Difference between revisions of "The West That Wasnt - Gear"

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(Single versus double action)
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'''Short:''' Weapons with the short attribute add +1 to the result of any Fast Draw attempt.
 
'''Short:''' Weapons with the short attribute add +1 to the result of any Fast Draw attempt.
  
'''Optional Rule: Slow Reloads:''' Some weapons, especially muzzle loaders but also other weapons which require a series of precise and specific actions, are slow to reload. The rules forbid combining any other action with a slow action. It can be argued that, especially in the case of a muzzle loading derringer, movement would be possible while performing the reload. This is true. Movement is probably technically possible even while loading a muzzle loading rifle, however this makes the action itself significantly harder and likely longer lasting. The goal of the rule in place is "tactical realism", or "tactical verisimilitude", as discussed in [[Past Participle - Initiative and Action Speeds]]. Restricting movement while performing these complicated reload actions is the simplest, and most consistent, way to deliver the desired combat "feel".
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'''Optional Rule: Slow Reloads:''' Some weapons, especially muzzle loaders but also other weapons which require a series of precise and specific actions, are slow to reload. The rules forbid combining any other action with a slow action. It can be argued that, especially in the case of a muzzle loading derringer, movement would be possible while performing the reload. This is true. Movement is probably technically possible even while loading a muzzle loading rifle, however this makes the action itself significantly harder and likely longer lasting. The goal of the rule in place is "tactical verisimilitude", as discussed in [[Past Participle - Initiative and Action Speeds]]. Restricting movement while performing these complicated reload actions is the simplest, and most consistent, way to deliver the desired combat "feel".
  
 
If you would prefer to allow movement while performing slow reload actions, the following system is suggested. Any time a slow reload action is combined with movement, the action becomes TN 3. Failure means the action is still in progress at the end of the round and must be attempted again. A critical failure means the round is expended and the reload must be begun again. This can be because one or more items is dropped, the powder spills, or some other major disruption in the process.
 
If you would prefer to allow movement while performing slow reload actions, the following system is suggested. Any time a slow reload action is combined with movement, the action becomes TN 3. Failure means the action is still in progress at the end of the round and must be attempted again. A critical failure means the round is expended and the reload must be begun again. This can be because one or more items is dropped, the powder spills, or some other major disruption in the process.

Revision as of 00:00, 24 April 2019

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The following items are available in the West That Wasnt. These lists are not meant to be exhaustive, and have obviously been stolen from other sources just so we can get the playtesting underway. When this gets into a final state a new gear section will be created.

Everyday Gear

Stuff.JPG

Tools

Mounts

Weapon Accessories

Ammo.JPG

Hand Weapons

Handweapons.JPG

Impact: Impact attacks deal only concussion. Their damage is added directly to the Strength damage of the character.
Deadly: Deadly weapons deal wounds as well as any other effects. When using Non-Impact attacks with a deadly weapon, characters with d10 Strength receive one conditional "damage only" bump versus unarmored foes, d12 Strength characters receive 2. This may not more than double the effect row.
Slash: Slash attacks are deadly. May be used with the Defense attribute.
Pierce: Piercing attacks are deadly. Characters with d10 Strength receive one conditional "penetration only" bump, d12 Strength characters receive 2. When combined with the result on the action card, the value cannot exceed +2.
Throw: Weapon can be thrown. See muscle powered section under ranged weapons for statistics.
Defense: The number in parentheses is added to the defensive value of the character.
Pain: Concussion damage is doubled when determining result from Stun Save.
Short: Weapons with the short attribute add +1 to the result of any Fast Draw attempt.

If a weapon has multiple attributes, the player may choose which to use during each action, at Master discretion. Slash, pierce and impact are mutually exclusive. Thrown weapons may only use attributes listed on the muscle powered weapons table, below.

Ranged Weapons

All ranged weapons have an Aim value, which is speed of the aim action, followed by a slash with a penalty listed for snap fire. The speed of the weapon to use is determined by the action, which also determines the loading speed. The SPD value is the speed of the weapon followed by the speed of any cock action. Cock actions ready one barrel, if more than one barrel exists.

