FIREARMS BY TYPE


Available in a variety of configurations, modern firearms are all far more lethal and accurate than midlevel missile weapons – especially at short range. For our game I am breaking them down into six types:

Simple Firearms: Derringers
Martial Firearms: Muskets, Revolvers, Shotguns, Rifles, Long Range Rifles
 

FIREARMS SPECIAL RULES


Reloading: A weapon with this rule may replace it's ammunition at a rate of 3 per Action or Bonus Action spent. 
Range (Short/Normal/Maximum): Firearms discharged at short range are +1 to hit while weapons fired beyond Normal range suffer disadvantage. Weapons cannot be fired beyond their maximum range 
Armor piercing: Cartridge ammunition ignores most armor. See FIREARMS AND ARMOR.
The quick and the dead: It takes more than a sixgun to be a gunfighter. See FEATS.

DERRINGERS


From the Knuckleduster to the Pepperbox, these concealable weapons were a rapscallions best friend.


Number of shots: 2
Damage: 1d6 piercing

Range: 5/20/20
Ammunition: Cartridge 
Properties: Light, Reloading, Special (derringers do not suffer disadvantage for being within 5 feet of a hostile creature, disadvantage to on perception checks to find)
Average cost: $8-15 

 

REVOLVERS


From the S&W Schofield to the Colt SAA (Peacemaker), this is the weapon that defined the west.


Number of shots: 6 
Damage: 2d8 piercing

Range: 20/40/120
Ammunition: Cartridge 
Properties: Light, Reloading
Average cost: $15-30 

 

MUSKETS


Cheap, easy to mass produce and far more reliable than their Revolutionary War counterparts, these weapons were still very much in use by settlers and local militias.

Number of shots: 1 
Damage: 1d12 piercing

Range: 20/90/400
Ammunition: Lead ball
Properties: Reloading, Two Handed, Special (Sturdy: can strike in melee for 1d6 bludgeoning)
Average cost: $2

 

SHOTGUNS


The Winchester, the Remington, The Baker, The Smith. The double barreled scattergun was as reliable as they come if you were on one end of it and intimidating as they come of you were on the other. 

Number of shots: 2 
Damage: 2d8 piercing

Range: 30/50/50
Ammunition: Shotgun shell (pellets)
Properties: Reloading, Two Handed, Special (can fire "both barrels" discharging a narrow 30' cone which automatically hits for 3d8 damage (DC 15 dex save for 1/2))
Average cost: $50-$150

 

RIFLES


The workhorse of the old west.

Number of shots: 9
Damage: 2d10 piercing

Range: 20/90/600
Ammunition: Cartridge
Properties: Reloading, Two Handed
Average cost: $25-$50

 

LONG RANGE RIFLES


Developed by the military for highly mobile troops, long range rifles like the Sharpes Carbine were lighter and had less stopping power but they could shoot a powerful long way in the hands of an expert marksman.

Number of shots: 1
Damage: 2d8 piercing

Range: 20/200/1200
Ammunition: Cartridge
Properties: Reloading, Two Handed
Average cost: $115-$145

 


Return to HOUSE RULES (FIREARMS)

FIREARMS BY TYPE

WYRD WILD WEST ChristopherElliott