Our own Western Gunfight rules set
FILL YORE HANDS!
Updated 12/30/03
Sequence of action
In this game, every player has a group of Characters, normally numbering three or four miniatures, which is called a Group. Each grup has a number of cards, usually three in the Deck.
This deck is shuffled randomly and cards are drawn off the top, one at a time. As each card is drawn, each character in the group named on the card can perform an action.
Permissible actions are:
Shootin at a Varmit!
To shoot, a character names his target, declares how many rounds he is firing, then measures the ranges and rolls a D20 for each shot.
Weapon | Range | Hit With | ||
Pistol | Close! - up to 1" | 5-20 | ||
Short - up to 6" | 9-20 | |||
Medium - up to 10" | 12-20 | |||
Long - up to 15" | 19-20 | |||
Rifle | Close! - up to 1" | 6-20 | ||
Short - up to 10" | 9-20 | |||
Medium - up to 18" | 11-20 | |||
Long - up to 36" | 17-20 | |||
Carbine | Close! - up to 1" | 6-20 | ||
Short - up to 8" | 9-20 | |||
Medium - up to 13" | 11-20 | |||
Long - up to 20" | 17-20 | |||
Shot gun | Close! - up to 1" | 5-20 | ||
Short - up to 6" | 9-20 |
Modifiers to the hit dice
Target in light cover or prone -2
Target in window or door - halve change of hit, round fractions UP
Firer is mounted - halve change of hit, round fractions UP
Firer has been "Pinked" -1
Firer has been "Hit" -2
Firer has been "Gut Shot" -3
Each round after the first one fired -1 per round
If ya hit him!
For each hit on a character, draw a card from a 54-card deck (include Jokers).
There are four levels of damage
Additional wounds
Note that characters who are Built like an Ox may disregard thier first wound of any type, exept a Kilt. subsequent wounds are taken normally.
Got any more Bullits?
All weapons start the game loaded. Every character has a certain number of rounds in reserve:
WEAPON | Rounds in the Weapon | Rounds in Reserve | ||
Six-Shooter | 6 bullets | 18 Rounds in gun belt | ||
Reapeater Rifle | 8 bullets | 18 Rounds in gun belt | ||
Military Carbine or Rifle | 1 bullet | 24 Rounds in cartridge pouch or bandolier | ||
Derringer | 2 bullets | No reserve usually |
Shootin Back
Any time anyone takes a shot, the target may get a reply. If the target is "quicker" than the shooter, and in range, he might get off the first shot. Whoever gets the first shot, the target can reply if still erect after the shot. "Gut Shot" characters fall down and get no reply shot. "Kilt" gets no reply of course.
Each player rolls a D6 & adds the character's quickness rating. High score gets first shot. Ties mean simultaneous shots.
Quickness ratings:
Movement
As each card is drawn, each character in the group named on the card can perform an action, such as movement. Movement rates are:
Outa Breath
If a character runs more than one turn in a row, roll a D6 to see if he is "outa breath" at the end of the move. People who are "outa breath" stay that way till they stand still for one move, then ahave recovered their breath.
The Movement Die
A movement die is a standard D6 dice, but when rolled, it is read as:
Example of movement: Kid Snodgrass runs across the street towards the bank. He moves 8" plus the movement die which rolls a 2 for a total of 10". On his next card, he sees the sheriff has moved on to the sidewalk in front of the bank, so he continues his run to around the south of the building and to the rear for 8" plus a movement die result of 5 for 4 more inches, a total of 12". He tests to see if he is outa breath, and rolls a 3.
He is a hard man and this roll shows he is still breathing normally and can move normally next turn, in spite of his years of cigarette use.
Brawling
Hand - to - hand fighting we call "Brawling". Roll a D6 and high die wins. If tie, both characters back up 2" and glare at each other. If one character beats the other with a die difference of 1, then the loser is a "Little cut" (same as "pinked" in shooting). If one character beats the other by more than one, draw a card as if other guy was shot. We use the same table (below) but with different terms:
Draw a card from a 54-card deck (include Jokers).
Modifiers to D6 roll:
When attacking from rear, each character rolls a D6 and if the defender beats the attacker, he turns around and is not surprised. Ties are won by the scoundrel coming from the rear!
