TEXT: Boot Hill Tools/Charts (for Players) 
  Character Creation 
   
  How to Roll Up a Character 
   
  GENERATE YOUR FIVE ATTRIBUTE SCORES: 
   
  Roll 2D10 and modify the results as follows depending on the results...  
   
   
  DICE ROLL MODIFIER 
   
  2-5  
   +5 
   
  6-10 
   
   +3 
   
  11-14 
   
   +2 
   
  15-17 
   
   +1 
   
  18-20 
   
   add nothing 
   
  Do this Five times to generate Five attribute scores. 
   
  You may then Arrange them in any order under the five attribute headings. 
   
  After you have done this, divide the numbers under Stature and Luck by 2(rounding up) as these two attributes start the 
  game at 10 or less (although, as the game progresses they may be increased beyond this) 
   
  * CHOOSE AND ROLL YOUR SKILLS 
   
  Every new character gets up to 10 skills (work and weapon) of the Player's choice. The exact number depend on the 
  total of the character's atribute scores (so as to give a character with low attributes an intial "leg-up") 
   
  TOTAL ATTRIBUTE SCORES 
   
  NUMBER OF INITIAL SKILLS 
  27-40 
   
   
   
   
  10 
  41-62 
   
   
   
   
   8 
  63-80 
   
   
   
   
   6 
   
  As you choose which skills to have, keep inmind that not more than half of these intial skills can be Weapon Skills 
  (although you can have more than half be work skills, or all of them) 
   
  If you choose a Work Skill (see file "List of Work Skills") then you determine your Skill Score by rolling 2D10 and 
  modifiing the results (see the table under "Attributes"). 
   
  If you choose a Weapon Skill, then simply make that Skill Score a 1. You may make a Weapon Skill higher that 1 by 
  choosing it again, ie. Choose to apply three of your Initial Skills to Rifle... so now you have Rifle: 3 
   
  After all this is done... I have a little "custom" rule I like to use to flesh out each character with a Work Skill that may 
  be a bit less 'glamorous' than some of the others and thus may get overlocked by a Player who (rightfully so) needs to 
  concentrate on more useful skills. (examples might be Bartending, Photography, Telegraph or Sheepherding). 
   
  I'll have you roll three at random, and let you choose which one to keep. 
   
  * HANDEDNESS 
   
  Roll a 1D20... on a 20 your character is ambidextrous, otherwise choose which hand he/she uses. 
   
  * EQUIPMENT, WEAPON(S), CASH-ON-HAND AND HORSE 
   
  Depending on your background and occupation, the GM will help determine your initial possesions. 
   
  
  List of Work Skills 
  Accounting (prerequisite: Literacy) 
  Artillerist 
  Artist (prerequisite: Literacy if writing is involved, ie. playwright, poet, etc.) 
  Assaying 
  Bartending 
  Bureaucracy (prerequisite: Literacy) 
  Carpentry 
  Chemistry (prerequisite: Literacy) 
  Civil Engineering (prerequisite: Literacy) 
  Cooking 
  Cow Handling 
  Dentistry (prerequisite: Literacy) 
  Entertainer 
  Explosives 
  Farming 
  Fast Draw 
  Gambling 
  Gunsmithing 
  Indian Contact 
  Law (prerequisite: Literacy) 
  Leadership 
  Linguistics (prerequisite: Literacy) 
  Literacy 
  Locksmithing 
  Medicine (prerequisite: Literacy) 
  Orienteering 
  Photography 
  Pocket Picking 
  Preaching / Theology 
  Printing / Journalism (prerequisite: Literacy) 
  Prospecting / Mining 
  Public Speaking 
  Railroad Engineering 
  Riding 
  Roping 
  Saddlemaking 
  Scouting 
  Sheepherding 
  Silversmithing 
  Smithing 
  Stealth 
  Surveying / Mapmaking (prerequisite: Literacy) - plus you also get 6 points of Orienteering automatically 
  Survival 
  Swimming 
  Tactics 
  Tailor / seamstress 
  Teamster 
  Telegraph (prerequisite: Literacy) 
  Thespian 
  Throwing 
  Tracking 
  Trading 
  Trapping 
  Veterinarian (prerequisite: Literacy) 
  Wainwright 
  
  Whip 
  Wrangling 
   
   
  The Five Weapon Skills are... 
  Archery 
  Brawling 
  Knife / Sword 
  Pistol 
  Rifle 
   
  Weapons 
   
   
  Range (yards) 
  Reload 
  Speed 
  Wound 
   
  Short Long Extreme 
  Rate 
   
  Mod. 
   
  Thrown Knife, Tomahawk 2 
  4 
  8 
  NA 
  average 
   -1 
  Thrown Spear 
  10 
  20 
  40 
  NA 
  average 
   -1 
  Bow and Arrow 
  15 
  50 
  100 
  1 
  slow 
   -1 
   
  Smoothbore Pistol 
  6 
  20 
  40 
  1/3 
  slow 
    0 
  Indian Trade Musket 
  20 
  65 
  150 
  1/3 
  very slow  -1 
  Smoothbore Musket 
  22 
  75 
  200 
  1/3 
  very slow   0 
   
  Muzzle-loading Carbine 
  22 
  75 
  200 
  1/3 
  slow 
    0 
  Muzzle-loaded Rifle 
  25 
  90 
  240 
  1/3 
  very slow +1 
   
  Breech-loaded Carbine 
  25 
  80 
  200 
  1 
  slow 
    0 
  Breech-loaded Rifle 
  30 
  100 
  500 
  1 
  very slow   0 
   
  Revolving Cylinder Carbine 22 
  75 
  200 
  1/3 
  slow 
    0 
  Revolving Cylinder Rifle 
  25 
  90 
  240 
  1/3 
  slow 
    0 
   
