TEXT: The 19th Century was a time of rapid and dramatic change throughout the world. The 
  Industrial Revolution had begun, the monarchies of Europe were giving way to new forms 
  of government, and the United States was expanding into the Wild West at a furious pace. 
  The weapons of the time were also changing rapidly, developing from the Flintlock Musket 
  of the Napoleonic Wars to the breechloading rifles and Gatling Guns of the American Civil 
  War and later periods. 
  Despite the progress made, the weapons of the Wild West were far less efficient than 
  modern firearms. The generally lower ranges and velocities, and dramatically lower rates 
  of fire, result in very different battlefields from those seen in the late 20th century. This 
  difference is most pronounced at ranges of 100 yards or less, the scale at which Phoenix 
  Command is most often used. Such combat in the modern era is extremely brutal, 
  especially in open terrain. The weapons of the Wild West, however, allow players to step 
  back in time to a period when close combat was more common, when the enemy was not 
  a sudden rain of automatic fire from a distant stand of trees, but men, visible and distin- 
  guishable as individual targets. From the battlefields of the Civil War to the dusty streets 
  of the American Frontier, welcome to the Wild West. 
  For centuries, the smoothbore musket was the standard infantry firearm in the western 
  world. A long, cumbersome weapon, it was also inaccurate, unreliable, and appallingly 
  THE 
  slow to load. ~ t s  
  only virtue was that it was far superior to any alternative; as clumsy as it 
  DEVELOPMENT OF 
  seems now, it was the best design available to the military leaders of the time. 
  19TH CENTURY 
  Reloading was probably the most difficult aspect of using a musket. The musketeer had 
  to pour a small amount of gunpowder into the weapon's firing pan, and then a full charge 
  FIREARMS 
  of powder into the barrel. Following the powder down the barrel was a three-quarter inch 
  ball of lead, and then the ball and powder were tamped down with the long ramrod which 
  was kept stored beneath the barrel. After replacing the ramrod, the firer shouldered the 
  weapon, cocked the hammer, aimed and fired. The process took 10 to 15 seconds for a 
  trained soldier, during which time he had to remain standing (usually in an open field) and 
  was presumably under fire from similar musketeers in different uniforms who were less 
  than 100 yards away. Add in roving bands of armed and armored cavalrymen, and 
  numerous batteries of bronze cannon which sent 12 pound balls of metal flying, bouncing, 
  and rolling around the battlefield at dangerous speeds, and the battlefield experience of 
  the average infantryman carrying a Flintlock Musket is complete. 
  The Flintlock came into use late in the 17th century, replacing the even more 
  cumbersome Matchlock, and continued to be the primary infantry weapon through the end 
  of the Napoleonic Wars. In the first half of the 19th century, however, technology took a 
  small step forward. Instead of pouring powder into the firing pan, which transmitted the 
  spark from the "flint" to the powder charge in the barrel, the Percussion Cap was used. This 
  
  "Ma, when I said I 
  wanted a new Cap 
  and Ball, I meant 
  a gun!" 
  Mean Marc MacMyer 
  "I Quit." 
  Ex-Sheriff Axly 
  His Farewell Address, given a few 
  minutes before the MacMyer Gang 
  rode back into town. 
  cap was placed on a hollow nipple connected to the barrel; when hit by the hammer, it 
  exploded and caused the main powder charge to detonate. For the musketeer, the 
  advantage of the Cap and Ball musket was reliability. Where a Flintlock would fail to fire 
  about one time in ten, a Cap and Ball hardly ever misfired. 
  Cap and Ball technology was far more important when applied to pistols, because it 
  allowed the creation of the first effective Revolvers. Each cylinder was individually loaded 
  with powder and ball, and acap was placed on the nipple of each chamber. While this was 
  time consuming, it allowed the wielder to fire repeatedly when in combat. Many pistol- 
  armed soldiers carried multiple guns, or spare cylinders which were pre-loaded and placed 
  into the pistol in much the way that magazines are changed today. In addition, since bullets 
  were loaded directly into the cylinder, it was possible forthe barrels to be rifled. This made 
  them very accurate for their time, and large revolvers such as the Army Dragoon were 
  equipped with removeable shoulder stocks to maximize their range and precision. 
  There were some rifled muskets, but until the Civil War their use was limited. The ball 
  had to be forced through the rifling of the barrel, a process which often required using a 
  hammer on the ramrod. As a consequence the rifled musket, while very accurate 
  compared to the smoothbore, took even longer to reload and had only a limited military 
  role. During the Civil War, however, the Minie Ball was invented. This bullet was a smaller 
  caliber lead projectile with a hollow cavity at its base. When fired, gas pressure deformed 
  the base of the bullet, expanding it to catch the barrel's rifling. The smaller, undeformed 
  bullet could be easily dropped down the barrel, which allowed the rifled muskets of the time 
  to reload and fire as quickly as any smoothbore. 
  This caused a major change in the nature of war, and played a role in the massive 
  casualties of the Civil War. Where smoothbore muskets were of little use beyond 100 
  yards, the rifled muskets of the Civil War were extremely accurate, and were deadly out 
  to ranges of 500 yards or more. The bayonet charges of the Napoleonic erawere no longer 
  practical, and even artillery became secondary to the firepower of the common infantry- 
  man. The time of the rifled musket was limited, however, because the next major changes 
  were just a few years away; the breechloading rifle, and the cartridge. 
  The first cartridges are nearly as old as firearms themselves, but it took centuries of 
  industrial development and technical innovation to produce a cartridge that was truly 
  effective. This wasdone by Horace Smith and Daniel Wesson, who successfully combined 
  bullet, gunpowder, and primer into a single unit. It could be mass produced, was easy to 
  load and fire, and allowed new levels of accuracy. Smith and Wesson's cartridge was 
  developed in the 1850's and patented in 1860, and quickly made their revolvers famous. 
  Rifles which used cartridges were the next logical step, and so the Breechloading Rifle 
  was created. Rugged and dependable, these weapons used a release mechanism to open 
  the breech, which allowed anewcartridge to be inserted into the chamber. The breech was 
  then closed, and the weapon was ready to fire. The first breechloaders were very success- 
  ful during the Civil War, and the rifled musket had been superceded by 1866. The Lever 
  and Bolt action rifles which were developed in later decades were essentially variants of 
  the breechloader, which incorporated a magazine to automatically feed a round into the 
  chamber when the bolt was operated. 
  The small arms of today are not really very different from the breechloading rifle; bullets 
  are generally made of a copper-zinc alloy instead of lead, gunpowder is smokeless and 
  more efficient, and rates of fire have gone up significantly, but they are all simply 
  modifications of the classic designs of the 19th century. 
  The 19th century also saw the development of the earliest "machinegun", the Gatling 
  Gun. This weapon was introduced late in the Civil War and was used with devastating 
  effect. The Gatling Gun was a multiple barreled machine gun which was manually 
  operated and gravity-fed from a top loading magazine or hopper. As each barrel rotated 
  about the weapon's axis, the spent cartridge was ejected, a new cartridge inserted, the 
  breech closed, and the weapon fired. Because some barrels continued to fire while others 
  were reloaded, the weapon had a much higher rate of fire than any contemporary weapon. 
  This same principle is used to attain rates of fire as high as 8000 rounds per minute in 
  modern miniguns and cannon. 
  
