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Rules and Options

Rules and Options

Rules and Options

The author has attempted to draw as much as possible from the guidelines provided in the 5th edition Players Handbooks and Dungeon Master's Guide. Statistics for listed in the Dungeon Master's Guide were used to develop the damage scales used in this book. Interestingly, these scales correspond fairly well with the values listed in the d20 Modern books. Game masters should feel free to modify any of the statistics or optional rules in this book as necessary.

It is important to remember that Dungeons and Dragons abstracts combat to a degree, and does so more than many other game systems, in the name of playability. For this reason, the subtle differences that exist between many will often drop below what might be called a "horizon of granularity." In D&D, for example, two pistols that real world shooters could spend hours discussing, debating how a few extra ounces of weight or different barrel lengths might affect accuracy, or how different kinds of (soft-nosed, armor-piercing, etc.) might affect damage, may be, in game terms, almost identical. This is neither good nor bad; it is just the way Dungeons and Dragons handles such things.

Who can use firearms? Firearms are assumed to be martial ranged weapons. Characters from worlds where firearms are common and who can use martial ranged weapons will be proficient in them. Anyone else will have to train to gain proficiency— the specifics are left to individual game masters. Optionally, the game master may also allow characters with individual proficiencies to trade one proficiency for an equivalent one at the time of character creation (e.g., monks can trade shortswords for one specific martial like a war , rogues can trade hand for one kind of like a Glock 17 pistol, etc.).

Damage is mainly based on muzzle energy, but other factors including bullet size were taken into account. Generally speaking, small handguns (.32 ACP, etc.) do 2d4 piercing damage, most other handguns (9mm Parabellum, .45 ACP, etc.) do 2d6 piercing; many and , and a few large caliber handguns (e.g., .44 Magnum) do 2d8 piercing. More powerful rifles will do 2d10 piercing, and the largest hunting rifles (and heavy machine guns) will do 2d12 piercing.

10 gauge shotguns do 2d10 piercing with slug or buckshot rounds and 1d10 piercing with birdshot. 12 gauge shotguns do 2d8 piercing with buckshot, 2d10 piercing with slug, and 1d8 piercing with birdshot. 16 gauge, 20 gauge, and 28 gauge shotguns all do 2d8 piercing with buckshot or slug and 1d8 piercing with birdshot. .410 bore shotguns do 2d6 piercing with slug or buckshot and 1d6 piercing with birdshot. After 1975, less lethal bean bag rounds are available for 12 gauge shotguns; these do 1d4 bludgeoning damage; when hit, a Medium or smaller creature will also be stunned for 2 (1d4) rounds. A sawed-off retains its listed statistics, except that its weight is reduced by 1 lb. It is, however, shorter and easier to conceal. Smoothbore can fire lead buckshot or birdshot; damage is 2d8 piercing with buckshot and 1d8 piercing with birdshot; range is reduced to 30/90 ft.

For the most part, the range for each weapon is based on what is listed in the Dungeon Master's Guide (pp. 267-268) unless the available data for a specific weapon and/or suggested the use of some other range. Some minor changes were made based on barrel length (i.e., most weapons with short barrels have reduced ranges) and other factors. Optionally, game masters may allow attacks beyond the listed range and out to a weapon's documented maximum range with an additional -5 penalty.

Taking a turn to aim before firing at an unsuspecting or non-moving target gives the attacker advantage on the attack. (As advantage and disadvantage cancel each other out, this means taking time to aim eliminates Samplethe disadvantage for attacking at long range.)

1 Weights assume loaded weapons and are rounded to the nearest pound. Ammunition is assumed to weigh 1 lb. and cost $10 for 10 rounds (double weight and cost for muzzle-loading firearms); larger weapons will often have heavier and more costly ammunition. This abstraction of ammunition weight sometimes results in listed loaded weights for weapons that are higher than actual real world values. This has little game effect, but is mentioned to avoid confusion.

In some cases, different variants of the same weapon (caliber, barrel length, etc.) have different statistics (weight, range, number of shots, etc.). An attempt was made to identify the most representative variant of such weapons. Game masters should feel free to include other variants.

To add greater realism without complicating things too much, one can use a variation on the rules for massive damage (DMG, p. 273) to model serious bleeding. Whenever a creature takes massive damage, rather than rolling the result on the table provided in the DMG, one may simply assume the creature is bleeding at a dangerous rate and will lose 1 additional HP per minute until it receives appropriate medical care. Details are determined on a case-by-case basis by the game master; care can include surgery, first aid, healing spells, etc. If a creature drops to 0 HP due to bleeding, it dies from blood loss.

Another approach to bleeding (or other ongoing effects like certain poisons) would be to add one level of exhaustion after a particular interval of time (one minute, one hour, one day, etc.). The level of exhaustion will continue to increase until the creature receives appropriate medical care (see above.) Additional specifics are left to the game master.

Yet another option for realism involving firearms is to rely on rules like Slow Natural Healing (DMG, pp. 266-267). Finally, the Lingering Injuries table (DMG, p. 272) may also prove helpful for adding realism. Along with the existing options, one may add slow bleeding (1 HP lost per hour until one receives magical or conventional medical treatment) as a form of lingering injury.

Differences in weapon quality can be modeled by applying a modifier to appropriate attack and/or ability rolls (+1 for well-made or custom weapons or -1 for poorly made or badly maintained ones in most cases; +2 or -2 can be used in unusual cases). When in doubt, one may assume that a +1 weapon costs about five times the norm for that type of weapon and a +2 weapon costs about 20 times the norm; this guideline can also be used to determine the cost of custom-built weapons. Specific details are left to individual game masters.

Some weapons have been copied by other countries or other companies (sometimes under license, sometimes not). It is not possible to include all of these "clones," although some of them have been listed. When in doubt, game masters may simply use the data provided for the weapons that were copied. The copies are, after all, for all practical purposes, the same weapon. (One may add a -1 modifier to attack roles to model a cheap or poorly made copy.)

If an attacker is already proficient with a firearm, a laser sight ($250, 0.25 lbs.) allows the attacker to double his or her proficiency bonus; if the attacker is not proficient, a laser sight allows the attacker to add his or her proficiency bonus to the attack roll.

Adding a silencer to a firearm ($1,000, 1 lb.) means that other creatures will be at disadvantage to make a Perception roll to hear the firearm being used.

A bipod ($100, 2 lbs.) on a suitable weapon will increase ranges by 50% (if a weapon requires a bipod, tripod, or to be mounted, this is listed and included in the cost and weight). Normal rules for shooting at distant targets still apply. This stacks with telescopic scopes.

