|
The following is a price list for weapons available in the early 20th century, in addition to those available in the Weird West setting (which, amazingly enough, are still available at much the same prices). Special thanks goes to Scott Whitmore, who has provided his expertise to help fine-tune the firearms section. For a more exhaustive list of items, I highly recommend ... and a 10 Foot Pole, published by Iron Crown Enterprises. Alas, ICE has (as of this writing) filed for bankruptcy, so this book is out of print. Prices are listed in American dollars, and represent approximate costs in the USA and CSA. For the sake of simplicity, it's assumed that Confederate and Union dollars are interchangeable. Items not listed here may be supplemented by those items available in the Weird West Players' Guide, at the same prices indicated there. Oddly enough, overall prices for many items haven't changed significantly since that time, though the quality and availability of said items has increased significantly. Even if your character should have British Pounds Sterling or some other sort of money - or even no money at all, technically - starting equipment is "bought" from the following price list. During game play, this may also be referenced for purchases, though the price may vary at the Marshal's whim. Items listed in BOLDFACE are only available during play to characters who have at least 2 in streetwise, or who have appropriate (probably military or covert) connections in their backgrounds, at the Marshal's discretion, either because the items are illegal, or else just not easily found without connections (hence streetwise). This assumes that the heroes are primarily based in the USA, CSA or England. In China or Japan, for instance, nunchuks wouldn't be quite as hard to come by.
|
|
|
All guns listed in the Weird West Players' Guide are available in the early 20th century, and, amazingly enough, at the same prices. (Why complicate things?) So, check out pages 76-77 of the Weird West Players' Guide for prices on "Shootin' Irons" and the appropriate ammunition (which hasn't changed much either). Please note that the ROF (Rate of Fire) of these weapons takes into account the changes made in the Weird West Role-Playing Game to simplify the use of weapons. Revolvers that once had a ROF of 1 now have a ROF of 2, and pump shotguns and other weapons that would have required two actions to fire now have a ROF of 1. The reason for this is just to cut down on the work required to keep track of whether one is ready to fire or not. Also, when attacking with a burst fire weapon such as the gatling pistol, rather than rolling separately for each shot, there is just one roll for each burst of three shots. A success means that one bullet of the three hits its mark. A raise means that two hit. Two raises mean that all three hit. If the weapon fires more than 3 shots per action, then divide the shots up into 3-shot "bursts". Conveniently, the rates of fire for burst-fire weapons are divisible by three.
|