Deadlands Classic : The Adventure Party
Unique Firearms Cheat Sheet
all automatics fire a burst of 3 – a ROF 3 means 3 shots an action. a success on a shootin':automatics roll means the first shot hits, each raise afterwords means another bullet hits the target. You can choose targets within 2 yards of the last bullet.
all bullets must be assigned before shot success is determined.
Drawing a bead or calling a shot is valid for first burst in an action – (some automatics can fire more than 1 burst per action) – though there is a cumulative -2 recoil penalty on all bursts past the 1st in an action.
Most Gatling guns have a reliability of 19 – make a reliability check each action- 20 jams and requires a shootin:automatics/smarts tn9 or a tinkerin' tn-5 to clear.
reload: It takes two actions to reload a Gatling gun’s feed box. They cannot be speed-loaded. Gatling pistols take one action per chamber to reload. They can be speed-loaded normally.
Speed Change Barrel – ($150)
Many models of spring-powered, rotating barrel pistols are on the markel Lhese days, but Smith & Robards' is the best. Smith & Robards' pistols are more reliable and our latest model can be quickly reloaded using our new SpeedyChange Barrel.
Use the Gatling pistol rules in the Deadlands main book. The Speedy-Change barrel system allows the user to snap off the empty barrels with a flick of a lever and quickly replace them with loaded ones. This normally takes 3 actions, one to remove the empty barrel assembly, one to snap on loaded barrels, and one to wind the mechanism. A successful speed load: Gatling pistol reduces this to two actions-attaching the barrel and winding the mechanism are a single action.
Minor Malfunction: The Speedy-Change barrel unlatches and falls off. It takes one action to reattach.
Major Malfunction: The weapon Jams. A Fair (5) tinkerin' roll fixes the problem.
Catastrophe: Hope you've got a backup. The pistol unleashes all of its remaining shots in a spasm of destruction (treat as one long burst) and then falls apart.
shotguns start with a +2 to your 'shootin':shotguns' roll. shotgun damage disapates on range
|slugs||6d6 (-2 shootin')|
if a character is hit in the area where dynamite should be, roll a d6. 1=boom.
Burst radius – damage dice is reduced 1 step by distance increment from burst radius.
dynamite is 3d20 with burst area
if a body part is protected by cover- an even die roll deflects all damage – odd treats cover under armor rules
prone targets beyond 5 yards from attacker ignore any attacks that go to lower guts, gizzard or legs
light armor reduces damage total by number indicated (-2)
heavy armor reduces damage by dice steps(d8 to d6, d6 to d4)
|1||wood under 1" thick|
|2||1-3" wood , tin|
|3||4-6" wood, thin metal|
|4||small tree, bricks, iron plate|
|5||large tree, armored train walls|
|d4||small knives, light clubs|
|d6||arrows, pistols, large knives, heavy clubs|
|d10||buffalo rifles, flamethrowers|
|d20||dynamite, cannon balls|
most thrown items have range increment of 5- failed rolls deviate based ona clockface of a d12roll
characters blocking targets will take the shot if the location roll lands where they are covering on the target.
missed automatic, shotgun and hammer fans can hit bystanders within 2 yards on roll of 1 on a d6