Gun Fights

NOTE:

As common as modern firearms are, they are still not commonly brandished in civilized company.  Firearms are not utilized on a daily basis, except by soldiers, law enforcement officers or criminals. Even in law enforcement, guns are used mostly as a last resort. Although it is not unusual, and is even acceptable for a gentleman to be armed, it is always discreetly! Openly wearing or carrying weapons as a matter of routine will at the least get you barred from polite company and is very likely to result in a police inquiry.

Gun Powder and Firearms

Although traditional black powder cartridges can still be widely found world wide, the development of ‘smokeless’ powder in its various formulations is rapidly rendering black powder obsolete.

Many of the older and cheaper guns are unable to safely and reliably handle the higher pressures resulting from the new propellants, though quality weapons are largely unaffected. Older guns firing smokeless have a 1 in 6 chance of exploding anytime a natural 1 is rolled on the d20.

Poudre B is the first marketed and most widely distributed (in Europe) smokeless powder, other available versions are Ballistite, developed by Alfred Nobel, and Cordite. Though there were differences in these formulations, from a game perspective all smokeless powders are the same and all black powders are the same. Smokeless powder has been marketed to the public for a little less then two years.

Smokeless Powder ammunition is more expensive (+50%) then traditional black powder and has more ‘punch’ +1 damage for any bullet fired with Smokeless. It also leaves minimal smoke, is less likely to give away a location, does not obscure vision with multiple shots and reduces the wear on a gun by causing less corrosion and fouling.

Black Powder ammunition is the ‘standard’ ammunition reflected in the game stats for price, damage etc.

Gun Fights

Gun fights are deadly!

In a single combat round a character can fire many shots (depending on the weapon) even emptying a revolver. Firing rapidly will decrease accuracy, but the individual shots are still effective and potentially lethal.

When dealing with gunfire, the combat round is split into two parts. A character makes half of his attacks, rounded down, starting at the point his/her initiative roll allows with the second half of the shots being fired at the end of the round.

NOTE: The range and damage of a bullet is a function of the gun’s caliber and cartridge or load.  NOT of the type of gun.  The type of gun DOES effect accuracy, rate of fire, number of shots (before reloading) and the reliability of the weapon.

In the game there are four basic classes of firearms.

Muzzle Loading Weapons

Though rare now, and mostly decorative, these weapons still exist and still function. Examples include muskets, fowlers, blunderbuss and dueling pistols.

Breech Loading Weapons

These include some types of rifles, carbines, shotguns and pistols. Examples: Martini-Henry Rifle, Sharps Carbine, single and double barrel shotguns and Derringer style pistols.

Repeating Weapons

These are rifles, carbines and shotguns that have a magazine that holds multiple rounds and through the Repeated Action of the weapon’s mechanism can be fired successively in one round. Examples: Winchester Lever Action carbine, Lee Enfield Bolt Action rifle, Lever action Shotguns and Pump Action Rifles and Shotguns.

Revolvers

Revolver handguns hold four, five or six rounds depending on the weapon, size and caliber. There are numerous examples. At this time in history Revolvers are State of The Art for firearms.

Drawing the Firearm

Commonly individuals carry a firearm in their pocket, a holster, in a container, or on a sling unless they feel that combat is imminent. The weight of a firearm in one’s arms is tiring over long periods (hours) and the sight of a character wielding a firearm “at the ready” is often taken as an unfriendly, even hostile, act by others. This leads to the need to draw out one’s gun upon the start of combat. If the firearm is already at the ready, then proceed with shooting.

If a pistol is carried in a holster (that is accessible), drawing the pistol is a Move Action.

If a pistol is carried in a pocket, purse or some relatively loose arrangement where the shooter must fumble for the weapon, drawing the pistol is a Standard Action.

If the shooter has previously put her hand on the pistol (but kept the pistol in the purse, pocket, etc.), then drawing the pistol is a Move Action. The Quick Draw Skill changes the move action into a Free Action.

A scattergun may be carried in an oversized holster, in which case drawing the scattergun is a move action (or free action if the shooter has the Quick Draw skill). If the scattergun is hanging on a lanyard (such as behind one’s back, under a coat), then drawing the scattergun is a standard action, or a move action with the Quick Draw Skill.

