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Shooting Action – Skill

Shooting a target with a firearm or strung weapon

Prerequisites:

  • Firearm or Strung Weapon held in required hand(s)
  • Weapon is loaded
  • Able to see target

Specific Weapon Proficiency Modifiers:
– Low & Mid Skill = +1 Distance (If Higher Break)

– High or Greater Skill = No Mod

Positional Bonus (Mid Skill or Greater Only)
– Kneeling / Supported = -1 Distance
– Prone = -2 Distance

Break by Distance: Rifles and Revolvers

RifleCarbineHeavy RevolverLight RevolverPocket Pistol
4060
305560
25455570
2040455560
153535404370
102625303260
52224252525
32622221820
13025201510

Break by Distance – Shotguns and Bows:

Bird ShotBuck ShotSlugsLight BowHeavy Bow
40
30
257070
20705555
157050406040
104035354535
51920243530
31515202225
11010152225
*Special Bow Rules
– Bows cannot be shot untrained
– Bows inflict injury until arrow is removed
– Heavy Bow – Level 4 Injury
– Light Bow – Level 3 Injury

Double Barreled Shotguns or Pocket Pistols:

  • May have a different ammo type loaded in each barrel (must be declared at loading)
  • May be shot in the same round at the same target
  • May bet each bullet separately or simultaneously

Dual Wielded Revolvers:

  • May be shot in the same round at the same target
  • May bet each bullet separately or simultaneously

Size Modifiers
=>4x Human Size = – 3 Distance
=>3x Human Size = – 2 Distance
=>2x Human Size = – 1 Distance
~ Human Size = No Mod
=<½ Human Size = + 1 Distance
=<¼ Human Size = + 2 Distance
=<⅛ Human Size = + 3 Distance

Cover
Waste Down / Kneeling = ½ Size
Abdomen Down / Prone= ¼ Size
Head Only = ⅛ Size

Movement

Moving Target – No Modification

Moving Shooter – +1 Distance / Squares moved

Results:

  • No Bet Made: Ammo Not Lost
  • Under Break by 3 or More: Lose Ammo
  • Under Break by 2: Target is hit with Minimum Effect Damage as Tears Damage
    • Alt – Bird Shot/Buck Shot – Hit for Basic Damage
  • Under Break by 1: Target is hit with Enhanced Effect Damage as Tears Damage
    • Alt – Bird Shot/Buck Shot – Hit for Basic Damage
  • Make Break: Target is hit for Basic Damage
  • Break Over 1-6: Standard Damage
  • Break Over by 7-14: Enhanced Damage
  • Break Over by 15+: Maximum Damage

Damage – Rifle, Carbine & Revolver

RifleCarbineHeavy RevolverLight RevolverPocket Pistol
Basic43331
Standard141412123
Enhanced3221181510
Maximum6545403540

Damage – Shotgun, Bow

Bird ShotBuck ShotSlugsLight BowHeavy Bow
Basic28833
Standard315121215
Enhanced622181620
Maximum1575652535

Firearm Reloading Action – Skill

Reloading a rifle, carbine, revolver, pocket pistol or shotgun. A weapon may be reloaded before completely empty. The “Close Action” can be completed before the weapon is completely reloaded.

Prerequisites:

  • Only weapon in hands
  • Ammo in reach
  • Not taking any other action

Cards:

  • Low: 1
  • Mid/High: 2
  • Expert: 3

Break:

  • Low: 16
  • Mid: 20
  • High: 16
  • Expert: 16

Results:

  • No Bet Made: Ammo Not Lost
  • Under Break: Loose 1 Action Point
  • Make Break – Over 5: 1 Action Point
  • Break Over 5-10: 2 Action Points
  • Break Over by 11+: 3 Action Points

Reloading Cost:

  1. 1 AP: Open Firearm Action
    • Firearm cannot be fired while the action is open
  2. 1 AP: Per Round Loaded (Can only be done if Action Opened)
  3. 1 AP : Close Action (Can be done at any point)

Reloading Cost to Reload from Empty:

  • Rifle: 3
  • Carbine: 8 or 14
  • Heavy Revolver: 8
  • Light Revolver: 7
  • Pocket Pistol: 3 or 4
  • Shotgun: 3 or 4

Weapon Capacity:

Rifle: 1 Round

Carbine: 6 or 12

Heavy Revolver: 6

Light Revolver: 5

Pocket Pistol: 1 or 2

Shotgun: 1 or 2

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