Firearms and Other Ranged Weapons

Automatics
Weapon Range Damage RoF Cost Weight Shots Min Str. Notes
Gatling Gun (.45) 24/48/96 2d8 3 1,500g 40 100 - AP 2; may not move
Carbines
Weapon Range Damage RoF Cost Weight Shots Min Str. Notes
Sharps ’55 (.57) 20/40/80 2d8 1 18g 8 1 - AP 2; reload 2
Spencer (.56) 20/40/80 2d8 1 15g 8 7 - AP 2
LeMat Carbine (.42) 20/40/80 2d8 1 35g 9 9 - AP 1; see notes
& Shotgun (16-ga) 12/24/48 1–3d6 1 - 1 - -
Derringers & Pepperboxes
Weapon Range Damage RoF Cost Weight Shots Min Str. Notes
Derringer (.41) 5/10/20 2d6 1 8g .5 2 AP 1
English 1840 Model (.36) 5/10/20 2d6 1 5g 1 8 AP 1; reload 2
Rupertus Pepperbox (.22) 5/10/20 2d6 1 6g 1 8 -
Wesson Dagger Pistol (.41) 5/10/20 2d6 1 6g 1 2 AP 1; see notes
Revolvers, Single-Action
Weapon Range Damage RoF Cost Weight Shots Min Str. Notes
Colt Army (.44) 12/24/48 2d6+1 1 12g 2 6 AP 1
Colt Buntline Special (.45) 15/3060 2d6+1 1 500g 3 6 AP 1; see notes
Colt Dragoon (.44) 12/24/48 2d6+1 1 11g 4 6 AP 1
Colt Navy (.36) 12/24/48 2d6 1 10g 3 6 AP 1
Colt Peacemaker (.45) 12/24/48 2d6+1 1 15g 2 6 AP 1
Lemat Grapeshot Pistol (.40) 12/24/48 2d6 1 25g 4 9 AP 1; see notes
& Shotgun (16-ga) 5/10/20 1-3d6 1 1
Revolvers, Double-Action
Weapon Range Damage RoF Cost Weight Shots Min Str. Notes
Colt Frontier (.32–20) 12/24/48 2d6 1 8g 2 6 AP 1
Colt Lightning (.38) 12/24/48 2d6 1 13g 2 6 AP 1
Colt Peacemaker (.45) 12/24/48 2d6+1 1 15g 2 6 AP 1
Colt Thunderer (.41) 12/24/48 2d6 1 14g 2 6 AP 1
Starr Revolver (.44) 12/24/48 2d6+1 1 9g 2 6 AP 1; reload 2
Rifles
Weapon Range Damage RoF Cost Weight Shots Min Str. Notes
Ballard ’72 (.56) 24/48/96 2d8 1 24g 11 1 AP 2; reload 2
Bullard Express (.50) 24/48/96 2d10 1 30g 11 11 d8 AP 2
Colt-Paterson Model ’36 (.69) 24/48/96 2d10 1 25g 12 7 d8 AP 2; reload 2
Colt Revolving Rifle (.56) 24/48/96 2d8 1 24g 11 5 d6 AP 2; reload 2
Enfield Musket (.58) 12/24/48 2d8 1 25g 9 1 AP 2; reload 2
Evans Old Model Sporter (.44) 24/48/96 2d8 1 30g 12 34 AP 2
Sharp’s Big 50 (.50) 24/48/96 2d10 1 20g 10 1 d8 AP 2
Springfield (.58) 24/48/96 2d10 1 8g 9 1 d6 AP 2; reload 2
Winchester ‘73 (.44–40) 24/48/96 2d8 1 25g 7 15 d6 AP 2
Winchester ‘76 (.45) 24/48/96 2d8 1 40g 7 15 AP 2
Shotguns (all 12-gauges)
Weapon Range Damage RoF Cost Weight Shots Min Str. Notes
Colt Revolving Shotgun 12/24/48 1–3d6 1 45g 10 5 d6 +2 Shooting rolls
Double Barrel 12/24/48 1–3d6 1–2 35g 8 2 +2 Shooting rolls
Scattergun 6/12/24 1–3d6 1–2 35g 5 2 +2 Shooting rolls
Single Barrel 12/24/48=. 1–3d6 1 25g 6 1 +2 Shooting rolls
Winchester Lever-Action 12/24/48 1–3d6 1 35g 8 4 d6 +2 Shooting rolls
Gatling Guns Cannot fire single shots. Must fire at their full RoF.
Weapon Range Damage RoF Cost Weight Shots Min Str. Notes
Gatling Pistol (.45) 12/24/48 2d6+1 2 800g 5 12 AP 1
Gatling Rifle (.45) 24/48/96 2d8 2 1,200g 13 12 d6 AP 2
Gatling Shotgun 12/24/48 1–3d6 2 1,500g 15 12 d8 -
Other Ranged Weapons
Weapon Range Damage RoF Cost Weight Shots Min Str. Notes
Bolas 4/8/16 Str+1 1 5g .5 1 see notes
Bow 12/24/48 2d6 1 7g 2 1
Crossbow 15/30/60 2d6 1 8g 10 - d6 Ap 2; 1 action to reload
Mini-crossbow 6/12/24 2d4 1 4g 3 - - AP 1
Nitro (8 oz. bottle) 4/8/16 3d6 1 5g .5 1 LBT; see notes
Sling 4/8/12 Str+d4 1 3g 1 - - -
Spear 3/6/12 Str+d6 1 5g 5 - d6 -
Throwing Axe 3/6/12 Str+d6 1 4g 2 - - -
Throwing Knife/Dagger 3/6/12 Str+d4 1 3g 1 - - -
Dynamite
Weapon Range Damage RoF Cost Weight Shots Min Str. Notes
Dynamite (1 stick) 4/8/16 2d6 1 3g .5 1 SBT; see notes
Dynamite (2 sticks) 4/8/16 3d6 1 6g 1 1 SBT; see notes
Dynamite (4 sticks) 3/6/12 4d6 1 12g 2 1 MBT; see notes
Dynamite (8 sticks) 2/4/8 5d6 1 24g 4 1 LBT; AP 4; HW; see notes

