BUYING WEAPONS


Weapons Budgets for 'The Rules with No Name

These rules are totally unofficial, and are not endorsed by Bryan Ansell who hasn't even seen some of them. They are just suggestions by various players. (Any comments in blue italics are mine.)

WEAPONS BUDGET by Walter O'Hara (Burke, VA. USA)

One thing we don't want in our games is a bunch of walking arsenals in our skirmish games the average cowpoke, even the average hard as nails gunman couldn't afford to buy a vast plethora of weapons to tote around with him. To this end, I present the Weapons Budget Table for your characters to purchase weapons from at the outset of the game. Recurring characters, of course, would have the same weapons and money left over from the last time you played. To enhance a campaign game, you may want to reward your players from time to time--say, for instance, a character kills or captures a notorious outlaw, you may wish to give him a small portion of the reward money so he can spend it on guns, dynamite or other such notions.

Procedure: At the outset of a game, give each character 50 dollars spending money (if they are new characters) or 10 dollars wages (if they are in a campaign and have played before). They can shop off the following table with the money they have in their budget. Players can pool money to purchase items.

Weapon Cost Description Notes
Pistol $25.00 Standard 6 shooter +3 to blaze away
Breach Loading Rifle $30.00 Rifle, bullet loads in back +1 to blaze away
Repeating Rifle $40.00 Rifle, has a magazine +2 to blaze away
Buffalo Gun $60.00 Hi-Caliber Weapon 5 or 6 hits; takes two actions to load
Sharpshooter Scope $50.00 Long brass tube scope adds +2 dice to hit roll, + or - 1 on location roll
Automatic Pistol $150.00 Early Auto Weapon Like a Mauser; 1890 or later only
Blunderbuss or Musket $20.00 Early Black Powder weapon See the Musket/ Blunderbuss rules
Gatling/Gardner Gun $900.00 Early Rapid Fire Weapon See Rapid Fire Rules
Dynamite Sticks $30.00 per stick See Dynamite Rules

Any suggestions or additions to the Weapons Budget tables are welcome. This is just a rough draft based on the TRWNN rules as they are today.

Scavenging the Dead.

You can always procure weapons from the dead. Robbing the stiffening corpses of your enemies as they lay in the dust, leaking grue, is a weapons procurement practice that dates to the Caesars. However, an element of common sense must enter into play here. Referees should set a limit of two rifle-sized weapons, four handgun-sized weapons on any one figure. Naturally, it will take an action to discard a weapon and rearm. Acquiring a weapon from a corpse or wounded figure also takes an action.


Further notes on Weapons costs by Lee Neal (Tucson Az)

The prices listed aren't fixed, they would differ according to what part of the U.S. you are in, and the time frame: Pre-civil war or Post-civil war prices would be different, (especially for ex-military pieces)

Guns in Gold-rush territory would be more expensive.

Of course, more unusual weapons or ammunition for them might be wholly unavailable.

I would suggest that the price would jump 10-50% in a mining town/camp, but in a little/larger town or far west the price would drop (not by much)

Pistol Year Rounds Price
Army Colt .44 1860 6 20.00
Navy Colt .36 1861 6 18.00
Smith&Wesson .22 1861 7 6.00
Smith&Wesson .38 1861 6 9.00
Colt 'New Line' .41 1862 4 10.00
Joslyn .44 1862 6 25.00
Army Colt 44/40 .44 1872 6 25.00
Colt Peacemaker .45 1873 6 35.00
LeMat .44+16g 186? 9+1 60.00

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Last Updated Feb 1, 2003 by Tim Peterson