Introduction
If there’s one thing the Wild West has plenty of, it’s guns. Rifles, cavalry carbines, shotguns,
revolvers, derringers, Gatling guns—there are hundreds of different makes and models of
firearms in 1876, from one-of-a-kind Kentucky rifles to derelict smoothbore muskets left over
from the Mexican War. The Deadlands Armory profiles the more common firearms of the
period, particularly those employed during the Civil War or used to “tame” the Wild West. It
also features a few historical oddities and “non-historical” firearms, whether shouldered by the
Nauvoo Legion or rolling from Confederate armories. In no way is this list meant to be
exhaustive, and the player is free to coordinate with the Marshal to adapt historical firearms, or
even invent new ones if desired. The Savage World core rules may be used for the majority of
nineteenth-century firearms, most of which are variations of standard models or use similar
caliber rounds.
Notes on Profile Statistics
Date Range
The first date in a firearm’s date range represents when the firearm went into production, as
opposed to patent dates or prototypes. Because nineteenth-century recordkeeping was not exactly
flawless, some dates have a question mark, which represents a “best guess.”
Caliber & Damage
In Deadlands 1876, the damage caused by a bullet is directly related to its caliber. (Although larger
powder charges may add a bit more heft, usually in the form of a “+2” bonus.) The following
table offers generalized DAM statistics, which vary slightly from the Savage World core rules.
Calibers falling between two values may be rounded to the closest range. European metric units
should simply be converted to inches; with 9mm corresponding to .354, etc.
Caliber DAM
.22–.29 2d4
.30–.34 1d4+1d6
.35–.36 2d6
.37–.436 1d6+1d8
.44–.451 2d8
.455–.49 1d8+1d10
.50–.55 2d10
.56–.59 1d10+1d12
.60+ 2d12
COPYRIGHT 2017 BY A. BUELL RUCH. PAGE 1 OF 4
Range
Many factors affect the range of a firearm, including the length of the barrel, whether that barrel
is rifled or smoothbore, the shape and caliber of the bullet, the amount of gunpowder in the
charge, the accuracy of the gun’s sights, and the integrity of the breech seal. The Armory
attempts to be as accurate as possible, using all available data to establish range statistics, from
vintage sales brochures to the eyewitness accounts of Civil War reenactors using replica weapons.
When such data is not available, listed ranges represent estimates based on similar firearms.
S/E/L Range Values
The range of a firearm is given in yards, and should be considered “Short/Effective/Long.” The
listed numbers represent the extremes of each range; for instance, a shooter using a rifle with a
range of 40/400/800 should consider anything falling between 41 and 400 yards as Effective
Range and anything between 401 and 800 as Long Range. (Players wishing to convert yards to
the standard Savage World “tabletop inches” may simply divide by 2.) To a character with the
Shooting skill, these S/E/L ranges provide the standard Shooting roll modifiers of 0/–2/–4. To
players with no Shooting skill, the modifiers may be considered –2/–4/–8.
Crack Shots
Some rifles and carbines feature special long-range sights, such as ladder sights or volley sights.
These represent extreme ranges, and are often graduated quite optimistically. The shooter must
have perfect visibility and zero wind conditions, and must angle his rifle upwards to account for
the bullet’s trajectory. The Long Ranges listed in the Armory do not take these “Hail Mary”
shots into account. Indeed, it’s extremely challenging for someone without training to hit
anything past Short Range! Any player wishing to shoot beyond a firearm’s listed Long Range
must make a heroic “crack shot.” This is entirely at the Marshal’s discretion, and should involve
a certain number of raises on the player’s Shooting roll. A crack shot requires a full action round
to set up, but does not receive the usual +2 Aiming bonus. Most rifles and carbines may attempt
a crack shot at twice the listed Long Range; while certain firearms such as Sharps rifles may offer
crack shots up to three times the standard Long Range!
Point Blank
Sometimes a target is simply “too close to miss.” The Marshal may provisionally offer a +2
Shooting roll modifier for “point blank” range, which is considered anything within the range of
close-quarters combat. Because rifles are too unwieldy for effective close-quarters combat, this
point blank bonus applies only to handguns, carbines, and sawed-off shotguns.
Rate of Fire
For single-shot firearms, the Rate of Fire is presented as a ratio that incorporates loading time.
Muzzle-loaded rifles have a Rate of Fire 1/5, taking four action rounds to load and one to fire.
Requiring one less round to reload, smoothbore muskets have a Rate of Fire 1/4. Muzzle-loaded
pistols have a Rate of Fire 1/3. A breech-loaded firearm with a Rate of Fire 1/2 takes one action
round to aim and shoot, and another round to extract the spent casing and load a fresh cartridge.
Repeaters & Revolvers
Lever-action repeaters, pump-action shotguns, and single-action revolvers have a Rate of Fire 1.
This represents the time it takes to chamber a new round, whether pulling the lever, pumping the
slide, or cocking the hammer. A double-action revolver may be fired with a single long trigger
pull, achieving a Rate of Fire 2. Double-barreled longarms may also achieve a Rate of Fire 2.
However, firing two shots in a single action round always results in a sacrifice of accuracy,
incurring a –2 penalty to both Shooting rolls.
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Reloading Revolvers
Properly reloading a black-powder revolver takes two action rounds per chamber; however, if the
shooter wishes to trade safety for speed, one action round per chamber may be obtained by
forgoing greased chambers and risking imprecise charges. Reloading a paper cartridge revolver
takes one action round per two chambers, and reloading a metal cartridge revolver takes one
action round per three chambers. As a variant on the Deadlands rules, reloading a metal cartridge
revolver may be done on the same action round as shooting it, incurring a –1 Shooting penalty
per chamber reloaded. Also, moon clips, speed loaders, and spare cylinders may increase the rate
to one action round per cylinder.