  Buffalo Rifle 
  30 
  200 
  600 
  1 
  very slow +1 
   
  Lever-action Carbine 
  24 
  90 
  200 
  2 
  slow 
    0 
  Lever-action Rifle 
  30 
  100 
  400 
  2 
  slow 
    0 
   
  Shotgun 
  10 
  40 
  110 
  2 
  slow 
    0 
  Scattergun 
  8 
  16 
  30 
  2 
  average 
    0 
   
  Derringer 
  2 
  4 
  8 
  2 
  average 
    0 
  Cap & Ball Revolver 
  10 
  20 
  60 
  1/3 
  fast 
    0 
   
  Single Action Revolver 
  10 
  20 
  60 
  3 
  fast 
    0 
  Double Action Revolver 
  10 
  20 
  60 
  3 
  average 
    0 
   
  Fast Draw Revolver 
  6 
  15 
  50 
  3 
  very fast   0 
  Long Barrel Revolver 
  12 
  30 
  90 
  3 
  slow 
    0 
   
  Cannon 
  20 
  60 
  120 
  1/3 
  very slow +3 
  Gatling Gun 
  40 
  200 
  400 
  1 
  very slow +1 
   
  Any Hipshot 
  6 
  12 
  36 
   
  Combat Rules 
  Basic Rules of Gunfighting 
  
   
  Gunfighting was a significant fact of life on the western frontier in the second half of the 19th century. With the end of 
  the Civil War, hundreds of thousands of veteran soldiers were turned out of the armies of both the United States and 
  Confederate States. These men were trained to handle firearms, and most of them had at least some experience at 
  killing their fellow man. With no place better to go, many of them turned to the expanding West. 
   
  Prior to the Civil War, the knife had been the preeminent sidearm and personal fighting weapon of the American 
  frontier. But along with a multitude of veterans, the Civil War also produced a variety of reliable, multishot revolving 
  pistols and magazine rifles. Almost overnight, Colonel Colt's "equalizer" transformed the nature of frontier fighting and 
  gave the West one of its most enduring and deadly symbols. 
   
  TIME SCALE IN GUNFIGHTS 
   
  Because there were really two different sorts of gunfights in the Old West, there are two different sorts of turns in the 
  BOOT HILL game. 
   
  The first sort of gunfight happens when at least one of the characters involved is concerned about getting off the first 
  shot. This usually happens at a range of 20 feet or less. Two or more opponents blaze away at each other with lightning 
  speed, shooting reflexively from the hip. The whole battle could he over in one or two seconds. This is the sort of battle 
  favored by gunmen, outlaws and barroom brawlers who liked to close in and overwhelm their opponents with an 
  explosion of violence. Aiming is so instinctive in this sort of contest that it's almost irrelevant; the first shot may well 
  be the only one that counts. For this sort of a gunfight, a turn is one second long, and even this is further divided into 
  six "counts." A one-second turn is also called a shootout turn. 
   
  The second sort of gunfight happens when speed is not important but accuracy is. This is usually at a range of more 
  than 20 feet. In this fight, the first shot fired doesn't mean a thing. The first shot to find its target will settle the affair, 
   and that shot will be fired by the man who can think coolly as he draws his pistol and aims, unconcerned by the storm 
  of lead hail blasting harmlessly past him. This is the specialty of the gun fighter, the cold, aloof lawman and legitimate 
  pistoleer. For this sort of a gunfight, a turn is six seconds long. A six-second turn is also called a combat turn. 
   
  When a gunfight begins, the Judge must decide which sort of turn is most appropriate to the action. It is even possible 
  to mix the two in one fight. Gunfights often begin with a flurry of shooting at very close range and quickly open up and 
  slow down as everyone dives for cover. 
   
  Many of the rules for combat are the same in both types of turns. Before discussing the specifics of shootouts versus 
  combat turns, here are the basics of combat. 
   
  TYPES OF SHOTS 
   
  There are four types of shots: careful shots, steady shots, hipshots, and fanned shots. A CAREFUL shot is aimed and 
  fired with the gun at eye level. A STEADY shot is fired with the gun held still, but below eye level. A HIPSHOT is 
  fired from the hip as soon as the pistol clears the holster (or the rifle is cocked), with only instinctive aiming. 
  FANFIRING is an even faster form of hipshooting. The shooter clamps his finger down on the trigger (or just wires it 
  back, or even removes it entirely) and then works the hammer with the heel of his other hand. Careful, steady, and 
  hipshots can be fired with any sort of weapon. Only a revolver can be used for fanfiring. 
   
  A careful shot emphasizes accuracy at the expense of speed. A hipshot or fanned shot emphasizes speed by sacrificing 
  accuracy. A steady shot is a compromise between speed and accuracy. 
   
  A character can fire any sort of shot during a shootout turn. The type of shot fired has a big effect on when the shot is 
  fired and how many shots can be fired. A character can fire one careful shot, two steady shots, three hipshots, or six 
  fanned shots in a shootout turn. A character can always opt to fire fewer shots than he is entitled to. 
   
  A character can fire only careful shots during a combat turn. This is by definition. If someone wants to fire some other 
  type of shot, then shootout turns must be used. 
   
  
  THE CHANCE TO HIT 
   
  The likelihood of a character hitting what he shoots at depends on the type of shot being fired. In all four cases, this is 
  referred to as the character's chance to hit. 
   
  A character's chance to hit with a careful shot is his Coordination score. When the shot is fired, the player rolls one 20-
  sided die. If the number rolled equals or is less than the character's Coordination score (plus or minus appropriate 
  modifiers, described below), the shot hits its target. If the die roll is greater than the characters Coordination score, the 
  shot misses. 
   
