Chapter Four: Combat and Healing

                     







     This chapter will gives you guidelines to play out gun fights, whether 
they be simple one-on-one fights between your character and an outlaw, or 
multi-character shoot outs involving explosives.

     Since modern combat is a complex subject, playing out firefights is a 
bit more complicated than the rest of the game.  Your GM will choreograph 
these battles to keep the level of excitement high.

     Each character and NPC involved in the combat has his action for the 
round declared verbally.  You do this by stating in as much detail as you need 
what you want your character to do during that round - move, move and fire his 
Colt .45 at the Sheriff, snuff out the dynamite, hold fire until fired upon, 
and the like.  A declaration can consist of whatever actions you feel your 
character can perform in approximately 3 to 5 seconds.  A complex action will 
usually take more than one Action Round to complete.  Once the action has been 
declared, it must be carried through for that round; you cannot change you 
mind about what action you want your character to perform once all actions are 
declared.

     The order in which characters have their actions declared depends on 
their Agility characteristic.  The character with the highest Agility 
declares last (allowing him an advantage by knowing what the other characters 
will do before he has to make his decision), while the character with the 
lowest Agility declares first.  Any ties are resolved by rolling D10 until the 
tie is broken (lowest roll wins).  Once the order of declaration has been 
established, it is retained throughout the entire battle.

     Each character then plays out his declared action.  The character with 
the highest Roll Modifier goes first, next highest second, and so forth (in 
reverse order the declaration).  The GM is responsible for resolving any 
movement or attacks which take place.  There are four types of skills that a 
character can use for attacks:  Hand Guns, Rifles and Shotguns, Archery, and 
Hand-to-Hand Combat.  The definitions of these skills in Chapter 3 tell you 
when each type of attack is used in play.

     Your character must attempt to complete any action he has begun, unless 
the choices of the other characters make it impossible to do so.  You cannot 
change your mind once you declare your action.

     If a character is being fired upon by another and has not yet fired his 
weapon during the round, he may be able to "draw" to see who gets to shoot 
first.  This option may modify a declared action.  The ability to get the 
first shot off separates Player Characters from the NPCs and gives them the 
extra advantage over their opponents that may be crucial.  If a player's 
character has moved and not yet fired during and Action Round, he will still 
get an opportunity to beat an NPC to the first shot.

     The exact position of a character during combat must be known by the GM 
and you at all times.  The simplest way to keep track of characters is to draw 
a scaled-down map of the location in which the action will take place.  A 
scale of 10 feet to 1 inch works best, for this scale will allow comfortable 
movement and positioning of playing pieces (if they are used) and yet can 
cover large areas in scale without taking up and entire table top.  The scale 
may be reduced as appropriate.

     There are two methods of keeping track of characters on the map: the 
first is to pencil in their location on the map, and as they move, erase their 
old positions and pencil in the new ones.  The second, more practical method 
is to use small playing pieces to represent characters, which the players can 
move on the map.  If this second is adopted, the grid should use one-inch 
squares to allow easier positioning.

     There are two kinds of movement a character can make during combat: 
normal and zigzag.  The player must announce during the declaration which form 
of movement his character will use in that Action Round.

     During one Action Round, you may move your character a distance in feet
equal to 2 times your Agility (with a minimum movement of 10 feet).  He can be
moved in any direction from his position.  The character can use normal 
movement to jump over small impediments - boxes, barrels, and so forth - in 
his path; the GM will decide if there is any delay involved for a character 
moving over such obstacles.  There is no need to roll dice in order for your 
character to move; it is a decision you make for your character.  The 
character does not have to move if you want him to stay where he is.

     At the end of movement, you describe the posture of your character (for
example, standing, kneeling behind a barrel, or lying prone).  The GM will 
apply modifiers for posture should anyone fire at your character.

