Flintlocks and Wheel locks {1500s-1830s}
Flintlocks finally eliminated the requirement to keep a slowmatch burning at all times. In a flintlock, a clamp holds a piece of flint at the end of a hammer-shaped device. The hammer, much like a modern firing pin, cocks back and is held in place by a sear. When the shooter pulls the trigger, the sear releases the hammer, which drives the flint into a metal striking surface to generate sparks which, in turn, set off the gunpowder. A wheel lock is roughly contemporary technology in which a spinning metal wheel, rather than a piece of flint, impacts a striking surface to generate sparks. For game purposes, flintlocks and wheel locks function identically.
Both flintlocks and wheel locks are muzzle-loaders. They were the first repeating firearms, using multiple barrels. These usually have a separate action for each barrel, but a pepperbox pistol has multiple barrels mounted on a revolving plate, the forerunner of the revolver. Reloading a flintlock requires eight turns for a pistol or 12 turns for a rifle.
Both flintlocks and wheel locks are muzzle-loaders. They were the first repeating firearms, using multiple barrels. These usually have a separate action for each barrel, but a pepperbox pistol has multiple barrels mounted on a revolving plate, the forerunner of the revolver. Reloading a flintlock requires eight turns for a pistol or 12 turns for a rifle.
Item type
Weapon, Ranged
Pistol, single
Damage: 1Ranges: 15/30/60
Capacity: 1
Strength: 2
Size: 2/J
Cost: •••
Pistol, double
Damage: 1Ranges: 15/30/60
Capacity: 2
Strength: 2
Size: 2/L
Cost: •••
Pistol, pepperbox
Damage: 0 (8 again)Ranges: 10/20/40
Capacity: 9
Strength: 2
Size: 2/N
Cost: ••••
Musket
Damage: 2 (8 again)Ranges: 30/60/120
Capacity: 1
Strength: 3
Size: 4
Cost: ••
Musket, double
Damage: 2 (8 again)Ranges: 30/60/120
Capacity: 2
Strength: 3
Size: 4
Cost: •••
Rifle
Damage: 3Ranges: 50/100/200
Capacity: 1
Strength: 3
Size: 4
Cost: ••
Rifle, double
Damage: 3Ranges: 50/100/200
Capacity: 2
Strength: 3
Size: 4
Cost: •••