  A character's chance to hit with a steady shot is one-half of his Coordination score rounded up. A character's chance to 
  hit with a hipshot is one-fourth of his Coordination score, rounded down. For examples a character with a Coordination 
  score of 13 has a careful shot chance of 13, a steady shot chance of 7, and a hipshot chance of 3. A character's chance to 
  hit when fanfiring is 1, or his Pistol skill, whichever is more. 
   
  This information is summarized on this Table... 
   
  Type of Shot  
  Chance to Hit 
   
  Careful  
   
  Coordination  
  Steady  
   
  Coordination/2 (rounded up) 
  Hipshot  
   
  Coordination/4 (rounded down) 
  Fanfiring 
   
   
  1 or Pistol Skill 
   
   
  CHANCE TO HIT MODIFIERS: 
   
  A character's chance to hit can be modified by his skill, movement, wounds, range, cover, and several other factors. 
  These are summarized on Table 4: Accuracy Modifiers. 
   
  The character's weapon skill score is added directly to his chance to hit with any sort of shot. For example, a character 
  with chances to hit of 13, 7, & 3 and Pistol skill of 2 has modified chances to hit of 15, 9, and 5. His chance to hit when 
  fanfiring is 2. 
   
  Ranges depend on the type of weapon being fired (rifles, of course, having longer ranges than pistols). Point blank 
  range is 2 yards or less for any type of weapon. Pistol ranges are reduced when a character hipshoots or fanfires the 
  weapon 
    
  Movement modifiers are applied if either the shooter or the target is moving (walking, evading, running, trotting or 
  galloping). If both the target and the shooter are moving, apply a modifier for each. A character cannot shoot while he 
  is evading. 
   
  Wounds also reduce the character's chance to hit, regardless of where on his body they are. However, a serious wound 
  in the arm or shoulder prevents a character from firing a pistol with that hand. Thus, a character with a serious wound 
  in his gun arm has both the serious wound modifier (-4) and the wrong hand modifier (-2) if he continues firing his 
  pistol. If by some awful stroke of bad luck he suffers serious wounds in both arms, he can switch the gun back to his 
  "good" hand (this is strictly a game play thing; this poor fellow has enough problems without being completely denied 
  the use of his revolver). 
   
  In extreme cases, the size of the target affects the character's chance to hit. Something the size of a house or a railroad 
  locomotive is a very large target. A large target is smaller than a house but bigger than a horse. Horses and people are 
  normal-size targets. A small target is something the size of a dog or a prone man. A playing Carder bottle, or tin can is 
  a very small target. 
   
  The -2 modifier for using the wrong hand applies only to the shots from his off hand. 
   
  
  Table 4: Accuracy Modifiers 
   
  RANGE 
   
  Point Blank, Pistol 
  +4 
  Pont Blank, Rifle  
  -2 
  Short 
   
   
   0 
  Long 
   
   
  -2 
  Extreme  
   
  -5 
   
  MOVEMENT (of Target) 
   
  Running / Trotting 
  -2 
  Evading / Galloping -4 
   
  MOVEMENT (of Shooter) 
   
  Walking  
   
  -2 
  Running/Trotting/Galloping 
  -4 
   
  WOUNDS 
  Each Light Wound 
  -1 
  Each SeriousWound -4 
   
  TARGET SIZE 
  Very Large  
  +4 
  Large 
   
   
  +2 
  Normal  
   
   0 
  Small 
   
   
  -2 
  Very Small  
  -4 
   
  MISCELLANEOUS 
  Sniping  
   
  +2 
  Shotgun  
   
  +2 
  Scattergun 
   
  +4 
  Target Obscured  
  -2 
  Using Wrong Hand 
  -2 
  Firing Two Pistols 
  -6 
   
  It is possible for a character's chance to hit to be modified below 1 or above 20. This does notes however, mean that the 
  character misses or hits automatically. 
   
  If a character's chance to hit is less than 1, the character can still hit his target by rolling a 1. However, this hit must be 
  confwlrmed with a Luck check. If the character subsequently rolls his Luck score or less on a 20-sided die, his shot hit. 
  Otherwise, it missed. Similarly, if a character's chance to hit is modified to 20 or more, that character can still miss by 
  rolling a 20. On a roll of 20, the character must confirm his hit with a Luck check. 
   
  In addition, a roll of 20 sometimes indicates a misfire, jam, dud or even explosion (of certain guns). If the gun misfires, 
  even a Luck check won't yield a hit. 
   
  Initiative 
   
  Both combat turns and shootout turns rely on one side or the other having initiative. The side that has initiative is 
  determined randomly at the beginning of each turn. Initiative is determined once per side, not once for each individual 
  character in the fight. 
   
  
  While there are cases where the notion of "sides" doesn't fit, in most gunfights there is a clear distinction between "us" 
  and '"them." It is entirely possible to have more than two sides. In that case, each side rolls a die for initiative. 
   
  One player from each side rolls one 6-sided die. Reroll ties. The side with the highest roll has initiative. 
   
  Any character with Tactics skill can make a skill check at the beginning of the fight. If the check succeeds, that 
  character's side adds one to its initiative die rolls for the whole fight. This bonus is never more than one point, 
  regardless of how many characters on that side make successful Tactics skill checks. If a character's skill check fails, 
  that's it for that fight; he can't try again on a later turn. (As an optional rules the Judge may allow this: If a character's 
  Tactics skill check fails, subtract his Tactics skill score from his die roll. Let him try the skill check again that many 
  turns later.) 
   
  When rerolling ties do not use the Tactics modifier. This modifier already did its part in tying the first die rolls; it does 
  not apply to tie-breakers. 
   
  The advantage of having the initiative is that characters on the other side must declare their actions first. They don't 
  necessarily get to act first. They simply have to announce what they are doing before they know what their opponents 
  are doing. Players on the side that has initiative get to hear the other guys' plans for the turn before choosing their own 
  actions. 
   
