The 1860s were a time of dramatic new weapons technology, but RESOLUTE is set earlier. Only a few weapon types are available at the start of the campaign.
For a more complete description of the mechanics and cost tradeoffs of each weapon, please refer to the page on starting equipment
- Harpers Ferry Pistol
- U.S. Percussion Navy Pistol (smoothbore & rifled)
- Allen & Thurber Pepperbox
- Pocket Deringer
Breechloaders – NONE
- Colt Walker Dragoon
Double-Action Revolvers – NONE
- M1816 Flintlock Musket
- M1842 Percussion Musket
- Harpers Ferry Rifle
- Hawken Rifle
- Sharps Rifle
- Sharps Carbine
Shotguns – NONE
- NOTE: There have been similar firearms for two hundred years, but the old blunderbuss has fallen out of favor with the introduction of new rifle technologies.
Exotic Firearms – NONE
New Weapons (HOUSE RULE)
We are simulating the gradual introduction of technology (and limited availability) through the Restricted Goods rules (pg 129-130). In general, firearms will be RESTRICTED in their first year of release, then LICENSED the next year, then normal price.
E.g. the Starr Army Pistol (1858) – the first double-action revolver in wide circulation.
- 1857 and earlier. Not available to the general public. Prototypes might be available but are MILITARY or ILLEGAL, and only available via GM permission (i.e. quest reward or storyline).
- 1858. Year of release. RESTRICTED – DC15 bribe/fee to find a supplier(*), +2 to purchase DC, 2 extra days of searching.
- 1859. LICENSED – DC10 bribe/fee to find a supplier(*), +1 to purchase DC, 1 extra days of searching.
- 1860 and beyond. Widely available, standard purchase price.
Access to a good supplier is also an excellent story award – of course – so it may not always have to be paid.
This also means that only major NPCs will have “cutting edge” weapons – as these require extra focus and significant resources to obtain. Generic NPCs (including middle-income civilians, and low-level gunslingers) cannot afford these weapons and will make due with “regular” stuff.