Using a telescopic scope with a weapon ($500, 1 lb.) doubles its ranges (normal rules for shooting at Sampledistant targets still apply). This stacks with bipods, tripods, or mounts. file

2 In the unlikely event that adventurers are using and/or being attacked with heavy , one can scale up the kind of damage created by . The shell or warhead creates a spherical blast radius of piercing damage; each creature within the area of effect must make a DC 15 Dexterity saving throw or take full damage on a failed save, or half as much damage on a successful one. To calculate damage from warheads larger than one pound (i.e., a that does 5d6 piercing with a 20-foot blast radius), one may assume that damage increases by 2d and blast radius by 10 feet using the following progression: 1-2.9 lbs. = 5d6 piercing damage with a 20 ft. blast radius., 3-9.9 lbs. = 7d6 piercing damage with a 30-ft. blast radius, 10- 29 lbs. = 9d6 piercing damage with a 40-ft. blast radius, 30-99 lbs. = 11d6 piercing damage with a 50 ft.- blast radius., 100-299 lbs. = 13d6 piercing damage with a 60-ft. blast radius, and so on.

For example, a 13-lb. shell fired by a QF 13-pounder (or the 21-lb. warhead on a AIM-9M Sidewinder missile) will do 9d6 piercing damage with a 40-ft. blast radius. A 70-lb. shell fired by a 5"/54 caliber Mark 45 naval gun will do 11d6 piercing damage with a 50-ft. blast radius. A 500-lb. Mark 82 bomb will do 15d6 piercing damage with a 70-ft. blast radius. Damage depends on the specific shell or warhead.

Explosives designed to create a blast effect rather than fragments can be based on a 1-lb. bomb doing 3d6 fire (for low explosives like ) or 3d6 bludgeoning (for high explosives like dynamite). Damage for larger blasts can be calculated using the same progression employed above (i.e., 3-9.9 lbs = 5d6, 10-29 lbs. = 7d6, etc.). One may assume that the blast radius for such explosions increases by 5 ft. for each 2d6 increase in damage (e.g., a 50-lb. dynamite bomb will do 9d6 bludgeoning damage and have a 20-ft. blast radius). The exception is land mines that rely on blast effects; these lack a blast radius because they are designed to focus their energy on a single 5-ft. square. Each creature within the area of effect of such explosions must make a DC 12 Dexterity saving throw or take full damage on a failed save, or half as much damage on a successful one.

Smoothbore can use the same progression for damage from cannonballs by weight: 1 lb.-2.9 lbs.: 4d10 bludgeoning; 3 lbs.-9.9 lbs.: 6d10 bludgeoning; 10 lbs.-29.9 lbs. = 8d10 bludgeoning, and so on.

To determine damage from armor-piercing shells of 20mm or more, assume the weapon does 1d8 piercing per 5mm of caliber, rounded to the nearest number.

Game masters may allow an alternate version of burst fire. Instead of attacking an entire 10-foot cube, one may choose to attack up to eight 5-foot cubes. Each cube must have at least one face adjacent to the face of another cube. The attacker can make multiple attacks against specific 5-foot cubes by reducing the total number of cubes attacked (e.g., by attacking only four cubes, the attacker can make two attacks against each one). For each attack made against a specific cube, a creature in that cube must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. No matter how many cubes are attacked, burst fire consumes 10 rounds of ammunition.

Incendiary explosives (e.g., white phosphorous, napalm, etc.) function as explosive warheads but do fire damage instead of bludgeoning or piercing damage. A directional warhead (e.g., a mine) creates a cone of damage rather than a sphere—for reference, the listed range is twice what a spherical blast would be for a warhead of the same size. Anti-tank weapons using shaped charge (e.g., HEAT) warheads do fire damage; for reference, the damage is calculated as three times the explosive damage for a warhead of the same size; the target takes full damage and anything out to 5 ft. must make a DC 12 DEX saving throw or take full damage on a failed save, or half as much damage on a successful one.

As an optional rule, game masters may allow incendiary weapons like flamethrowers to do both their initial damage and additional damage by setting targets on fire. If a target is on fire, it will take 3 (1d6) fire damage at the beginning of every additional round following the round in which it was hit until it the fire is extinguished. Details of whether something catches on fire, whether the fire spreads, and how the Samplefire can be extinguished are left to the game master. file

3 Gas grenades may be treated as smoke bombs or smoke grenades, except that the cost is increased by the cost of the chemical, biological agent, etc. The radius of effect for each bomb or grenade is 20 ft. The effects of different chemicals can vary tremendously, so damage, etc. is left to the game master.

One option for creating magical versions of weapons is to just change the damage type. There is no reason, for example, why the bullets from a magic could not do acid or radiant damage instead of piercing damage. Increase damage and/or range by 50% if one wishes to create more lethal items. When appropriate, replace "bullets" with "charges." This principle can also be applied to futuristic weapons—it is a simple matter, for example, to take a Beretta 92, change the damage from piercing to cold, and call it a B92 Freeze Ray. Assume that magazines ("power cells") for futuristic energy weapons like lasers provide twice the number of listed shots (e.g., the Beretta 92 has a 15-shot magazine; the B92 Freeze Ray has, for the same cost and weight, a 30-shot magazine).

With the permission of the game master, one may adapt existing fighting styles, feats, etc. for characters using firearms. For example, Archery can be renamed Combat Shooting to include firearms. Expert can be renamed Pistol Expert (and applied to pistols instead of crossbows).

Because someone will eventually ask about this, the rules for explosions break down at the level of nuclear weapons. Among other issues, the effects can vary dramatically depending on the one’s distance from the point of detonation. To keep things simple, one may assume anything caught in the central fireball (where metals vaporize) will simply die or be destroyed. Further out, one may have to rely on available reference works to determine the radius of various effects—creatures are likely to take some combination of poison, radiant, and/or bludgeoning damage. Again, to keep things simple, one may assume a creature exposed to significant radiation must make a DC 15 Constitution check or take 5d6 poison damage, or half as much on a success. Further, one may assume a creature exposed to significant thermal radiation (i.e., enough to cause serious burns) must make a DC 12 Dexterity check or take 5d6 radiant damage, or half as much on a success. Finally, a creature who experiences significant blast effect from a nuclear weapon must make a DC 12 Dexterity check or take 5d6 bludgeoning damage, or half as much on a success. Additional effects (e.g., fallout, etc.) can be determined by the game master as necessary.

