Irah - Gold Rush
|Revolver||$20||1d8||x4||20 ft.||6||Full||–||4 lbs.|
|Rifle||$25||1d10||x4||80 ft.||1||Move||–||12 lbs.|
|Winchester Lever-action Rifle||$40||1d10||x4||60 ft.||15||2 Full||–||10 lbs.|
|Single Barrel Shotgun||$25||1d8||x2||20 ft.||1||Move||Scatter||12 lbs.|
|Double Barrel Shotgun||$35||1d8||x2||20ft.||2||Move||Scatter||15 lbs.|
|Gatling Gun||$1000||1d8||x4||60 ft.||40||Full||See Description||60 lbs.|
|Stick of Dynamite||50¢||2d6||x2||10ft.||–||–||See Description||1lb.|
Gatling Gun: This gun has two modes of operation, one shot and rotating. One shot acts as a ranged as normal. With rotating, the gun uses 20 ammo in one round, half of a magazine. These projectiles have an area of effect of a 120 ft. cone, that requires a Dexterity save of DC 15, on a fail save it deals weapon damage.
Stick of Dynamite: This dynamite has been packaged and fused for ease of carry. To use it, you must first light the fuse (a move action) and then throw it (usually a standard). After you light the fuse, the dynamite will detonate at the beginning of your next turn. When it does it does its damage to everything within 5ft. of its location. You can attach multiple sticks at once. For every additional stick, the explosion increases by 5 ft. and the damage is increased by 1d6. At 6 sticks, the bundle’s range increment drops to 5 ft. If you exceed 10 sticks, the bundle becomes unwieldy to throw, and loses its range increment. Damage caps at 20d6. Buying dynamite unfused and packaged to throw is 35¢ a pound.
Melee weapons are available as usual. Their price is half their gp in $.
- Upgrading a weapon to masterwork +$50
- Fancy Grip +$10 or more.
Box of bullets, 50 count: 50¢
Detonator, plunger: $10
Detonation wire (50’): $2.50
Gun belt: $2
Quick-draw holster: $11
Rifle scabbard: $3
Shotgun thong: 25¢
Speed-load cylinder: $3