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The key is trigger pull. The trigger of a double-action revolver, because its doing more work, is much harder to pull than the trigger of a single-action revolver, which has only to trip loose the hammer. This slows down that key first shot by what could be a decisive fraction of a second. With a single-action revolver, the shootist could pin down the trigger as he drew and instantly slip the hammer from under his thumb when he wanted to fire. The second and third shots from the double-action revolver would probably be quicker than from the singleaction revolver, but that is dubious comfort when the first shot could settle the issue, fatally.

It must be remembered that a pistol was not a sporting tool to a gunfighter. He was staking his life that his weapon would perform exactly as expected on demand, at any time. Betting your life on something new and unfamiliar is not a very attractive idea. Professional gunmen stuck with the tools they knew could do the job, and of course, whatever the professionals used was what the amateurs wanted. A character who wants to move 6 yards this turn is not necessarily walking. He can just as easily run or evade 6 yards.

The character does what the player says, not what the movement table says. Movement Penalties Many things can interfere with movement: obstacles, wounds, and poor footing are some of the more obvious. The most common movement penalties are listed on Table 6, with explanations below. Obstacles: Crossing a window ledge or a similar obstacle consumes 6 yards of a characters movement. This penalty is simply added to the distance the character.

A successful check does not reduce the obstacles movement penalty, it simply lets him keep moving if he has movement left. Wounds: A character with a light wound in his leg can walk, evade, or run, but the distance he can move is halved.

Crawling is unaffected. All wound penalties are cumulative. If Hapless Bob has a serious wound in his left leg and two light wounds in his right leg, he can only walk and his movement distance is halved three times, or divided by 8; i. Crawling is never affected by wound penalties, however, so he can get around faster by crawling than by walking.

It can also be applied generally whenever a character climbs up onto something or jumps down from something that is approximately horse-size. This action takes up half of the character's movement distance. Falling prone does not cost any movement. Standing up, on the other hand, eats up half of the character's move distance. For purposes of accuracy modifiers, a character who falls prone is always considered to be evading which, by extension, means he cannot shoot.

Jumping: A character who makes a significant jumpoff the dance hall balcony, out of the hayloft, from the roof of a trainmust make a Coordination check. If the check succeeds, the jump uses up half of the characters move distance and he can continue moving.

If the check fails, the character stumbles and his move ends immediately. Jumps of more than one story 10 to 12 feet are a different matter. There are far too many variables to cover everything, but here's the general rule. When a character jumps more than 12 feet, he must make both a Coordination check and a Luck check. If he. If he only passes the Coordination check, he is probably OK but something else may be damaged: he lost his gun, the matches in his pocket ignited.

If he only passes the Luck check, hes probably hurt, but not terribly: he has a twisted ankle, a gashed leg, or a broken finger. If he fails both, he got badly busted up; a broken arm or leg, a concussion, a sprained back. The severity of all these things is up to the Judge, depending on the situation.

A 20foot jump into gravel is more dangerous than a foot jump into deep water. Bear in mind that falling off a horse badly can kill a person, yet people have fallen from airplanes and survived. And, since this is a game, if jumping is the only option, characters probably should have a chance to survive. On the other hand, if jumping was a stupid thing to do, go ahead and be harsh.

Bad Footing: If the footing is really bad, characters must make Coordination checks to stay on their feet if they are moving faster than a walk. Really bad footing would be knee-deep muck, grease, a swift-moving stream, or a bouncing buckboard. Shooting The only sort of shot that can be fired during a combat turn is a careful shot. Sighting and Facing: A character can declare a shot against a particular target even if that target is not visible to him at that moment.

As long as the target is visible when its time to shoot, he can shoot. If you use miniatures or counters on a map to display the action during a gunfight, only their position is important, not their facing. A character can look in any direction any time during the turn: during movement, before shooting, after shooting. Of course, the Judge can restrict this whenever he wants, to.

But in general, characters have degree vision during a combat turn. In a case where a character might be able to do something in one turn, but it might also take longer, the Judge should have the player make a Coordination or Strength check, whichever applies.

