WESTERN CAMPAIGNS

You can use the following mechanics in a western-themed campaign.

WEAPONS & LOOT

Primary Weapons

NameTraitRangeDamageBurdenFeature
RevolverFinesseFarTier 1: d8+1 phy
Tier 2: d8+4 phy
Tier 3: d8+7 phy
Tier 4: d8+10 phy
One-HandedSix Shot: Place 6 Ammo tokens on your character sheet. Spend 1 Ammo token to make an attack. You can mark a Stress to regain spent Ammo tokens.
RifleAgilityVery FarTier 1: d8+2 phy
Tier 2: d8+5 phy
Tier 3: d8+8 phy
Tier 4: d8+11 phy
Two-HandedSightline: Spend 2 Hope to gain advantage on an attack roll.
ShotgunStrengthVery CloseTier 1: d6+2 phy
Tier 2: d6+5 phy
Tier 3: d6+8 phy
Tier 4: d6+11 phy
Two-HandedScattershot: When you make an attack, target all creatures in front of you within range.

Secondary Weapons

NameTraitRangeDamageBurdenFeature
LassoAgilityVery CloseTier 1: d4 phy
Tier 2: d4+3 phy
Tier 3: d4+6 phy
Tier 4: d4+9 phy
One-HandedRoped: On a successful attack, you can temporarily Rope the target instead of dealing damage. While Roped, the target is Restrained and Vulnerable, but you must remain within Very Close range of the target. When the target would clear this condition, you can make a Strength Reaction Roll. On a success, they remain Roped.
Small RevolverFinesseFarTier 1: d6 phy
Tier 2: d6+3 phy
Tier 3: d6+6 phy
Tier 4: d6+9 phy
One-HandedQuick Shot: Spend 2 Hope to gain a +4 bonus to primary weapon damage.

You can also make the following consumable available in a western-themed campaign:

Dynamite: (Consumable) You can light this dynamite and toss it within Close range. All creatures within Very Close range of where the dynamite lands must make a Reaction Roll (14). Targets who fail take 1d20+5 physical damage. Targets who succeed must mark a Stress. Dynamite deals double damage to inanimate objects or structures.