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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