If the check succeeds, the action takes one turn. If the check fails, the action takes two turns. Or perhaps the character must keep trying every turn until he either succeeds or gives up a good example of this is trying to light a match in a stiff wind.

Allowable Actions Shooting, moving, and a combination of these two are not the only options available to characters during a combat turn. In fact, a character can do or at least try to do anything the player wants. The obvious restriction is that he has only six seconds to do it, if he wants to finish in a single turn. Some examples of what a character can do in a six-second turn: light a fuse; load three rounds into a revolver; pour a glass of whiskey; dump everything out of a box or chest; tip over a table and crouch behind it; tie a simple knot.

Other actions may take longer than six seconds to complete. If a player announces that his character wants to do something that the Judge thinks will take several turns, the Judge should tell that to the player and then let him decide whether he still wants to do it. Some examples of things a character can do in more than one turn: clear a jammed breechloading rifle 3 turns ; unsaddle a horse 2 turns ; search a trunk for important papers turns ; nail a board across a door or window 2 turns ;.

The Shootout Turn The shootout turn is used in gun battles where split-seconds make the difference between winning and losing, living and dying. If any character wants to fire a steady shot, hipshot, or fanned shot, a shootout turn must be used.

A shootout turn represents only one second of game time. This one second is further divided into six counts, which is nothing more than a vague term for one tick of the clock. A count is not necessarily one-sixth of a second, it is merely one of six subdivisions of a shootout turn.

The exact sequence of events in a shootout turn can vary from one turn to the next, but the sequence within a turn is very rigid. Each action a character performs is delayed a certain number of counts.

As each count is ticked off, characters who are acting on that count compare their speeds. Actions are then resolved in speed order, with the fastest characters acting first. These key termsspeed and countand how they interact are defined and described in detail below. Shootout Turn Action Sequence Actions within a shootout turn must be resolved in this order: 1. These rolls can be modified by Tactics skill. All the players on the side without initiative must announce what the characters under their control will be doing that turn.

All the players on the side with initiative must announce what the characters under their control will be doing that turn. The Judge calls for any actions being performed on the first count. Players whose characters are performing an action on this count compare their characters speeds.

The character with the highest speed performs his action first, followed by the second fastest, and so on. If speeds are tied, actions are simultaneous. Characters who performed actions determine which count their next action will occur on. Repeat step 4 for counts 2, 3, 4, 5, and 6. Characters who are moving perform their movement.

Note that movement is not considered an action during the shootout turn. At this time scale, movement is so minor that its effect on a characters position can be ignored until the end of the shootout turn. Its effect on accuracy is quite important, however, and must be considered throughout the turn.

Keeping Track of Counts: During this sequence, the Judge should keep a six-sided die displayed prominently in front of him. This die shows which count is happening at. As each count is ticked off, the Judge rotates the die to the next number.

This eliminates a lot of confusion and mistakes. Each player, too, should keep a six-sided die in front of him. Instead of showing the count currently in play, however, this die shows on which count the character will be performing his next action.

For example, a steady shot has a three-count delay. If a characters first declared action of the turn is a steady shot, he rotates his die to show the number three. Now everyone knows that this character is inactive during counts one and two, but that he is doing something during count three. After the player is finished with his action on count three, he will rotate his die again to show when his next scheduled action will occur. Actions A characters choice of actions is quite a bit more restricted during a shootout turn than it is during a combat turn, when a character can do most anything.

Chances are that, during a shootout turn, lead will be flying so thick that no character with any concern for his life will do anything other than shoot or dive for cover.

The actions that players can choose during a shootout turn and the number of counts that each is delayed are shown on Table 7: Shootout Actions. Fanned shots, hipshots, steady shots, and careful shots assume that the character is cocking the gun as part of his action. The listing for cocking a gun is used only if someone cocks a gun without firing it.