  In any case, players should not deliberate over this decision. Remember, a turn represents only six seconds of real time.  
   
  The Combat Turn (6 secs) 
  COMBAT TURNS 
   
  A combat turn represents six seconds in the life of a BOOT HILL game character. During those six seconds he can 
  shoot, reload, move, mount or dismount a horse, or do any number of other things as described below. 
   
  These are some examples of when to use combat turns, instead of shootout turns: Indians or outlaws are chasing down 
  the stagecoach; members of a posse have cornered several train robbers in an abandoned cabin and prepare to shoot it 
  out; the sheriff, rifle in hand, races out into the street to fire a few farewell shots at the prisoner who just escaped from 
  the jail and is now racing away on the sheriff's horse. 
   
  ** Combat Turn Action Sequence ** 
   
  A combat turn is resolved in the order outlined here. All actions are sequential. If Wyatt gets to shoot first and his shot 
  seriously wounds Isaac, then Isaac is subject to all the penalties for being seriously wounded when he tries to do 
  something. 
   
  1. One player from each side rolls a 6-sided die to determine initiative.The side with the highest die roll has initiative 
  for that turn. 
  2. All the players on the side without initiative must announce whattheir characters will be doing that turn. 
  3. All the players on the side with initiative must announce what theircharacters will be doing that turn. These decisions 
  can be based onwhat other characters have already announced. 
  4. To determine order of Firing each Character Speed is determined by Rolling a D10 adding their Coordination, 
  applying Modifiers fromTable 8: Speed Modifers. Lowest Speed Numbers shoot/act first (note: thisdiffers from teh 
  offical rules, but I think makes turn order fairer)   
  5. Every character on the, on his turn, can fire one or twocareful shots. 
  6. Every character on the side with initiative can either move,or delay his movement. 
  7. Every character on the side without initiative can move. 
  8. Characters with initiative who delayed their movement can move. 
   
  ** Declaring Actions ** 
  When characters are declaring their actions for the turner they must state whether they are: 
  * Moving, and if so, how fast; 
  * Shooting; 
  
  * Moving and shooting; 
  * Pursuing some other action, with any particulars the Judge asks for. 
   
  ** 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 it's time to shoot he can shoot. 
   
  A character can look in any direction any time during the turn: during movement before shooting, after shooting. Of 
  course the GM can restrict this whenever he wants, to allow someone to sneak up behind another character or for some 
  dramatic effect. but in general, charcaters have 360-degree vision during a combat turn, 
   
  ** Switching Targets *** 
  Characters can switch targets during the turn for any reason with no penalty. 
   
  ** 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 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 (3-5 turns); 
  nail a board across a door or window (2 turns); 
  cut a loophole through an adobe wall (2 turns); 
  pick a lock (2-12 turns); 
  bandage a wound (3-6 turns). 
  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). 
   
  The Shootout Turn (1 sec) 
  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 who are 
  acting on that count compare their speeds. Actions resolved in speed order with the fs acters acting first. These key 
  terms - speed and count---and 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. One player from each side rolls a 6-sided die to determine initiative.  The side with the highest die roll has 
  initiative for that turn.  These rolls can be modified by Tactics skill. 
  2. All the players on the side without initiative must announce what the characters under their control will be doing 
  that turn. 
  3. All the players on the side with initiative must announce what the characters under their control will be doing 
  that turn.  These decisions can be based on what other characters have already announced.  
  4. 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. 
  5. Repeat step 4 for counts 2, 3, 4, 5 and 6. 
  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 character's 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 
  this moment. 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 examples a steady shot 
  has a three-count delay. If a character's 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 twos 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 character's 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. 
   
  Table 7: Shootout Actions 
  Shootout Turn - Counts Required 
   (out of 6 total) for an Action 
   
  ACTION  
   
  COUNTS 
  Fanned Shot  
  1 
  Hipshot  
   
  2 
  Steady Shot  
  3 
  Careful Shot  
  6 
  Fast Draw 
  (successful)  
  0 
  Fast Draw 
  (unsuccessful) 
  2 
  Normal Draw 
  3 
  Switch Targets * 1 
  Cock a Gun  
  1 
  Fire a Cocked Gun **  1 less than 
   normal 
   
  * - A charcter can switch targets between turns with no delay. 
  ** - Does not apply to Fanfiring 
  
   
  As an example, let's 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 he'll 
  be doing a fast draw followed by three hipshots. If he makes his Fast Draw skill check, he'll get to fire his first hipshot 
  on count 2, his second on count 4, and his third on count 6. Carl, whose blood is as thin and cold as the water in a fjord, 
  figures that in all that excitement Joe couldn't hit a Texas longhorn sideways. Carl isn't too quick on the draw but he's a 
  good shot, so he tells the Judge he's going to do a normal draw (rather than risk failing a Fast Draw check) followed by 
  a steady shot. He'll pull his gun clear on count 3 and fire on count 6, assuming he hasn't 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 character's 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 items or situations listed on Table 8: Speed Modifiers. 
   
  ** 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 topS 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 it's 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 20-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 character's 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 character's speed is once again his Coordination score. If a character uses a normal 
  draw, his speed is always his Coordination score. 
  If a character's 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 character's 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 wasn't expecting trouble - e.g., he steps around the corner and there's an old enemy, 
  fresh out of prison and itching for revenge-- or he has his hands full of something besides his guns. He's 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 called the "border shift"). There is no speed penalty for simply holding a second gun in your off hand. 
  Various types of weapons also have speed modifiers. Weapons range from very slow to very fast, with modifiers 
  from -2 to +2. Weapon speeds are listed on the weapons table. 
   