Ammunition

Ammo Number Weight Price
Arrow* 10 1/5 2g
Crossbow quarrels* 10 1/5 2g
Mini-crossbow quarrels* 10 1/10 1g
Pistol (.22-.38) 40 3/50 2g
Pistol (.40-.50) 40 5/50 3g
Rifle (.38-.52) 40 6/50 4g
Rifle (.56+) 40 8/50 5g
Powder & shot 10 4/20 1g
Percussion caps 50 1/60 .50g
Shotgun shells 10 2/20 2g
  • AP = Armor Penetration, LBT = Large Burst Template, SBT = Small Burst Template, MBT = Medium Burst Template
* = Arrows and quarrels can be recovered on a d6 roll of 4-6.

Notes

  • Cap & Ball Weapons: Cap and ball weapons get their name from the way they are fired. The bullet (ball) and gunpowder are loaded by hand into the weapon’s chamber, requiring more time to reload than modern cartridge ammunition. These weapons have Reload 2 (all Reload 2 weapons listed are Cap & Ball weapons). Be careful if you go for one of these old pieces. They load a mite slow. Stick with one of these weapons and you’ll learn the hard way: they’ll get you into trouble but they won’t get you out.
  • Colt Buntline Special: The original model was specially made for Ned Buntline. It has a 16-inch barrel and a detachable shoulder stock. Buntline had a limited number made and gave them as gifts to prominent personalities. These pistols cannot normally be bought. They must be ordered directly from the Colt factory in Tarant (for $500), or pried from the cold, dead fingers of their owners. Buntlines are slow on the draw due to their long barrels. When using a Buntline, gunslingers do not benefit from the Quick Draw Edge or quick draw holsters.
  • Dynamite: Dynamite is sold by the stick or by the case; a typical case contains 24 sticks. The weapon table lists the effects for combining sticks of dynamite. For any number not listed, add +1 damage to the base value per additional stick. For example, three sticks of dynamite inflict 3d6+1 damage and otherwise work like throwing two sticks, while seven sticks would do 4d6+3 damage and otherwise work like four sticks.

Exploding dynamite automatically sets off any other dynamite in the blast radius. Increase the effect based on the total number of sticks in the area, with any additional sticks beyond eight counting as separate damage rolls.

Eight (or more) sticks of dynamite exploding at once is considered a Heavy Weapon.

For example, Mike tosses four sticks of dynamite at Steve, not knowing that Steve has 10 sticks of dynamite in his saddlebags, so a total of 14 sticks explode, resulting in two damage rolls—one roll for eight sticks doing 5d6 damage in a Large Burst Template, and one for six sticks doing 4d6+2 damage in a Medium Burst Template.

For purposes of this rule, center the first explosion on the original target, and any secondary explosions on the location(s) of the additional dynamite. This may result in cascading explosions as more dynamite is covered by the expanding area. Try not to giggle too much when this occurs.

  • English 1840 Model/Wesson Dagger-Pistol: A knife blade juts out from between these weapons’ multiple barrels, which inflicts Str+d4 damage.
  • Evans Old Model Sporter: This high capacity rifle uses special .44 caliber ammo made only by the gun’s manufacturer. These bullets are hard to come by outside of Tarant. Delivery could take up to three weeks.
  • Gatling Gun: Gatling guns were commonly used on the battlefields of large battles, but are prone to jams. If the shooter rolls more 1’s than anything else in a single burst, the weapon jams and does not operate until a Repair roll is made. On any other result, it simply misses as usual.
  • LeMat Carbine/Revolver: These unusual weapons mount a 16-gauge scattergun barrel under the pistol (or rifle) barrel. A switch moves the hammer between the two, so the weapon can be fired either way each action round without penalty.

Firearms and Other Ranged Weapons

Savage Worlds: Of Steamworks and Magick Obscura Grumpy_Jim