Prices for weapons assume a contemporary setting. Customized styling typically doubles the price. To determine prices for historical campaigns, the game master can decide on a basic conversion rate (e.g., a campaign set in in the 1880s might use a rate of 1 £ = $50) and apply that to any listed prices. In the setting just described, for example, pistols would typically cost between £8 and £16. It is unlikely that one will ever need to convert dollars into pieces. It may be assumed, however, that in terms of what one can buy, a standard gold piece is roughly equal to $100 in contemporary money.

Various forms of armor are more vulnerable to different types of damage, but this is abstracted in Dungeons & Dragons, so do not worry about it. Older forms of modern (flak jackets, heavy bulletproof vests, etc.) cost $500, weigh 20 lbs., may be treated as Medium armor, and provide AC 14 + Dex modifier (max 2). Modern Kevlar vests cost $1,000, weigh 5 lbs., may be treated as Light armor, and provide AC 13 + Dex modifier. Modern assault vests (e.g., the type worn by S.W.A.T. teams) cost $2,000, weigh 10 lbs., may be treated as Light armor, and provide AC 14 + Dex modifier. Adding trauma plates ($1,000, 10 lbs.) to either Kevlar vests or assault vests changes the armor type to Medium and increases AC to 15 + Dex modifier (max 2) and AC 16 + Dex modifier (max 2) respectively.

Dungeons and Dragons is not exactly obsessive about physical restrictions for Small and Large characters. However, if the game master believes a character is too small or too large to use certain firearms, one may assume that modified versions suitable for such creatures can be created for twice the normal cost (use the 1 gp = $100 conversion rate if necessary). If giants, etc. use weapons that normally Sampleemploy bipods, tripods, or mounts as handheld weapons, reduce ranges appropriately. file

4 A ferocious number of common and household items can be employed as weapons. An effort has been made to list some of the most common of these in the Simple Weapons . In the event that your favorite is not listed, use the rules provided in the Player’s Handbook, pp. 147-148.

In addition, a ferocious number of disguised weapons (holdout that look like decorative hair sticks, or which have been built into the handle of a hair brush, etc.) have been developed over the years. Most disguised weapons cost and weigh the same as normal ones, and do the same amount of damage.

A game master may allow an attacker to cause pain rather than actual damage with a melee attack (e.g., a slap instead of a ). At the discretion of the game master, pain can also be the result when an attack hits but does 0 damage. When an attack produces pain instead of damage, assume the affected creature has disadvantage on attack rolls and ability checks for one full round. A critical hit should produce some additional effect (e.g., the creature is also frightened or stunned for one full round).

For anyone who cares, along with online sources like Wikipedia, Genitron.com’s Handgun Database, and the Internet Movie Firearms Database, the most commonly employed reference works and histories were the 1940 Shooter’s Bible, the Gun Trader’s Guide (39th edition), Frank C. Barnes’ Cartridges of the World (15th edition), Diagram Group’s Weapons: An International Encyclopedia from 5000 BC to 2000 AD, Norm Flayderman’s Flayderman’s Guide to Antique American Firearms (7th edition), W. W. Greener’s The Gun and Its Development, Ian V. Hogg & John S Weeks’ Small Arms of the 20th Century (7th edition), Jerry Lee’s 2016 Standard Catalog of Firearms, and Charles Winthrop Sawyer’s Firearms in American History: 1600-1800.

It is beyond the scope of this short supplement to provide rules for every possible special circumstance related to firearms and/or explosives (vacuum, underwater, swallowed by a , etc.). Enjoy your research.

Sample file

5 Simple Weapon Cost Damage Weight Notes $200 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) (felling axe, etc.) $200 1d8 slashing 5 lbs. — (or ) $200 1d4 piercing 1 lb. Finesse, light $100 1d4 slashing 0.5 lbs. Light Balisong (or Butterfly $100 1d4 piercing 0.5 lbs. Finesse, light ) $100 1d4 slashing 2 lbs. Light Baseball Bat $50 1d4 bludgeoning 2 lbs. Light (or Eskrima $50 1d4 bludgeoning 2 lbs. Light Stick) (or Truncheon) $50 1d4 bludgeoning 2 lbs. Light $200 1d8 piercing 1 lb. Two-handed (mounted on a or ); 1d4 piercing if used as a Bichuwa $200 1d4 piercing 1 lb. Finesse, light Bike $100 1d4 bludgeoning 4 lbs. — $100 1d4 slashing 2 lbs. Light Blackjack (or Sap) $50 1d4 bludgeoning 1 lb. Light Bō (or Gun) $50 1d6 bludgeoning 4 lbs. Versatile (1d8) Boarding Axe $200 1d6 slashing 2 lbs. Light $100 1d4 bludgeoning 2 lbs. Light Bolo $100 1d4 slashing 2 lbs. Light $100 1d4 piercing 0.5 lbs. Finesse, light, thrown (range 20/60) $200 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) Knuckles $20 1d4 bludgeoning 0.5 lbs. Light Butterfly $200 1d4 slashing 2 lbs. Light $100 1d4 slashing 2 lbs. Light Cattle Prod $200 Special (attacker can 2 lbs. c. 1930; full effect means a creature is choose to inflict the full knocked prone and stunned for 1 round effect or to simply cause if Medium, 2 rounds if Small, or 4 pain, which can affect a rounds if Tiny; critical hit doubles the creature of any size) length of the effect (or Sabit) $100 1d4 slashing 2 lbs. Light Cestuses $100 1d4 bludgeoning 1 lb. Light; weight and cost per pair $200 2d6 slashing 10 lbs. Heavy $200 1d4 slashing 2 lbs. Light $50 1d4 slashing 1 lb. Light, thrown (range 20/60) $200 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) SampleCorvo $200 1d4 piercing 1 lb. Finesse, light file

