An Arquebus, or Harquebus, is a type of firearm designed to fire projectiles at long range.[1][2]
"Maybe I can't be a paladin and carry a holy sword, but I can use 'Lady Elaine' here and get exactly the same results."
- Major-General Ruthgar Gronig, Company of the Chalice,
said while fondly patting his three-barrel arquebus nicknamed 'Lady Elaine'.[3]
Description[]
The arquebus is derived from more primitive firearms that resembled miniaturized bombards and were fired by touching a length of slow-burning match or cord to a hole in the barrel, igniting the main charge. As with other firearms, an arquebus uses a charge of smokepowder to propel a bullet made of lead, bronze, or iron[4] at high speed towards a target at long range. An arquebus is used two-handed and is fired by actuating a trigger mechanism, known as a matchlock. Pulling the trigger of a matchlock plunges a burning match into a pan, igniting the priming powder within the pan and setting off the main charge.[2]
The matchlock mechanism poses a number of difficulties for the user, including keeping the match lit in inclement weather, and having to manually open the pan when preparing to fire.[5] The weapon itself is also prone to misfiring at inopportune moments, injuring the user and fouling the barrel. The weapon can't be used again until it has been cleaned, which can take up to 30 minutes.[1]
There are arquebuses that have been made with a wheellock mechanism. However, the wheellock is significantly more expensive than the more popular matchlock, and is more commonly used in wheel lock pistols.[5]
Variants[]
The are two common variants of the matchlock arquebus:
- The Caliver is a lighter weapon which fires a smaller bullet and can be used effectively from horseback.[6][5]
- The Musket is a long and heavy weapon that has to be fired from a forked rest planted into the ground or balanced on a wall.[6][5]
Availability[]
Arquebuses are relatively rare in the Known Spheres, both because of their unreliability and because the chemical or magical reactions on which they depend varies from world to world, and from sphere to sphere. Smoke powder (also known as gunpowder) may work perfectly fine in one sphere, only to be inert in the next.[7]
Appendix[]
External Links[]
- Arquebus article at the Forgotten Realms Wiki, a wiki for the Forgotten Realms campaign setting.
References[]
- ↑ 1.0 1.1 David "Zeb" Cook, Player's Handbook 2nd edition (revised), 1989, 1995, (TSR Inc.), ISBN: 0-7869-0329-5, Weapons section, chapter 6: Money and Equipment, page 96
- ↑ 2.0 2.1 James Wyatt, Gwendolyn F. M. Kestrel, d20 Past, 2005, (Wizards of the Coast Inc.), ISBN: 0-7869-3656-8, Early Weapons section, chapter 2: Rules Components, pages 19-20
- ↑ Curtis M. Scott, CGR1 The Complete Spacefarer's Handbook, 1992, (TSR Inc.), sidebar, page 86
- ↑ L. Richard Baker III, Skip Williams, Player's Option: Combat & Tactics, 1995, (TSR Inc.), ISBN: 0-7869-0096-2, chapter 7: Weapons & Armor, page 143
- ↑ 5.0 5.1 5.2 5.3 James Wyatt, Gwendolyn F. M. Kestrel, d20 Past, 2005, (Wizards of the Coast Inc.), ISBN: 0-7869-3656-8, Early Weapons section, chapter 2: Rules Components, page 20
- ↑ 6.0 6.1 L. Richard Baker III, Skip Williams, Player's Option: Combat & Tactics, 1995, (TSR Inc.), ISBN: 0-7869-0096-2, chapter 7: Weapons & Armor, page 137
- ↑ Jeff Grubb, AD&D Adventures in Space, Concordance of Arcane Space, 1989, (TSR Inc.), Armaments section, chapter 3: Ships of Wildspace, page 42