{ "label": "Ranged Weapons", "mapping": { "description": "system.description", "skill": { "path": "system.actions.skill", "converter": "gear_skill" }, "range": { "path": "system.range", "converter": "gear_range" }, "ammo": { "path": "system.ammo", "converter": "gear_ammo" } }, "entries": { "Ballard ’72": { "name": "Ballard ’72", "description": "
Reload 3, black powder weapon.
\nWith a raise on the attack roll the victim is @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled} instead of bonus d6 damage.
\nOlder versions are cap and ball weapons, Reload 3, $10.
\n16-inch barrel, detachable shoulder stock. Must be ordered direct from the Colt factory in New Jersey. Due to its size, doesn’t benefit from @Compendium[deadlands-core-rules.deadlands-equipment.Quick-draw holster]{quick-draw holsters}.
\nReload 3, black powder weapon.
\nAlso known as the Double-Action Army, ammunition may be shared with the Winchester ‘73.
\nOlder versions are cap and ball weapons, Reload 3, $8.
\nAlso known as the Colt Single-Action Army.
\nUses the Savage Worlds rules for @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03shotguns000000]{Shotguns}.
\nCap and ball weapon, Reload 3.
\nReload 3, black powder weapon.
\n–2 to be Noticed if hidden.
\nUses the Savage Worlds rules for @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03shotguns000000]{Shotguns}.
\nIf the attacker fires both barrels at once at the same target, roll damage once and add +4.
\n@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03blasttemplat00]{Medium Blast Template}, +2 damage for 2 sticks/pints
\nDynamite and nitroglycerine are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}.
\nDynamite has a 1 in 4 chance of exploding if it takes 6 or more points of damage (including being caught in a separate explosion). Cost is $3 per stick. Throwing dynamite uses @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}; setting it uses @Compendium[swade-core-rules.swade-skills.Repair]{Repair}. Anything more than seven sticks of dynamite is usually set to explode rather than thrown.
\nNitroglycerine is a colorless, oily, and unstable liquid explosive. It’s illegal to transport in 1884 after several notorious accidents, but can be made and used locally. Each pint of nitro acts as one stick of dynamite, but automatically explodes if a bottle takes 4 points of damage.
\n@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03blasttemplat00]{Large Blast Template}, +2 damage for 4 sticks/pints
\nDynamite and nitroglycerine are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}.
\nDynamite has a 1 in 4 chance of exploding if it takes 6 or more points of damage (including being caught in a separate explosion). Cost is $3 per stick. Throwing dynamite uses @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}; setting it uses @Compendium[swade-core-rules.swade-skills.Repair]{Repair}. Anything more than seven sticks of dynamite is usually set to explode rather than thrown.
\nNitroglycerine is a colorless, oily, and unstable liquid explosive. It’s illegal to transport in 1884 after several notorious accidents, but can be made and used locally. Each pint of nitro acts as one stick of dynamite, but automatically explodes if a bottle takes 4 points of damage.
\n6” Radius, +2 damage for 6 sticks/pints
\nDynamite and nitroglycerine are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}.
\nDynamite has a 1 in 4 chance of exploding if it takes 6 or more points of damage (including being caught in a separate explosion). Cost is $3 per stick. Throwing dynamite uses @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}; setting it uses @Compendium[swade-core-rules.swade-skills.Repair]{Repair}. Anything more than seven sticks of dynamite is usually set to explode rather than thrown.
\nNitroglycerine is a colorless, oily, and unstable liquid explosive. It’s illegal to transport in 1884 after several notorious accidents, but can be made and used locally. Each pint of nitro acts as one stick of dynamite, but automatically explodes if a bottle takes 4 points of damage.
\n+2 damage and 0.5” Radius for any stick after the 7th
\nDynamite and nitroglycerine are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}.
\nDynamite has a 1 in 4 chance of exploding if it takes 6 or more points of damage (including being caught in a separate explosion). Cost is $3 per stick. Throwing dynamite uses @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}; setting it uses @Compendium[swade-core-rules.swade-skills.Repair]{Repair}. Anything more than seven sticks of dynamite is usually set to explode rather than thrown.
\nNitroglycerine is a colorless, oily, and unstable liquid explosive. It’s illegal to transport in 1884 after several notorious accidents, but can be made and used locally. Each pint of nitro acts as one stick of dynamite, but automatically explodes if a bottle takes 4 points of damage.
\nReload 3, black powder weapon.
\nReload 3, black powder weapon.
\nUses special .44-caliber ammo made only by the gun’s manufacturer. These bullets are hard to come by out West, but can be ordered directly from the company—delivery takes about three weeks.
\nGatling weapons can’t fire single shots and must fire their full @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire}. All models have been updated, are fairly well-known in 1884, and are no longer considered infernal devices.
\nA @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Critical Failure} when firing a Gatling means it jams, requiring a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll as an action to get working again.
\nPersonal Gatlings have multiple barrels and a drum of ammunition that can be re laced in one action. @Compendium[deadlands-core-rules.deadlands-equipment.Gatling Pistol Ammo Drum]{Pistol drums} cost $2 and weigh 1 lbs. unloaded (3 lbs. loaded). @Compendium[deadlands-core-rules.deadlands-equipment.Gatling Rifle Ammo Drum]{Rifle} and @Compendium[deadlands-core-rules.deadlands-equipment.Gatling Carbine Ammo Drum]{carbine} drums cost $5 and weigh 2 lbs. unloaded (7 lbs. loaded). @Compendium[deadlands-core-rules.deadlands-equipment.Gatling Shotgun Ammo Drum]{Shotgun drums} cost $5 and weigh 2 lbs. unloaded (3.5 loaded).