  Table 8: Speed Modifiers 
  
  Waliking, Trotting 
   
  -1 
  Running, Galloping  
  -3 
  Light Wound (each)  
  -1 
  Serious Wound (each) 
  -4 
  Surprised 
   
   
   
  -2 
  Completely Surprised  
  -4 
  Firing Two Guns  
   
  -2 
  Weapons is: 
  Very Slow 
   
   
   
  -2 
  Slow 
   
   
   
   
  -1 
  Normal (average)  
    
  0 
  Fast  
   
   
   
   
  +1 
  Very Fast 
   
   
   
  +2 
   
  ** Changing Your Actions ** 
  Generally, once a player declares his character's 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. 
   
  ** 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 won't 
  happen until count 1 of the next turn. At the beginning of that turner Dustbin must still declare what he'll do for the 
  other five counts. 
   
  ** Shootout Movement ** 
  Table 9: Shootout Movement (yards/turn) 
   
  On Foot  
   
   
  Mounted 
   
  Crawling 
  1 ft.  
   
  Walking  
  1 
   
  Walking  
  1 
  Evading  
  2 
   
  Trotting  
  3 
  Running  
  4 
   
  Galloping 
  5 
   
  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. 
   
   
  Wounds (and being Killed)  
  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 hit's location, roll one 20-sided die and check 
   
   Table 10: Wound Locations. 
  To determine the wound's severity, roll one 6-sided die and check Table 11: Wound Severity. Add and subtract all 
  of the modifiers that apply to this roll. 
  
  For example, Montana Joe has just been shot. A 20-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. Small caliber 
  weapons (purse guns, very small derringers) have a -1 modifier, while large weapons like buffalo rifles have a +1 
  modifier. These modifiers are listed on the Weapons table. 
   
  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 modify the wound location die roll 
  by adding or subtracting his weapon skill score. At long range, the modifier is one-half weapon skill, rounded down. At 
  extreme rangers the modifiler 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 modifier is halved. For a careful shot, the full modifier call 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 doesn't 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 12: Wound Location Modifiers. 
   
  Table 10: Wound Locations 
   
  1 - 2 
   Left Leg 
  3 - 4 
   Right Leg 
  5 - 6 
   Left Arm 
  7 - 8 
   Right Arm 
    9   
  Left Shoulder 
    10   
  Right Shoulder 
  11 - 14 Abdomen 
  15 - 18 Chest 
  19 - 20 Head 
   
  Table 11: Wound Severity Number 
   
  Under Zero  
  A scratch 
  0 to 2 
   
   
  Light Wound 
  3 to 5 
   
   
  Serious Wound 
  6 or more 
   
  Mortal Wound 
   
  +1 if hit is to Chest or Head 
  -1 if hit is to Arm or Leg 
  + or - the Weapon Modifier 
   
  Table 12: Wound Location Modifiers (x weapon skill) 
   
  Type of Shot  
  Short 
  Long 
  Extreme 
  Careful  
   
  full  
  1/2  
  1/4 
  Steady  
   
  1/2  
  1/4  
  none 
  Hipshot  
   
  1/4  
  none 
  none 
  Fanfire  
   
  none 
  none 
  none 
   
   
  ** 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 character's life! The wound is 
  reduced to a light wound causing oxwe 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 didn't 
  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. 
  If the Luck check fails, the character is dead. 
  (As all 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 character's 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. 
   
  Reloading a Weapon 
  It is possible to reload a gun during a gunfight (though a true gunfighter would say that if you can't finish the job 
  with one load, more probably won't 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 the Weapons table. A character can 
  reload while riding or moving (but not evading). 
   
  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 character's 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 won't stop a bullet, but will slow it 
  down considerably. 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 bu subtracting 1 
  to 3 points, at the Judge's discretion. 
   
  Shotguns & 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 13: 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 character's 
  Rifle skill is added in before the halving, so it is halved, too. However, wound locations on these additional targets 
  cannot be modified. 
   
  Table 13: Shotgun and Scattergun Wounds 
  Die Roll  
  Short 
  Long 
  Extreme 
  1 
   
   
  1 
   
    0  
    0  
  2-3  
   
  2 
   
    1  
    0  
  4-5  
   
  3 
   
    2  
    1  
  6 
   
   
  4 
   
    3  
    2  
  Add'l target  NA  
  2yds 
    5 yds 
   
  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. Dave's chance to hit at long range is 7 and his Rifle skill is 3, so he'll hit with a 
  roll of 10 or less. 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 
  outlaw's partner, standing only a few feet to the side, will also be hit on a roll of 5 or less. 
   
  Brawling & Knife Fighting 
  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. There's no 
  such thing as fighting dirty to the man whose life is in the wager. He'll 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 20-sided die. He adds his Brawling skill score to the roll, plus one if he is stronger than his opponent. 
  He subtracts his opponent's 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. 
   
  ** Sequencing ** 
  One brawling attack is the same as one careful shot. That is, a character can make one brawling attack whenever he 
  would otherwise be eligible to fire a careful shot. A character can make two brawling attacks in a combat turn. Instead 
  of using the strict shooting sequence, however, brawling, grappling, and knife-wielding characters alternate attacks; the 
  character with initiative attacks first. 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 20-sided die. To this roll is 
  added the character's Brawling skill. If the character being attacked is in a position to defend himself, his Brawling 
  score is deducted. If the punching character is stronger than his opponent, he gets to add another +1 to his die roll (the 
  
  opposite is not true; the weaker character does not subtract 1). The result is located on Table 15: Brawling and 
  implemented immediately. 
   