  The legendary gunfights of the Wild West focus on people with unique skills; the gunslinger 
  known for his speed, the horseman firing accurately while at a gallop, and so forth. 
  INTRODUCTION 
  Simulating these abilities requires a few new rules, and the introduction of Qualified 
  TO QUALIFIED 
  Skills. Qualified Skills represent an individual's training and expertise in a special area, 
  SKILLS 
  and include talents as diverse as fanning a revolver or operating a complex piece of 
  equipment. A character now has the option to have one or more of the Qualified Skills 
  described in the following sections. The Skill Levels of these Qualified Skills is identical to 
  the 0 to 20 range used for the basic Gun Combat Skill Level. 
  Fast Drawing a revolver is probably the greatest trademark of the romanticized Wild West. 
  The Fast Draw Qualified Skill is combined with the Master Phasing Count of 1st and 2nd 
  FAST DRAW 
  Edition Phoenix Command, or the Impulse system of 3rd Edition, to determine exactly 
  how fast a character can draw his weapon and fire a Snap Shot (Aim Time 1 AC). 
  The Fast Draw Qualified Skill determines a Combat Action Modifier which increases 
  the speed with which the character can draw his weapon. This CA Mod is found on the 
  following table opposite the Fast Draw Qualified Skill Level. The CA Mod multiplied by the 
  normal CA determines the effective CA for Fast Drawing. For the movement of drawing 
  the pistol and firing the first snapshot, the character is assumed to have this artificially 
  increased number of Combat Actions. The number of Actions required to draw, cock, and 
  fire a Snap Shot is also given in the table opposite the Fast Draw Qualified Skill Level. 
  Fast Draw Combat Action Modifier and Action Cost 
  Fast 
  Draw CA 
  Draw 
  SL 
  Mod Actions 
  Fast 
  Draw 
  CA 
  Draw 
  SL 
  Mod Actions 
  Fast 
  Draw 
  CA 
  Draw 
  SL 
  Mod Actions 
  Example: 
  Black Bart has a basic CA of 6 and a Fast Draw Qualified SL of 8. His CA Mod is 
  therefore 2.2, and it takes 2 Actions to Quick Draw and fire. His CA for Fast Drawing is 
  2.2 x 6 = 13, so he Fast Draws at 13 CA per phase. On the MPC, use 2 AC on the 13 CA 
  line to determine when Bart fires. Under the Impulse system, players should assume that 
  if the Quick Draw uses any part of an Impulse, then the entire Impulse is used up. 
  Alternatively, players may choose to prorate the use of Actions within an Impulse, as 
  defined in Section 5.7 of 3rd edition Phoenix Command. 
  The Fast Draw Qualified Skill includes the ability to draw and fire a Snap Shot. In other 
  words, at the end of the draw, the weapon has been cocked and a Snap Shot aimed and 
  ready to be fired. Any greater Aim Time takes place based on the character's normal CA. 
  The preceding example assumes ideal conditions. In a gunfight, many factors play a 
  role. Each gunfighter is trying to close to his ideal range, maintain the target in line for his 
  draw, and catch the opponent off balance or out of position. Interactions between 
  opponents result in variations in each gunfighter's performance. These factors are 
  handled by the Fast Draw Modifier found on the following table. Each gunfighter should 
  "What we need in 
  this town is more 
  Law and Order." 
  Mayor Winterbotham 
  
