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/ CartridgeBarrel Length 3″ or lessBarrel Length 3″ to 5″Barrel Length 5″ to 7″Barrel Length 7″+Range Increment -1 to hit per
22 short-2-10+115ft
22 (5mm)-10+1+240ft
25 (6mm)-10+1+220ft
30 (7.6mm)-10+1+230ft
32 (8mm)-10+1+230ft
32 long-10+1+230ft
36 (9mm)-10+1+230ft
38 (9.8mm)-20+1+240ft
40 (10mm)-2-10+240ft
44 (10.9mm)-3-20+140ft
45 (11mm)-3-20+140ft
.475 (12mm)-3-20+140ft
.577 (14mm)-3-20+150ft

Pistol Damage Table

Caliber/CartridgeBase DamageRange Increment -1 to hit perRecoilNotes
22 short1d415No RecoilCartridge is used in pistols, carbines and rifles
22 (5mm)1d4+125No RecoilCartridge is used in pistols, carbines and rifles
25 (6mm)1d4+225No Recoil
30 (7.6mm)1d635Light Recoil
32 (8mm)1d6+135Light Recoil
32 long1d6+335Light Recoil
36 (9mm)2d6+140Light Recoil
38 (9.8mm)2d6+340Moderate Recoil
40 (10mm)2d8+140Moderate RecoilCartridge is used in pistols, carbines and rifles
44-40 (10.9mm)2d8+240Heavy RecoilCartridge is used in pistols, carbines and rifles
45 (11mm)2d8+340Heavy Recoil
.475 (12mm)2d8+440Heavy Recoil
.503d840Heavy Recoil
.577 (14mm)4d840Heavy 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/ CartridgeBarrel Length Carbine less then 15″Barrel Length Carbine 15″to 20″Range Increment -1 to hit perRecoil
.22 short+225ftNo Recoil
.22+2+350ftNo Recoil
.30+2+360ftLight Recoil
.303+2+370ftModerate Recoil
8mm+2+370ftModerate Recoil
.40+2+370ftModerate Recoil
.44+2+370ftHeavy Recoil
.455 and .45-70+2+380ftHeavy Recoil
.50+2+3100ftLarge Recoil

Carbine Damage Table

Caliber/CartridgeBase Damage CarbineNOTES
22 short1d4+2Same cartridge used in pistols
221d4+3Same cartridge used in pistols
303d8Rifle/Carbine Cartridge
3033d8+2Rifle/Carbine Cartridge
8mm3d8+3Rifle/Carbine Cartridge
402d8+1Same cartridge used in pistols
44-402d8+2Same cartridge used in pistols
.455 and 45-704d8Rifle/Carbine 45-70 Cartridge Widely used, standard for US Army
.506d8+2Rifle/Carbine Cartridge

.50-110 Sharps
6d8+4Rifle/Carbine Cartridge

Rifle Accuracy Table

Caliber/CartridgeBarrel Length Rifle 24″to 34″Range Increment -1 to hit perRecoil
.22 short25ftNo Recoil
.22+350ftNo Recoil
.30+360ftLight Recoil
.303+380ftModerate Recoil
8mm+380ftModerate Recoil
.40+380ftModerate Recoil
.44-40+380ftModerate Recoil
.455 and .45-70+3100ftHeavy Recoil
.50+3100ftLarge Recoil
.50-110 Sharps+3200ftHeavy Recoil
.577+3100ftLarge Recoil
12bore Paradox(19mm)+2100ft for Ball 40ft for ShotVery Large Recoil

Rifle Damage Table

Caliber/CartridgeBase DamageNotes
.22 short1d4+2Same cartridge used in pistols
.221d4+4Same cartridge used in pistols
.303d8+1Rifle/Carbine Cartridge
.3033d8+3Rifle/Carbine Cartridge
8mm3d8+3Rifle/Carbine Cartridge
.404d8Rifle Cartridge
.44-402d8+3Same cartridge used in pistols
.455 and .45-705d8+2Rifle Cartridge
.506d8+3Rifle/Carbine Cartridge
.5776d10Rifle Cartridge
12bore Paradox (19mm)8d10Special Rifle Cartridge

Shotgun Gauges

GaugeDamageRange IncrementNotes
.4103d620ftLight Recoil
203d840ftModerate Recoil
163d8+340ftModerate Recoil
124d840ftHeavy Recoil
104d8+345ftLarge Recoil
85d8+345ftVery Large Recoil
The listed range increment is for straight bore barrels. See the page on Shotguns for more details on ranges and chokes

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 SizeConcealability 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
Sawed off Shotgun+4
Cut Down Stock+5
Weapon Types
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 Holster0
Ankle Holster-2
Wrist Holster-2
Thigh Holster-3
Bosom Holster-4
Carry Method

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.