As an example, lets look at Montana Joe in a shootout, squared off against Carl Bjornsen. Joe knows Carl is a good shot, so he figures his best chance is to haul his piece out of his belt and let fly real quick. He tells the Judge hell be doing a fast draw followed by three hipshots. If he makes his Fast Draw skill check, hell get to fire his first hipshot on count 2, his second on count 4, and his third. Carl, whose blood is as thin and cold as the water in a fjord, figures that in all that excitement Joe couldnt hit a Texas longhorn sideways.

Carl isnt too quick on the draw but hes a good shot, so he tells the Judge hes going to do a normal draw rather than risk failing a Fast Draw check followed by a steady shot.

Hell pull his gun clear on count 3 and fire on count 6, assuming he hasnt picked up a fatal case of lead poisoning in the meantime. Using this system, the best way to get the drop on someone is to come in with gun drawn and cocked, thus shaving at least one crucial count off the first shot. Speed When actions come up on the same count, compare the characters speeds. The character with the highest speed gets to perform his action probably firing a shot first. If the speeds are tied, the actions are simultaneous.

In most cases, a characters speed equals his Coordination score. In some cases, it is determined by his Fast Draw skill check. In either case, it can be modified by any of the.

Fast Draw The notion of a draw is applied in these rules in a much broader sense than simply pulling a pistol from a holster. Pulling a pistol from a waistband or boot top, snatching it up from a table or the ground, or snapping it down from a spring holster concealed in your sleeve are all draws. Likewise, pulling a rifle from a saddle boot or swinging it up from a carrying position is also a draw. Doing any of these things with a knife or tomahawk is a draw as well.

If a character is not in a hurry to get his gun into firing position, he can use a normal draw. This takes three counts, but is a sure thing; the gun is guaranteed to be where its wanted in three counts.

If a character is in a hurry to get his gun out into the sunshine, he can do a fast draw. This requires a Fast Draw skill check which requires that the character have Fast Draw skill. If the character rolls his Fast Draw skill or less on one sided die, he pulls his gun clear and into firing position with no delay. A successful fast draw does not take any counts at all.

If the characters Fast Draw check fails, however, it costs him two counts and leaves his gun in his holster or wherever it was to begin with. On his next action, he can try Fast Draw again, or switch to a normal draw. When a character uses a fast draw, his speed on his next shot is the number that he rolled for his Fast Draw skill check. After that first shot, the characters speed is once again his Coordination score. If a character uses a normal draw, his speed is always his Coordination score.

If a characters Fast Draw score is higher than 20, he can add the difference to his die roll. A roll of 20 on the die must still be confirmed with a Luck check, however. Speed Modifiers When determining a characters speed, consult Table 8 and add or subtract all applicable modifiers. Movement modifiers apply only to the character who is moving, not to the character who is shooting at him.

Wound modifiers are applied once for each wound. A character with three wounds has three modifiers. A character is surprised if he wasnt expecting troublee.

Hes completely surprised only if he was sleeping or completely occupied with something else; bathing, for example, or loading feed bags into a wagon. In either case, the Judge has a hand in moderating this. If the player declared that he was keeping an eye open for trouble and the Judge agrees that the character has reason to be wary, a potentially surprising situation can be avoided or a completely surprising situation reduced to merely surprising.

The surprise modifier does not apply simply because someone drew first; if the other character was expecting trouble, he is not surprised. To suffer the penalty for firing two guns, the character must actually be shooting both. Two guns can be fired simultaneously, but only at a single target. It was common practice in the West to carry two pistols but only shoot with the one in your right hand.

When that one was empty, you dropped it and shifted the one in your left hand over this was. There is no speed penalty for simply holding a second gun in your off hand. Various types of weapons also have speed modifiers. Weapon speeds are listed on Table Weapons. Carryover Counts It is possible for a player to declare actions taking more than six counts. Usually this comes up when the player gets to change his declared actions during the turn. Any counts beyond six simply carry over into the next turn.

For example, Hank Dustbin Waatt is throwing down on Sgt. Radkin of the Texas Rangers and his two native trackers. Dustbin declares a fast draw and three hipshots. His second shot, on count 4, kills Radkin. Dustbin now changes his actions to switch targets to one of the trackers 1 count and fire a hipshot 2 counts.