  roll a 00-99 number and add the Fast Draw Mod to his basic Fast Draw CA to determine 
  the Effective Fast Draw CA. In the tradition of the great westerns, players may also elect 
  to allow a +1 CA modifier to the player who decides to draw first. 
  Fast Draw Modifier 
  Roll 
  Draw Mod I 
  Roll 
  Draw Mod I 
  Roll 
  Draw Mod 
  "What we need in this 
  00-00 
  -5 
  town is more gallows." 
  01 -03 
  -4 
  04-1 1 
  -3 
  Mayor Winterbotham 
  Example: 
  In the preceding example, Black Bart has a basic Fast Draw CA of 13. In a gunfight 
  Black Bart rolls a 28, so he has a Fast Draw Mod of -2. This gives him an effective draw 
  speed of 13 - 2 = 11 CA. He also receives the +1 for drawing first, since Black Bart is 
  dressed in black and always draws first. His effective CA for the Fast Draw is therefore 12, 
  and his Fast Draw Action cost is 2 AC. 
  Bart's chance of hitting is as follows: Gun Skill Level 5, +11; Aim Time 1 Action with a 
  Peacekeeper, -17; Range 5 hexes, +22; One Handed Fire, -4; Hip Fire, -6; Target 
  Standiing Exposed, +7. The total EAL is 13, giving him an Odds of Hitting of 22. 
  FANNING A 
  Many of the revolvers of the Wild West are Single Action weapons. Their hammers must 
  REVOLVER 
  be manually cocked before each shot, which is why these weapons have a Rate of Fire 
  of 2. When Fanning a Revolver, the firer uses his off hand to cock the hammer, while his 
  gun hand is free to aim and fire. Both Double Action and Single Action revolvers may be 
  fired in this manner. The speed and accuracy with which a character can Fan a Revolver 
  is based on his Revolver Rapid Fire Qualified Skill. 
  To find acharacter's performance, enter the following table with his Revolver Rapid Fire 
  Qualified Skill Level and read off his Fanning ALM and Rate of Fire. The Fanning ALM 
  is an additional ALM applied to the shooter's aim due to weapon motion caused by the 
  cocking action. Note that the shooter is firing his revolver with one hand (-4 ALM, Table 
  4B), and is Hip Firing (-6 ALM, Table 48). 
  "Well, I guess what 
  The Rate of Fire follows standard rules; if 1, it takes 1 AC to cock the hammer and 1 AC 
  we really need in 
  to Snap Fire; if an asterisk (*), no AC to cock and 1 AC to Snap Fire. 
  this town is a 
  bigger cemetery." 
  Mayor Winterbotham 
  Revolver Rapid Fire (RRF) 
  I 
  I 
  RRFSL ALM 
  ROF I 
  RRFSL ALM 
  R°F 
  I 
  RRFSL ALM 
  R°F 
  Example: 
  Black Bart has drawn and fired, missing his opponent. Bart now decides to Rapid Fire 
  his revolver. Bart's Revolver Rapid Fire Qualified Skill is 4, so his Rate of Fire is 1 and his 
  Fanning ALM is -4. Bart's subsequent shots take 1 AC to cock the hammer and 1 AC to 
  fire a Snap Shot. 
  Bart's EAL for each subsequent shot is: Gun Skill Level 5, +11; 1 Action Aim with a 
  Peacekeeper, -1 7; Range 5 hexes, +22;0ne Handed Fire, -4; Hip Fire, -6; Target Standing 
  Exposed, +7; Fanning ALM, -4, The total EAL is 9, giving an Odds of Hitting of 09. 
  
  The Speed Loading Qualified Skill applies to specific types of weapons such as muzzle 
  loading rifles, cap and ball revolvers, or cartridge revolvers. This Qualified Skill increases 
  SPEED LOADING 
  the speed with which reloading can be done. The Speed Loading Qualified Skill Level 
  determines an Action Count Mod from the following table. The Reload Time multiplied 
  by the AC Mod gives the Effective Reload Time for the character using his normal CA.. 
  Speed Loading Action Count Modifier 
  Speed 
  Loading 
  AC 
  SL 
  Mod 
  Speed 
  Loading 
  AC 
  S L 
  Mod 
  Speed 
  Loading 
  AC 
  "Well, if Tex has 
  SL 
  ~
  o
  d
   
  four Aces, Ralph 
  12-13 
  .42 
  has four Aces, and 
  14-15 
  .40 
  I have four Aces, 
  16-17 
  .38 
  I figure that one of us 
  18-20 
  .36 
  is probably cheating." 
  Example: 
  GUS 
  Black Bart has emptied his revolver, missing his opponent. Luckily for Bart, his 
  opponent has proved no better a shot. As his opponent runs for his horse, Bart decides 
  to reload. Bart's revolver has a Reload Time of 24, so his basic reloading Action Cost is 
  24 AC to load the revolver plus 4 AC to pull each cartridge from his belt, or 24 + (4 x 6) = 
  24 + 24 = 48 AC. Bart's Speed Loading Qualified Skill Level is 2 so his AC Mod is .6. This 
  gives Bart an Effective Reload Cost of 48 x .6 = 29 AC. At Bart's CA of 6, he will fully reload 
  his six shooter in a little under 5 phases. 
  The horse was a fundamental part of the Wild West, and the ability to ride and shoot from 
  MOUNTED 
  horseback is considered a Qualified Skill. When a mounted shooter takes aim, the 
  standard Moving Shooter ALM of Table 4D applies, as well as an Aim Time restriction of 
  MARKSMANSHIP 
  1 Impulse. Additionally, a Mounted ALM penalty is applied based on the shooter's 
  AND THE HORSE 
  Mounted Marksmanship Qualified Skill Level. This Mounted ALM accounts for 
  disturbances caused by the horse's stride at a gallop and is taken from the following table 
  opposite the Mounted Marksmanship Qualified Skill Level. For a horse at a trot or canter, 
  use an Aim Time restriction of 1 AC in addition to the Mounted ALM. 
  Mounted 
  S L 
  ALM 
  Mounted 
  SL 
  ALM 
  Mounted 
  S L 
  ALM 
  Example: 
  Axly has emptied his revolver in a gunfight with Black Bart and has run down the street 
  to his horse, Cowchip. There, he mounts and begins to ride out of town. On his way he 
  pulls his Sharp's Carbine from his saddle holster and draws a bead on Black Bart, who is 
  standing in the middle of the street reloading. 
  