  Table 15: Brawling 
  Adjusted 
   
   
  Dammage 
  Effect on 
   
  Wound 
  Dice Roll 
  Result  
  Left Right 
  Opponent 
   
  Severity 
   
  1 
  Miss 
   
    - - 
  +2  
    - 
  2-4 Miss 
   
    - - 
  +1  
    - 
  5-7 Blocked  
    - - 
    -  
    - 
  8-14 
  Glancing Blow 
    - 1 
    -  
   -2 
  15 Jab  
    1 2 
    -  
   -1 
  16 Hook 
   
    2 2 
    -  
    0 
  17-18 
  Combination   1 2 
   -1  
    0 
  19 Uppercut 
   
    2 2 
   -2  
  +1 
  20 Haymaker 
   
    2 3 
   -3  
  +2 
   
  Damage. The damage listed on the table is temporary wound points. These act just like regular wound points, and 
  are cumulative with them, but characters recover from temporary wound points much faster. If a character's wound 
  points exceed his Strength score, he passes out. 
   
  Damage is divided into right and left, depending on which hand the character punched with. Assume that the 
  character always punches with his right unless he can't for some reason, like when his opponent has it caught in an arm 
  lock. Left-handed characters reverse the damage listings for right and left. Ambidextrous characters use the righthand 
  damage for both hands. 
  The combination punch does three points of damage if both of the punching character's hands are free, one or two 
  if one of them is held. 
   
  As long as the character has at least one arm free, he can punch. If he is held in a bear hug, punching is impossible. 
   
  Effect on Opponent. The number in this column is a modifier which is 
   applied to the opponent's next die roll, whatever it may be for: brawling, 
   grappling, shooting, or even a skill check. These modifiers are cumulative 
   until the character actually uses them or the end of the next turn, 
   whichever comes first. 
   
  Wound Severity. This column applies during knife fights; see below. 
   
  The descriptive results on this table are primarily for color and should 
   not be taken too literally, especially when combined with the next 
   paragraph. 
   
  ** Smashing Things ** 
   
  Table 16: Brawling Weapons 
   
  Weapon  
  Modifier 
   
  Bottle, pistol +1 
  Chair, rifle butt +2 
  Empty barrel, crate 
  +3 
  Another person +2 
  Large rock 
   
  +1 
   
   
  Why hit someone with your delicate gun hand when you could smash a chair 
   over his head? Using any sort of bludgeoning weapon or improvised club 
   works exactly the same way as brawling. The weapon allows an additional 
  
   modifier to the Brawling die roll, besides the character's Brawling skill. 
   Sample modifiers are shown on Table 16: Brawling Weapons. Using a 
   bludgeoning weapon also adds one to the damage inflicted by each hit. 
   
  ** Grappling ** 
   
  Grappling also works identically to brawling, but uses Table 17: Grappling, 
   instead. It is possible on Table 17 to perform so badly that you hinder your 
   own next attack. Otherwise, the procedure is identical. The attacker adds 
   his own Brawling skill to the die roll and subtracts his opponents Brawling 
   skill. If the attacking character is stronger than his opponent, he gets 
   to add another +1 to his die roll (the opposite is not true; the weaker 
   character does not subtract 1). 
   
  Table 17: Grappling 
   
  Adjusted 
   
   
   
   
   
   
  Effect on 
  Dice Roll 
  Result  
  Damage  
  on Opponent Attacker 
   
  1 
  Opponent gouges   2  
    -  
    -2 
   
  or knees you 
  2 
  No Hold  
    -  
    -  
    +2 
  3-4 No Hold  
    -  
    -  
    +1 
  5-7 No Hold  
    -  
    - 
  8-11 
  Arm Lock, Left *   1  
   -1  
   - 
  12-14 
  Arm Lock, Right * 
    1  
   -1  
   - 
  15 Elbow Smash 
    1  
   -1  
   - 
  16-17 
  Throw (or break free)   1  
   -2  
   - 
  18 Kick 
   
    2  
   -1  
   - 
  19  Head Lock *   3  
   -2  
   - 
  20  Bear Hug *  
    1  
   -4  
   - 
   
  * - This is a hold. A character hild in a bear hug cannot punch. 
   
   
  The descriptive results on Table 17 are more than just color. Results 
   marked with an asterisk (arm locks, head lock, bear hug) are holds. 
   Once a character has a hold on his opponent, he can either give it up 
   and roll again on his next attack, or maintain the hold and inflict 
   the same damage and effect automatically. 
   
  The opponent who is held can roll grappling or punching attacks normally. 
   If he is in an arm lock, he can only punch with his free arm. If in 
   a head lock, he can punch with either or both. A character in a bear 
   hug can't punch at all. A held character breaks free by getting a throw 
   result (a roll of 16 or 17). Two characters can simultaneously have holds 
   on each other. 
   
  On a roll of 1, the damage is inflicted on the attacking character, 
   not his opponent. 
   
  ** Knife Fighting  ** 
   
  Knife fighting uses a procedure very similar to brawling and grappling. 
   Everything stated here about knives applies equally to any edged weapon; 
   a sword cane, tomahawk, axe, or bayonet. 
  
   
  While brawling and grappling could be considered "soft" forms of fighting, 
   since generally no one dies as a result, knife fighting is something else. 
   At least one person in a knife fight usually intends wholeheartedly to kill 
   the other, who may feel the same way or may simply be trying to defend 
   himself. In either case, it's almost guaranteed that blood will be shed 
   before it's over. 
   
  Given the deadliness of knife combat compared to normal punching 
   and grappling, everyone tends to be a lot more cautious when approaching 
   a knife-wielding opponent. Because of this, a character cannot attack 
   someone who has a knife unless he sees an opening. This requires making 
   either a Coordination or an Observation check (player's choice), using 
   only one-half of the character's attribute score, rounded up. This check 
   can be modified by the character's Brawling or Knife skill, whichever 
   is appropriate. This attribute check must be made prior to every brawling, 
   grappling, or knife attack against a knife-armed foe, with the following 
   exceptions: when the opponent's back is turned when the opponent's knife 
   arm is pinned in an arm lock or bear hug, when the attacker has his 
   opponent in any sort of hold. If this check succeeds, the character 
   sees an opening and can attack. 
   