6 Simple Weapon Cost Damage Weight Notes Crowbar $50 1d6 bludgeoning 5 lbs. — Deer Horn Knife $200 1d4 slashing 1 lb. Light $200 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) Facón $200 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) Fascine Knife (or $200 1d4 slashing 2 lbs. Light Artillery Sword) Frying Pan $50 1d6 bludgeoning 5 lbs. — Garrote $20 Special (attacker 0.25 lbs. On a hit, target is grappled, out of must spend his or her breath, and choking; target can make a on continuing STR check (DC 20) each turn to try to the attack until the escape until it loses consciousness (see targeted creature is PBH, p. 183 for rules on choking and unconscious or dead) suffocation) Golf $100 1d4 bludgeoning 1 lb. Light (or ) $100 1d4 slashing 2 lbs. Light Haladie $400 1d4 piercing 2 lbs. Finesse, light Hanbō $50 1d4 bludgeoning 2 lbs. Light Harpoon $500 1d8 piercing 6 lbs. Heavy, thrown (range 20/60) $200 1d6 slashing 2 lbs. Light, thrown (range 20/60) Hatpin $20 1d4 piercing 0.25 lbs. Finesse, light Hawkbill Knife (or $50 1d4 slashing 0.5 lbs. Light Pruning Knife) $50 1d4 slashing 3 lbs. Light Holdout Knife $50 1d4 piercing 0.25 lbs. Finesse, light $100 1d4 piercing 0.5 lbs. Finesse, light, thrown (range 20/60) Ice Pick $20 1d4 piercing 0.25 lbs. Finesse, light Janbiya (or ) $200 1d4 piercing 1 lb. Finesse, light Jimpul $100 1d4 slashing 2 lbs. Light $200 1d4 bludgeoning 1 lb. Light Jō $50 1d4 bludgeoning 3 lbs. Light $100 1d4 piercing 0.5 lbs. Finesse, light $100 1d4 slashing 2 lbs. Light (or Kerambit) $50 1d4 slashing 0.5 lbs. Light $200 1d4 piercing 1 lb. Finesse, light Khanjali (or Kinzhal) $200 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) Knife (, $50 1d4 piercing 0.5 lbs. Finesse, light work knife, etc.) SampleKnobkierie $50 1d4 bludgeoning 2 lbs. Light, thrown (rangefile 20/60)

7 Simple Weapon Cost Damage Weight Notes (or Keris) $200 1d4 piercing 1 lb. Finesse, light (or Knife) $200 1d4 slashing 2 lbs. Light $100 1d4 piercing 0.5 lbs. Finesse, light, thrown (range 20/60) Lock- Knife $100 1d4 piercing 0.5 lbs. Finesse, light Long Knife $200 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) $100 1d4 slashing 2 lbs. Light $500 1d6 slashing 4 lbs. — Maduvu (or Maru) $400 1d4 piercing 2 lbs. Finesse, light (or Ambang) $200 1d4 slashing 2 lbs. Light Miner’s Pick $200 1d8 piercing 10 lbs. Two-handed $200 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) Monk’s $100 1d4 bludgeoning 3 lbs. Light Panga (or Tapanga) $100 1d4 slashing 2 lbs. Light (or $200 1d4 piercing 1 lb. Finesse, light Main Gauche Dagger) Patu (or Mere) $100 1d4 bludgeoning 2 lbs. Light $200 1d6 piercing 5 lbs. — $50 1d6 piercing 4 lbs. — Pool Cue $100 1d4 bludgeoning 1 lb. Light $200 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) $100 1d4 piercing 0.5 lbs. Finesse, light Qama (or Ghameh) $200 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) $200 1d4 piercing 1 lb. Finesse, light $200 1d4 piercing 1 lb. Finesse, light (or Tekpi) $200 1d4 bludgeoning 1 lb. Light (or Shears) $20 1d4 piercing 0.5 lbs. Finesse, light Scythe $50 1d6 slashing 5 lbs. — $200 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) Self-Defense Keychain $20 1d4 bludgeoning 0.25 lbs. Light (or Pocket Stick) $100 1d4 slashing 2 lbs. Light Shepherd’s Axe $200 1d6 slashing 3 lbs. Light Shillelagh (or Cudgel) $50 1d4 bludgeoning 2 lbs. Light (or Spade) $50 1d6 bludgeoning 5 lbs. — $100 1d4 slashing 2 lbs. Light SampleSinglestick $100 1d4 bludgeoning 2 lbs. Light file

8 Simple Weapon Cost Damage Weight Notes Sjambok $200 1d4 bludgeoning 2 lbs. Light Sledgehammer $50 1d8 bludgeoning 14 lbs. Two-handed $100 1d4 piercing 0.5 lbs. Finesse, light, thrown (range 20/60) Stone Knife (or $50 1d4 piercing 0.5 lbs. Finesse, light Knife) Stun Gun $200 Special (attacker can 0.5 lbs. c. 1985; full effect means a creature choose to inflict the full is knocked prone and stunned for 1 effect or to simply cause round if Medium, 2 rounds if Small, pain, which can affect a or 4 rounds if Tiny; critical hit creature of any size) doubles the length of the effect Suntetsu $50 1d4 bludgeoning 0.5 lbs. Light $200 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) $100 1d4 piercing 0.5 lbs. Finesse, light Tactical Folding Knife $100 1d4 piercing 0.5 lbs. Finesse, light Tactical Pen $20 1d4 bludgeoning 0.25 lbs. Light Tactical Umbrella $200 1d4 bludgeoning 2 lbs. Light Tanbō $20 1d4 bludgeoning 1 lb. Light Tanto $200 1d4 piercing 1 lb. Finesse, light $20 1d4 bludgeoning 0.5 lbs. Light Telescoping Baton $100 1d4 bludgeoning 2 lbs. Light $100 1d4 piercing 0.5 lbs. Finesse, light, thrown (range 20/60) Tomahawk $200 1d6 slashing 2 lbs. Light, thrown (range 20/60) $100 1d4 bludgeoning 2 lbs. Light $200 1d4 piercing 1 lb. Finesse, light $50 1d4 slashing 0.5 lbs. Light Utility (“Box Cutter”) Knife $20 1d4 slashing 0.25 lbs. Light Walking Stick $50 1d4 bludgeoning 2 lbs. Light War Club $500 1d6 bludgeoning 4 lbs. — War Fan $500 1d4 bludgeoning (closed) 1 lb. Light or 1d4 slashing (open) $200 1d4 piercing 1 lb. Finesse, light Wind-and-Fire Wheel $200 1d4 slashing 1 lb. Light Weighted Gloves $100 1d4 bludgeoning 1 lb. Light; weight and cost per pair SampleYawara $20 1d4 bludgeoning 0.25 lbs. Light file

