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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Weapons & Armor / Firearms

Firearms

Pistols, revolvers, muskets, rifles and shotguns, used with the Firearms skill.

WeaponPriceDamageBulkReflexHandsProperties
Pistol, Flintlock6 gp1d6 P101Reload(2), ArP(2), Range(40)
Revolver12 gp1d8 PL11Reload(1), ArP(1), Range(30), Capacity(6)
Revolver, Heavy16 gp1d10 P111Reload(1), ArP(2), Recoil(1), Range(40), Capacity(5)
Musket, Flintlock7 gp1d10 P112Reload(2), ArP(3), Range(70), Deadly
Rifle, Winchester10 gp1d8 P122Reload(1), ArP(2), Range(100), Capacity(5)
Rifle, Heavy, Winchester15 gp1d10 P222Reload(1), ArP(3), Recoil(1), Deadly, Range(150), Capacity(5)
Shotgun10 gp1d8 P112Reload(1), Spread(10), Brutal, ArP(2), Recoil(2), Range(10)
Shotgun, Double Barrel15 gp1d8 P112Reload(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.