  If an attack is possible, the attacking character rolls one 20-sided die, 
   adds his own knife skill, and subtracts his opponent's knife skill. 
   There is no modification for Strength. This result is found on the 
   "Wound Severity" column of Table 15: Brawling. If a modifier is listed, 
   the attacked character is wounded. The wound's location is determined 
   randomly (knife skill can be added to the location die roll). 
   The severity modifier from Table 15 applies to the severity die roll, 
   along with other, normal modifiers. 
   
  ** A Brawling Example ** 
   
  Three-fingered Moe has just accused Curly Wilkins, a green cowboy on his 
   first trail drive, of cheating at cards. Unwilling to be treated this way, 
   Curly takes a poke at Moe, which is exactly what Moe expected. 
   No one is shooting, so the Judge decides to use combat turns for the fight. 
   
  Curly wins initiative on the first turn. A die roll of 9, reduced to 8 
   because of Moe's Brawling score, is a glancing blow which causes one point 
   of damage to Moe. Moe follows up with a jab (die roll 13 plus Moe's Brawling 
   score of 1), causing two points of damage to Curly. Curly comes back with 
   a roll of 5, a miss. This ends the first exchange of blows. 
   
  No one is moving, so the second exchange begins. Curly misses again. Moe, 
   feeling flushed, scores a 17 adjusted to 18, a combination that puts three 
   more points of damage on the cowboy and gives Curly a -1 modifier in his 
   next attack. But Curly surprises Moe by rolling a 20. Even with Curly's -2 
   modifier (-1 for Moe's skill, -1 for the previous blow) this is a 
   combination; three points of damage and a -1 modifier. Moe's last attack 
   misses but the cowboy scores again with an 11, another glancing blow. 
   
  Thus ends the turn. 
   
  Moe wins initiative for the next turn. Curly will keep swinging, but 
   Moe decides to up the stakes and yanks a knife from his boot. This costs 
  
   him his first attack. 
   
  Still, Curly is now at a big disadvantage. In order to get past Moe's 
   knife and attack, Curly must roll 6 or less (his Coordination score is 
   12 and he has no Brawling skill). He rolls 16 as Moe skillfully 
   holds him off with the blade. Moe, however, is under no such restriction, 
   and he attacks. He rolls a 15 which draws blood; a light wound to Curly's 
   abdomen. This wound costs Curly 1 wound point and gives him a -1 modifier 
   on his attacks (as per Table 4: Accuracy Modifiers). The first exchange 
   of the second turn is over. 
   
  Again no one is moving, so Moe presses the attack. His second slash goes 
   wide. Curly must keep punching because that is his declared action. This 
   time his first check is 5 and he sees his opening. The cowboy rolls 
   a 9 modified to 8 by his wound; a glancing blow putting one more hit on Moe. 
   But the gambler is unperturbed and slashes again, rolling 16. Moe crows 
   with glees seeing the dice turn up a mortal chest wound! But his face 
   falls as Curly's Luck check converts the deadly wound to a light wound, 
   the blade apparently turned aside by the silver dollar in Curly's 
   shirt pocket. Curly spits out a dire threat as he leaps to avoid 
   the swaying blade once against unable to find an opening. 
   
  Thus ends the second turn. 
   
  Curly wins initiative on the third turn. Moe intends to keep fighting 
   with his knifeS but Curly switches tactics and declares that he will 
   grapple his murderous assailant. Moe drops his guard for a moment 
   as Curly rolls a 2, then leaps in. With some badly-needed luck, 
   Curly rolls a 15. Even modified by -2 for his two light wounds, 
   a 13 is still good enough to clamp an arm lock over Moe's right arm 
   and inflict one damage point. Suddenly unable to use his knife, 
   Moe can either grapple with hopes of breaking free or punch in 
   an effort to knock Curly unconscious. Moe knows that Curly can 
   inflict one point of damage automatically every attack just by maintaining 
   his hold. Unless Moe breaks free, he is in trouble (which, no doubt, 
   he richly deserves). 
  � � �  
  � � �  
  Combat Tables� � �   B'tara K'tahn 100262� � �   B'tara K'tahn 100248� � �  
  Combat Tables� � � � � � � � � � �  
  � � � v� � �   B'tara K'tahn � � �  � � �  Table 4: Accuracy Modifiers� � �   B'tara K'tahn 100263� � �   B'tara 
  K'tahn 100262� � �  Table 4: Accuracy Modifiers� � � � � � � � � � �  � � � v� � �   B'tara K'tahn 
  � � ØAccuracy Modifiers Table 
   
  RANGE 
   
  Point Blank, Pistol 
  +4 
  Pont Blank, Rifle -2 
  Short 
   
   0 
  Long 
   
  -2 
  Extreme  
  -5 
   
  MOVEMENT (of Target) 
   
  Running / Trotting 
  -2 
  Evading / Galloping -4 
  
   
  MOVEMENT (of Shooter) 
   
  Walking  
  -2 
  Run/Trot/Galloping -4 
   
  WOUNDS 
  Each Light Wound 
  -1 
  Each SeriousWound -4 
   
  TARGET SIZE 
  Very Large  
  +4 
  Large 
   
  +2 
  Normal  
   0 
  Small 
   
  -2 
  Very Small  
  -4 
   
  MISCELLANEOUS 
  Sniping  
  +2 
  Shotgun  
  +2 
  Scattergun 
   
  +4 
  Target Obscured -2 
  Using Wrong Hand 
  -2 
  Firing Two Pistols 
  -6 
  � � �  � � �  Table 7: Shootout Actions� � �   B'tara K'tahn 100264� � �   B'tara K'tahn 100262� � �  Table 7: 
  Shootout Actions� � � � � � � � � � �  � � � v� � �   B'tara K'tahn � � °Shootout Turn - Counts Required 
   (out of 6 total)for an Action 
   
   
  ACTION  
   
  COUNTS 
   
  Fanned Shot  1 
  Hipshot  
   2 
  Steady Shot  3 
  Careful Shot  6 
  Fast Draw 
  (successful)  0 
  Fast Draw 
  (unsuccessful) 
   2 
  Normal Draw 
   3 
  Switch Targets *  1 
  Cock a Gun  1 
  Fire a Cocked Gun **  1 less than 
   normal 
   
  * - A charcter can switch targets 
    between turns with no delay. 
   
