Rules / Weapons & Armor / Firearms
Firearms
Pistols, revolvers, muskets, rifles and shotguns, used with the Firearms skill.
| Weapon | Price | Damage | Bulk | Reflex | Hands | Properties |
|---|---|---|---|---|---|---|
| Pistol, Flintlock | 6 gp | 1d6 P | 1 | 0 | 1 | Reload(2), ArP(2), Range(40) |
| Revolver | 12 gp | 1d8 P | L | 1 | 1 | Reload(1), ArP(1), Range(30), Capacity(6) |
| Revolver, Heavy | 16 gp | 1d10 P | 1 | 1 | 1 | Reload(1), ArP(2), Recoil(1), Range(40), Capacity(5) |
| Musket, Flintlock | 7 gp | 1d10 P | 1 | 1 | 2 | Reload(2), ArP(3), Range(70), Deadly |
| Rifle, Winchester | 10 gp | 1d8 P | 1 | 2 | 2 | Reload(1), ArP(2), Range(100), Capacity(5) |
| Rifle, Heavy, Winchester | 15 gp | 1d10 P | 2 | 2 | 2 | Reload(1), ArP(3), Recoil(1), Deadly, Range(150), Capacity(5) |
| Shotgun | 10 gp | 1d8 P | 1 | 1 | 2 | Reload(1), Spread(10), Brutal, ArP(2), Recoil(2), Range(10) |
| Shotgun, Double Barrel | 15 gp | 1d8 P | 1 | 1 | 2 | Reload(1), Spread(10), Brutal, ArP(2), Recoil(2), Range(10), Capacity(2), Double Barrel(2d6 P, Recoil(3)) |
Firearms Rules
- Reflex requirement. Firearms use Reflex for their requirement. The requirements are: flintlock pistol 0; revolvers and shotguns 1; flintlock musket 1; Winchester rifles 2.
- Armor Piercing. Nearly all firearms have ArP, reducing the target's Soak.
- Capacity and reloading. Revolvers and Winchesters hold several rounds (Capacity 5–6) and reload in 1 AP; flintlocks hold one shot and take 2 AP.
- Recoil. Heavy revolvers, heavy rifles, and shotguns demand a minimum Might modifier (Recoil 1–3). Below it the weapon becomes Unwieldy; 2 or more below, also Volatile.
- Shotguns. Spread(10) hits everything in a 10-ft area; Brutal adds +3 damage within 5 ft; short Range(10). A double-barrel shotgun (Capacity 2) can fire both barrels at once for 2d6 P with Recoil(3), and reloads both shells with one reload.
- Revolvers are mechanically complex and prone to misfiring (GM discretion).
Firearms Descriptions
Pistol, Flintlock. An old single-shot sidearm. Smaller and cheaper than a musket, so many carry a brace of them to skip reloading.
Revolver. A six-chambered sidearm whose cylinder turns each time the hammer is cocked. The frontier's most common gun, and its fussy mechanism can misfire.
Revolver, Heavy. A larger-framed revolver chambered for a bigger round. One fewer chamber, and a lot more kick.
Musket, Flintlock. A long smoothbore firearm with an external flint lock. Slow to load, but it hits hard.
Rifle, Winchester. The lever-action rifle found in every other saddle scabbard, with good stopping power and a deep magazine.
Rifle, Heavy, Winchester. The newest lever-action model, chambered for a heavier cartridge with nearly the same capacity.
Shotgun. A scattergun that sprays a wide cone of shot. At arm's length there is little it can't ruin.
Shotgun, Double Barrel. A breech-loading gun with twin barrels and twin triggers. It reloads fast, and you can fire both barrels at once for a truly ugly hit.