Firearms Firearms Play an Important Part in Ship to Ship Combat
Firearms Firearms play an important part in ship to ship combat. Historically, the pistol, musket, and the Alchemist’s Rifle musketoon—a favored boarding weapon among Price 2,000 gp; Weight 10 lb. pirates—were a staple of the sailor’s arsenal during the golden age of piracy. Older weapons, such as This wide-barreled musket fires canisters of the firelance and fireworks, would not be out of alchemist’s fire. A target hit by the cartridge takes place in a fantasy campaign, especially one where 1d4 fire damage at the start of each of its turns. A alchemists dabble in creating explosive black creature can end this damage by using its action powder. A number of new firearms are presented to make a DC 10 Dexterity check to extinguish the below, in addition to the renaissance firearms flames. introduced in the Dungeon Master’s Guide. Weapon properties applicable to firearms, including the new ‘bulky’ weapon property, are included for easy reference, as are new optional rules for misfires, which are useful for balancing the introduction of firearms into your campaign. Properties Axe Musket Firearms use special ammunition, and some of Price 520 gp; Weight 12 lb. them have the burst fire, bulky, or reload property. This musket has an axe head at the end of its Ammunition. The ammunition of a firearm barrel and can be used as a battleaxe. is destroyed upon use. Firearms listed here use bullets and gunpowder, but your DM may choose Blunderbuss to forgo the use of gunpowder for the sake of simplicity. Price 450 gp; Weight 8 lb.
[Show full text]