9 Martial Weapon Cost Damage Weight Notes Akinaka (or ) $1,000 1d6 piercing 2 lbs. Finesse, light Arming Sword (or Knightly $2,500 1d6 slashing 3 lbs. Finesse, light Sword or Broadsword) $2,500 1d6 slashing 3 lbs. Finesse, light $3,000 1d12 slashing 7 lbs. Heavy, two-handed Basket-Hilted Sword $2,500 1d6 slashing 3 lbs. Finesse, light Bastard Sword $1,500 1d8 slashing 3 lbs. Versatile (1d10) $2,000 1d10 slashing 6 lbs. Heavy, reach, two-handed $500 1d4 slashing 3 lbs. Finesse; attacker can choose to do damage or to grapple target $5,000 2d6 slashing 6 lbs. Heavy, two-handed Charay (or Khyber Salawar) $1,000 1d6 piercing 2 lbs. Finesse, light Chigiriki $1,000 1d8 bludgeoning 2 lbs. — Claymore $5,000 2d6 slashing 6 lbs. Heavy, two-handed Claideamh (or Celtic Sword) $1,000 1d6 piercing 2 lbs. Finesse, light Corseque $2,000 1d10 piercing 6 lbs. Heavy, reach, two-handed $1,000 1d6 piercing 2 lbs. Finesse, light $2,500 1d6 slashing 3 lbs. Finesse, light (or Daab) $2,500 1d6 slashing 3 lbs. Finesse, light (or Tuck) $1,500 1d8 piercing 3 lbs. Versatile (1d10) $2,500 1d6 slashing 3 lbs. Finesse, light $2,500 1d6 slashing 3 lbs. Finesse, light $5,000 2d6 slashing 6 lbs. Heavy, two-handed $2,000 1d10 slashing 6 lbs. Heavy, reach, two-handed $2,500 1d6 slashing 3 lbs. Finesse, light Flambard $5,000 2d6 slashing 6 lbs. Heavy, two-handed $1,000 1d6 piercing 2 lbs. Finesse, light Frankish Sword (or $2,500 1d6 slashing 3 lbs. Finesse, light Viking Era Sword) $1,000 1d6 piercing 2 lbs. Finesse, light $2,000 1d10 slashing 6 lbs. Heavy, reach, two-handed Hanger $1,000 1d6 piercing 2 lbs. Finesse, light Sword $2,500 1d6 slashing 3 lbs. Finesse, light $2,500 1d6 slashing 3 lbs. Finesse, light Sword $1,000 1d6 piercing 2 lbs. Finesse, light $1,500 1d8 slashing 3 lbs. Versatile (1d10)

Sample file

10 Martial Weapon Cost Damage Weight Notes (or Sundang) $1,000 1d6 piercing 2 lbs. Finesse, light $1,500 1d8 slashing 3 lbs. Versatile (1d10) $2,500 1d6 slashing 3 lbs. Finesse, light $1,500 1d8 slashing 3 lbs. Versatile (1d10) $2,500 1d6 slashing 3 lbs. Finesse, light $2,500 1d6 slashing 3 lbs. Finesse, light $2,500 1d6 slashing 3 lbs. Finesse, light $2,500 1d6 slashing 3 lbs. Finesse, light $2,500 1d6 slashing 3 lbs. Finesse, light $2,500 1d6 slashing 3 lbs. Finesse, light $2,500 1d6 slashing 3 lbs. Finesse, light Kora $2,500 1d6 slashing 3 lbs. Finesse, light Kriegsmesser $1,500 1d8 slashing 3 lbs. Versatile (1d10) Kusari-Fundo (or $200 Special 2 lbs. Finesse; if hit, the creature is Manriki) grappled $500 1d4 slashing 4 lbs. Finesse; attacker can choose to do damage or to grapple target (or Pedang Luwuk) $1,000 1d6 piercing 2 lbs. Finesse, light $2,500 1d6 slashing 3 lbs. Finesse, light Man Catcher (e.g., Tsukubō, $2,000 Special 6 lbs. Heavy, reach, two-handed; if hit, the , , etc.) creature is grappled (or Langmesser) $2,500 1d6 slashing 3 lbs. Finesse, light $500 1d8 bludgeoning 3 lbs. — $2,000 1d10 piercing 6 lbs. Heavy, reach, two-handed $5,000 2d6 slashing 6 lbs. Heavy, two-handed $2,000 1d10 slashing 6 lbs. Heavy, reach, two-handed Niabor (or Langgai $2,500 1d6 slashing 3 lbs. Finesse, light Tinggang) $2,500 1d6 slashing 3 lbs. Finesse, light $100 1d8 bludgeoning 2 lbs. — Ōdachi (or Nodachi) $5,000 2d6 slashing 6 lbs. Heavy, two-handed $1,000 1d8 slashing 4 lbs. Versatile (1d10) $2,500 1d6 slashing 3 lbs. Finesse, light $2,000 1d10 piercing 6 lbs. Heavy, reach, two-handed $2,500 1d6 slashing 3 lbs. Finesse, light Pollaxe (or Pole Axe) $2,000 1d10 slashing 6 lbs. Heavy, reach, two-handed Pulwar (or Pulouar) $2,500 1d6 slashing 3 lbs. Finesse, light

Sample file

11 Martial Weapon Cost Damage Weight Notes $2,000 1d10 piercing 6 lbs. Heavy, reach, two-handed (or $500 1d4 piercing 2 lbs. Finesse, reach; attacker can choose Jōhyō) to do damage or to grapple target $2,500 1d6 slashing 3 lbs. Finesse, light Saber (or ) $2,500 1d6 slashing 3 lbs. Finesse, light Sagaris $1,000 1d8 slashing 4 lbs. Versatile (1d10) Saif $2,500 1d6 slashing 3 lbs. Finesse, light Sappara $2,500 1d6 slashing 3 lbs. Finesse, light Schiavona $1,500 1d8 slashing 3 lbs. Versatile (1d10) $2,500 1d6 slashing 3 lbs. Finesse, light $2,500 1d6 slashing 3 lbs. Finesse, light $2,500 1d6 slashing 3 lbs. Finesse, light Smallsword $1,000 1d6 piercing 2 lbs. Finesse, light Sovnya $2,000 1d10 slashing 6 lbs. Heavy, reach, two-handed (or Pattern Sword) $1,000 1d6 piercing 2 lbs. Finesse, light $2,500 1d6 slashing 3 lbs. Finesse, light $2,000 1d10 piercing 6 lbs. Heavy, reach, two-handed $2,000 1d10 piercing 6 lbs. Heavy, reach, two-handed Sword Cane $1,000 1d6 piercing 2 lbs. Finesse, light Szabla $2,500 1d6 slashing 3 lbs. Finesse, light Tabarzin (or Tabar) $1,000 1d8 slashing 4 lbs. Versatile (1d10) $1,500 1d8 slashing 3 lbs. Versatile (1d10) $2,500 1d6 slashing 3 lbs. Finesse, light $2,500 1d6 slashing 3 lbs. Finesse, light Three-Section Staff $100 1d8 bludgeoning 3 lbs. — Two-Section Staff $100 1d8 bludgeoning 3 lbs. — $2,500 1d6 slashing 3 lbs. Finesse, light $2,000 1d10 slashing 6 lbs. Heavy, reach, two-handed $2,500 1d6 slashing 3 lbs. Finesse, light $2,000 1d10 slashing 6 lbs. Heavy, reach, two-handed $1,000 1d6 piercing 2 lbs. Finesse, light $1,000 1d6 piercing 2 lbs. Finesse, light Zanbato $5,000 2d6 slashing 6 lbs. Heavy, two-handed SampleZweihänder $5,000 2d6 slashing 6 lbs. Heavy, two-handedfile