Carbines, rifles or shotguns may be carried in sheaths attached to a horse, wagon, or a backpack. If the shooter is within 5′ movement of the sheath, drawing the carbine, rifle, or shotgun is a move action. The same is true if the long arm is carried on a sling on the shooter’s back. The Quick Draw Skill does not help with drawing the long arms.

Long arms (or handguns) being held in one’s arms are considered to be “at the ready,” and may be moved into firing position as a free action.

Carbines or shotguns that hang on a lanyard (such as behind a shooter’s back, under a coat) take a standard action to draw. The Quick Draw Skill does not improve this action.

Retrieval of any firearm that is inside of a gun case, bedroll, or other container of transport is considered a full-round action. The Quick Draw Skill does not improve this action.

Quick Draw

A character that knows the Quick Draw Skill may attempt it at the start of the combat. The intent to use it must be stated at the beginning of the round before action starts.

The Quick Draw Skill depends upon the pistol being in a fixed location, which is provided by the holster, or the pistol is already in the shooter’s hand. IF THE CHARACTER’S SKILL ROLL SUCCEEDS The Quick Draw Skill improves the standard action drawing of a hidden pistol to a Free Move action.

Shooting

Though shooting a gun is an attack, Strength Bonuses to Hit or Damage DO NOT APPLY. However, Dexterity Bonuses to hit, if any, DO APPLY.

Aimed Fire

This involves taking ones time to wait and aim and attempt the perfect shot. The shooter, regardless of weapon type, only shoots ONCE per Combat round. But the shot is at +4 to hit.  Aimed Shots are the ONLY kind of shot that allows a Called Shot.  For example, stating that you are ‘Aiming for his head…’

Note: A double barrel weapon may do aimed fire but unless BOTH barrels are discharged at once, for essentially one attack (though a hit yields double damage) the second barrel is NOT an Aimed Shot due to recoil and smoke.  The second barrel will be a Snap Shot.

Aiming like this precludes moving. The shooter cannot walk, move, ride, etc to achieve the +4 bonus. This includes being in a carriage or on a moving train. The only exception is if the conveyance is very large and relatively stable, like the deck of a ship (NOT a boat.) Moving, or being moved, still allows the shot but the +4 is lost.

After taking an aimed shot the shooter may reload the weapon, or work the action on a repeater, to be ready to shoot at the start of the next Combat round as normal.

Snap Shot

This is a ‘normal’ shoulder and shoot or point and shoot. The shooter gains no pluses to hit but is able to employ multiple shots per Combat round as his weapon permits.

During Snap Shooting the character may move one half his normal movement BEFORE or AFTER firing the weapon with no penalty. Additionally, the character may be on a horse, riding in a carriage, train, etc.

A Muzzle Loading Weapon may be loaded and fired ONCE in a Standard round (30 seconds.) If the weapon is unloaded at the start of the round it can be loaded and able to shoot at the end of the Standard round. If the weapon starts the Combat round loaded it may be fired as initiative dictates but will not be reloaded until the same segment of the NEXT Standard round.

A Breech Loading Weapon may be fired and loaded TWICE in a Combat round. Once at the beginning of the round, per initiative and once in the second half of the Combat round.

NOTE: BOTH barrels of a double barreled weapon may be reloaded twice. Thus a Double Barrel shotgun may be fired up to FOUR times in one Combat round.

A Repeating Weapon may fire FOUR times per Combat round. Twice at the beginning of the Combat round, per initiative and twice in the second half of the Combat round.

A Revolver may be fired up to SIX times (or full load) in a Combat round. Three at the beginning of the round, per initiative and three in the second half of the Combat round.

Rapid Fire

In a tight situation a character may blast away in the direction of an enemy and move his/her full movement BEFORE or AFTER firing the weapon. Aiming is only in the most general sense, -4 to hit with each round.

Breech loading, or Muzzle loading, weapon may only be fired once under these circumstances.

A Repeating weapon may be fired four times.

A Revolver may be fully discharged while in Rapid Fire.

Panic Fire

If the character is in full flight, running, sprinting, towards, away from or past a target he/she may opt to fire blindly at the target. Such shots are made WHILE moving and each are at -8 to hit.