The hipshot wont happen until count 1 of the next turn. At the beginning of that turn, Dustbin must still declare what hell do for the other five counts. Changing Your Actions Generally, once a player declares his characters actions for a shootout turn, he is committed to those actions. There are, however, two instances when a character can do something else. If a character fails his Fast Draw check, he can either try another fast draw two counts later, or begin a normal draw two counts later.

Once he gets his gun out, he must continue with the actions he declared, at least until the end of the turn. If a character's target is mortally wounded or passes out, the character can scrap whatever actions he declared for the rest of that turn and immediately declare new actions.

Movement during a shootout turn is much less significant than during a combat turn. It has the same effect on accuracy in both types of turns. But a person just does not move very far in one second. All movement happens at the end of a shootout turn, after all other actions on count 6 are finished. The distances a character can move in one shootout turn are listed on Table 9: Shootout Movement. Shootouts With Lots of Characters The simplest and most common shootout occurs one-on-one.

Shootouts involving more characters are possible, however the most famous shootout of all timethe Gunfight at the OK Corralinvolved eight or nine people, depending on who you count, and was over in less than a minute with three dead, two seriously wounded, one lightly wounded, one unhurt, and two having fled immediately.

There are two ways to handle a large shootout. The first is to resolve everything strictly according to the order in which it happens, one count at a time. This cuts down on some confusion and keeps everything orderly. Shootouts, however, were nothing if not confusing and disorderly.

A better way to resolve the action is to follow each event through to its conclusion before picking up the next event. Even a large shootout tends to break down into smaller, one-on-one contests. The gunfighters natural tendency is to shoot back at the fellow who is shooting at him and not worry so much about the fellow who is shooting at someone else. If players follow this natural tendency, the Judge can focus on a single pair of duelists and carry their exchange of shots through to the end, then move on to the next pair.

This preserves the rapid-fire flow of the game and the feel of lightning shots. It is possible to do this even in uneven matchups, if two or three characters are ganging up on one. If the situation gets complicated, as when Joe shoots at Bob, Bob shoots at Ned, Ned shoots at Curly, and Curly shoots at Joe, the only real option is to play through the turn one count at a time. Doing it any other way runs a high risk of having to back up and do something over, because inevitably, Curly will kill Joe only to find later that Ned wounded.

Curly first, and by then no one can remember what Curlys die roll was and whether he would have hit with a wound modifier. In this type of situation it is far simpler to process everyones actions at the same time and keep it all chronological. Wounding If a shot hits a character, that character is wounded. The next step is to determine where the character was hit, and how severe the wound is. To determine the hits location, roll one 20sided die and check Table Wound Locations.

To determine the wounds severity, roll one 6-sided die and check Table Wound Severity. Add and subtract all of the modifiers that apply to this roll. For example, Montana Joe has just been shot. A sided die roll of 8 places the wound in his right arm. A 6-sided die is rolled and the result is 3. This would normally be a serious wound, but because it is an arm wound there is an automatic modifier of -1, which reduces the roll to a 2: a light wound.

Some weapons have wound modifiers of their own, depending on how hard-hitting they are. These modifiers are listed on Table Weapons. A severity roll modified to less than zero means the wound was negligible, a mere scratch. It has no effect. Modifying Wound Locations: Under some conditions, a player can modify his wound location roll, shifting the hit toward a more vital area.

If the shot was at short range or point blank range with a pistol , the player can. For a careful shot, the full modifier can be used. All of this halving and quartering is cumulative. A character firing a steady shot at long range, for example, can modify the location die roll by adding or subtracting one-fourth, rounded down, of his weapon skill score. If the modifier is divided by more than four, no modifier is allowed.

A player does not have to use the full modifier if he doesnt want to. This decision is not made until after the wound location has been rolled. The player can see his die roll and then decide how much to add or subtract. This is summarized on Table Wound Location Modifiers. Mortal Wounds and Luck The only way a character can be killed is by suffering a mortal wound.

