Matchlock Firearms 4E (1400-1500)July 18, 2011 | Author: Screen-Monkey | Category: Home Brew | Tags: 4E, Dungeons and Dragons, firearms, Matchlocks | Leave a comment » After the age of Handgonnes came the Matchlocks in the 1400s. The weapon has a lit fuse or "match" attached to a trigger mechanism on the weapon. Pulling the trigger drops the burning match into the flash pan and the powder charge is ignited. Matchlocks improve the previous manual ignition systems but maintain the smoothbore barrel. Their weight can make them difficult to aim and the wielder must ensure that the burning match stays lit. There can be a considerable delay between pulling the trigger and firing the projectile. Matchlocks are the least expensive firearms to produce for soldiers which makes them relatively common even when newer firing mechanisms are still available. (Author's Note: How did we get here? Review the previous articles The Joy of Guns: part 1 | 2 | 3 | 4 | Handgonnes )
Matchlock TablesWith muzzle loading weapons, training is required to operate a firearm. Therefore, there are no simple ranged weapons in the matchlock collection. Historically, bullets were weighted and sized as "shots per pound" and I will provide the numbers I used to calculate the muzzle energy. Misfire Die: When a weapon uses a Misfire Die roll it along with your normal attack roll. If a character without the correct weapon proficiency reloads the weapon, the gun will misfire 50% of the time. If the character does have the required proficiency they will use the Misfire Die specified in the weapon description. If the Misfire Die rolls a 1, the weapon misfires and must be cleaned before it can be used again. Cleaning a weapon requires a short rest. The dungeon master may add penalties to the misfire roll to account for adverse conditions like mist, light rain, heavy rain, or lack of proper maintenance.
|Side Arms (one-handed)|
|Matchlock Pistol||+0||2d6||3/6||AC||1d6||1||2 lb.||Light Ballistic||Load Standard 4, High Crit|
|Matchlock Petronel||+1||3d4||8/16||REF||1d6||1||7 lb.||Heavy Ballistic||Load Standard 4, High Crit|
|Matchlock Arquebus||+1||3d6||10/20||REF||1d6||1||10 lb.||Heavy Ballistic||Load Standard 4, High Crit|
|Matchlock Half Musket||+1||4d6||20/40||REF||1d6||1||13 lb.||Heavy Ballistic||Load Standard 4, High Crit|
|Matchlock Full Musket||+1||4d6||30/60||REF||1d6||1||17 lb.||Heavy Ballistic||Load Standard 4, High Crit, Brutal 1, Reach|
|Matchlock Blunderbuss||+2||3d4||5/10||AC||1d6||1||5 lb.||Heavy Ballistic||Load Standard 5, High Crit, Brutal 1, Scattershot|
spacerFor our exotic superior weapons we present two special treats based on historical pieces: the 5-barrel Revolving Musket and Musket-Glaive.
|Matchlock Caliver||+2||3d6||10/20||REF||1d6||1||7 lb.||Heavy Ballistic||Load Standard 4, High Crit|
|Revolving Matchlock Musket||+1||4d6||20/40||REF||1d6||5||8 lb.||Heavy Ballistic||Load Standard 6 (per barrel), High Crit, Reach|
|(Bullet)||+1||4d6||8/16||REF||1d6||1||Heavy Ballistic||Load Standard 4, High Crit, Reach|
|(Glaive)||+2||2d4||-||AC||Heavy Blade, Polearm||Reach|
Weapon PropertiesScattershot: This weapon causes damage with a spray of small projectiles. The weapon's damage, 1[W], is broken up into individual scattershot damage dice, 1[S], and applied individually to the target. In addition, the bonus to damage based on the dexterity modifier is also applied individually. For example if 1[W] is 3d8, the damage will be 1[S] + 1[S] + 1[S] where S = 1d8. If the target has damage resistance it applies to each shot die and the dexterity modifier. In addition, any creature adjacent to the target takes 1 damage for each scattershot die as well. Example:
|Arturo has a dexterity modifier of +4. He fires a matchlock blunderbuss at a kobold leader standing adjacent to 2 kobold minions. The blunderbuss does 3d4 damage + dexterity modifer. Because of an encounter power the kobold leader has temporary resistance 2 to all weapon damage. Arturo rolls his scattershot damage (1[S] + 1[S] + 1[S] + DEX) for the kobold leader and manages 1, 3 and 4 with his dexterity modifer of +4. The kobold leader's resistance is applied to each die and to the dexterity modifier individually.
Total = 1 + 2 + 2 = 5The kobold leader's resistance absorbs most of the attack but he still takes 5 points of damage. The adjacent kobold minions have no resistance and each take 1 point of damage for each scattershot die for 3 damage from the spray.