Detailed Combat Rules I
1. The Quickness Test
The PCs are out in some situation and either initiate combat or have combat initiated upon them. This usually begins with the Marshal calling for a
Fair Quickness test. Based on your results, draw a card for initiative where you take 1 or more actions.
The initiative cards determine the order of play, with Ace of Spades going first and 2 of Clubs going last. Red Jokers can go whenever, and Black Jokers make you lose all of your cards.
Result Cards
Bust 0
2-4 1
5-9 2
10-14 3
15-19 4
20+ 5
The RPOL Version: After the results are in, I will draw the cards, deal them, and post the order to make things simple.
Card Order
Spades
Hearts
Diamonds
Clubs
2. Attack!
The next thing to do is attack, which involves making your
Shootin' or
Fightin' roll for the appropriate weapon and attack you are using. The Marshal will tell you whether you've hit or missed, and whether you got any raises. (For each raise, you can boost either your Hit Location or the Damage).
FYI: There are various modifiers involved depending on the situation of movement, concealment, light/darkness, size, called shots, and other things. We'll cover that later.
2.a Dodge?
If you get hit, you can sacrifice a future action if your card hasn't come up yet (or a held action from a previous Card), for a Dodge or Fightin’ roll. Your result increases the base target number to hit you (instead of 5, or 5 plus your Fightin’).
House Rule: increased TNs for Dodge and Fightin' stay in effect until the end of the turn.
3. Hit Location & Damage
Let's assume you hit. Now you roll for location and then damage. For location, you roll 1d20 and you hit on the following 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!)**
- Each Raise adds or subtracts from the roll by 1 point if the attacker wishes.
- If Fightin' add +2.
- If Shootin' add +2 if at point blank range.
*Even rolls indicate a right limb, odds are left.
**Extra Damage Dice are of same die code as other dice if shootin' or STR die code if Fightin'.
Damage
Each weapon has a damage rating. This is a number of dice, that you roll and add them all together. The total number you roll is your damage. You can’t chip this roll. Some weapons are based on strength, and do a Strength roll plus some other roll. The Strength roll is rolled normally, so you can chip it, if you like.
Armor
Armor comes in two kinds: Hard and Soft. Each point of Hard Armor reduces any incoming damage by one die type, and negates dice if it brings it down to d4s. Soft Armor just subtracts from the final damage total.
Wounds
Now that you’ve got your damage total, divide it by the character’s size (normally 6). This is how many Wounds are taken.
These can be negated with chips right now, otherwise the character is taking some hurt.
Immediate Effects of Wounds: The character takes 1d6 points of Wind for each wound taken. If his Wind reaches 0, he’s unconscious, and lots of negative Wind can even kill someone. Also, the character has to roll Vigor to resist being Stunned, with a target number based on the size of the wound. A Stunned character can’t do anything except make Vigor rolls each action to try and regain his composure.
A character suffers a penalty to all rolls equal to his highest wound level. If any area reaches a level 5 wound, the limb is either crippled or gone. If the guts or head suffer a level 5 wound, the character is dead.
This message was last edited by the GM at 17:19, Wed 30 June 2021.