Light wounds do not accumulate to become serious wounds and no amount of serious wounds ever becomes a mortal wound. Even when a character takes a mortal wound, he is not killed automatically. Instead, the player makes a Luck check. If the check succeeds, something miraculously lucky has happened, saving the characters life!

The wound is reduced to a light wound causing one point of damage. The player must come up with an explanation for this. Maybe the bullet struck the bible in his vest pocket or glanced off his belt buckle. Maybe the round was faulty and didnt contain enough gunpowder to kill someone.

Maybe the bullet actually struck a rock, and a rock splinter caused the wound. Whatever the excuse, it must be at least possible, if not plausible, and no character can ever use the same excuse twice. Also, since the character does suffer a light wound from the shot, a misfire is not an acceptable excuse. At long range, the modifier is one-half weapon skill, rounded down.

At extreme range, the modifier is one-quarter weapon skill, rounded down. Also, if the shot was a fanned shot, no modification is allowed. For a hipshot, the modifier is quartered. For a steady shot, the. If the Luck check fails, the character is dead. As an optional rule, Judges may want to allow this. A character who suffers a mortal wound and fails his Luck check may be killed instantly, or he may only be dying.

The player immediately rolls again, this time making a Strength check. If it fails, the character dies instantly.

If it succeeds, the character is still alive, but completely incapacitated; he cannot move except to crawl pathetically, and he certainly cannot shoot or attack anyone. To find out how long the character lives, subtract his die roll from his Strength score. If the difference is zero to four, he lives one or two turns; just long enough to gasp out a dying message or leave one last clue.

If the difference is five to eight, he lives for several minutes. If the difference is nine or more, he lives anywhere from an hour to a few days, depending on what sort of care he receives. Under no circumstances, however, will he recover; a mortally wounded character is doomed, with no chance for reprieve.

Wound Points Whenever a character is wounded, in addition to suffering a light, serious, or mortal wound, he also picks up one to five wound points. If a characters wound points total up to more than his Strength score, the character passes out from shock and loss of blood. The number of points inflicted by a wound is the modified wound severity die roll. In the example above, where Montana Joe suffered a light arm wound, he also suffered two wound points.

When a mortal wound is reduced by a Luck check to a light wound, it inflicts only one wound point. Shotguns and Scatterguns Shotguns and scatterguns can be frighteningly deadly at close ranges; these were some of the most feared weapons on the frontier.

When a character is hit by a shotgun, the player rolls one 6-sided die and consults Table Shotgun and Scattergun Wounds before rolling for wound location. This roll determines how many wounds are inflicted.

A single shotgun blast can cause up to four wounds! Location and severity are rolled separately for each wound. Shotgun and scattergun wound locations can be modified, as described above. The disadvantage of both a shotgun and a scattergun is that, at long or extreme range, it is also possible for a shot that was right on target to cause no wounds at all! If the result from Table 13 is zero wounds, the target is not hurt.

A scattergun has the added bonus that it can hit more than one character. If a scattergun is fired at a character at long range, the shot may also hit any and all other characters within 2 yards of the original target. If the original target is at extreme range, anyone within 5 yards can be hit. This is possible even if the original target was missed. The chance to hit any additional targets is onehalf the chance of hitting the original target, rounded down.

The characters Rifle skill is added in before the halving, so it is halved, too. However, wound locations on these additional targets cannot be modified. The unfortunate outlaw is hit, and a 6-sided die roll comes up 5, indicating he suffered two wounds from the blast. These are determined to be a light wound in his left leg and a serious wound in his abdomen. The outlaws partner, standing only a few feet to the side, will also be hit on a roll of 5 or less.

Cover Any sort of barrier that can stop a bullet is considered hard cover, or simply cover. Cover provides considerable protection to a character lucky enough or smart enough to be behind it.

When a character is behind cover, the Judge must decide what portions of the characters body are protected. If a shot hits the character in a protected portion of his body, it hits the cover instead and the character is not hurt. Examples of how much of his body a character must expose to fire when shooting around cover are given below: Standing behind window, bar, barrels: legs covered. Crouching behind window, bar, barrels: legs, abdomen, chest, arms covered.