  "By sundown? I'm 
  sorry, I just don't see 
  how I can do it. I have 
  my horse to shoe, 
  laundry to pick up, 
  packing still to do .... 
  How about if I get out 
  of town by, say, 
  Thursday evening, 
  Friday morning at 
  the latest?" 
  Killer Keith MacMyer 
  Axly's Mounted Marksmanship Qualified Skill Level is 3, so he has an additional ALM 
  of - 6 as he gallops by. Axly'schance of hitting is: Gun Skill Level 4, +lo; Aim Time 2Actions 
  with a Sharp's Carbine, -1 2; Range 4 Hexes, +23; Shooter Moving 3 Hexes per Impulse, 
  -1 0; Target Standing Exposed, +7; Mounted Marksmanship ALM, -6. Total EAL is 12, 
  giving an Odds of Hitting of 18. Axly rolls a 34 and misses, and Bart runs for his own horse, 
  Anthrax. 
  Shooting a horse is a dastardly thing to do, but for true villains the following rules have 
  been included. The Target Sizes and Movement Speeds for a horse and rider are given 
  on the following table. 
  Target Size ALM 
  Horse Movement Speed (HPI) 
  Front 
  Side 
  Walk 
  .5 
  Rider 
  +5 
  +7 
  Trot 
  1 
  Horse 
  +9 
  +14 
  Canter 
  2 
  Gallop 
  3 
  The Odds of Hitting are calculated using standard rules. If the horse is hit, use the 
  following Horse Hit Location Table to find the Hit Location and go to the standard Hit 
  Location and Damage Table (6) of Phoenix Command to determine damage. To 
  correct for the horse's size, use one-half the weapon's PEN when entering Table 6. A 
  horse has a Knockout Value of 20 when caught unawares. When panicked or at a hard 
  gallop, its Knockout Value goes to 100. Disabling Injuries use standard rules. 
  Roll 
  Horse Hit Location 
  1 
  Roll 
  Horse Hit Location 
  Head 
  Glance 
  Forehead 
  Eye - Nose 
  Mouth 
  Neck 
  Glance 
  Spine 
  Flesh 
  Shoulder Glance 
  Socket 
  Shoulder 
  Foreleg 
  Glance 
  Flesh 
  Bone 
  Body 
  Glance 
  Lung - Rib 
  Lung 
  Heart 
  Liver - Rib 
  Liver 
  Intestines 
  Spine 
  Pelvis 
  Hip Socket 
  Hind Leg Glance 
  Flesh 
  Bone 
  Example: 
  Black Bart gets his Winchester 1873 off his horse Anthrax and, being a villain, will take 
  a shot at Axly's horse as Axly rides out of town. After taking a firing stance, Bart fires just 
  before Axly rides out of view. Bart's chances are: Gun Skill Level 5, +11; Aim Time 6 
  Actions with a Model 1873 Winchester, -5; Range 30 hexes, +9; Target Speed 3 Hexes 
  per Impulse, -7; Target Size for a Horse from the Side, +14. Total EAL is 22, giving an Odds 
  of Hitting of 80. 
  Bart rolls an 11 and hits Cowchip. He then rolls an 81 for the Hit Location, hitting the 
  horse in the pelvis. Bart's rifle has a PEN = 2 and DC = 5. Entering the Hit Location and 
  Damage Table (6) with an EID of 2 I 2  = 1, Cowchip takes 94 PD. Cowchip is galloping 
  away and has a Knockout Value of 100. The horse rolls a 35 and continues out of town. 
  Axly, Cowchip, Bart, and Anthrax have all survived to fight another day. 
  
  WEAPON DATA 
  This Chapter is devoted to pistols, rifles, shotguns, and gatling guns of the Wild West. 
  These weapons are presented in the following pages along with their physical character- 
  istics and parameters used by the Phoenix Command Combat System. 
  All the weapons in this supplement may be considered Point Fire Weapons. That is, they 
  are conventional projectile firearms which are aimed by direct line of sight. The Weapon 
  POINT FIRE 
  Data Tables which comprise the rest of this supplement contain all the weapon values 
  WEAPONS 
  required for play. In the interest of space and efficiency, these values have been 
  abbreviated and are described below. For artistic reasons, all weapons are shown facing 
  to the right. In some cases, the images have been reversed to accomplish this. Those 
  familiar with Phoenix Command will recognize these weapon values. For those not using 
  Phoenix Command, an Action Count is about one-half a second long. 
  Length (L) 
  Overall weapon length in inches. 
  Weight (W) 
  The loaded weapon weight in pounds. It does not include a holster or sling. 
  Reload Time (RT) 
  The time, in Action Counts, rewired to fully reload the weapon. For Cap and Ball 
  "Of COUrSe I joined the 
  revolvers, replacing an empty cylinder with a loaded cylinder requires 20 ~ c t i o n  
  Counts. 
  outlaws. They have the 
  coolest outfits." 
  Rate of Fire (ROF) 
  The time, in Action Counts, required to chamber a round from the weapon's magazine. 
  Tex 
  A number following an * indicates the weapon iscapable of fully automatic fire and gives 
  the number of rounds fired per half second burst. 
  Weapons with no ROF entry have no magazine; the time required to prepare a shot is 
  given by the Reload Time (RT). 
  Ammunition Capacity (Cap) 
  The maximum number of rounds held in the weapon's magazine. 
  Ammunition Weight (AW) and Feed Device 
  The weight in pounds per magazine (Mag) or individual round (Rnd). 
  
  Knock Down (KD) 
  Measure of the weapon's knock down capability. This has nothing to do with physical 
  damage or incapacitation but can be used to determine if the projectile's momentum 
  knocks the target off his feet or off balance. This is discussed in 3rd Edition Phoenix 
  Command. 
  Sustained Automatic Burst (SAB) 
  Measure of the weapon's recoil and its accuracy during long bursts of automatic fire. 
  "HOW was I supposed 
  Aim Time Modifier (Aim Time Mod) 
  to know he was an 
  The combined measure of the weapon's accuracy and speed of aim. There are several 
  Aim Time Modifiers, one for each Aim Time listed in the third column. The greater the Aim 
  unarmed man? His 
  Time Modifier, the greater the weapon's accuracy. 
  back was to me." 
  Penetration (PEN) 1 Damage Class (DC) 
  Axly 
  PEN measures bullet penetrating power, and DC measures bullet damage capability. 
  1 
  The greater the PEN and DC, the greater the penetration and damage. The PEN and DC 
  1 
  are given for target ranges 10,20,40,70,100,200,300, and 400 hexes. A hex is two yards 
  across. There are up to three sets of PEN and DC values. Each set represents a differ- 
  ent type of ammunition as given to the left of these values: Lead Ball (LB), Lead Minie Ball 
  (LMB), and Lead Round Nose (LRN). 
  Players not using the Advanced Phoenix Command Combat Supplement should 
  not use weapon data from the shaded portion of the tables. This data represents 
  performance beyond the weapon's Effective Range and is used only in the Advanced 
  Phoenix Command Combat Supplement. 
  Minimum Arc (MA) 
  The minimum number of hexes over which a burst of fully automatic weapon fire must 
  be spread. The greater the weapon's recoil, the greater the Minimum Arc. 
  Ballistic Accuracy (BA) 
  The measure of weapon/ammunition accuracy potential. The larger the BA, the greater 
  this potential. This value is used in the Advanced Phoenix Command Combat 
  Supplement. 
  Time of Flight (TOF) 
  The projectile's time of flight in tenths of seconds (Master Phasing Counts (MPC)). This 
  value is used in the Advanced Phoenix Command Combat Supplement. 
  