12 Simple Cost Damage Weight Notes Atlatl $100 1d6 piercing 2 lbs. Ammunition (range 30/120), two-handed; missiles: $20 and 1 lb. per 4 rounds. Bolas $100 Special 2 lbs. Thrown (range 20/60); if hit, a Large or smaller creature is knocked prone and is restrained until it frees itself or is freed Boomerang $20 1d4 bludgeoning 1 lb. Finesse, thrown (range 30/120) $50 1d4 slashing 0.5 lbs. Finesse, thrown (range 20/60) Kpinga (or Hunga Munga) $500 1d6 piercing 2 lbs. Finesse, thrown (range 20/60) Molotov Cocktail $10 3d6 fire 2 lbs. c. 1935; thrown (range 20/60) Pepper Spray $20 Special 0.25 lbs. c. 1965; disposable (5 shots); creates a line 10 ft. long and 5 ft. wide; each creature in the line must make a DC 12 Dexterity saving throw or be blinded for 5 (2d4) rounds and poisoned for 5 (2d4) minutes, or half as long on a success. $20 1d4 piercing 0.25 lbs. Finesse, thrown (range 20/60) Slingshot $50 1d4 piercing 0.5 lbs. c. 1860; ammunition (range 20/60), two- handed; pellets: $10 and 1 lb. per 40 rounds. Speargun $500 1d6 piercing 3 lbs. c. 1935; ammunition (range 10/30); loading, two-handed; usable underwater; $100 and 1 lb. per shaft and barb. Surujin $200 Special 2 lbs. Thrown (range 20/60); if hit, a Large or smaller creature is knocked prone and is restrained until it frees itself or is freed; one weight is spike-shaped and can be used as a dagger against the restrained creature Taser $1,000 Special 1 lb. c. 1990; ammunition (range 10/30), loading; when hit, a Medium or smaller creature must make a Constitution check (DC 15) or be knocked prone and stunned for 2 rounds if Medium, 4 rounds if Small, or 8 rounds if Tiny, or half that long on a success Throwing Stick $20 1d4 bludgeoning 2 lbs. Finesse, thrown (range 20/60) Tranquilizer Gun $500 Special 3 lbs. c. 1960; ammunition (range 20/60), loading; dart does 1 point piercing damage + effect of drug or poison (cost of dart does not include cost of drug or poison)

Sample file

13 Explosive Device Cost Damage Weight Notes Fusante No. 1 (aka F-1) $40 5d6 piercing/20-ft. 1 lb. 1915; may be thrown up to 60 ft.; all Grenade blast radius creatures in area of effect must make a DC 15 Dexterity saving throw or take full damage, or half as much on a success Kugelhandgranate Infantry $50 5d6 piercing/20-ft. 2 lbs. 1915; may be thrown up to 60 ft.; all Fragmentation Grenade blast radius creatures in area of effect must make a DC 15 Dexterity saving throw or take full damage, or half as much on a success Mills Bomb Fragmentation $40 5d6 piercing/20-ft. 2 lbs. 1915; may be thrown up to 60 ft.; all Grenade blast radius creatures in area of effect must make a DC 15 Dexterity saving throw or take full damage, or half as much on a success Mk2 Fragmentation Grenade $40 5d6 piercing/20-ft. 1 lb. 1920; may be thrown up to 60 ft.; all blast radius creatures in area of effect must make a DC 15 Dexterity saving throw or take full damage, or half as much on a success Model 1924 $40 5d6 piercing/20-ft. 1 lb. 1924; may be thrown up to 60 ft.; all Grenade blast radius creatures in area of effect must make a DC 15 Dexterity saving throw or take full damage, or half as much on a success Type 97 Fragmentation $50 5d6 piercing/20-ft. 1 lb. 1937; may be thrown up to 60 ft.; all Grenade blast radius creatures in area of effect must make a DC 15 Dexterity saving throw or take full damage, or half as much on a success Model 39 (“Eihandgranate”) $40 3d6 piercing/10-ft. 0.5 lbs. 1940; may be thrown up to 60 ft.; all Grenade blast radius creatures in area of effect must make a DC 15 Dexterity saving throw or take full damage, or half as much on a success F1 Fragmentation Grenade $40 5d6 piercing/20-ft. 1 lb. 1941; may be thrown up to 60 ft.; all blast radius creatures in area of effect must make a DC 15 Dexterity saving throw or take full damage, or half as much on a success M9 HEAT High-Explosive, $80 9d6 fire/5-ft. blast 1 lb. 1941; used with M1 Garand rifle Anti-Tank radius (range 80/240); all creatures in area of effect must make a DC 12 Dexterity saving throw or take full damage, or half as much on a success

