Difference between revisions of "The West That Wasnt - Conflict - Action Points"

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==Ranged Combat==
 
==Ranged Combat==
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A ranged attack is a Dexterity (sometimes Acuity) check with modifiers based on the situation. Some common modifiers are range, target size, movement and other distractions. Those potential modifiers are discussed below. 
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==Range==
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The Target Number required is Standard (5) plus any relevant modifiers. Add one to the TN for each full range increment between the firer and target. See the gear section for any applicable range increments or other vital details regarding weaponry.
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 +
''Cyril Wellington wishes to plug an unsuspecting villain in the back with a shot from his .44 Schofield. The range increment for this weapon is 10. The TN to hit the villain up to 10 paces away is 5, up to 20 it is 6, etc.''
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===Point Blank===
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Point-blank range is used when one character is holding a weapon in contact with another character, using them like a shield, holding them hostage, or shooting over a table where they both sit. In general, the weapon should be close enough to touch the target with arms extended.
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 +
==Modifiers==
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The previous paragraphs describe what is known as the base TN, other modifiers may also be relevant to your check. A firefight is a chaotic and unpredictable environment. The Judge will inform you of any modifiers which are appropriate. Some common modifiers are listed below.
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{|
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|Situation || ||Modifier
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|-
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|Firer is moving || || <nowiki>-</nowiki>1/-4 (walk/run)
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|-
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|Firer is mounted || || <nowiki>-</nowiki>2
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|-
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|Firer is wounded || ||Varies (See Stun section, below)
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|-
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|Size || ||Varies
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|-
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|Target is moving || || <nowiki>-</nowiki>1 per 5 meters relative speed
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|}
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===Move and Fire===
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If the character is moving, the TN is adjusted by either -1 or -4, depending on the speed.
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 +
Mounted characters are a special case. The modifier listed is used only if it is ''worse'' than the movement penalty applied from firer movement. So a stationary or walking mount confers a -2 penalty on shooting, while a galloping mount costs the character a penalty of 4.
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==Target Size==
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If the target has a size 3 or less (1/2 human size), add 1 to the TN. If it's two or less, add 2, and so on, to a maximum of -6 (increments at .5, .25 etc). The opposite is also true. A target that is size 12 gives the character a +1 bonus to the result, a target size 18 has a +2 modifier, and so on, up to a maximum of +6.
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==Target Speed==
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Of course, it's harder to hit a moving target than one that's standing still. A penalty of one is applied for each 5 meters of relative speed between the firer and target. "Relative" means you need to take into account how fast the target and the shooter are moving in relation to each other. 
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''Miranda is chasing a bandit down Main. She has a Speed of 12, he has a speed of 8. The relative speed is 4, meaning the penalty is 0. If both were running (double speed), the relative speed would be 8, for a penalty of 1.''
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 +
''Hank is driving his wagon east down Legless Gulch, with Cyril in the back riding shotgun. Cyril spies an ornery vaquero heading west down the mountain trail, leading into the gulch. He knows when the hombre gets into the gulch, he will hightail it and be right behind them in a jiffy, so he wants to take a shot with his shotgun as soon as possible. Reuben is pushing his nags to 18 paces Speed, while the vaquero is going only 8 paces Speed down the rocky trail. Since they are going opposite directions, the relative speed is 26, for a -5.''
 +
 +
Not all groups prefer the idea of relative movement. If you prefer to use total movement instead of relative movement, check with the Judge and be consistent. Play the game you want to play!
 +
 +
==Throwing Things==
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The throwing skill works just like shooting for most weapons. The Range Increment for all thrown weapons is +1/(Strength value + 2), so a 2d8 Strength would add +1 to the base TN of Standard (5) for every 6 paces distance. A target at 10 meters is TN 7 (8/2 =4, +2 is 6). The maximum range a character can throw an average size weapon (1-2 pounds) is Strength trait value x 5 meters.
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==Aim and Snap Shots==
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Each ranged weapon has an aim value, expressed as a number followed by a slash and a negative number (ex: 2/-1). The first number is the AP cost of an aim action for that weapon, and the negative number is the penalty the weapon takes if used without a preceding aim action. A shot that is preceded by a single aim action does not take the penalty, but does not receive any aimed shot bonus (this is a standard shot). All further aim actions add +1 to the result, and are considered aimed.
