Firearms quick reference

Firearms rules are optional: the Referee decides whether they are used in the campaign. The matchlock is the default gun; wheellocks, flintlocks and rifling are modifications of it.

Weapons

FirearmDamageRangeMêléeTwo-handedEncumbranceNotes
Pistol1d825' / 50' / 100'1d4No1 item; a brace of two is also 1 itemNever uses the matchlock
Arquebus1d850' / 100' / 600'1d6Yes1 itemDoes not need a fork rest
Musket1d850' / 100' / 600'1d6YesOversizedNeeds a fork rest, –2 to hit without it

General rules

  • Reload: 10 rounds (8 for Fighters) + the character's Encumbrance value – Dexterity modifier. Rounds spent moving or defending (using the regular Armor Class when attacked) do not count. Simpler option: one shot per combat.
  • Range penalties are doubled: –4 at Medium, –8 at Long. Dexterity to-hit modifiers do not apply at Medium or Long range.
  • Misfire: the powder flashes, but the bullet does not fire; clearing it takes 3 rounds. Wet cord or powder can't be used until it dries. Tip: the target's player rolls the misfire die along with the attack roll.
  • Armor piercing: ignores 5 points of armor at Short range (at all ranges for muskets). Only external protection counts as armor; Dexterity bonuses to AC are not affected.
  • Morale: a shot forces an immediate Morale check for all enemies with Morale 7 or less.

Firing mechanisms and rifling

ModificationCostReloadRange penaltiesSpecial
Matchlock×1Base–4 / –8Lit match burns 10 cm per turn from each end; its light and smell make stealth impossible
Wheellock×7Base–4 / –81 in 4 to break the mechanism if used as a club
Flintlock×2; ×1.5 after 1630; ×1 after 1660×½ (Fighters round down, others round up)–4 / –8–
Rifled barrel×2×1.5–2 / –4Combines with any mechanism

Misfire by conditions

Damp conditions (most dungeons) double the chance, wet conditions (rain) quadruple it; the wheellock is not affected.

MechanismDryDampRain
Matchlock2 in 104 in 108 in 10
Wheellock2 in 102 in 102 in 10
Flintlock1 in 102 in 104 in 10

Armor

Campaigns using firearms raise the cost of all basic armor and shields by 50%.

In app

Artillery is intentionally not included in the app.

  • Turn on the Firearms campaign switch in the equipment list to add firearms, gear and armor to the inventory; the basic armor and shields then cost 50% more. With the switch off, the Firearms tab stays available for reference.
  • Choose the firing mechanism, year and rifling on the Firearms tab of the equipment list; the cost coefficient is applied to the listed prices.
  • Pistols are hidden when the matchlock is selected.
  • The same gun with a different mechanism, rifling or cost is a separate inventory entry.

Calculation examples

  • Cost: multipliers are cumulative. A rifled wheellock musket costs 40 sp × 7 × 2 = 560 sp (example from the rulebook). A flintlock pistol in 1640: 25 sp × 1.5 = 37.5 sp.
  • Reload: a Fighter with 2 Encumbrance points and Dex +1 reloads a matchlock in 8 + 2 – 1 = 9 rounds, a flintlock in 9 ÷ 2 = 4.5 → 4 rounds (Fighters round down). A Specialist with 1 point and Dex 0: matchlock 10 + 1 = 11 rounds, flintlock 5.5 → 6 rounds.

Apply all cost multipliers without intermediate rounding. Round the final price to the nearest whole copper piece, with half a copper piece rounded up; there are no smaller coin denominations.

For rifling, this app uses ordinary rounding after the ×1.5 reload modifier: round to the nearest whole round, with halves rounded up. This is an app convention; the firearms rules do not specify rounding for rifling. The explicit flintlock rule still applies when halving reload time: Fighters round down, everyone else rounds up. The Referee decides the order of reload modifiers.