A Breech loading, or Muzzle loading, weapon may only be fired once under these circumstances.

A Repeating weapon may be fired four times.

A Revolver will ALWAYS be fully discharged while in Panic Fire.

Covering Fire

A character may aim at an area, or an individual, (or a small group of individuals) with the intention of ‘Covering’ the target. This means that a specific event or circumstances will cause the character to shoot.

Examples: “If he so much as moves a finger I blast him!” Or, “If anyone appears in the window, I shoot.”

The Covering character forgoes all other actions in a Combat round except as follows.

If the event occurs at the beginning of the Combat round (Someone looks in the window) essentially initiating the combat, the character may IMMEDIATELY fire 1 shot. This shot occurs BEFORE any initiative rolls are made and occurs before the character’s normal initiative. The shot has no bonus or penalty to hit.

IF the Covering Character is using a Muzzle loading or Breach Loading weapon the character MAY NOT shoot again that Combat round, but MAY reload over the next Standard round.

IF the Covering Character is using a Repeating Weapon, he or she may fire one more time in the second half of the Combat round. The second shot must be at the original target.

IF the Covering Character is using a Revolver, he or she may fire two more times during the Combat round. Once at the character’s initiative point and the second time in the last half of the Combat round. The subsequent shots must be at the original target.

If the event occurs during the round, the character may IMMEDIATELY fire 1 shot. This shot interrupts the Initiative cycle and occurs before the actions of the next Segment. In the event that it becomes necessary to determine at what point in the Segment the Covering shot occurred, the shooter gains an automatic +1 to his/her reaction adjustment (in addition to any DX bonus they may have) for the d10 roll.

A character that is Covering must stop if attacked or otherwise forced to break off concentration and observation.

Point Blank

A Point Blank shot occurs when the gun is discharged at a range of one foot or LESS from the target. For example, pressing the muzzle to the targets body. A normal To Hit roll is made to check for a misfire, but the actual Roll to Hit is +8 to hit AND Damage is automatically considered Critical in that it is applied DIRECTLY to the Target’s Health (CN) NOT to the target’s Hit Points. (There is no dodge or twist to avoid some portion of the damage in a Point Blank shot. An actual roll of a Natural 20 is treated as Double Damage.

Circumstantial Modifiers

Target’s Status To Hit Modifier
Stationary, immobile Ex: Target at shooting range +2
Stationary but mobile Ex: Seated target +1
Walking slowly 0
Walking briskly -1
Running -4
Sprinting -6
Evading/Unpredictable Ex: Pitching deck -8
Good Light (Sunny day, Full Moon) 0
Blinding Light (sun in eyes) -4 to -8
Poor Light (three quarter to half moon, twilight, fire light, street lights) -1 to -4
Bad Light (star light, quarter moon or less) -3 to -6
Light Fog/Mist, light rain or snow -1 to -3
Fog, rain, snow -4 to -6
Torrential rain, blizzard, dust/sand storm, ‘Pea Soup’ -10 to impossible!
25% hidden by Cover -2
50% hidden by Cover -4
75% hidden by Cover -7
90% hidden by Cover -10
25% hidden by Concealment -1
50% hidden by Concealment -2
75% hidden by Concealment -3
90% hidden by Concealment -4
In Crowd -2 to -8

Cover means hiding behind a solid, protective, object.  For example, a brick wall.  Concealment means hiding, but not protected. For example, a shrubbery!

 

 

Fast Draw Gun Fight

The classic show down. Two gunfighters facing each other on a dusty street… Who is the Quick and who is the Dead?
A Fast Draw confrontation is resolved thus.

The shots are Snap Shots, draw and fire, no Aimed Shots.

The Dexterity of the gunfighter, plus the number of Skill Points invested in Quick Draw Skill, minus the adjustment weapon type or barrel length (if any) is the Gunfighter’s Adjusted Fast Draw.  Other modifiers like Unfamiliar Weapon, using the off hand are subtracted.
The same calculation is made for the opposing gunfighter. Then a D20 is rolled for each. They MUST roll their Adjusted Fast Draw or LESS on the D20.

