Bullet Damage
Bullets and pellets are ALWAYS Impaling damage
Impaling attacks do not benefit as much from Strength as cutting and crushing do. In an impaling attack with a dagger or rapier (for example) only one half of the characters Damage Bonus from Strength rounded down, or 1 point (which ever is greater) is applied. However, Impaling attacks to the Torso (Vital Organs) are multiplied by 1.5 (Weapon Damage + 1/2 ST Bonus x 1.5)
Damage to Limbs DO NOT receive this bonus.
NOTE Guns NEVER get Strength bonuses factored into their damage.
Smokeless Powder ammunition is more expensive (+50%) then traditional black powder and has more ‘punch’ +1 damage for any bullet fired with Smokeless. It also leaves minimal smoke, is less likely to give away a location, does not obscure vision with multiple shots and reduces the wear on a gun by causing less corrosion and fouling.
Black Powder ammunition is the ‘standard’ ammunition reflected in the game stats for price, damage etc.
Particulars of individual weapons can be found in the section of Weapon Descriptions.
Where did you hit him? To determine where the target was hit, go to the Critical Hits Page.
Pistol Accuracy Table
Caliber/ Cartridge | Barrel Length 3″ or less | Barrel Length 3″ to 5″ | Barrel Length 5″ to 7″ | Barrel Length 7″+ | Range Increment -1 to hit per |
---|---|---|---|---|---|
22 short | -2 | -1 | 0 | +1 | 15ft |
22 (5mm) | -1 | 0 | +1 | +2 | 40ft |
25 (6mm) | -1 | 0 | +1 | +2 | 20ft |
30 (7.6mm) | -1 | 0 | +1 | +2 | 30ft |
32 (8mm) | -1 | 0 | +1 | +2 | 30ft |
32 long | -1 | 0 | +1 | +2 | 30ft |
36 (9mm) | -1 | 0 | +1 | +2 | 30ft |
38 (9.8mm) | -2 | 0 | +1 | +2 | 40ft |
40 (10mm) | -2 | -1 | 0 | +2 | 40ft |
44 (10.9mm) | -3 | -2 | 0 | +1 | 40ft |
45 (11mm) | -3 | -2 | 0 | +1 | 40ft |
.475 (12mm) | -3 | -2 | 0 | +1 | 40ft |
.577 (14mm) | -3 | -2 | 0 | +1 | 50ft |
Pistol Damage Table
Caliber/Cartridge | Base Damage | Range Increment -1 to hit per | Recoil | Notes |
---|---|---|---|---|
22 short | 1d4 | 15 | No Recoil | Cartridge is used in pistols, carbines and rifles |
22 (5mm) | 1d4+1 | 25 | No Recoil | Cartridge is used in pistols, carbines and rifles |
25 (6mm) | 1d4+2 | 25 | No Recoil | |
30 (7.6mm) | 1d6 | 35 | Light Recoil | |
32 (8mm) | 1d6+1 | 35 | Light Recoil | |
32 long | 1d6+3 | 35 | Light Recoil | |
36 (9mm) | 2d6+1 | 40 | Light Recoil | |
38 (9.8mm) | 2d6+3 | 40 | Moderate Recoil | |
40 (10mm) | 2d8+1 | 40 | Moderate Recoil | Cartridge is used in pistols, carbines and rifles |
44-40 (10.9mm) | 2d8+2 | 40 | Heavy Recoil | Cartridge is used in pistols, carbines and rifles |
45 (11mm) | 2d8+3 | 40 | Heavy Recoil | |
.475 (12mm) | 2d8+4 | 40 | Heavy Recoil | |
.50 | 3d8 | 40 | Heavy Recoil | |
.577 (14mm) | 4d8 | 40 | Heavy Recoil |
Note on Carbines:
MOST Carbines are not just cut down rifles. They do not fire a rifle cartridge. (There are a few exceptions.) Most fire a cartridge that is more like a pistol cartridge, and in some cases IS a pistol cartridge. The principle advantage of a carbine is that it is lighter and handier then a rifle, usually chambers more bullets then a revolver, is much more accurate and slightly more powerful, then a pistol. This increase in accuracy and punch is a product of barrel length.