Leaning around corner, doorjamb: abdomen, inside leg, arm, and shoulder covered. Behind standing horse: abdomen, chest covered.

Sitting behind desk: legs, abdomen covered. If cover is sporadic but solid, like a rail fence, let the character make a Luck check to determine whether the bullet hits the cover or him.

As an optional rule, Judges may allow light cover. This is any sort of cover that. For example, while guarding the stagecoach, Shadowy Dave fires a blast from his sawed-off double-barrel at a masked hold-up man 12 yards away.

Daves chance to hit at. Examples include wooden doors, floors, the sides of a stagecoach, or thin walls. A bullet that strikes this sort of cover is not stopped entirely Instead, the cover modifies the wound severity die roll by subtracting 1 to 3 points, at the Judges discretion. Reloading It is possible to reload a gun during a gunfight though a true gunfighter would say that if you cant finish the job with one load, more probably wont help.

Reloading is only a concern during Combat turns. If a player feels that his character must reload during shootout turns, he must reload for six consecutive turns to get any benefit from it. Six consecutive shootout turns are the equivalent of one combat turn. During a combat turn, a character can reload the number of rounds listed on Table Weapons. A character can reload while riding or moving but not evading.

If the target is standing near a light source campfire, lantern , visibility is not reduced at all. A character firing from complete darkness, unless he was previously spotted or is being chased, always has complete surprise. Accuracy Modifiers. All shots fired in darkness have a -4 penalty to their chance to hit. The Judge can apply some discretion to all these situations, given the huge variety of darknesses. The inside of a mine is completely lightless, so accuracy penalties could be doubled.

If a character has a muzzle flash to aim at, complete darkness is not such a handicap. Darkness penalties could even be invoked if a character rushes out of the glaring noonday sun into a shuttered building. Concerning Table: 14 Weapons Ranges are listed in yards. Reload Rates are rounds reloaded per combat turn. Speed modifies the shooter's speed during shootout turns. These modifiers are listed on Table 8: Speed Modifiers. All smoothbore, trade, muzzle-loading, breech-loading, and buffalo guns which are breech-loaders hold only one round and must be reloaded after every shot.

Shotguns and Scatterguns hold one or two rounds. Lever-action rifles hold up to 15 rounds, carbines up to 12, depending on the model. All revolvers hold six rounds. However, pistols at this time had few safety features. The safety of the Colt. Night Fighting Gunfights at night are a bit different from those in daylight. Suddenly, the question of being able to see the target becomes very important.

Movement, All movement rates other than walking and crawling are halved in darkness. The distance that a character can see in darkness is some multiple of his Observation score, in yards.

The multiple depends on how much ambient light there is. On a cloudy, moonless night, visibility equals the characters Observation score. Under the stars and a crescent moon, visibility is twice the characters Observation score.

Under the. The hammer in this position would not release when the trigger was pulled. It was widely believed, however, that this safety was inadequate and that a good jolt could set off the gun, shooting its carrier in the foot or worse, if he tucked it into his waistband or belt. Most people carried only five rounds in their revolver, leaving the hammer over an empty chamber, just to be sure. Such caution was probably unjustified, but its part of the legend. Judges who want to keep the legend.

If this check fails, the character just shot himself in the foot. The cylinder on the CBR was notched between chambers, allowing the hammer to rest safely in one of these notches even when six rounds were loaded. When the gun was cocked, the cylinder rotated partway to bring the next chamber under the hammer.

While the gun was the great equalizer, it was not the only weapon men fought with on the frontier. Knives and fists, plus bottles, chairs, whips, and anything else at hand, were used as weapons. With few exceptions, fights out West were deadly serious. And when all the chips are on the table, so to speak, most of the rules are called off.

Theres no such thing as fighting dirty to the man whose life is in the wager. Hell fight to win, any way he can. There are two general types of fistfighting: brawling, which involves lots of punching and kicking and smashing furniture; and grappling, which is essentially wrestling. Both sorts of fighting are resolved in a similar manner.