If the Adjusted Fast Draw of one, or both, exceeds 20, then the score(s) are adjusted DOWN by however many points are needed for the highest score to reach 19. The other fighter’s skill is reduced by the same amount, leaving the relative levels the same. Example: Gunfighter A has an Adjusted Fast Draw of 23 (DX=18+3 Skill points +2 for his pistol) Fighter B has an Adjusted Fast Draw of 18 (DX=15+1 Skill point +2 for his pistol) a five point difference. To make it possible to resolve the contest on a D20, Fighter A’s Adjusted Score must be reduced to 19, a reduction of 4 points. Fighter B’s Adjusted Score is then reduced by 4 points, leaving him with a score of 14, which is still 5 points below A’s score.
By going to 19 rather then 20, it leaves open the possibility that Fighter A might fumble his weapon.

If one succeeds and the other doesn’t, then he or she Rolls to Hit first, possibly killing the opponent before they can squeeze off a shot.

If they both succeed then the one who beat the score by the most wins.

If they Tie, the character with the most Skill Points invested in the Quick Draw Skill wins. (All that practice pays off.)

If they tie AND they both have the same number of points in Quick Draw, then they each roll a D10 to see in which tenth of a second they each got their shots off. However, EVEN IF the Winner’s bullet Kills the other gunfighter, that individual still gets their shot off, possibly resulting in both dying!

 

Adjustment to Fast Draw

Weapon or Barrel Length Adjustment to Fast Draw
Pistol, barrel is 3” or less +2
Pistol, barrel is 3” to 5” +1
Pistol, barrel is 5” to 7” 0
Scatter Gun 0
Sawed Off Shotgun -1
Carbine or Coach Gun -2
Rifle or Shotgun -3

Called Shots “Sharp Shooter”

If your character has the Called Shot or Sharp Shooter Weapon Skill (NOTE: The character MUST be a Fighter, see description.) Then he/she may attempt to hit targets in specific locations rather then rolling randomly to see where  the bullet went. (See below.) Details on how the skill is applied are found HERE.

 

 

Rolling a 1

If your character rolls a 1 (fumble) with a gun it is (most likely) a misfire of some kind.  But not always!  Consult the Malfunction Table and apply any modifiers that are appropriate.

Unfamiliar Guns

If a character acquires a new gun, of any type, he or she should take a few shots to familiarize themselves with the weapon before going into combat. Every weapon has its quirks and factory sights are notoriously ‘off.’

Unless the weapon is the same Make, Model, Barrel Length and caliber as a previously fired weapon it will require several shots to adjust to its shooting ability.

Unfamiliar Firearm Table

Shot Penalty to Hit
1st Shot -3 to hit
2nd Shot -2 to hit
3rd Shot -1 to hit
4th+ Shot No penalty

Recoil

All firearms give a kick when they are fired. If the shooter is lightweight and low strength, this can present a problem for them. For each caliber of firearm in the chart, a shooter’s Minimum Strength and/or Weight (in pounds) is given. (Some calibers have low enough recoil that they may be used by pretty much anyone without a check.) If the shooter is at or above that Strength OR Weight, no recoil check is needed. If the shooter is under that specified Strength OR Weight, then a strength check for recoil must be made for each shot. The DC for recoil is 10. If the shooter makes the check, there is no effect and his attacks proceed normally. If the shooter fails the check, then he or she is thrown back, or their aim is disrupted enough that subsequent shots that round are made at a -4  If he shooter’s check fails by 5 or more, then they are knocked off their feet and drops the firearm. In that case, picking up the firearm and standing up are each move actions. If the underweight shooter is prone when firing,  he/she will not be knocked off their feet, but if they failed their recoil check will still be at a -4 penalty to subsequent shots that round.

If the shooter is not being shot at (not in combat prior to her initiative, or the opponents are still flat footed), he/she may take 10 for the Recoil check for Aimed Fire or Rapid Fire. The shooter cannot take 10 for the Recoil check for Panic Fire. The shooter cannot take 20 for Recoil checks in any circumstance.