Sample file

14 Explosive Device Cost Damage Weight Notes MK3A2 Concussion Grenade $40 3d6 bludgeoning/5-ft. 1 lb. 1942; may be thrown up to 60 ft.; all blast radius creatures in area of effect must make a DC 12 Dexterity saving throw or take full damage, or half as much on a success M15 White Phosphorous $60 3d6 fire/5-ft. blast 2 lbs. 1943; may be thrown up to 60 ft.; all (“Willie Pete”) Grenade radius + fills 20-ft. creatures in area of effect must make radius w. white smoke a DC 12 Dexterity saving throw or (see DMG, p. 268) take full damage, or half as much on a success M18 Colored Smoke Grenade $25 Fills 20-ft. radius w. 1 lb. 1943; may be thrown up to 60 ft. colored smoke (see DMG, p. 268) M26 Fragmentation Grenade $50 5d6 piercing/20-ft. 1 lb. 1952; may be thrown up to 60 ft.; all blast radius creatures in area of effect must make a DC 15 Dexterity saving throw or take full damage, or half as much on a success RGD-5 Fragmentation $40 3d6 piercing/10-ft. 0.5 lbs. 1954; may be thrown up to 60 ft.; all Grenade blast radius creatures in area of effect must make a DC 15 Dexterity saving throw or take full damage, or half as much on a success M34 White Phosphorous $60 3d6 fire/5-ft. blast 2 lbs. 1960; may be thrown up to 60 ft.; all (“Willie Pete”) Grenade radius + fills 20-ft. creatures in area of effect must make radius w. white smoke a DC 12 Dexterity saving throw or (see DMG, p. 268) take full damage, or half as much on a success M67 Fragmentation Grenade $50 5d6 piercing/20-ft. 1 lb. 1968; may be thrown up to 60 ft.; all blast radius creatures in area of effect must make a DC 15 Dexterity saving throw or take full damage, or half as much on a success HG 85 Fragmentation $50 5d6 piercing/20-ft. 1 lb. 1985; may be thrown up to 60 ft.; all Grenade blast radius creatures in area of effect must make a DC 15 Dexterity saving throw or take full damage, or half as much on a success RGO Fragmentation $50 5d6 piercing/20-ft. 1 lb. 1990; may be thrown up to 60 ft.; all Grenade blast radius creatures in area of effect must make a DC 15 Dexterity saving throw or take full damage, or half as much on a success

Sample file

15

Explosive Device Cost Damage Weight Notes M84 Stun Grenade $50 Special/5-ft effect 0.5 lbs. 1995; may be thrown up to 60 ft.; all radius creatures in area of effect must make a DC 12 Dexterity saving throw or be deafened, blinded, and stunned for 2 (1d4) rounds, or half as long on a success. L109A1 HE Fragmentation $50 5d6 piercing/20-ft. 1 lb. 2001; may be thrown up to 60 ft.; all Grenade blast radius creatures in area of effect must make a DC 15 Dexterity saving throw or take full damage, or half as much on a success CTS Sting-Ball Multi-Effect $50 Special/10-ft effect 0.5 lbs. 2009; may be thrown up to 60 ft.; all Grenade radius creatures in area of effect must make a DC 15 Dexterity saving throw or be stunned for 2 (1d4) rounds, or half as long on a success. ARM MK13 Mod 0 BTV-EL $50 Special/5-ft effect 0.5 lbs. 2010; may be thrown up to 60 ft.; all Flash-Bang Grenade radius creatures in area of effect must make a DC 12 Dexterity saving throw or be deafened, blinded, and stunned for 2 (1d4) rounds, or half as long on a success.

Sample file

16 Martial Ranged Weapon Cost Damage Weight Notes Wheellock Pistol $1,200 1d10 piercing 3 lbs. c. 1550; ammunition (range 30/90), (.52 Ball) loading Flintlock Pistol $600 1d10 piercing 3 lbs. c. 1650; ammunition (range 30/90), (.62 Ball) loading Flintlock Pocket Pistol $400 1d10 piercing 1 lb. c. 1700; ammunition (range 20/60), (.44 Ball) loading Model 1733 Dragoon $600 1d10 piercing 3 lbs. 1733; ammunition (range 30/90), Pistol (.62 Ball) loading British Tower Land Pattern $600 1d10 piercing 3 lbs. 1738; ammunition (range 30/90), Pistol (.71 Ball) loading Flintlock Dueling Pistol $1,200 1d10 piercing 2 lbs. c. 1750; ammunition (range 30/90), (.50 Ball) loading British Sea Service Pistol $600 1d10 piercing 3 lbs. 1756; ammunition (range 30/90), (.56 Ball) loading French Model 1766 Pistol $600 1d10 piercing 3 lbs. 1766; ammunition (range 30/90), (.69 Ball) loading British New Land Pattern $600 1d10 piercing 3 lbs. 1796; ammunition (range 30/90), Pistol (.65 Ball) loading French Model An XIII Pistol $600 1d10 piercing 3 lbs. 1806; ammunition (range 30/90), (.69 Ball) loading Russian Horse Pistol $600 1d10 piercing 3 lbs. 1808; ammunition (range 30/90), (.71 Ball) loading Model 1816 Flintlock Pistol $600 1d10 piercing 3 lbs. 1817; ammunition (range 30/90), (.54 Ball) loading Model 1836 Flintlock Pistol $600 1d10 piercing 3 lbs. 1836; ammunition (range 30/90), (.54 Ball) loading Model 1842 Percussion Pistol $600 1d10 piercing 3 lbs. 1845; ammunition (range 30/90), (.54 Ball) loading Henry Deringer Pocket Pistol $400 1d10 piercing 1 lb. 1852; ammunition (range 20/60), (.44 Ball) loading

Sample file

17 Martial Ranged Weapon Cost Damage Weight Notes Revolver $400 1d8 piercing 3 lbs. 1836; ammunition (range 30/90), (.36 Ball) reload (5 shots) Allen & Thurber Pepperbox $400 1d8 piercing 2 lbs. 1837; ammunition (range 30/90), Revolver (.31 Ball) reload (6 shots) Allen & Thurber Pepperbox $400 1d8 piercing 3 lbs. 1837; ammunition (range 30/90), Dragoon Revolver (.36 Ball) reload (6 shots) Allen & Thurber Pepperbox $300 1d8 piercing 2 lbs. 1837; ammunition (range 20/60), Pocket Revolver (.31 Ball) reload (6 shots) Revolver $800 1d10 piercing 5 lbs. 1847; ammunition (range 30/90), (.44 Ball) reload (6 shots) Colt Dragoon Revolver $800 1d10 piercing 5 lbs. 1848; ammunition (range 30/90), (.44 Ball) reload (6 shots) Colt Pocket Revolver $400 1d8 piercing 2 lbs. 1849; ammunition (range 30/90), (.31 Ball) reload (5 shots) Colt Navy Revolver $400 1d8 piercing 3 lbs. 1851; ammunition (range 30/90), (.36 Ball) reload (6 shots) Deane and Adams Revolver $800 1d10 piercing 3 lbs. 1851; ammunition (range 30/90), (.44/.450 Ball) reload (5 shots) Revolver $600 1d10 piercing 3 lbs. 1854; ammunition (range 30/90), (.44 Ball) reload (6 shots) Colt Sidehammer Revolver $400 1d8 piercing 2 lbs. 1855; ammunition (range 20/60), (.28 Ball) reload (5 shots) Beaumont–Adams Revolver $600 1d10 piercing 3 lbs. 1856; ammunition (range 30/90), (.442 Ball) reload (5 shots) Smith & Wesson Model 1 $400 1d8 piercing 2 lbs. 1857; ammunition (range 20/60), Revolver (.22 Short) reload (7 shots) Revolver $400 2d4 piercing 2 lbs. 1858; ammunition (range 40/120), (12mm Pinfire) reload (6 shots) $600 1d10 piercing 3 lbs. 1858; ammunition (range 30/90), (.44 Ball) reload (6 shots) Kerr Revolver $600 1d10 piercing 2 lbs. 1859; ammunition (range 30/90), (.44 Ball) reload (5 shots) Manhattan Navy Revolver $300 1d8 piercing 2 lbs. 1859; ammunition (range 30/90), (.36 Ball) reload (5 shots) Colt Model 1860 Army $600 1d10 piercing 3 lbs. 1860; ammunition (range 30/90), Revolver (.44 Ball) reload (6 shots)