  D
  C
  3
  2
  1
   l W .  
  The Derringer was one of the most famous 
  pistols of its day. One like this was used in 
  BA 36 26 16 
  the assassination of President Lincoln. 
  TOF 
  1 
  2 
  3 
  Single Shot Derringer 
  Rim Fire Cartridge 
  hot pistol could be put in 
  stband, boot, handbag, 
  Twin Shot Derringer 
  Rim Fire Cartridge 
  5 Shot Pocket Pistol 
  Rim Fire Cartridge 
  This multiple barreled pistol was cocked 
  by pushing the ring trigger forward. The 
  BA 46 36 26 19 
  D
  C
  6
  5
  4
   
  
  y both army and navy personnel, and saw service with both Union 
  t revolver was introduced in 1862 as an alternative to the larger military 
  BA 35 25 16 
  Remington New Model Army 
  D
  C
  3
  3
  2
   
  Colt revolvers amounted to 75% of all revolvers purchased by the Union 
  Double Action Revolver 
  
  Brass framed Confederate copy of the Colt Army. Only a few thousand Confederate 
  BA 35 25 16 
  8 
  3 -7-1 
  revolvers were ever made. 
  TOF 
  1 
  1 
  3 
  5 
  Twin Barrel Revolver 
  42 and 60 Caliber 
  D
  C
  7
  7
  6
  3
   
  32 Smith & Wesson Long 
  il War. S&W held the patent on a bored through revolver 
  38 140 Winchester 
  BA 46 36 26 1 8 " '  
  Colt Peacemaker 
  D
  C
  3
  3
  2
  1
   
  44 I 
  40 Winchester 
  
  I 
  I 
  Rifles 
  Charleville Musket I Smoothbore Flintlock Musket 1 69 Caliber I 
  France 
  The Charleville musket was the primary weapon of Napoleon's army in the early 1800s. 
  Weapons changed little from this period until the advent of percussion arms in the mid 
  1800s. Ignition relied upon the spark of flint on steel. 
  Brown Bess I Smoothbore Flintlock Musket 1 75 Caliber I United Kingdom 
  The Brown Bess was the standard weapon of the British army during the American 
  Revolutionary War. It was a smoothbore 75 caliber flintlock which in most respects was 
  identical to the Charleville pictured above. These flintlocks had limited effective range and 
  were designed to fire at massed infantry formations. As such, they were not aimed at 
  individual people, but at an entire enemy unit. Each formation closed to ranges of under 
  100 yzrds and opened fire. On the whole, a unit's fire was a hail of lead, with each soldier. 
  officer, and NCO sharing equally in the danger. 
  Hall Flintlock / Smoothbore Breechloading Flintlock Musket / 75 Caliber / USA 
  The Hall Flintlock was adopted by the US army in 1819 and had an interesting breech 
  mechanism which allowed it to be loaded much quicker than contemporary muskets. 
  Percussion versions were used into the mid 1800s. 
  Jaeger Rifle / Rifled Flintlock Musket / 75 Caliber / Germany 
  The Jaeger rifle was of Europeon design and was the weapon of hunters and woodsmen 
  from which it got its name. These rifles were used in the Revolutionary and Napoleonic 
  Wars and were known for their accuracy. Unlike the smoothbore musket, their rifled 
  barrels gave them improved accuracy but made reloading more difficult. The bullet was 
  wrapped in a greased cloth patch which provided a tight fit with the barrel's rifling. 
  Considerable pressure from the ram rod was required to drive the bullet home resulting 
  in the long reloading time. 
  Kentucky Rifle / Rifled Cap and Ball Musket / 45 Caliber / USA 
  The Kentucky rifle shown above is a percussion version of the legendary flintlock 
  American rifle. Unlike European rifles, the US rifles were of smallercaliber and had longer 
  barrels to conserve gun powder and lower ammunition weight. 
  Hawken Plains Rifle I Rifled Cap and Ball Musket 1 50 Caliber I USA 
  The percussion plains rifle was the standard rifle of the frontiersman. Known for its 
  accuracy and dependability, it was used well into the 1860s. In the late 1860s, the plains 
  rifle was replaced by the breechloaders such as the Sharps. 
  Physlcal 
  Data 
  L 
  60 
  W 
  13.0 
  RT 
  24 
  ROF 
  - 
  Cap 
  1 
  AW 
  .12 
  Rnd 
  KD 
  14 
  L 
  56 
  W 
  12.0 
  RT 
  24 
  ROF 
  - 
  Cap 
  1 
  AW 
  .14 
  Rnd 
  KD 
  18 
  L 
  52 
  W 
  11.5 
  RT 
  20 
  ROF 
  - 
  Cap 
  1 
  AW 
  .14 
  Rnd 
  KD 
  15 
  L 
  40 
  W 
  9.5 
  RT 
  80 
  ROF 
  - 
  Cap 
  1 
  AW 
  .14 
  Rnd 
  KD 
  21 
  L 
  50 
  W 
  8.8 
  RT 
  80 
  ROF 
  - 
  Cap 
  1 
  AW 
  .04 
  Rnd 
  KD 
  L 
  44 
  W 
  9.0 
  RT 
  80 
  ROF 
  - 
  Cap 
  1 
  AW 
  .05 
  Rnd 
  KD 
  Alm 
  Time 
  AC ~d 
  1 -25 
  2-15 
  3 -10 
  4 -8 
  5 -6 
  6 -5 
  7 -4 
  8 -3 
  9 -2 
  10 -1 
  1 -24 
  2-14 
  3 -9 
  4 -7 
  5 -6 
  6 -5 
  7 -4 
  8 -3 
  9 -2 
  10 -1 
  1. -24 
  2 -14 
  3 -9 
  4 -7 
  5 -6 
  6 -5 
  7 -4 
  8 -3 
  9 -2 
  10 -1 
  1 -23 
  2-12 
  3 -9 
  4 -7 
  5 -6 
  6 -5 
  7 -4 
  8 -3 
  9 -2 
  10 -1 
  11 
  0 
  1 -23 
  2 -12 
  3 -9 
  4 -7 
  5 -6 
  6 -5 
  7 -4 
  8 -3 
  9 -2 
  10 -1 
  5 1 1  0 
  1 -23 
  2 -12 
  3 -9 
  4 -7 
  5 -6 
  6 -5 
  7 -4 
  8 -3 
  9 -2 
  10 -1 
  6 1 1  0 
  Ballistic Data 
  Range in 2 yard hexes 
  10 20 40 70 100 200 300 400 
  - 
  LB PEN 2.4 2.3 2.0 7.7 1.4 '.7-' .4? 
  D
  C
  9
  9
  8
  7
  d
  T
  i
   