\nThe original six-barreled Gatling gun is mounted on a small carriage or pintle mount. This negates the @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03recoil00000000]{Recoil} penalty, but may also restrict its arc of fire depending on how it’s mounted.
\nGatling weapons can’t fire single shots and must fire their full @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire}. All models have been updated, are fairly well-known in 1884, and are no longer considered infernal devices.
\nA @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Critical Failure} when firing a Gatling means it jams, requiring a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll as an action to get working again.
\nEarly Gatlings had a 20-round “stick” magazine (1 lb unloaded, 3.5 lbs loaded, $3). Later models developed for the Battle of Washington feature a 100-round belt (5 lbs unloaded, 21 lbs loaded, $12). loading a new stick takes one @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03actions0000000]{action}. Loading a new belt takes two actions.
\nGatling weapons can’t fire single shots and must fire their full @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire}. All models have been updated, are fairly well-known in 1884, and are no longer considered infernal devices.
\nA @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Critical Failure} when firing a Gatling means it jams, requiring a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll as an action to get working again.
\nPersonal Gatlings have multiple barrels and a drum of ammunition that can be re laced in one action. @Compendium[deadlands-core-rules.deadlands-equipment.Gatling Pistol Ammo Drum]{Pistol drums} cost $2 and weigh 1 lbs. unloaded (3 lbs. loaded). @Compendium[deadlands-core-rules.deadlands-equipment.Gatling Rifle Ammo Drum]{Rifle} and @Compendium[deadlands-core-rules.deadlands-equipment.Gatling Carbine Ammo Drum]{carbine} drums cost $5 and weigh 2 lbs. unloaded (7 lbs. loaded). @Compendium[deadlands-core-rules.deadlands-equipment.Gatling Shotgun Ammo Drum]{Shotgun drums} cost $5 and weigh 2 lbs. unloaded (3.5 loaded).
\nGatling weapons can’t fire single shots and must fire their full @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire}. All models have been updated, are fairly well-known in 1884, and are no longer considered infernal devices.
\nA @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Critical Failure} when firing a Gatling means it jams, requiring a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll as an action to get working again.
\nPersonal Gatlings have multiple barrels and a drum of ammunition that can be re laced in one action. @Compendium[deadlands-core-rules.deadlands-equipment.Gatling Pistol Ammo Drum]{Pistol drums} cost $2 and weigh 1 lbs. unloaded (3 lbs. loaded). @Compendium[deadlands-core-rules.deadlands-equipment.Gatling Rifle Ammo Drum]{Rifle} and @Compendium[deadlands-core-rules.deadlands-equipment.Gatling Carbine Ammo Drum]{carbine} drums cost $5 and weigh 2 lbs. unloaded (7 lbs. loaded). @Compendium[deadlands-core-rules.deadlands-equipment.Gatling Shotgun Ammo Drum]{Shotgun drums} cost $5 and weigh 2 lbs. unloaded (3.5 loaded).
\nGatling weapons can’t fire single shots and must fire their full @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire}. All models have been updated, are fairly well-known in 1884, and are no longer considered infernal devices.
\nA @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Critical Failure} when firing a Gatling means it jams, requiring a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll as an action to get working again.
\nPersonal Gatlings have multiple barrels and a drum of ammunition that can be re laced in one action. @Compendium[deadlands-core-rules.deadlands-equipment.Gatling Pistol Ammo Drum]{Pistol drums} cost $2 and weigh 1 lbs. unloaded (3 lbs. loaded). @Compendium[deadlands-core-rules.deadlands-equipment.Gatling Rifle Ammo Drum]{Rifle} and @Compendium[deadlands-core-rules.deadlands-equipment.Gatling Carbine Ammo Drum]{carbine} drums cost $5 and weigh 2 lbs. unloaded (7 lbs. loaded). @Compendium[deadlands-core-rules.deadlands-equipment.Gatling Shotgun Ammo Drum]{Shotgun drums} cost $5 and weigh 2 lbs. unloaded (3.5 loaded).
\nRaw, blazing fire blasts straight from the depths of Hell through the Harrowed’s fingertips. This takes an @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03actions0000000]{action} but may only be used once per turn. The attack uses the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill and @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03blasttemplat00]{Cone Template}, and causes 3d6 to those unfortunate enough to be caught in the template. Hellfire may be @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03evasion0000000]{evaded}.
\n20-gauge shotgun barrel mounted under a rifle. Switching between the two is a free action.
\nCarbine and shotgun are cap and ball weapons, Reload 3.
\n20-gauge shotgun barrel mounted under a pistol. Switching between the two is a free action.
\nUses the Savage Worlds rules for @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03shotguns000000]{Shotguns}.
\nIf the attacker fires both barrels at once at the same target, roll damage once and add +4.
\nMay be fired in melee (see @Compendium[swade-core-rules.swade-rules.Ranged Weapons In Melee]{Ranged Weapons In Melee} in Savage Worlds).
\nCommonly known as a “mare’s leg,” this weapon is about as easy to conceal as a pistol.
\n@UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02snapfire000000]{Snapfire}, cap and ball firearm, Reload 3.
\nReload 3, black powder weapon.
\nUses the Savage Worlds rules for @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03shotguns000000]{Shotguns}.
\nReload 3, black powder weapon.
\nOlder versions are cap and ball weapons, Reload 3, $7.
\nA knife blade juts out from between this weapon’s multiple barrels.
\nUses the Savage Worlds rules for @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03shotguns000000]{Shotguns}.
\n