Carbine Accuracy Table
Caliber/ Cartridge | Barrel Length Carbine less then 15″ | Barrel Length Carbine 15″to 20″ | Range Increment -1 to hit per | Recoil |
---|---|---|---|---|
.22 short | +2 | — | 25ft | No Recoil |
.22 | +2 | +3 | 50ft | No Recoil |
.30 | +2 | +3 | 60ft | Light Recoil |
.303 | +2 | +3 | 70ft | Moderate Recoil |
8mm | +2 | +3 | 70ft | Moderate Recoil |
.40 | +2 | +3 | 70ft | Moderate Recoil |
.44 | +2 | +3 | 70ft | Heavy Recoil |
.455 and .45-70 | +2 | +3 | 80ft | Heavy Recoil |
.50 | +2 | +3 | 100ft | Large Recoil |
Carbine Damage Table
Caliber/Cartridge | Base Damage Carbine | NOTES |
---|---|---|
22 short | 1d4+2 | Same cartridge used in pistols |
22 | 1d4+3 | Same cartridge used in pistols |
30 | 3d8 | Rifle/Carbine Cartridge |
303 | 3d8+2 | Rifle/Carbine Cartridge |
8mm | 3d8+3 | Rifle/Carbine Cartridge |
40 | 2d8+1 | Same cartridge used in pistols |
44-40 | 2d8+2 | Same cartridge used in pistols |
.455 and 45-70 | 4d8 | Rifle/Carbine 45-70 Cartridge Widely used, standard for US Army |
.50 | 6d8+2 | Rifle/Carbine Cartridge |
.50-110 Sharps | 6d8+4 | Rifle/Carbine Cartridge |
Rifle Accuracy Table
Caliber/Cartridge | Barrel Length Rifle 24″to 34″ | Range Increment -1 to hit per | Recoil |
---|---|---|---|
.22 short | — | 25ft | No Recoil |
.22 | +3 | 50ft | No Recoil |
.30 | +3 | 60ft | Light Recoil |
.303 | +3 | 80ft | Moderate Recoil |
8mm | +3 | 80ft | Moderate Recoil |
.40 | +3 | 80ft | Moderate Recoil |
.44-40 | +3 | 80ft | Moderate Recoil |
.455 and .45-70 | +3 | 100ft | Heavy Recoil |
.50 | +3 | 100ft | Large Recoil |
.50-110 Sharps | +3 | 200ft | Heavy Recoil |
.577 | +3 | 100ft | Large Recoil |
12bore Paradox(19mm) | +2 | 100ft for Ball 40ft for Shot | Very Large Recoil |
Rifle Damage Table
Caliber/Cartridge | Base Damage | Notes |
---|---|---|
.22 short | 1d4+2 | Same cartridge used in pistols |
.22 | 1d4+4 | Same cartridge used in pistols |
.30 | 3d8+1 | Rifle/Carbine Cartridge |
.303 | 3d8+3 | Rifle/Carbine Cartridge |
8mm | 3d8+3 | Rifle/Carbine Cartridge |
.40 | 4d8 | Rifle Cartridge |
.44-40 | 2d8+3 | Same cartridge used in pistols |
.455 and .45-70 | 5d8+2 | Rifle Cartridge |
.50 | 6d8+3 | Rifle/Carbine Cartridge |
.577 | 6d10 | Rifle Cartridge |
12bore Paradox (19mm) | 8d10 | Special Rifle Cartridge |
Shotgun Gauges
Gauge | Damage | Range Increment | Notes |
.410 | 3d6 | 20ft | Light Recoil |
20 | 3d8 | 40ft | Moderate Recoil |
16 | 3d8+3 | 40ft | Moderate Recoil |
12 | 4d8 | 40ft | Heavy Recoil |
10 | 4d8+3 | 45ft | Large Recoil |
8 | 5d8+3 | 45ft | Very Large Recoil |
The EFFECTIVE range of a shotgun (versus a human target) is when the pattern is between 30 and 40 inches in diameter. This puts the most pellets and shot into the target area. As it continues on the pattern spreads and the number of pellets that will hit a man sized target steadily drops until it is possible that nothing hits, even though the pellets and shot are still traveling. The actual MAXIMUM range is about 200 yards before the pellets/shot drops out of the air.
Carrying Firearms
Characters may wish to carry more than one firearm on their body and have the weapons available for quick use. There are physical limits as to how many weapons can be packed on the human body and still allow for normal movement. In all cases, the weight of the firearms is added towards the encumbrance of the character. Firearms may be carried in the following locations in combination except where specifically denied.
• A character may use two hip holsters (for any handgun) OR a gentleman’s pants pocket for a derringer or a pocket pistol 3′ barrel, only if not on the same side of the body as a hip holster.
•A character may use two shoulder holsters (for any pistols, or derringers, NOT scatterguns) OR the use of a coat pocket (for a pistol up to a 5″ barrel or derringer) not on the same side of the body as a shoulder holster. Army pistols (5″ or longer barrel) cannot be kept in a shoulder holster if on the same side of the body as a hip holster where a pistol or scattergun is located. 5″ pistols cannot be kept in a shoulder holster if on the same side of the body as a hip holster with a scattergun.
• One back belt holster with a derringer or pistol may be used.
• One wrist holster with a derringer may be used on each hand.
• One ankle holster may be used, on each ankle, for only a derringer or a pocket pistol (3″ barrel). (Ladies, note that an ankle holster will be visible upon occasion (normal dress skirts or while dancing).)
• One thigh holster, on each leg, under clothing, may be used for a derringer only. This location would not be very accessible for characters who wear long pants.
• One bosom holster may be used for a derringer only. (Gentlemen, please note that you are not equipped to use a bosom holster.) Access to a bosom holster implies that a bodice of a dress or blouse is low cut…which may be thought scandalous by observers. (Dance hall girls need not be concerned.)