Recoil Table

Weapon Type/ Caliber Shooter’s Minimum Strength Shooter’s Minimum Weight lbs Notes

.22 short pistol

4+

70+

.22 short rifle

6+

80+

.22 (5mm) pistol

5+

75+

.22 (5mm) rifle

7+

80+

.25 (6mm)pistol

6+

80+

.25 (6mm)rifle

7+

90

.30 (7.6mm)pistol

8+

90+

.30 (7.6mm)rifle

11+

110+

.303 rifle

12+

120+

.32 short

7+

90+

.32 (8mm)pistol

8+

100+

8mm rifle

12+

120+

.32 long

8+

100+

.36 (9mm)

9+

100+

.38 (9.8mm)

10+

120+

.40 (10mm)pistol

12+

120+

.40 (10mm)carbine

12+

120+

.40 (10mm)rifle

13+

135+

.44 (10.9mm)pistol

12+

130+

.44 (10.9mm)carbine

13+

130+

.44 (10.9mm)rifle

14+

135+

.45 (11mm)pistol

13+

150+

.45 (11mm)carbine

13+

130+

.45 (11mm)rifle

14+

135+

.475 (12mm)pistol

14+

160+

.475 (12mm)carbine

14+

150+

.475 (12mm)rifle

15+

160+

.50pistol

15+

160+

.50rifle

14+

140+

.577 (14mm)pistol

15+

160+

.577 (14mm)rifle

15+

170+

12bore Paradox(19mm)

16+

180+

.410 shotgun

12+

110+

.410 shotgun pistol

13+

150+

20 shotgun

13+

120+

20 shotgun pistol/sawed off

14+

160+

16 shotgun

14+

135+

12 shotgun pistol/sawed off

14+

160+

12 shotgun

14+

140+

10 shotgun

15+

150+

8 shotgun

16+

170+

Loading Your Firearm

All types of cartridge shooting firearms are loaded (or reloaded) at a rate of two shells (or cartridges) a segment. Loading a firearm is a Full-Round Action. For characters with the Rapid Reload skill this becomes a move action.

The character may elect to continue to load on successive rounds until the firearm is fully loaded, or to shoot with the newly loaded shells.

Hence, loading a revolver completely takes a full Standard Round, (6 cartridges) and loading a repeating rifle takes one and a half Standard Rounds (8 cartridges.) For this reason, many experienced characters carry a loaded backup firearm. In this setting, ammunition speed loaders are not available.

Off Hand Shooting

Shooting a gun in each hand is subject to penalties, a –6 penalty with your Primary Hand shot and a –10 penalty to the shot with your off hand. The firearms used in this fashion are limited to pistols. The firearm used in the off-hand can only make one shot, no matter the rate of fire or type of firearm.

The only exception to this Penalty Rule is if the character has the Off Hand Shooting Skill.

The Off Hand Shooting Skill is the firearm equivalent of Two Hand Weapon Fighting. The Off Hand Shooting Skill can be used so long as the firearms can be used with one hand, all long arms are eliminated from the Off Hand Shooting skill.

If the character succeeds at his skill roll for Off Hand Shooting skill, a second shot from the off-hand weapon (at -5) is possible.

The firearm in the off-hand cannot be given the Aimed Fire bonus, unless it is the only attack being made (i.e., the weapon in the primary hand is not being fired). Moreover, if the firearm in the primary hand is being used with the Aimed Fire bonus, no shot may be made from the off-hand.  Penalties to the primary hand do not apply in this case, because the character is simply holding a gun in her off hand. Likewise, if the off-hand is shooting Aimed Fire, the primary hand cannot shoot. Penalties for the off-hand shot do apply.

If the primary hand is shooting Snap Shot, the off-hand can make a Snap shot as well. Penalties DO apply. (-5)

If the primary hand is shooting Rapid Fire, the off-hand can make a Rapid Fire shot, and additional penalties DO apply. (-9)

If the primary hand is shooting Panic Fire, the off-hand can make a Panic Fire shot, and additional penalties DO apply. (-13)

If the character is ‘Covering’ with the primary hand, the off-hand weapon can be shot (one Snap Shot) in a different direction while the primary weapon is engaged with Covering fire. Penalties DO apply. (-5)  OR it can also be employed to Cover the SAME target. (-5)

Likewise the off-hand could shoot Rapid Fire shots while the primary hand shoots Snap Shots in a different direction. Additional penalties DO apply to the Rapid Fire shot(s) as appropriate. (-9)

Point Blank shots are possible with either hand (or both.) The Primary hand may be placing an Aimed shot, Snap shot, Rapid Fire or a Covering Shot WHILE the off hand is pressed against a target for a point blank shot. (+8)  You CANNOT do Panic Fire and a Point Blank shot with the other hand.