The following attributes apply to all categories of weapons:

Cartridge: Cartridges are self contained bullet and powder in a single unit. Loading most cartridge weapons is a Fast action and speed loading is possible. Single action pistols are a Normal action to reload. Some cartridge rifles also have longer reload speeds, and are notated in the attributes.
Percussion: Cap and ball revolvers require a percussion cap, loose black powder and a lead bullet (ball) to load. Loading a Percussion handgun requires a Slow action. One cylinder can be loaded on a 3 TN Dexterity check, two cylinders on a 7. The chamber fails to load on a failure, but can be attempted again next round with no penalty. On a CF result, the chamber is not loaded and at least one required item is lost (the round is spent).
Muzzle Loader: Muzzle loading weapons require loose powder, ball and percussion cap. Muzzle loading is a Slow action requiring a TN 3 Dexterity check, on TN 7 both chambers (if present) can be reloaded. The weapon fails to load on a failure, but the attempt can be made again next round with no penalty. On a CF result, the chamber is not loaded and at least one required item is lost (one shot is spent). Muzzle loading handguns can be fired as a Fast action, while rifles and muskets can be fired as a Slow action. Performing a muzzle load on a rifle or musket requires 2 Slow actions to complete. Muzzle loading weapons require a fast action to cock, which can be combined with the reload (if successfully reloaded in combat, for example, the weapon will also be cocked at the end of the slow action). Muzzle loading weapons cannot be speed loaded.
Breech Load: Breech loading rifles and shotguns are Normal actions to fire when cocked, but require a Fast action to cock. Breech loading rifles can load a single cartridge with a Slow action, and cannot be speed loaded. Breech loading shotguns can load a single cartridge with a Normal action, and can be speed loaded.
2x: Weapons with the 2x attribute may fire both barrels simultaneously. When firing both barrels, add the RD to the DMG on P results, and double the RD on A results.
Single Action: Single action revolvers are Fast when cocked, but require a normal speed action to cock.
Fan Fire: A single action revolver is capable of fan firing. When using the fan fire action, the speed is fast, and the burst rules may be used (see Fan Firing skill).
Double Action: Double action revolvers are Normal speed actions and do not need to be cocked to fire. A fast action may be used to cock a double action revolver, and in this case, it acts like a single action for the first shot.
Lever Action: Lever action rifles are Normal actions to fire when cocked. They require a Normal or Slow speed action to cock. Lever action rifles can load 1/3 rounds as a N/S action, and can be speed loaded.
Accurate: Accurate weapons receive the number in parentheses as a bonus to their shooting result if the shot follows an Aim action.
Scatter: Weapons with the scatter attribute always produce stray shots (see unintended targets, conflict section). Add one to the number of stray shots per range increment. Also, decrement the die type and penetration every two range increments.
Muscle: Weapons with the muscle attribute are Normal speed actions when ready/loaded, and load/ready as a normal action. If the character has greater than d6 Strength, on a hit result he automatically gains one conditional bump for each die type over d6. These conditional bumps may be used for penetration or damage only.
Quick: Weapons with the quick attribute may reload/ready as a Fast action with a successful Speed Load check.
Short: Weapons with the short attribute add +1 to the result of any Fast Draw attempt.

Optional Rule: Slow Reloads: Some weapons, especially muzzle loaders but also other weapons which require a series of precise and specific actions, are slow to reload. The rules forbid combining any other action with a slow action. It can be argued that, especially in the case of a muzzle loading derringer, movement would be possible while performing the reload. This is true. Movement is probably technically possible even while loading a muzzle loading rifle, however this makes the action itself significantly harder and likely longer lasting. The goal of the rule in place is "tactical verisimilitude", as discussed in Past Participle - Initiative and Action Speeds. Restricting movement while performing these complicated reload actions is the simplest, and most consistent, way to deliver the desired combat "feel".

If you would prefer to allow movement while performing slow reload actions, the following system is suggested. Any time a slow reload action is combined with movement, the action becomes TN 3. Failure means the action is still in progress at the end of the round and must be attempted again. A critical failure means the round is expended and the reload must be begun again. This can be because one or more items is dropped, the powder spills, or some other major disruption in the process.

Handguns

Handguns.JPG

Single versus double action

In the old west, single action revolvers ruled the day. The swifter trigger pull made the first, critical, shot faster by just enough to spell the end of many and unfortunate victim. Single action revolvers were also durable, and simpler to manufacture. And for those who lean toward the ostentatious, only single action revolvers can fan-fire.

They had their drawbacks, as well. Single action revolvers are slower to load. Second, and subsequent, shots were slower (because they had to be manually cocked).

It is possible to cock a double action revolver, and this allows that first shot to be as fast as a single action. It is dangerous to carry a cocked revolver (no matter what the action). Optional rules are suggested below to simulate this. Given all of the advantages, it would seem that the double action revolver is just plain better.

In the end, many if not most of the most successful and famous practitioners used the single action revolver, especially the Colt Single Action Army (AKA the Peacemaker). The double action revolver offered some valuable advantages, but these advantages could not overcome the fame and cachet of the single action.

Rifles

Rifles.JPG


Shotguns

Shotguns.JPG


Muscle Powered Weapons

Archaic.JPG