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
Rifle | Carbine | Heavy Revolver | Light Revolver | Pocket Pistol | |
40 | 60 | ||||
30 | 55 | 60 | |||
25 | 45 | 55 | 70 | ||
20 | 40 | 45 | 55 | 60 | |
15 | 35 | 35 | 40 | 43 | 70 |
10 | 26 | 25 | 30 | 32 | 60 |
5 | 22 | 24 | 25 | 25 | 25 |
3 | 26 | 22 | 22 | 18 | 20 |
1 | 30 | 25 | 20 | 15 | 10 |
Break by Distance – Shotguns and Bows:
Bird Shot | Buck Shot | Slugs | Light Bow | Heavy Bow | |
40 | |||||
30 | |||||
25 | 70 | 70 | |||
20 | 70 | 55 | 55 | ||
15 | 70 | 50 | 40 | 60 | 40 |
10 | 40 | 35 | 35 | 45 | 35 |
5 | 19 | 20 | 24 | 35 | 30 |
3 | 15 | 15 | 20 | 22 | 25 |
1 | 10 | 10 | 15 | 22 | 25 |
– 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
Rifle | Carbine | Heavy Revolver | Light Revolver | Pocket Pistol | |
Basic | 4 | 3 | 3 | 3 | 1 |
Standard | 14 | 14 | 12 | 12 | 3 |
Enhanced | 32 | 21 | 18 | 15 | 10 |
Maximum | 65 | 45 | 40 | 35 | 40 |
Damage – Shotgun, Bow
Bird Shot | Buck Shot | Slugs | Light Bow | Heavy Bow | |
Basic | 2 | 8 | 8 | 3 | 3 |
Standard | 3 | 15 | 12 | 12 | 15 |
Enhanced | 6 | 22 | 18 | 16 | 20 |
Maximum | 15 | 75 | 65 | 25 | 35 |
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 AP: Open Firearm Action
- Firearm cannot be fired while the action is open
- 1 AP: Per Round Loaded (Can only be done if Action Opened)
- 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