Reloading Magazines
Tubular magazines may be reloaded at the rate of three cartridges per action round, unless the
design of the magazine adds further complications. Detachable magazines may be reloaded at
the same rate, but a fully-loaded magazine only requires one action round to insert.
Rapid Reloading
The Rapid Reloading Edge reduces many of these reloading times; see “Deadlands Rules—New
Skills” for details.
Minimum Strength
Made entirely from iron, wood, and brass, nineteenth-century rifles can be surprisingly heavy to
modern shooters accustomed to alloys, plastics, and ceramics. Some rifles have a “Minimum
Strength” rating, such as “STR d6.” This represents the minimum STR a shooter must possess
to use the rifle without penalty. Weak characters using these rifles detract –1 on their Shooting
roll per STR die below the required number. In other words, if a character with STR d4 is using
a rifle with a STR d8 rating, he suffers a –2 on his Shooting roll. His slightly stronger STR d6
partner only suffers a –1 penalty. The Marshal may reduce or eliminate this penalty if the
shooter is supporting the rifle on a wall, a Y-shaped stick, a dead comrade’s body, etc.
Availability
This statistic represents the general availability of the firearm in the campaign world of Deadlands
1876. A firearm listed as “Unique” is one-of-a-kind, and may only be found within a specific
campaign scenario designed by the Marshal. An “Exceptionally rare” firearm has been produced
in numbers under twenty, and is nearly impossible to find outside of a specific campaign
scenario. “Very rare” guns have usually been produced in numbers under one thousand, and
may be obtained only at the Marshal’s discretion. “Rare” guns are difficult to locate, but not
impossible, and may be obtained with some degree of effort. An “Uncommon” firearm is usually
available only regionally, or from specialized dealers in large cities. “Common” guns are widely
available in most gun shops, while “Very common” firearms have often been adopted by large
armies, and may be found wherever firearms are sold, or simply picked up on the battlefield!
Special Rules
Carbines
Many rifles have a shorter “carbine” variant, generally carried by cavalry troopers or mounted
artillery soldiers. Frequently lacking a bayonet attachment, carbines have reduced ranges, but
decrease the standard –2 penalty for shooting from horseback to –1. They may also be granted a
point blank bonus. Most carbines have saddle ring attachments.
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Telescopic Sights
Telescopic sights are uncommon in the nineteenth century, and are rarely more powerful that 4x
magnification. They are usually fixed to the left side of the rifle, and require constant adjustment
and calibration. A shooter using a scope must spend an action round to “aim” as per the
standard Deadlands rule. To this usual +2 Aiming bonus is added a +1 Scope bonus, for a total of
+3 on the next Shooting roll. A failed Shooting roll requires the scope to be adjusted to be of
further use, which takes an additional action round. At the Marshal’s discretion, a scope may
increase the rifle’s S/E/L ranges by 5% for each Power of Magnification. For instance, a
100/1000/2000 rifle using a 4x scope (+20%) may be treated as 120/1200/2400. Crack shots do
not receive a Scope bonus, as the rifle must be elevated beyond the scope’s line of sight.
Bayonets
Unless listed otherwise, assume a rifle may be fixed with a bayonet, a maneuver that requires one
full action round. Such weapons are treated like spears in terms of close-quarters combat. Note
that a bayonet may also be wielded by hand, in which case it is treated like a knife or short sword.
Maynard Priming Tape
Some caplock firearms from the mid-nineteenth century are equipped with a Maynard “priming
tape” system. Developed by New York dentist Edward Maynard, this system uses a roll of paper
tape fixed with explosive pellets of mercury fulminate. This coil is placed into a small casing near
the hammer. When the hammer is cocked, the tape automatically advances the next priming
pellet over the nipple or other such touchhole. By eliminating the need for the shooter to
manually place a percussion cap, the gun may be fired more quickly, especially from horseback.
Sharps carbines, for instance, make extensive use of this system. Firearms equipped with
Maynard tape—or any other automatic priming system—have this advantage already built into
their Rate of Fire statistics.
A Note on Naming Conventions
Modern historians and collectors sometimes use names and designations not found in
contemporary sources. The firearms profiled in the Deadlands Armory are described as
authentically as possible; but sometimes modern terms are used for the sake of clarity, especially
when differentiating between variations of a particular pattern or referring to a broad range of
similar models. For instance, the endless number of “Springfield Rifles” were historically
designated by their date and type, such as the “U.S. Model 1855 Rifled Musket.” The Armory
uses whatever nomenclature is most appropriate; so in one situation the rifle may be described by
its historical name, in another context it may be referred to as the “Springfield Model 1855.”
Capitalization is only used when necessary, usually when the word is part of the official
designation; so it’s “U.S. Model 1855 Rifled Musket” but “Sharps carbine.” For foreign
weapons, the native language is preserved when it adds flavor without sacrificing intelligibility.
For instance, “fusil modèle 1777” seems just as clear as “Model 1777 Musket,” but evokes the
sunlight glinting from golden eagles as Napoleon’s legions are drummed across the lowlands of
Europe. And don’t get me started on the poetry of Der Zündnadelgewehr! “Needle rifle,” really?
Author: A. Buell Ruch
Last Modified: 2017 March 22
Email: quail (at) shipwrecklibrary (dot) com
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