     Your character may combine normal movement with either Hand Guns, Rifles
and Shotguns, Archery, or Hand-to-Hand Combat.  You may choose when he fires 
his weapon (before, during, or after his movement.

     Zigzag movement is a special type of dodging movement which allow the
character to lessen the distance he moves in order to make himself less of a 
target.  He is sacrificing distance for safety.  In this case, a character can 
move a maximum of his Agility in feet, and he cannot use Hand Guns, Rifles and 
Shotguns, Archery, or Hand-to-Hand Combat in that round.

     Often in combat, split-second timing is the difference between staying 
alive and catching a bullet between the eyes.  In all situations where two 
characters have the chance to fire at each other and neither has fired his 
weapon during the round, the order in which they fire is determined by rolling 
a Quick Draw Skill for each character and adding the respective modifiers.  
The higher final number indicates which character shoots first.  This 
situation is a Quick Draw, and can occur at any time during an Action Round as 
long as both players can still fire.  A Quick Draw will usually give a Player 
Character the advantage in getting off the first shot.

     Each weapon has listed the modifier for a quick draw.  This is the number
times 10 that is applied to the dice roll.

Speed Roll Adjustment                   Reason
-20                                     Having to pull out the weapon to
                                        fire it.
-1                                      Firer has more than  and less
                                        than full Damage Points.
-2                                      Firer has more than  and less
                                        than  Damage Points.
-3                                      Firer has less than  Damage
                                        Points.

     The object of combat is to damage, and hopefully put out of action, your 
enemy before he can do it to your character.  Characters attack each other by 
using either their Hand Guns, Rifles and Shotguns, Archery, or Hand-to-Hand 
Combat skill.

     All weapons are given a Damage code, which measures how much damage the
weapon does to a human being.  The weapons in Chapter 7 all have their Damage
codes noted.  If you wish to use a weapon not listed there, the GM will assign 
a Damage code to it.

     Whenever a character is wounded he must make a Concentration roll to 
resist the pain of the wound.  If the character fails he immediately  falls 
prone to the ground, clutching the wound.  He drops whatever weapon he is 
carrying.  The Concentration roll will be at a difficulty given by the GM.  If 
the roll is a failure you may do nothing the rest of the round.  You may try 
to make the roll each round until it is made or your character is 
incapacitated.

     Damage is rolled on a 10 sided die.  If the Damage code is 4D then roll 
4, 10-sided die together and add them up.  This is the damage done by the 
weapon.

     If a character is on a ledge of some kind and is wounded, he may fall 
off.  If it is a Player Character, the player makes an Agility roll at a 
difficulty determined by the GM to save himself.

Fall Wound Chart
Height (in feet)                   Damage
0-10                               No damage
11-20                              1D
21-60                              3D
61-150                             5D
151-250                            7D
251 or more                        Killed

     In general Hand-to-Hand Combat is not as heavy as for Hand Guns, Rifles 
or Shotguns, and Archery.  The effects for Hand-to-Hand Combat are applied as 
listed above with the following exception:

Shaking off wounds:  In hand-to-hand combat, the target must make a successful
Strength to continue to attack for that round.  He may make a Strength roll 
every round until me makes it or is incapacitated.

Hand-to-Hand Combat Damage
                              Strength
Attack         1-5       6-10      11-14     15
Kick           1D-1      1D+1      2D        2D+2
Punch          1D-2      1D        1D+2      2D+1
Bite           1D-5      1D-3      1D-1      1D+1


     Area weapons (such as dynamite) explode at a particular point and cause
damage radiating out from the point of impact.  The amount of damage a 
character takes from such weapons is related to his distance from the point of 
impact.

Dynamite and Nitro Glycerine
Distance (in feet)                 Damage
 0'-10' Radius                     6D+1
11'-20' Radius                     3D+1
21'-30' Radius                     1D+1
30'-40' Radius                     Stun

     If stunned make a Strength roll at a difficulty given by the GM.  If the 
roll is a failure your character may do nothing the rest of that round.  The 
next round he may do anything normally.