Modifiers to the D6 roll:
Brawling ratings. Characters may be chategorized by the game master before the action starts:
Jumping on someone
If on a higher elevation, a character may jump on his opponent. Even a horse is high enough to jump off. Roll a D6 for jumper and "jumpee". If the jumper's roll is higher than or equal to that of his target character, he has jumped onto the scoundrel and will get a +1 in the brawl (he has surprise on his side)
If the target character's D6 roll is higher, then the jumper missed and is prone. The target character will usually chuckle as he kicks the living **** out of the fool that fell into the dust, because he now has surprise, and the former jumper is prone.
If the target character is "Quick as a Fox" or "Greased Lightning", he may add those modifiers to the D6 to see if he is surprised. These characteristics do not help the jumper however.
Women in Brawls
When barwling with a woman, pull a card from a 52-card deck to see how she takes the matter.
Non Player Characters
The game master may assign chracteristics to NPCs such as: "The Bartender, an average shot, will fire his shotgun at the any gunfighter who enters the bar, after shooting has been heard." Or the game master may personally run selected NPCs in any manner he deems fit.
In the absence of these instructions, player characters may try to "Charm" NPCs to get them to obey the player's wishes.
"Charming" is the ability to get a NPC to do what you want. If you can charm them, they will obey you till charmed by another player or wounded in some way. Characters have different levels of charm. Must be within 4" of NPC to charm and roll 5 or 6 on D6 to sucessfully "Charm" the NPC.
Non Player Characters that are "Suspicious" have a -1 to the die roll of anyone who wants to charm them. Non Player Characters that are "Innocent" are easier to charm and add +1 to the die roll of anyone who wants to charm them. Non player characters that have been wounded are "Suspicious" from then on.
Note that an non player character who is shot in any way, even "pinked" (or the equivilant in Brawling) loses effect of being charmed and must be charmed all over again.
Character Generation
Usually the game-master assigns attributes at the start of the game, but if players prefer, they may draw cards for the following attributes.
GUNFIGHTERS
Any Suite - "Quick as a fox" on 10s, Jacks or Queens.
"Greased Lighting" on King, Ace or Joker
No effect on other cards.
TOWNIES
Hearts only - "Quick as a fox" on 10s, Jacks or Queens. "Greased Lighting" on King, Ace or Joker
Clubs only - "Built like an Ox" on face cards
No effect on other cards
SODBUSTERS
Hearts only - "Quick as a fox" on Jacks, Queens or Kings. "Greased Lighting" on Ace or Joker
Clubs or Spades - "Built like an Ox" on face cards
No effect on other cards.
NO-COUNTS
Hearts only - "Quick as a fox" on 10s, Jacks or Queens. "Greased Lighting" on King, Ace or Joker
Clubs or Spades - "Built like an Ox" on face cards
No effect on other cards.
DRUNKS
Always fire at -1
Clubs or Spades - "Built like an Ox" on face cards
Note that drunks always shrug off thier first non-fatal wound, even if not "Built like an Ox" because of the painkilling qualities of the alcohol in their system.
COWBOYS
Hearts only - "Quick as a fox" on , Jacks, Queens or Kings. "Greased Lighting" on Ace or Joker
Clubs or Spades - "Built like an Ox" on face cards
No effect on other cards.
RED MEN
Clubs or Spades - "Built like an Ox" on face cards
No effect on other cards.
SOJERS
Hearts only - "Quick as a fox" on , Jacks, Queens or Kings. "Greased Lighting" on Ace or Joker
Clubs or Spades - "Built like an Ox" on face cards
No effect on other cards.
PREACHERS
Hearts only - "Quick as a fox" on 10s, Jacks or Queens. "Greased Lighting" on King, Ace or Joker
Clubs only - "Built like an Ox" on face cards
No effect on other cards.
TEMPERANCE WORKERS
Hearts only - "Quick as a fox" on , Jacks, Queens or Kings. "Greased Lighting" on Ace or Joker
Clubs or Spades - "Built like an Ox" on face cards
No effect on other cards.
HONEST WOMEN
Hearts only - "Quick as a fox" on , Jacks, Queens or Kings. "Greased Lighting" on Ace or Joker
Clubs only - "Fights like a tiger" on face cards (NOTE: This is same as "Built like an Ox" but we are not gonna say that about a female.
No effect on other cards.
FLOOZIES & WOMEN OF THE WORLD
Hearts only - "Quick as a fox" on , Jacks, Queens or Kings. "Greased Lighting" on Ace or Joker
Clubs or Spades only - "Fights like a tiger" on face cards (NOTE: This is same as "Built like an Ox" but we are not gonna say that about a female.
No effect on other cards.
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