Firearms

This listing sums up all firearms available from the other groupings. It was separated from the main equipment listings because the use of firearms in an AD&D campaign is purely optional. Firearms require an explosive powder to propel their missiles; this can be either smoke powder or gunpowder.

Gunpowder is a mixture of saltpeter, sulfur, and charcoal. Generally, it is available only in low-magic campaigns. If gunpowder is widely available in a given setting, firearms will naturally be more common. If the DM rules that gunpowder works in his campaign, it can be purchased at the listed cost. In a realistic setting, gunpowder is cheap and easy to obtain.

Smoke powder is a magical compound that duplicates the effects of gunpowder. If the DM wishes to have firearms in his campaign but wants to limit their availability, he can decide that normal gunpowder doesn’t work. Smoke powder is much scarcer and far more expensive than regular gunpowder, and player characters will usually have to find some instead of being able to buy it.

Of course, if the DM wants no guns of any kind in his campaign, he can rule that neither gunpowder nor smoke powder work on his world. Without powder, guns are useless.

Firearms


Hand Match


Handgunne
125 gp

Arquebus
175 gp

Matchlock


Arquebus
50 gp

Caliver
40 gp

Musket w/rest
45 gp

Wheellock


Arquebus
80 gp

Belt pistol
25 gp

Horse pistol
35 gp

Snaplock


Belt Pistol
15 gp

Horse Pistol
20 gp

Musket
60 gp

Flintlock


Belt Pistol
30 gp

Blunderbuss
20 gp

Blunderbuss Pistol
35 gp

Carbine
65 gp

Horse Pistol
40 gp

Musket
90 gp

Combined Weapons


Axe-pistol
45 gp

Dagger-pistol
40 gp

Hammer-pistol
50 gp

Sword-pistol
75 gp

Bullet
1sp/10

Gunpowder
1 sp

Slow match
5 sp

Smokepowder
25 gp

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