not become widespread until the 1630s and would not dominate the battlefield until the 1660s.
Flintlock modification to the firearms rules:
The vast majority of firearms are smoothbore, meaning that the inside of the barrels are smooth. This is the primary reason why firearms of the period are so inaccurate at range. Rifling, the addition of spiraling grooves inside the barrel to better guide the bullet and improve accuracy, is an expensive process because it must be done by hand by experienced craftsmen. Rifled guns are slower to load as the same thing that controls a bullet leaving the barrel makes it impossible to quickly jam shot, powder, and wadding down the barrel in the first place.
Rifling:
Misc. Equipment | City Cost | Rural Cost | Notes |
---|---|---|---|
12 Apostles | 5gp | 8gp | Bandolier with 12 shots worth of powder in pre-measured containers |
Artillery | 250gp* | - | |
Fire Bomb | 5gp | 7gp | 1d4 damage, ignites flammables; misfire blows up |
Gunpowder | 3sp | 5sp | One shot of powder |
Gunpowder, Barrel | 150gp | - | 2500 shots of powder |
Match Cord | 1gp | 1gp | Per meter of cord; cord burns 10 cm/turn |
Powder Horn | 1gp | 1gp | Holds 50 shots of powder |
Scattershot | 1gp | 1gp | Ranges halved, no armor cancellation, 45° area effect doing 1d6 damage, save versus Breath Weapon for half damage |
Shot Bag | 2gp | 2gp | Bag of 100 round shot |
* Per size category.
Armor | City Cost | Rural Cost | Armor Class | Notes |
---|---|---|---|---|
Buff Coat | 15gp | 30gp | +1 | |
Pikeman’s Armor | 50gp | 100gp | 14 | |
Tassets | 25gp | 50gp | +1 | |
Full Armor | 1500gp | - | 18 | |
Helm, Lobster Tail Pot | 25gp | 50gp | +1 | +2 to physical damage saving throws |
Helm, Morion | 15gp | 30gp | +1 | +1 to physical damage saving throws |
Helm, Secrete | 5gp | 10gp | - | +1 to physical damage saving throws |