A. Initiative & Order of Actions
- When the Marshal calls for
Quickness, roll it pronto! Based on your results, you get a certain number of actions. Compare your results to the following table:
Result Action Points
Bust 0
2-4 1
5-9 2
10-14 3
15-19 4
20+ 5
You can spend action points to do the following:
1 Point: Add a +1 to the result of a roll. Maximum bonus from this of +2 to any one roll.
1 Point: Take an action, either the first action in a round or an action after another player or the GM's action.
2 Points: Take an action immediately after your own action.
B. Combat Actions
Step 1:
Player
- Describe your attack
- Roll for the Attack
- Roll for the Location
- Roll
Strength if fighting in melee
- Roll any applicable damage dice.
- Post your rolls in the OOC Gaming Table thread, and specify whether how you'd like your raises used. As the rules suggest, you can use them to shift the location of your attack up or down. Per House Rules, you could alternatively choose to use your raise to add an additional damage die.
Step 2:
The Marshal
- Determine whether or not player hits.
- If the player hits, determine the number of wounds caused.
- If the target is armored, will reroll the player's damage dice as appropriate.
- If the player gets any raises, the Marshal will roll better damage dice or location change and append them to the post.
- Post the results of the hit determination as well as the damage, if any.
C. Hit Location Table
Random Hit Location
Result Location
1-4 legs
5-9 lower guts
10 gizzards (one extra damage die!)
11-14 arms
15-19 upper guts
20 noggin (two extra damage dice!)
+2 when fightin'
+2/-2 waist high height advantage (when fightin')
+4/-4 head high height advantage (when fightin')
+2 point blank range (when shootin')
D. Situational Modifiers
The following is a list of modifiers that covers situations that could come up during a fight. These are modifiers on your Fightin' and Shootin' rolls as indicated in the first two tables. The "Called-Shots" table is the penalty for aiming to hit someone in a particular location.
The penalties for partial lighting apply to targets greater than 10 yards away.
Shootin' Modifiers
Situation Modifier
Firer is walking –2
Firer is running –6
Firer is mounted –2
Firer is wounded Varies
Size Varies
Target moving Pace 20+ –4
Target totally concealed –4
Torchlight, twilight –4
Moonlight –6
Blind, total darkness –8
Firing into melee No penalty; Bonus to enemy vamoose
Fightin’ Modifiers
Situation Modifier
Attacker is running –4
Attacker has high position –2
Attacker is wounded Varies
Size Varies
Target totally concealed –4
Torchlight, twilight –4
Moonlight –6
Blind, total darkness –8
Attacker Armed Weapon’s
Defensive
Bonus
Called-Shots
Size Penalty
Guts –2
Legs, arms –4
Head, hands, feet –6
Eyeball, heart –10
E. Wound Penalty
The pain and suffering that are the result of wounds subtract from a character’s
dice rolls.
Wound Modifier
1 Light –1
2 Heavy -2
3 Serious –3
4 Critical –4
5 Maimed (limbs) –5
This applies only for your highest level of wound.
Example: Luke has Light Wound to his Leg. All actions are at -1.
Example: Corwin has a Light Wound to his Leg, an a Serious wound to his Upper Guts. All actions are at -3
Example: Benjamin has a serious wound to his Upper Guts. All actions at -3.
Example: Miranda has a Heavy wound to her arm. All actions are at -2.
F. Using Chips
White Chip: Removes 1 Wound or 5 Wind
Red Chip: Removes 2 Wounds or 10 Wind (Does not give Marshal a draw)
Blue Chip: Removes 3 Wounds or 15 Wind
Legend Chip: Removes 5 Wounds or all Wind
G. Stun
Whenever you take a Wound, roll
Vigor to check for Stun. If you have used chips to remove Wounds, you don't need to check for this.
(For our Savage Worlds players, this is the equivalent/origin of Shaken).
This message was last edited by the GM at 22:13, Tue 16 July 2019.