The West That Wasnt - Gear
The following items are available in the West That Wasnt. These lists are not meant to be exhaustive, and have obviously been stolen from other sources just so we can get the playtesting underway. When this gets into a final state a new gear section will be created.
Contents
Everyday Gear
Tools
Mounts
Weapon Accessories
Hand Weapons
Impact: Impact attacks deal only concussion. Their damage is added directly to the Strength damage of the character.
Deadly: Deadly weapons deal wounds as well as any other effects. Characters with d10 Strength receive one conditional "damage only" bump versus unarmored foes, d12 Strength characters receive 2. This may not more than double the effect row.
Slash: Slash attacks are deadly. May be used with the Defense attribute.
Pierce: Piercing attacks are deadly. Characters with d10 Strength receive one conditional "penetration only" bump, d12 Strength characters receive 2. When combined with the result on the action card, the value cannot exceed +2.
Throw: Weapon can be thrown. See muscle powered section under ranged weapons for statistics.
Defense: The number in parentheses is added to the defensive value of the character.
Pain: Concussion damage is doubled when determining result from Stun Save.
If a weapon has multiple attributes, the player may choose which to use during each action, at Master discretion. Slash, pierce and impact are mutually exclusive. Thrown weapons may only use attributes listed on the muscle powered weapons table, below.
Ranged Weapons
All ranged weapons have an Aim value, which is speed of the aim action, followed by a slash with a penalty listed for snap fire. The speed of the weapon to use is determined by the action, which also determines the loading speed. The SPD value is the speed of the weapon followed by the speed of any cock action. Cock actions ready one barrel, if more than one barrel exists.
The following attributes apply to all categories of weapons:
Cartridge: Cartridges are self contained bullet and powder in a single unit. Loading cartridge weapons is a Fast action and speed loading is possible.
Percussion: Cap and ball revolvers require a percussion cap, loose black powder and a lead bullet (ball) to load. Loading a Percussion handgun requires a Slow action. One cylinder can be loaded on a 3 TN Dexterity check, two cylinders on a 7. The chamber fails to load on a failure, but can be attempted again next round with no penalty. On a CF result, the chamber is not loaded and at least one required item is lost (the round is spent).
Muzzle Loader: Muzzle loading weapons require loose powder, ball and percussion cap. Muzzle loading is a Slow action requiring a TN 3 Dexterity check, on TN 7 both chambers (if present) can be reloaded. The weapon fails to load on a failure, but the attempt can be made again next round with no penalty. On a CF result, the chamber is not loaded and at least one required item is lost (one shot is spent). Muzzle loading handguns can be fired as a Fast action, while rifles and muskets can be fired as a Slow action. Performing a muzzle load on a rifle or musket requires 2 Slow actions to complete. Muzzle loading weapons require a fast action to cock, which can be combined with the reload (if successfully reloaded in combat, for example, the weapon will also be cocked at the end of the slow action). Muzzle loading weapons cannot be speed loaded.
Breech Load: Breech loading rifles and shotguns are Normal actions to fire when cocked, but require a Fast action to cock. Breech loading rifles can load a single cartridge with a Slow action, and cannot be speed loaded. Breech loading shotguns can load a single cartridge with a Normal action, and can be speed loaded.
2x: Weapons with the 2x attribute may fire both barrels simultaneously. When firing both barrels, add the RD to the DMG on P results, and double the RD on A results.
Single Action: Single action revolvers are Fast when cocked, but require a normal speed action to cock.
Fan Fire: A single action revolver is capable of fan firing. When using the fan fire action, the speed is fast, and the burst rules may be used (see Fan Firing skill).
Double Action: Double action revolvers are Normal speed actions and do not need to be cocked.
Lever Action: Lever action rifles are Normal actions to fire when cocked. They require a Normal or Slow speed action to cock. Lever action rifles can load 1/3 rounds as a N/S action (as per the cocking speed), and can be speed loaded.
Accurate: Accurate weapons receive the number in parentheses as a bonus to their shooting result if the shot follows an Aim action.
Scatter: Weapons with the scatter attribute always produce stray shots (see unintended targets, conflict section). Add one to the number of stray shots per range increment. Also, decrement the die type and penetration every two range increments.
Muscle: Weapons with the muscle attribute are Normal speed actions when ready/loaded, and load/ready as a normal action. If the character has greater than d6 Strength, on a hit result he automatically gains one conditional bump for each die type over d6. These conditional bumps may be used for penetration or damage only.
Quick: Weapons with the quick attribute may reload/ready as a Fast action with a successful Speed Load check.
Handguns
Rifles
Shotguns