     Often you character will want to fire their guns at or through material 
objects (doors, water trough, and so forth).

Wound Adjustment Chart
Material                           Adjustment
Wood                               -2 to damage
Iron                               -1D to damage
Steel                              -2D to damage

     A character may fire more than once.  Each time a character fires more 
than once, his difficulty goes up one.  Example, if the weapon is to be fired 
twice, then each shot would be at a higher difficulty of 1.  If the weapon is 
to be three times each shot is at a higher difficulty of 2, and so forth.

     If your character is taking more time to aim at the target, it is called 
taking a bead.  This form of fire is useful when it is important to hit some-
thing and damage it.  You must declare in one Action Round the specific target 
your character is aiming at; the character may perform no other action during 
that round (he may not "draw" against an NPC until he fires).  In the next 
Action Round, your character may fire at the declared target, and he receives 
a +3 to the difficulty.  When using this option, the modifier is good for that 
round only.

     Another option similar to Taking A Bead, is the Specific Shot.  The 
difference is that it is performed in the same Action Round that it is 
declared.  Your character is trying to make a more difficult shot while 
spending no extra time to aim.  A Specific Shot gives you character a -2 to 
the difficulty for the task, but allows him either to do more damage or to 
accomplish the specific damage or effect you have declared for him.

     If your character is firing to do more damage and is successful, he will 
double the normal damage the weapon inflicts.  If he is firing to do a 
specific effect (for example, trying to disarm someone, shooting the target in 
the legs to stop him from running, and so forth) and succeeds, the damage 
result is not altered but the desired effect is achieved.

Combat Modifiers
Modifier            Reason
-1                  Mild storm
-2                  Night
-2                  Severe storm
-2                  Firer moves during combat round
-2                  Firer attempts a specific shot
+3                  Firer is aiming (for one round or more)
+4                  Point blank range
-2                  Medium range
-4                  Long range
-2                  Target moved during combat round
-4                  Target Zigzagged during combat round
-2                  Target has  cover (kneeling)
-4                  Target has  cover (prone)
+4                  Target surprised
-2                  Having to draw the weapon in the same round
-1                  Firer has more than  and less then full Damage Points
-2                  Firer has more than  and less than  Damage Points
-3                  Firer has less than  Damage Points


     Characters you their Hand-to-Hand Combat skill in any melee that employs
their fists, feet, and hand-held weapons.  They must me within 10 feet of each 
other to engage in this form of combat.  A character can move during the round 
to within 10 feet of another and then begin Hand-to-Hand Combat.  Thrown 
weapons are also covered by this skill.  If characters are involved in Hand-
to-Hand Combat and one character fires a pistol while the other punches him, 
the character firing the pistol uses his Hand Guns skill while the punching 
player uses his Hand-to-Hand Combat skill.

     The damage for Hand-to-Hand Combat is based upon the character's 
Strength.  If a character is using a hand held weapon, the damage is based 
upon the weapons Damage code.

     A character engaged in Hand-to-Hand Combat can choose not to make any
attacks in an Action Round and move away instead.  The Hand-to-Hand Combat is
then broken off, unless the other character(s) follows and begins the combat 
again.

     A player must declare what hand-to-hand attack option his character will 
use in the round.  If the attempt fails, the character has missed; if the 
attempt succeeds, refer to the weapons Damage code or the Hand-to-Hand Combat 
Damage table for the appropriate damage.

Punch:  Your character is trying to stun or wound his opponent.  This option 
includes all attacks done with the hands and hand-held weapons.

Kick:  Your character is attacking another with his feet and legs.  Due to 
the extra strength and distance of a kick, a character's damage is increased, 
but he suffers a -1 to the difficulty for balance problems.

