Arquebus
There are many firearms rules for BX but these are mine.
Arquebus
This firearm is an evolution of the culverin, allowing it to be used by a single soldier. It loads gunpowder and a bullet down the muzzle and is fired with a lever-mounted strip of burning cord. The long arquebus uses a mounting stick to support the weight of the barrel and allow steady aim (the weight and cost of the stick is included in the weapon profile). Clerics, being barred from using weapons that cut or pierce, may not use an arquebus in battle. However all other characters may, including magic-users.
Unlike arrows, bolts, and sling stones which can be replaced cheaply and easily, the ammunition of an arquebus is expensive, hard to find, and non retrievable. It will be tracked with the same detail as magic ammunition.
Weapon Cost Weight Damage Notes
Arquebus, long 500 gp 100 cn 1d12 Missile (50'/150'/210'), misfire, noisy*, reload, slow, two-handed
Arquebus, short 450 gp 75 cn 1d10 Missile (40'/120'/170'), misfire, noisy*, reload, slow, two-handed
Powder horn 2 gp 2 cn – Holds up to 20 reloads worth of gunpowder
Gunpowder (10) 1 gp 10 cn – 1 cn worth of powder is used per reload
Bullets (10) 2 gp 10 cn – Ammunition for the arquebus
*New weapon feature, described below.
Weapon Cost Weight Damage Notes
Arquebus, long 500 gp 100 cn 1d12 Missile (50'/150'/210'), misfire, noisy*, reload, slow, two-handed
Arquebus, short 450 gp 75 cn 1d10 Missile (40'/120'/170'), misfire, noisy*, reload, slow, two-handed
Powder horn 2 gp 2 cn – Holds up to 20 reloads worth of gunpowder
Gunpowder (10) 1 gp 10 cn – 1 cn worth of powder is used per reload
Bullets (10) 2 gp 10 cn – Ammunition for the arquebus
*New weapon feature, described below.
Misfire weapons have a slim chance of not working when used. Not simply a missed attack, but some error in the mechanics of how the weapon fires. When the attack roll is a natural 1 (as in the number shown on the die before modifiers) the weapon has misfired. Roll a d6 on the table below to determine the results of the misfire.
Misfire Results
1: Explosion. A bad burn damages the chamber, rendering it useless until repaired. You take 1d4 points of damage.
2-3: Blowback. The powder burns out the breech showering you in sparks. You take 1d4 points of damage.
4-6: Weak Burn. A round must be spent clearing the chamber, wasting the powder and requiring a reload.
Noisy weapons creates a noise far louder than the average sounds of battle. Each time the weapon is used creatures in the surrounding areas are alerted to the fight. Animal-intelligence monsters may be driven off by the noise, whereas humanoid creatures may choose to investigate.
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