  ** - Does not apply to Fanfiring� � � *� � �  Table 8: Speed Modifiers� � �   B'tara K'tahn 100265� � �   B'tara 
  K'tahn 100262� � �  Table 8: Speed Modifiers� � � � � � � � � � � *� � � v� � �   B'tara K'tahn � �  Table 8: 
  Speed Modifiers 
   
  Walking, Trotting 
   
  -1 
  Running, Galloping  
  -3 
   
  Light Wound (each)  
  -1 
  
  Serious Wound (each) 
  -4 
   
  Surprised 
   
   
  -2 
  Completely Surprised  
  -4 
   
  Firing Two Guns  
  -2 
  Weapons is: 
  Very Slow 
   
  -2 
  Slow 
   
   
  -1 
  Normal (average)  
   0 
  Fast  
   
  +1 
  Very Fast 
   
  +2� � � *� � �  Tables 10,11,12: Wounding� � �   B'tara K'tahn 100266� � �   B'tara K'tahn 
  100262� � �  Tables 10,11,12: Wounding� � � � � � � � � � � *� � � v� � �   B'tara K'tahn � �  5Table 10: Wound 
  Locations 
   
  1 - 2 
   Left Leg 
  3 - 4 
   Right Leg 
  5 - 6 
   Left Arm 
  7 - 8 
   Right Arm 
    9  Left Shoulder 
    10  Right Shoulder 
  11 - 14  Abdomen 
  15 - 18  Chest 
  19 - 20  Head 
   
   
  Table 11: Wound Severity Number 
   
  Under Zero A scratch 
  0 to 2 
   
  Light Wound 
  3 to 5 
   
  Serious Wound 
  6 or more 
   
  Mortal Wound 
   
  +1 if hit is to Chest or Head 
  -1 if hit is to Arm or Leg 
  + or - the Weapon Modifier 
   
   
  Table 12: Wound Location Modifiers (x weapon skill) 
   
   
  Type of Shot Short 
  Long 
  Extreme 
   
  Careful  
  full 1/2 1/4 
  Steady  
  1/2 1/4 none 
  Hipshot  
  1/4 none 
  none 
  Fanfire  
  none 
  none 
  none 
  � � � *� � �  Table 15: Brawling� � �   B'tara K'tahn 100267� � �   B'tara 
  K'tahn 100262� � �  Table 15: Brawling� � � � � � � � � � � *� � � v� � �   B'tara K'tahn � � ËTable 15: 
  Brawling 
   
  Adjusted 
   
   
  Damage Effect on 
   
  Wound 
  Dice Roll 
  Result  
  Left Right 
  Opponent 
   
  Severity 
   
  1 
  Miss 
   
    - - 
  +2  
    - 
  2-4 Miss 
   
    - - 
  +1  
    - 
  5-7 Blocked  
    - - 
    -  
    - 
  
  8-14 
  Glancing Blow 
    - 1 
    -  
   -2 
  15 Jab  
    1 2 
    -  
   -1 
  16 Hook 
   
    2 2 
    -  
    0 
  17-18 
  Combination   1 2 
   -1  
    0 
  19 Uppercut 
   
    2 2 
   -2  
  +1 
  20 Haymaker 
   
    2 3 
   -3  
  +2� � � *� � �  Table 17: Grappling� � �   B'tara K'tahn 100268� � �   
  B'tara K'tahn 100262� � �  Table 17: Grappling� � � � � � � � � � � *� � � v� � �   B'tara K'tahn � �  @Table 17: 
  Grappling 
   
  Adjusted 
   
   
   
   
   
   
  Effect on 
  Dice Roll 
  Result  
  Damage  
  on Opponent Attacker 
   
  1 
  Opponent gouges  2  
    -  
    -2 
   
  or knees you 
  2 
  No Hold  
   - 
   
    -  
   +2 
  3-4 No Hold  
   - 
   
    -  
   +1 
  5-7 No Hold  
   - 
   
    -  
  - 
  8-11 
  Arm Lock, Left *  1  
   -1  
  - 
  12-14 
  Arm Lock, Right * 
   1  
   -1  
  - 
  15 Elbow Smash 
   1  
   -1  
  - 
  16-17 
  Throw (or break free)  1  
   -2  
  - 
  18 Kick 
   
   2  
   -1  
  - 
  19  Head Lock *  3  
   -2  
  - 
  20  Bear Hug *  
   1  
   -4  
  -� � � *� � � #Table 13: Shotgun/Scattergun Wounds� � �   B'tara K'tahn 
  100269� � �   B'tara K'tahn 100262� � � #Table 13: Shotgun/Scattergun 
  Wounds� � � � � � � � � � � *� � � v� � �   B'tara K'tahn � � � ¼Table 13: Shotgun and Scattergun Wounds 
   
   
  Die Roll  
  Short 
  Long 
  Extreme 
   
  1 
   
  1 
  0 
   0  
   
  2-3  
  2 
  1 
   0  
   
  4-5  
  3 
  2 
   1  
   
  6 
   
  4 
  3 
   2  
   
  Add'l target  NA 2yds 
   5 yds 
  
SOURCE: textdata/thevault/Boot Hill/3rd Party/Boot Hill - Assist.pdf