Specific Blow:  Your character is attempting to do extra damage to his 
opponent, accomplish a specific effect (knock the weapon from the opponent's 
hand, deflect a thrown weapon, hit the opponent in the leg to slow him down, 
and so on), or achieve a difficult result (pushing a guard into another, 
hitting two NPCs with one swing, and so on).  The player must announce what 
exactly he wants the blow to accomplish.  If the roll is a success, your 
character will cause damage at twice the normal if increased damage is what 
was desired or will accomplish the effect he was after.  Your character 
suffers a -2 to the difficulty when attempting this option.  A character may 
perform only one Specific Blow per Action Round, but he may combine one of
these options with other options (kick, punch, or thrown weapon).

     If your character is trying to disarm an opponent and catch the weapon,
another -2 to the difficulty is applied to the task.  If the roll is success-
ful, your character has caught the item dislodged from the opponent.  In this 
case, no damage is done to the target.

     Listed below are five kinds of Specific Blows.  A character may choose 
to use one of them in an Action Round.

Knockout:  Your character is attempting to knock his opponent unconscious.  
There is an additional -2 to the difficulty applied to this kind of Specific 
Blow.  If the attempt succeeds, the target character must try to make a 
Concentration roll equal to the attack roll.  If the Concentration roll 
succeeds, the defender is stunned but is not knocked unconscious.  If the 
Concentration roll fails, the target falls unconscious for 15 + 3D10 minutes.

Trip:  Your character causes the target to fall down and drop anything he is 
holding.  No damage is done.  If the attempt succeeds and the target is close 
to the edge of a cliff, it is possible the target could wind up going over.

Rise:  Your character uses this option to get back on his feet if he has been 
tripped.  If he is successful, he gets up without incident; if he fails, he 
still gets up but his attacker(s) all receive one free attack in addition to 
any attacks they may make or have made in the round.

Restrain:  Your character attempts to pin his target.  If successful, the 
target may take no actions except to attempt a Release (see below).  If the 
target is restrained, another character may, with no difficulty, tie up the 
target (or do whatever else he wishes).  No damage is done with this option.

Release:  Your character uses this option to break a Restrain.  It is 
attempted at a difficulty equal to the Restrain roll.

     Just about anything a character can pick up can be thrown at an opponent, 
the most common such weapon being a knife.  An object as light and as balanced 
as a knife can be thrown up to a distance in feet equal to ten times the 
Strength of the thrower.  If other items are to be thrown, the GM will judge 
how far they can be thrown and what Damage code they have.  The heavier or 
clumsier an object is, the less distance it will travel but the more damage 
it will do.

Hand-to-Hand Combat Roll Modifiers
Difficulty Modifier           Reason
0                             For a punch attack
-1                            For a kick attack
-2                            For a specific blow
-2                            Attacker moved into range during this round
-1                            Attacker has more than  but less than full
                              Damage Points
-2                            Attacker has more than  but less than 
                              Damage Points
-3                            Attacker has less than  Damage Points


     At the end of a combat round, if a character has been wounded from a 
bullet or from a sword or knife in Hand-to-Hand Combat, roll for the hit 
location.  Roll a D100 Dice to determine the location of the wound.  The dice 
result will indicate on which part of the character's body the wound is 
located.

Wound Location Chart
D100 Result              Location
01-12                    Face or Head
13-23                    Neck
24-45                    Chest
46-66                    Abdomen
67-74                    Left arm
75-85                    Right arm
86-93                    Left leg
94-100                   Right leg

     A character who is wounded during combat can recover from his wounds by
treating them. There are two types of medical treatment that will speed the 
healing process: First Aid and Hospitalization.  The normal, unattended 
healing process reduces the wounds by 1 Damage Point per day if riding or 3 
Damage Points per day if resting in the open.  If Hospitalized, the healing 
process is 5 Damage Points per day.  Characters loose 1 Damage Point per round 
until first aid is performed.  Characters also loose an additional 1 Damage 
Point per day until medical attention is sought, due to infection.
