The Deadlands don’t forgive the unarmed.
Ammunition is currency. A reliable weapon is life insurance. A bad weapon is a prayer with moving parts. Every firearm, whether old-world relic, city-made pattern, market copy, or ruin-salvaged survivor, carries the logic of the place that made it and the person desperate enough to carry it.
Deadland firearms come from the failed colony world where pre-collapse weapons mixed old-world industrial design with later mechanical advancement. After the collapse, cities rebuilt what they could, copied what they understood, and reshaped everything else around survival, scarcity, doctrine, and trade. The result is an armoury that looks half 1940s, half brass-fitted ruinwork, and practical.
In the Deadland, there are others scattered through ruins, locked behind city armouries, traded under false names, or rusting in places nobody has survived long enough to catalogue.
Full-auto firearms are not lost technology.
Cities and skilled manufacturers can produce automatic weapons, but most firearms made for civilians, mercenaries, patrols, caravans, and city security are deliberately built or restricted to semi-auto, manual action, or controlled-fire designs. The reason is simple: panic spraying wastes ammunition, resources are not infinite, breaks firing discipline, overheats weapons, and attracts more infected than it kills.
In the Deadland, ammunition is not just supply. It is money, survival, leverage, and bargaining power. A panicked trigger finger can bankrupt or doom an entire crew.
Automatic weapons exist, but their presence usually means city authority, as they are kept for defending cities. If someone outside a city wall is carrying true automatic fire, they are either very important, very lucky, very rich, or very close to getting killed for it.
The Deadland arms market is not evenly distributed. Major cities protect their niches, and those niches shape what people expect to find in a market stall.
Eisenkrone dominates semi-auto rifles and mass-produced industrial firearms. New Roma dominates lever-actions. Holy Ground dominates semi-auto sub-rifles through the civilian HGSS line. Sanctum dominates shotguns. Fortstad favours bolt-action military doctrine and keeps several weapons closer to local issue than public market goods. Little Sicily specializes in concealable weapons and black-market tools. Dunmere produces guns too, but as poor knock-offs, copied patterns, false markings, and cheap variants of better weapons from everywhere else.
Exclusive stock can still appear in other city markets, but it is usually rare, second-hand, wagon-line carried, battlefield recovered, or released in small batches to keep a city’s name alive in foreign markets. These limited releases are advertisement, leverage, and civic pride stamped into steel.
If a buyer asks for a sub-rifle in most cities, they are usually shown Holy Ground stock. If they want Fortstad’s sub-rifle in Fortstad, they often have to ask for it. If someone finds a true New Roma lever-action outside New Roma territory, it likely came through wagon-line trade, resale, inheritance, theft, or a deliberate market-seeding release. Cities do this deliberately so they don’t overtly step on each others toes in the arms trade.
A weapon’s origin matters. In the Deadlands, what a person carries tells others where they have been, who trained them, what they can afford, and who might come looking if they die with it.
Pistols and revolvers are personal weapons: sidearms, last chances, social markers, concealed threats, and small pieces of civic identity.
This category includes old-world relics, city-made service pistols, common working revolvers, concealed Little Sicily weapons, earned Holy Ground sidearms, and heavier military or frontier revolvers. These are the guns people carry when a rifle is too much, when a room gets too small, or when being searched does not mean being unarmed.
Known examples include the Kurt 45, Eisenkrone Special, Roma 44, Eisen 32, Sicily 22, Sicily Stub, Fortstad 357, and Holy Ground Special.
Rifles and carbines are the distance doctrine of the Deadlands.
They belong to scouts, caravans, marksmen, city patrols, Deadlanders, mercenaries, hunters, and anyone who understands that the best infected is the one that falls before it gets close enough to smell. Rifles also show the clearest division between city manufacturing niches: Eisenkrone owns the semi-auto rifle market, New Roma owns lever-action doctrine, Fortstad favours bolt-action military certainty, and Holy Ground produces specialist hunting weapons where Witch Hunter work demands it.
Known examples include the Eisen Semi-Auto, Roma-Lever Action, Holy Ground Hunters Rifle, Roma Revolver Rifle, Fortstad Marksman Rifle, and Eisen Bolt.
Shotguns are where the Deadlands gets honest.
They are breach tools, nest tools, shield-wall tools, caravan flank weapons, animal-infected deterrents, and close-range argument enders. Sanctum dominates the shotgun market, and its Fire and Iron doctrine shaped some of the most distinctive weapons in the category. Other cities still use or make shotguns, but Sanctum is the name behind the serious shotgun trade.
Shotguns vary from common doubles and heavy lever-actions to city-restricted monsters, Sanctum shield-wall designs, and Holy Ground ritual extermination weapons. Some are exported widely. Others are almost never seen outside the city that made them.
Known examples include the Maester 4G, 12-Gauge Sawn-Off Double, Roma 8-Lever, Roma 12-Lever, Fortstad Shield Breaker, Sanctum Hammer 8-12, Sanctum Long Hammer 6-12, and Holy Ground Exerciser.
Sub-rifles occupy the space between sidearm and rifle: compact enough for close work, strong enough to matter, and controlled enough to avoid the waste of automatic fire.
Holy Ground dominates the formal semi-auto sub-rifle market through the HGSS and its civilian sale variant. Fortstad keeps its own sub-rifle closer to local recruit and security use. Eisenkrone produces an everyman’s industrial sub-rifle for workers, guards, and poorer mercenaries. Little Sicily, naturally, makes something smaller, dirtier, and easier to hide inside a coat.
Known examples include the Fortstad Sub, Holy Ground Semi-Auto Sub, Sly 22, and Eisen Worker 9.
Heavy weapons are not common market goods.
Artillery, rotary guns, heavy machine guns, and flamethrowers are hoarded behind city walls, guarded by military doctrine, civic paranoia, and the understanding that too much portable firepower in the wrong hands can destabilize more than a trade route.
Sanctum manufactures flamethrowers, but it does not sell them to individuals, mercenaries, Deadlanders, traders, or private crews. Sanctum flamethrowers are sold only to cities. Even then, they are treated as strategic tools rather than casual weapons. Fire can clear infection, deny territory, and turn a nest into a furnace, but it can also burn supply lines, trigger panic, ruin salvage, and make enemies of everyone downwind, if you are seen with one you best hope you didn’t steal it.
If someone outside city authority wants artillery, rotary guns, or a flamethrower, their only real chance is to find a working or workable old-world relic in the ruins, drag it out alive, and pray you can repair it before someone else decides they should not have it. Merc crews with mounted guns often remove their turrets before coming into visual range of a city to ensure there is no chance of seizure.