Other combinations of rates of fire are not possible.

The Off Hand Shooting Skill allows the designation of primary and off-hand to be switched in subsequent rounds (but not during the same round).

The firearm in the off-hand does not have to be the same type of firearm as in the primary hand. Ex: Derringer and revolver.

Additionally, a character may use a firearm in one hand, and a melee weapon in the other hand, subject to all the normal penalties. The one additional restriction in this case is the firearm cannot be used with the Aimed Fire bonus while a melee attack is being made with the melee weapon.

Off Hand Shooting Skill Penalties

Primary Hand Off Hand, Aimed Off Hand, Snap Off Hand, Rapid Off Hand, Panic Off Hand, Cover Off Hand, Point Blank
Aimed

NA

NA

NA

NA

NA

+8

Snap

NA

-5

-5

NA

NA

+8

Rapid

NA

NA

-9

NA

NA

+8

Panic

NA

NA

NA

-13

NA

NA

Cover

NA

-5

NA

NA

-5

+8

Point Blank

NA

+8

NA = Not Allowed

Fanning

Fanning a revolver is to shooting a pistol what fencing is to swordsmanship. It is a specialty skill that can only be learned once a character has mastered Handguns.

Fanning can ONLY be done with a Single Action Revolver. It involves holding the trigger back with one hand while using the other hand to swipe across and draw back the hammer at great speed. It requires a great deal of practice to accomplish this technique even without ammunition in the gun. Doing it with ammo, and accommodating the kick and flare AND hitting a target takes hours of practice and hundreds of rounds of ammunition.  It also causes a callous to form on the palm of the ‘fanning’ hand.  To facilitate the technique, some shooters will use a cord to tie the trigger back or even have the gun modified to remove the trigger entirely. In either case this results in a ‘slip hammer’ that immediately snaps back to strike the primer when the hammer is thumbed back. This can make for a very dangerous situation and can result in accidental discharges even while the weapon is still in the holster.

Accuracy suffers tremendously during fanning, and the further the target is from the shooter the worse it gets. Additionally, each successive shot become less accurate. These penalties are cumulative.

On the other hand, Fanning allows the shooter to fire ALL six shots (or four or five) during the FIRST HALF of the combat round. Instead of being spread across the round.

Shot # Recoil Penalty Range Penalty

Up to 15ft

16 to 20 feet

21 to 25 feet

26 to 30 feet

30+ feet *

1

-0

-5

-6

-7

-8

-9

2

-1

-5

-6

-7

-8

-9

3

-2

-5

-6

-7

-8

-9

4

-3

-5

-6

-7

-8

-9

5

-3

-5

-6

-7

-8

-9

6

-3

-5

-6

-7

-8

-9

* Range Increment Penalties may also apply.

Example: The Target is 18 feet away. First shot is -6 to hit. Second shot is -7 to hit. Third shot is -8 to hit. Fourth, fifth and sixth shots are -9 to hit.

I hit him!  Where did I hit him?

Unless the character is attempting a Called Shot, the part of the target that is actually hit is rolled randomly on the following chart.

Dice Roll Body Part Damage Effect
1,2 Groin Impaling x 1.5
3,4 Abdomen Impaling x 1.5
5,6 Chest Impaling x 1.5
7 Upper Left Arm Normal
8 Lower Left Arm Normal
9 Left Hand Normal
10 Upper Right Arm Normal
11 Lower Right Arm Normal
12 Right Hand Normal
13 Upper Left Leg Normal
14 Lower Left Leg Normal
15 Upper Right Leg Normal
16 Lower Right Leg Normal
17 Left Foot Normal
18 Right Foot Normal
19 Face Normal 1 in 3 chance of being blinded
20 Head (Brain) Impaling x 1.5 Critical