  Shot PEN 1.0 
  .9 
  .6 
  , -4, .2 
  .+ 
  DC 
  1
  1
   1 
  f : %  
  SALM -2 
  4 
  9 13 ?# 
  (10) BPHC 
  '8 
  '3 
  75 23 'Tf 
  PR 
  .1 
  .1 
  .2 4 .6 
  BA 34 24 15 7 
  2 8 -14 -17 
  TOF 
  1 
  1 
  3 
  S -1 17 2% # 
  LB PEN 2.6 2.5 2.2 
  .O 
  .5 
  S 
  DC 10 10 
  9 f .8 2 
  1 i 
  Shot PEN 1.3 1.1 
  .8 6, 3 
  DC 
  2
  2
   1
  1
  ~
  1
   
  SALM -1 
  5 10 G.17 
  (10) BPHC 
  '8 
  '2 
  58 18 
  8 
  PR 
  .1 
  .1 
  .3 b .7 
  BA 34 25 15 
  7 
  4 -7 -19 -17 
  TOF 
  1 
  1 
  3 
  5 
  9 1 7 2 8 4 0  
  LB PEN 1.8 1.7 1.5 Id la .6 3 .2 
  D
  C
  8
  7
  5
  2
  2
  2
  1
  1
   
  Shot PEN 
  .9 
  .7 
  .5 
  ! 
  D
  C
  1
  1
  1
   
  i 
  SALM 
  1 
  6 1 1 . - m w r '  
  (10) BPHC 
  '7 
  '2 
  43 .. 
  6 . 
  PR .I .1 
  .3 a .6 
  BA 34 24 15 '7 
  #:-&+.il? 
  TOF 
  1 
  2 
  3 -6 9 2f $4 49 
  - 
  " 
  LB PEN 3.4 3.2 2.9 2.5 2.1 k2 .7 .4 
  DC 10 10 10 10 
  9 
  2 &! 
  1 
  BA 48 38 28 20 15 
  6 
  0 -4 
  TOF 
  1 
  1 
  2 
  4 
  7 15 24 35 
  L 
  - 
  LB PEN 1.9 1.7 1.4 1.1 
  .8 
  .1 
  D
  C
  5
  5
  4
  3
  2
   
  1 
  BA 44 35 25 17 1 2 1  
  -7 
  TOF 
  1 
  1 
  2 
  4 
  7 1 1 5  26 37 
  LB PEN 2.1 1.9 1.6 1.3 1.0 
  .4 9 .I 
  DC 
  7 
  6 
  5 
  4 
  2 1 1  1
  1
   
  BA 45 35 25 17 12 
  3 -2 -6 
  TOF 
  1 
  1 
  2 
  4 
  7 15 26 37 
  
  II and powder were inserted directly into the chamber through a 
  
  Springfield Model 1873 / Breechloading Rifle / 45 - 70 Government / USA 
  so a design which modified the muzzle loading rifles for breechloading was developed. 
  D
  C
  4
  4
  3
  2
   
  D
  C
  9
  9
  9
  9
  9
  8
  8
  3
   
  
  Lever Action Rifles 
  Spencer Carbine I Lever Action Rifle 1 52 Rim Fire I USA 
  The Spencer repeating rifle was introduced in 1862 and was one of the finest repeating 
  arms of the Civil War. It had a spring loaded magazine bored through the butt of the stock 
  and was loaded from a tube containing seven cartridges. 
  Henry Repeater I Lever Action Rifle I 44 Rim Fire I USA 
  The Henry rifle was introduced in 1862 and had a tubular magazine under the barrel. The 
  Henry repeater was the predecessor of the Winchester lever action rifles and as a tribute 
  to Henry, Winchester ammunition still bears an "H" on its headstamp. 
  Winchester Model 1866 I Lever Action Rifle 1 44 Rim Fire I USA 
  firearm created by the newly formed Winchester Repeating Arms Company. 
  Winchester Model 1873 I Lever Action Rifle 1 44 - 40 Winchester I USA 
  One of the most famous rifles of the Wild West. Along with the Colt Frontier Model Six 
  Shooter (also chambered for 44 / 40), it was a common weapon on the frontier. 
  Winchester Model 1876 I Lever Action Rifle I 45 - 60 Winchester I USA 
  The Winchester Model 1876 chambered the more powerful 45 I 60 round. It was a 
  common weapon on the frontier and was used by Nahche, son of Cochise, and chief of 
  the Chiricahua Apaches. 
  Kennedy Repeater I Lever 
  The Winchester was not the only lever action rifle found in the Wild West; the Kennedy 
  lever action rifle was another fine weapon. It was a Kennedy rifle which Chief Joseph of 
  the Nez.Percles surrendered in 1877, marking the end of the Indian Wars. 
  Physical 
  Data 
  L 
  47 
  W 
  10.3 
  RT 
  20 
  ROF 
  3 
  Cap 
  7 
  AW 
  .45 
  Tube 
  KD 
  7 
  L 
  44 
  W 
  9.7 
  RT 
  66 
  ROF 
  2 
  Cap 
  15 
  AW 
  -04 
  Rnd 
  KD 
  L 
  38 
  W 
  9.6 
  RT 
  57 
  ROF 
  2 
  Cap 
  17 
  AW 
  .04 
  Rnd 
  KD 
  L 
  38 
  W 
  9.1 
  RT 
  50 
  ROF 
  2 
  Cap 
  15 
  AW 
  .04 
  Rnd 
  KD 
  L 
  45 
  W 
  9.9 
  RT 
  40 
  ROF 
  2 
  Cap 
  12 
  AW 
  -06 
  Rnd 
  KD 
  10 
  L 
  45 
  W 
  9.9 
  RT 
  40 
  ROF 
  2 
  Cap 
  12 
  AW 
  .06 
  Rnd 
  KD 
  10 
  Alm 
  Time 
  AC ~d 
  1 -24 
  2-13 
  3 -9 
  4 -7 
  5 -6 
  6 -5 
  7 -3 
  8 -3 
  9 -2 
  10 -1 
  1 -23 
  2 - 1 3 .  
  3 -9 
  4 -7 
  5 -6 
  6 -5 
  7 -4 
  8 -3 
  9 -2 
  10 -1 
  5 1 1  0 
  1 -23 
  2-12 
  3 -9 
  4 -7 
  5 -6 
  6 -5 
  7 -4 
  8 -3 
  9 -2 
  10 -1 
  5 1 1  0 
  1 -23 
  2 -12 
  3 -9 
  4 -7 
  5 -6 
  6 -5 
  7 -4 
  8 -3 
  9 -2 
  10 -1 
  6 1 1  0 
  1 -23 
  2 -13 
  3 -9 
  4 -7 
  5 -6 
  6 -5 
  7 -4 
  8 -3 
  9 -2 
  10 -1 
  11 
  0 
  1 -23 
  2-13 
  3 -9 
  4 -7 
  5 -6 
  6 -5 
  7 -4 
  8 -3 
  9 -2 
  10 -1 
  Ballistic Data 
  Range In 2 yard hexes 
  10 20 40 70 100 200 300 400 
  "F' 
  LRN PEN 1.5 1.4 1.2 1.0 
  .8 
  .4 
  .2 .7
  D
  C
  4
  3
  3
  1
   