•Normally one long arm (rifle, carbine or shotgun) would be on a sling diagonally across the back. If such is carried, then no back belt holster for a handgun is possible in combination. Alternatively, two long arms may be carried, one slung on the left shoulder and one slung on the right shoulder. This arrangement is not very stable for running. Alternatively, one or two long arms may be placed in sheaths attached to a backpack frame, but this combination (due to the straps and position) cannot be used in combination with either the shoulder holsters or the back belt holster. (But the hip holsters are fine.) Alternatively, one shotgun or carbine (not a rifle) may be carried on a lanyard, looped around the neck, and behind the back (perhaps under a coat or cloak). This arrangement cannot be used in combination with the handgun in the back belt holster.
Carrying multiple firearms does have an effect on the chances of on-lookers spotting your weapons and that is described in the Concealed Weapons section. Consult the Drawing the Firearm section for the ease with which a character can access the weapons in these various locations. Carrying large amounts of iron on one’s body may also be an issue for magnetism, swimming, and for certain spells.
Firearms Concealment Table
Weapon Size | Concealability Modifier |
---|---|
Derringer, single barrel 22 or 25 caliber | -6 |
Derringer, double barrel | -5 |
Small Pepper box, Pistol up to 3″ barrel | -3 |
Pistol up to 3″ to 5″ | -1 |
Pistol up to 5″ to 7″ | 0 |
Pistol up to 7″+ | +3 |
Scattergun | +3 |
Sawed off Shotgun | +4 |
Cut Down Stock | +5 |
Carbine | +6 |
Rifle | +7 |
Carry Type (Location) | Concealability Modifier |
Gun Belt with Holster | +5 |
Belt Holster, side | +3 |
Belt Holster, back | +2 |
In Waistband Holster | +1 |
Tucked in Waist | +1 |
Shoulder Holster | 0 |
Ankle Holster | -2 |
Wrist Holster | -2 |
Thigh Holster | -3 |
Bosom Holster | -4 |
Concealability: The overall size, weight and barrel length can impact the ability to conceal the weapon. Concealment reflects either resisting a search or the ability to walk down the street wearing a sidearm, under a coat, sweater, shawl, cloak, etc without it being noticed by an observer. The weapon’s Concealability Number is added to the observers IQ roll to see if he notices the gun. The average citizen is not looking to see if passersby are carrying a weapon, so the need to make the roll is unlikely. Police Officers, Private Detectives, Criminals, ‘Adventurers’ and other nefarious types do have an eye for such things. Of course, on a busy street they can’t be looking everyone over, so unless something draws their eye, there is only a 1 in 6 chance that the Copper will even look someone over! At that point they roll against their Intelligence with adjustments per the weapon and type of carry arrangement.
Actually being searched or Frisked is a different matter! It is much harder to hide weapons from an active search of the body.
The Modifier is subtracted, or added, to a searcher’s success roll. The average ‘untrained’ individual conducting a quick pat down has an IQ roll minus (or plus) the concealaibility modifiers for the gun and the carry method. However, Police Officers are trained to search a subject and will get a +4 to their roll.
Example: An untrained searcher has an Intelligence of 16 and decides to frisk the character. The character has a single shot, small caliber derringer in an ankle holster it is a -8 adjustment. The searcher must roll a 8 or less to succeed. A Police Officer would need a 12.
Drawing the Firearm
Commonly characters carry a firearm in a holster, in a container, or on a sling unless they feel that combat is imminent. The weight of a firearm in one’s arms is tiring over long periods (hours) and the sight of a character wielding a firearm “at the ready” is often taken as an unfriendly, even hostile, act by others. This tendency of characters leads to the need to draw out one’s gun upon the start of combat. If the firearm is already at the ready, then proceed with shooting.
If a pistol is carried in a holster (that is accessible), drawing the pistol is a move action.
If a pistol is carried in a pocket, purse or some relatively loose arrangement where the shooter must fumble for the weapon, drawing the pistol is a standard action.
If the shooter has previously put her hand on the pistol (but kept the pistol in the purse, pocket, etc.), then drawing the pistol is a move action. The Quick Draw Skill changes the move action into a free action.
The Quick Draw Skill depends upon the pistol being in a fixed location, which is provided by the holster, or the pistol is already in the shooter’s hand. The Quick Draw Skill improves the standard action drawing of a hidden pistol to a move action.
A scattergun may be carried in an oversized holster, in which case drawing the scattergun is a move action (or free action if the shooter has the Quick Draw skill). If the scattergun is hanging on a lanyard (such as behind one’s back, under a coat), then drawing the scattergun is a standard action, or a move action with the Quick Draw Skill.
Carbines, rifles or shotguns may be carried in sheaths attached to a horse, wagon, or a backpack. If the shooter is within 5′ movement of the sheath, drawing the carbine, rifle, or shotgun is a move action. The same is true if the long arm is carried on a sling on the shooter’s back. The Quick Draw Skill does not help with drawing the long arms.
Long arms (or handguns) being held in one’s arms are considered to be “at the ready,” and may be moved into firing position as a free action.
Carbines or shotguns that hang on a lanyard (such as behind a shooter’s back, under a coat) take a standard action to draw. The Quick Draw Skill does not improve this action.
Retrieval of any firearm that is inside of a gun case, bedroll, or other container of transport is considered a full-round action. The Quick Draw Skill does not improve this action.