The player rolls one sided die. He adds his Brawling skill score to the roll, plus one if he is stronger than his opponent. He subtracts his opponents skill score and modifiers for light and serious wounds from Table 4: Accuracy Modifiers. With the final die roll determined, consult the appropriate table to see what happens. The two types of fighting use different tables, giving very different results. Knife fighting, while considerably more dangerous, also uses essentially the same rules.

Brawling, grappling, and knife attacks are possible anytime two characters are within 2 yards of each other. For example, if Hugh has initiative against Snakebite Johnson, the sequence for their fight this turn will be: Hugh attacks; Johnson attacks; Hugh attacks; Johnson attacks; movement. In a shootout turn, a brawling attack happens during the movement portion of the turn.

Brawling Procedure When a character takes a swipe with his fist at another character, the player rolls one sided die. To this roll is added the characters Brawling skill. Here is a link to it: www. One thing: I've noticed concerns about are the 3 combat systems including in this 2nd Edition.

Then a "First Shot Determination" basically all the modifiers to a static including weapon speed to determined who fired first was calculated. Needless to say, it was enjoyably complicated. It was just weird - having The solution came from reading how the authors handled combat in "Night In Mad Mesa" solo game as well as the Referee's Screen "Shootout in Northfield.

If two characters have the same BASP, they move simultaneously! Same firing sequence, right? When they fire is to be decided. Their weapons and other actions could significantly modify who fires first. A saw B start to run and pull his guns and elected speed to win the day.

Wow - big difference. However, A is not much better. Next turn, A starts with cover and B does not. Hard cover stops hits - which are determined by location. If I were playing A, my next turn would be to brace my weapon and fire a shot - knowing that B is probably going to run for cover. Conclusion, the Northfield Rule makes Boot Hill combat more in line with roleplaying combat and a tad less mini wargame focused.

I hope you enjoy. BTW: I use the skill system from Boot Hill 3rd Edition without the weapon skills and the additional "roleplaying" attributes found in the "Go West Young Gamer" article which also ended up in 3rd Edition.

This way I get to keep the lovely, easy-to-learn at a convention percentile mechanics with somewhat of the richness of the original BH combat. Very modern, much easier to track and figure out. Jacob H. This is an entirely different game from Boot Hill Third edition.

This has the best Wild West combat I've ever encountered; it's very deadly. An example: To attack, I have a percent chance I need to roll under to hit. If I hit, I roll on the Wound chart [ See All Ratings and Reviews. Browse Categories. Combat Type. Product Type. Publisher Resources. Gift Certificates. Time Period. Ancients up to A. Medieval to Renaissance to American Civil War. World War One. World War Two. Pulp Gaming. Science Fiction. STL 3D Model. Vector Graphics Laser Cutter.

Wizards of the Coast. Pay What You Want. Link to Starting equipment rules v. Supplement: Backgrounds and Expertise feats for Boothill 3E. Introduction of backgrounds and feats as optional rules for Boothill 3rd Edition.

Link to Starting backgrounds compendium v. Link to Expertise feats compendium v. Campaign Map: Eldorado County. Eldorado County map is the campaign setting for Boothill. Below are links to two different maps: 1 version with all locations shown and 1 version which can be used as a players version for exploration if players are not assumed familiar with the area around them or only some of it.

Link to Full map with locations. Link to "players version" without locations. February, Boothill Modified Combat Rules. After having played Boothill some modifications for better balancing of the game and also running some of the rules more smoothly is suggested.

Many of these are based on some of the mechanichs known from later and mature RPG systems. Modifications eliminates shootout rounds and only combat rounds are used.

Tables are also simplified and chance of mortal wounds has been adjusted down. Modified Combat tables can be found here. Link to modified Boothill tables 1 v. Link to modified Boothill tabels 2 v. Boothill Optional rules: Healing and wounds. Link to alternative Healing of wounds rules v.

June, This is a supplement that add a quick reference book for the Judge with standard arhetype Wild Animals. The all have expanded stats but is built on the ones in the core rulebook with addition of several new animals.



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