  1 
  1. 
  BA 44 34 24 17 
  -4 -7' 
  TOF 
  1 
  2 
  3 
  6 
  33 47 
  LRN PEN 1.6 1.5 1.3 1.0 
  2 -1 
  D
  C
  4
  3
  3
  2
   
  7 
  7 
  BA 44 35 25 1 7 , l ; r  
  z -3 -7 
  TOF 
  1 
  1 
  3 
  5 
  29 1P 
  LRN PEN 1.7 1.6 1.3 1.0 
  2 .I 
  D
  C
  4
  4
  3
  2
   
  1
  1
  BA 43 33 23 15 10 
  0 -5 4 
  TOF 
  1 
  1 
  3 
  5 
  28 14 - 
  LRN PEN 2.6 2.4 2.0 1.6 
  .3 .1 
  D
  C
  6
  6
  5
  4
   
  1
  1
  BA 43 34 24 16 
  -4 
  TOF 
  1 
  1 
  2 
  4 
  22 32 
  LRN PEN 5.1 4.8 4.4 3.8 
  1.3 
  4 
  D
  C
  9
  9
  8
  8
  .
   -
  2
  1
  I 
  BA 51 42 32 24 19 
  9 
  4 
  Q 
  TOF 
  0 
  1 
  2 
  3 
  5 11 17 m'
  LRN PEN 5.1 4.8 4.4 3.8 3.3 2.0 1.3 
  .O 
  D
  C
  9
  9
  8
  8
  7
  4
  2
  1
  BA 51 42 32 24 19 
  9 
  1 0 
  TOF 
  0 
  1 
  2 
  3 
  5 1 1  1 7 2 5  
  
  Shotguns 
  Double Barrel Shotgun / Percussion Muzzle Loader / 75 Caliber / United Kingdom 
  the muzzle like a musket. Each trigger fired one barrel, making two shots available in rapid 
  succession. Both barrels could be fired at the same time by pulling both triggers. 
  Double Barrel Sawed OM Shotgun I Percussion Muzzle Loader 1 75 Caliber I UK 
  The double barrel shotgun was not common before the late 18th century. The slow ignition 
  rate of the powder charge required barrels as long as 40 inches. This made the weight 
  of any double barrel piece impractical. Late in the 18th century, however, British 
  gunsmiths developed a new breech which transmitted the flash from the firing pan much 
  more rapidly into the main powder charge. This made the double barrel shotgun practical 
  and led to its great popularity. As late as the mid 1800s, most double barrel shotguns 
  found in America were imported from England. 
  Remington - Rider #3 / Single Barrel Shotgun / 12 Gauge Cartridge / USA 
  This light single barrel shotgun had a break open breech similar to modern shotguns. 
  Pushing the lever at the top of the receiver allowed the barrel to be swing open and ejected 
  the spent cartridge. A new cartridge was then inserted and the barrel closed. 
  Remington Model 1882 1 Double Barrel Shotgun / 12 Gauge Cartridge / USA 
  Double barrel shotgun similar in action to the Remington Rider #3. Like early percussion 
  shotguns, the Model 1882 had twin side mounted hammers and two triggers. 
  Remington Model 1882 Sawed Off / Double Barrel Shotgun / 12 Gauge Cartridge 
  The data in this entry is for a Remiqgton Model 1882 which has had its barrel "Sawed Off" 
  to a length of 10 inches. Sawed off shotguns were popular with outlaws and lawmen and 
  have been made famous by personalities such as Doc Holliday. In practice, a Sawed Off 
  shotgun is a potent weapon which packs quite a bit more power than a six shooter while 
  not beina too cumbersome. 
  Remington Mode1 89 / Double Barrel Shotgun / 10 Gauge Cartridge / USA 
  Another popular Remington double barrel shotgun. Data in this entry is for a 10 Gauge 
  Cartridge. Like most models of its time, it had twin side mounted hammers and two 
  triggers. 
  2 
  Physical 
  Data 
  L 
  48 
  W 
  8.8 
  RT 
  60 
  ROF 
  ' 
  Cap 
  2 
  AW 
  .13 
  Rnd 
  KD 
  18 
  L 
  20 
  W 
  5.3 
  RT 
  50 
  ROF 
  Cap 
  2 
  AW 
  -13 
  Rnd 
  KD 
  16 
  L 
  52 
  W 
  7.6 
  RT 
  10 
  ROF 
  - 
  Cap 
  1 
  AW 
  .13 
  Rnd 
  KD 
  20 
  L 
  52 
  W 
  9.7 
  RT 
  18 
  ROF 
  Cap 
  2 
  AW 
  .13 
  Rnd 
  KD 
  19 
  L 
  18 
  W 
  5.1 
  RT 
  18 
  ROF 
  ' 
  2 
  2 
  Rnd 
  KD 
  16 
  L 
  52 
  W 
  10.2 
  RT 
  18 
  ROF 
  Cap 
  2 
  AW 
  .16 
  Rnd 
  KD 
  22 
  Aim 
  Time 
  AC ~d 
  1 -23 
  2 -12 
  3 -9 
  4 -7 
  5 -5 
  6 -4 
  1 -20 
  2 -12 
  3 -11 
  4 -10 
  1 -22 
  2 -1 1 
  3 -8 
  4 -7 
  5 -5 
  6 -4 
  I 
  Ballistic Data 
  Range In 2 yard hexes 
  2  4 
  6 1 0 1 5 2 0 3 0 6 0  
  Slug PEN 2.7 2.6 2.6 2.6 2.5 2.4 2.3 1.9 
  DC 10 10 10 10 10 10 10 
  8 
  Shot PEN 1.7 1.6 1.6 1.5 1.4 1.3 1.1 
  .7 
  D
  C
  3
  3
  3
  3
  2
  2
  2
  1
   