Sample file

18 Martial Ranged Weapon Cost Damage Weight Notes Griswold & Gunnison 1860 $400 1d8 piercing 3 lbs. 1860; ammunition (range 30/90), Revolver (.36 Ball) reload (6 shots) Remington-Beals Army Revolver $600 1d10 piercing 3 lbs. 1861; ammunition (range 30/90), (.44 Ball) reload (6 shots) Remington-Beals Navy Revolver $500 1d8 piercing 3 lbs. 1861; ammunition (range 30/90), (.36 Ball) reload (6 shots) Smith & Wesson Model No. 2 $400 2d4 piercing 2 lbs. 1861; ammunition (range 40/120), Army Revolver (.32 Short Rimfire) reload (6 shots) Colt Model 1862 Police Revolver $400 1d8 piercing 2 lbs. 1862; ammunition (range 30/90), (.36 Ball) reload (5 shots) Remington New Model Army $600 1d10 piercing 3 lbs. 1863; ammunition (range 30/90), Revolver (.44 Ball) reload (6 shots) Remington New Model Navy $500 1d8 piercing 3 lbs. 1863; ammunition (range 30/90), Revolver (.36 Ball) reload (6 shots) Remington New Model Pocket $300 1d8 piercing 1 lb. 1865; ammunition (range 20/60), Revolver (.31 Ball) reload (5 shots) Remington New Model Police $400 1d8 piercing 2 lbs. 1865; ammunition (range 30/60), Revolver (.36 Ball) reload (5 shots) James Reid Knuckle-Duster $300 1d8 piercing 1 lb. 1868; ammunition (range 20/60), Revolver (.22 Short) reload (7 shots) Smith & Wesson Model 1-1/2 $400 2d4 piercing 1 lb. 1868; ammunition (range 30/90), Revolver (.32 Long Rimfire) reload (5 shots) Webley RIC Revolver $600 2d6 piercing 2 lbs. 1868; ammunition (range 40/120), (.44 Webley) reload (6 shots) Gasser M1870 Revolver $600 2d6 piercing 4 lbs. 1870; ammunition (range 40/120), (11.3×36mmR) reload (6 shots) Smith & Wesson Model 3 Russian $800 2d6 piercing 4 lbs. 1870; ammunition (range 40/120), Revolver (.44 Russian) reload (6 shots) Colt House (“Cloverleaf”) $200 1d8 piercing 1 lb. 1871; ammunition (range 20/60), Revolver (.41 Short) reload (4 shots) Colt Open Top Pocket Revolver $300 1d8 piercing 1 lb. 1871; ammunition (range 20/60), (.22 Short) reload (7 shots) Webley British Bull Dog Revolver $600 2d6 piercing 2 lbs. 1872; ammunition (range 30/90), (.44 Webley) reload (5 shots) Colt New Line Revolver $300 1d8 piercing 1 lb. 1873; ammunition (range 20/60), (.22 Short) reload (7 shots) Sample file

19 Martial Ranged Weapon Cost Damage Weight Notes $600 2d6 piercing 3 lbs. 1873; ammunition (range 40/120), (“Peacemaker”) Revolver reload (6 shots) (.45 Colt) MAS 1873 Revolver $600 2d4 piercing 3 lbs. 1873; ammunition (range 40/120), (11mm French Ordnance) reload (6 shots) Marlin No. 32 Pocket Revolver $400 2d4 piercing 1 lb. 1875; ammunition (range 30/90), (.32 Short Rimfire) reload (5 shots) Remington Model 1875 Revolver $600 2d6 piercing 3 lbs. 1875; ammunition (range 40/120), (.45 Colt) reload (6 shots) Smith & Wesson Model 3 $800 2d6 piercing 4 lbs. 1875; ammunition (range 40/120), Schofield Revolver (.45 Schofield) reload (6 shots) Colt Lightning Revolver $500 2d4 piercing 2 lbs. 1877; ammunition (range 40/120), (.38 Long Colt) reload (6 shots) Colt Thunderer Revolver $600 2d6 piercing 3 lbs. 1877; ammunition (range 40/120), (.41 Long Colt) reload (6 shots) Colt Model 1878 “Frontier” $600 2d6 piercing 3 lbs. 1878; ammunition (range 40/120), Revolver (.44-40 Winchester) reload (6 shots) Modell 1879 Revolver $600 2d6 piercing 3 lbs. 1879; ammunition (range 40/120), (10.6mm Scharfe) reload (6 shots) Reichsrevolver M1879 Revolver $600 2d6 piercing 3 lbs. 1879; ammunition (range 40/120), (10.6×25mmR) reload (6 shots) Enfield Top-Break Revolver $600 2d6 piercing 3 lbs. 1880; ammunition (range 40/120), (.476 Enfield) reload (6 shots) Merwin Hulbert Pocket Army $800 2d6 piercing 3 lbs. 1880; ammunition (range 30/90), Revolver (.44-40 Winchester) reload (6 shots) Smith & Wesson Model 2 Double $400 2d4 piercing 2 lbs. 1880; ammunition (range 30/90), Action Revolver (.38 S&W) reload (5 shots) Protector Palm Pistol $300 1d8 piercing 1 lb. 1882; ammunition (range 20/60), (.32 Extra Short) reload (7 shots) Schmidt M1882 Revolver $400 2d4 piercing 2 lbs. 1882; ammunition (range 40/120), (7.5mm 1882 Ordnance) reload (6 shots) H&R American Double Action $200 2d4 piercing 2 lbs. 1883; ammunition (range 30/90), Revolver (.32 S&W) reload (6 shots) H&R Young America Revolver $200 2d4 piercing 1 lb. 1884; ammunition (range 30/90), (.32 S&W) reload (5 shots)

Sample file

20