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Please help me nail down some Pre-Renaissance Firearm stats...
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<blockquote data-quote="Azzy" data-source="post: 7571091" data-attributes="member: 6563"><p>Here's what I got so far. Keep in mind that most of these weapons shouldn't be as good the Renaissance firearms in the DMG (pp. 267-268), but should be equitable should a player choose them over (or in addition to) a normal weapon. The Reload property in in the DMG.</p><p></p><p> <em><strong>Fire Arrow.</strong></em> This weapon is a rocket propelled arrow fired from a metal barrel.</p><p> <strong><em>Fire Lance.</em></strong> A fire lance is little more than a normal spear or lance fitted with a tube filled with gunpowder and pellets or debris. While the fire lance can be used as a normal spear or lance, the tube can be lit, firing its shot and spewing forth a spout of flame up to 15 ft.</p><p> <strong><em>Firecaster.</em></strong> This primitive flamethrower can project a line of burning alchemist’s fire 30 feet long and 1 foot wide. Each creature in the line must make a DC 12 Dexterity saving throw. A creature takes 1d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target takes 1d4 fire damage at the start of each of subsequent turn. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.</p><p> <strong><em>Hand Cannon.</em></strong> The hand cannon, or handgonne, is composed of a large bore metal barrel affixed to a wooden shaft. To weapon requires the user to ignite the gunpowder in the touch hole with a slow match, burning stick or coal to fire its cannon balls.</p><p></p><p><strong>Name Price Damage Weight Properties</strong></p><p>Martial Ranged Weapons </p><p>Fire arrow 25 gp 1d8 piercing 5 lb. Ammunition (range 40/120), loading, two-handed</p><p>Fire lance 25 gp 1d6 piercing & 1d6 fire 7 lb. Ammunition (range 15/—), loading, special, two-handed</p><p>Firecaster 200 gp 1d6 fire 5 lb. Ammunition (range 30/—), reload (5 shots), special, two-handed</p><p>Hand cannon 150 gp 1d10 piercing 14 lb. Ammunition (range 30/90), loading, two-handed</p><p>Ammunition </p><p>Fire arrow arrows (10) 50 gp — 2 lb. —</p><p>Fire lance shot (10) 2 gp — 1 lb. —</p><p>Firecaster alchemist fire 250 gp — 5 lb. —</p><p>Hand cannon balls (10) 6 gp — 5 lb. —</p><p></p><p>Sorry for not table formatting... I'm not sure how to make it pretty for the boards.</p></blockquote><p></p>
[QUOTE="Azzy, post: 7571091, member: 6563"] Here's what I got so far. Keep in mind that most of these weapons shouldn't be as good the Renaissance firearms in the DMG (pp. 267-268), but should be equitable should a player choose them over (or in addition to) a normal weapon. The Reload property in in the DMG. [I][B]Fire Arrow.[/B][/I] This weapon is a rocket propelled arrow fired from a metal barrel. [B][I]Fire Lance.[/I][/B] A fire lance is little more than a normal spear or lance fitted with a tube filled with gunpowder and pellets or debris. While the fire lance can be used as a normal spear or lance, the tube can be lit, firing its shot and spewing forth a spout of flame up to 15 ft. [B][I]Firecaster.[/I][/B] This primitive flamethrower can project a line of burning alchemist’s fire 30 feet long and 1 foot wide. Each creature in the line must make a DC 12 Dexterity saving throw. A creature takes 1d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target takes 1d4 fire damage at the start of each of subsequent turn. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. [B][I]Hand Cannon.[/I][/B] The hand cannon, or handgonne, is composed of a large bore metal barrel affixed to a wooden shaft. To weapon requires the user to ignite the gunpowder in the touch hole with a slow match, burning stick or coal to fire its cannon balls. [B]Name Price Damage Weight Properties[/B] Martial Ranged Weapons Fire arrow 25 gp 1d8 piercing 5 lb. Ammunition (range 40/120), loading, two-handed Fire lance 25 gp 1d6 piercing & 1d6 fire 7 lb. Ammunition (range 15/—), loading, special, two-handed Firecaster 200 gp 1d6 fire 5 lb. Ammunition (range 30/—), reload (5 shots), special, two-handed Hand cannon 150 gp 1d10 piercing 14 lb. Ammunition (range 30/90), loading, two-handed Ammunition Fire arrow arrows (10) 50 gp — 2 lb. — Fire lance shot (10) 2 gp — 1 lb. — Firecaster alchemist fire 250 gp — 5 lb. — Hand cannon balls (10) 6 gp — 5 lb. — Sorry for not table formatting... I'm not sure how to make it pretty for the boards. [/QUOTE]
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