  SALM-11 
  -6 
  -3 
  1 
  4 
  6 10 15 
  (9) BPHC '9 
  '8 
  '7 
  '5 
  '2 
  '1 
  59 13 
  PR 
  0 
  0 
  0 
  .1 
  .1 
  .2 
  .2 
  .5 
  BA 55 47 41 34 29 25 19 
  9 
  T
  O
  F
  O
  O
  O
  1
  1
  1
  2
  4
   
  Slug PEN 2.2 2.1 2.1 2.1 2.0 1.9 1.8 1.5 
  D
  C
  9
  9
  9
  9
  9
  8
  8
  5
   
  Shot PEN 1.4 1.3 1.3 1.2 1.1 1.0 
  .9 
  .5 
  D
  C
  2
  2
  2
  2
  2
  1
  1
  1
   
  SALM -2 
  3 
  6 10 13 15 18 23 
  (9) BPHC '5 
  '2 
  '1 
  36 15 
  8 
  3 
  0 
  PR 
  0 
  .1 
  .1 
  .3 
  -4 .5 
  .8 
  2 
  BA 55 46 41 34 29 25 19 
  9 
  T
  O
  F
  0
  0
  0
  1
  1
  2
  2
  5
   
  Slug PEN 3.9 3.9 3.8 3.8 3.7 3.6 3.4 2.9 
  DC 10 10 10 10 10 10 10 10 
  Shot PEN 1.5 1.4 1.4 1.3 1.2 1.1 
  .9 
  .6 
  D
  C
  3
  3
  3
  3
  2
  2
  2
  1
   
  SALM -13 -8 
  -5 
  -1 
  2 
  4 
  7 12 
  (9) BPHC '9 
  '8 
  '8 
  '7 
  '4 
  '3 
  '1 
  27 
  PR 
  0 
  0 
  0 
  .1 
  .1 
  .1 
  .2 
  .4 
  BA 55 47 42 35 29 25 20 10 
  T
  O
  F
  O
  O
  O
  1
  1
  1
  2
  4
   
  1-23 
  2 -12 
  3 -9 
  4 -7 
  5 -5 
  6 -4 
  1 -20 
  2 -12 
  3 -11 
  4 -10 
  1-23 
  2 -13 
  3 -9 
  4 -7 
  5 -5 
  6 -4 
  Slug PEN 3.3 3.3 3.2 3.2 3.1 3.0 2.8 2.4 
  DC 10 10 10 10 10 10 10 10 
  Shot PEN 1.5 1.4 1.4 1.3 1.2 1.1 
  .9 
  .6 
  D
  C
  3
  3
  3
  3
  2
  2
  2
  1
   
  SALM-13 -8 -5 -1 
  2 
  4 
  7 12 
  (9) BPHC 
  '9 
  '8 
  '8 
  '7 
  '4 
  '3 
  '1 
  27 
  PR 
  0 
  0 
  0 
  .1 
  .1 
  .1 
  .2 
  .4 
  BA 55 47 41 35 29 25 19 10 
  T
  O
  F
  O
  O
  O
  1
  1
  1
  2
  4
   
  Slug PEN 2.5 2.4 2.4 2.4 2.3 2.2 2.1 1.8 
  DC 10 10 10 10 
  9 
  9 
  9 
  7 
  Shot PEN 1.1 1.1 1.0 1.0 
  .9 .8 .7 
  .4 
  D
  C
  2
  2
  2
  2
  2
  2
  1
  1
   
  SALM 
  -3 
  2 
  5 
  9 12 14 17 22 
  (9) BPHC '8 
  '4 
  '2 
  70 30 16 
  6 
  1 
  PR 
  0 
  .1 
  .1 
  .2 
  .3 
  .5 
  .7 
  2 
  BA 55 46 41 34 29 25 19 
  9 
  T
  O
  F
  O
  O
  O
  1
  1
  1
  2
  4
   
  Slug PEN 3.6 3.5 3.5 3.4 3.3 3.2 3.1 2.6 
  DC 10 10 10 10 10 10 10 10 
  Shot PEN 1.5 1.5 1.5 1.4 1.3 1.2 1.0 
  .7 
  D C 1 0  
  3
  3
   3 
  3 
  2
  2
   1 
  SALM-14 -9 -6 -2 
  1 
  4 
  7 12 
  (9) BPHC 
  - 
  '8 
  '8 
  '7 
  '5 
  '3 
  '1 
  31 
  PR 
  0 
  0 
  0 
  .1 
  .1 
  .1 
  .2 
  .3 
  BA 55 47 42 35 29 25 20 10 
  T
  O
  F
  O
  O
  O
  1
  1
  1
  2
  4
   
  
SOURCE: textdata/thevault/Phoenix Command/Official/Phoenix Command - Wild West Weapon Data Supplement {LEG 10207}.pdf