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Some weapons have an attribute called Accurate, which is followed by a number in parentheses. If aimed, that number is added to the result before comparing to the TN. A weapon may be aimed up to two consecutive actions for added bonus.
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 +
''Cyril Wellington is hidden across the street behind a vaquero who is holding Miranda at bay. He knows he only has one shot in his Schofield, so he needs to make it count. He decides to spend 2 AP to remove the snap shot penalty, then 4 more AP to aim twice, granting himself a total bonus of +2 on his shot. The shot itself will cost an extra 1 AP, for a grand total of 7.''
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 +
Aim does not persist from shot to shot. Any firing action also nullifies the aim. Anytime a weapon is fired without a preceding aim action at the target it is considered a snap shot.
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 +
When making an aimed shot, the character may choose to use either their Dexterity or Acuity trait. This could vary from shot to shot, if the situation warranted.
 +
 +
==Tactical Aiming==
 +
Aiming on a range or in a pasture is simple; aiming while .45 caliber slugs whiz past your ears is another thing entirely. In TWTW, aiming is an action that may take all or part of a character turn. To aim during combat, use the following procedures.
 +
 +
1. Determine if the character may lose aim. A character may lose aim if: Another character attacked them since their aim began, or since their last action.
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 +
2. If the character may lose aim due to being the target of a ranged attack, pay the AP for the aim and then perform a Standard (5) Bravery check. Add 1 to the TN for each shot after the first that targets the character, and 2 to the TN for each attack that hit the character. If the check succeeds, previous aim is preserved and the character may aim as normal. If the check fails, the AP are spent, but all previous aim is lost and the aim does not resolve. Aiming may not be attempted again this round.
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3. If the character may lose aim due to a melee attack, perform a Difficult (9) Bravery check. Failure indicates loss of aim, as above. If the character was hit by a melee attack of any kind, they may not aim, and any aim they had accumulated was lost.
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 +
4. If none of the preceding apply, the character may aim as normal.
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In all cases, perform the Bravery check immediately before drawing the card to resolve the action. The player is not allowed to change actions or targets after determining aim status. Resolve the Bravery check and attack separately, on different cards.
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===Aim and Cover===
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Characters behind cover receive a bonus to performing and maintaining aim. Whenever a character wishes to perform an aim action, add the armor value of the cover to their Bravery result. The character must have been behind cover for their entire turn. If a character moved between two instances of cover during their turn, add the lowest armor value to the result.
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==Fan Firing==
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Single action revolvers are capable of an attack called fan firing. When fan firing, the trigger is held down, while the off hand slams, or "fans", the hammer repeatedly, cocking the weapon as it fires. It can be wildly inaccurate, and should only be attempted by skilled (or crazy) practitioners.
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 +
When using fan fire, first declare the number of shots to be attempted, and also the targets. For each shot the TN is increased by 1 successively, starting with the first. Each target after the first increases the difficulty an additional 1, successively. Fan-firing is never aimed, even if an aim action was performed before the first shot.
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When fan-firing, each shot is resolved separately, but from the same card, so the order and target must be clear before drawing the card. No changes can be made to the series once the card is drawn.
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''Miranda wants to spend her last four rounds on Angus and his two most trusted cronies, cowering near the back door of the hacienda. She declares the first two shots to be on Angus, then one apiece on the other two. Her weapon of choice is a Colt Peacemaker 45, short barrel. The first shot on Angus is -3 (-2 for lack of aim, -1 for fan fire), the second shot is -4 (extra -2 for fan fire). The shot on crony 1 is -6 (an additional -1 for fan fire and -1 for second target) and the last crony is fortunate that her penalty is -8 (-1 for a third target and -1 more for fan fire)...near impossible. ''
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If any shot scores bumps, those bumps cannot be used on other shots. Each shot is a separate resolution.
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''Cyril fancies himself a card sharp, and usually he comes home a few dollars richer, while also buying himself a drink or two. This evening, however, he finds himself on the wrong end of two jilted Perkins brothers holding Bowie knives. He has drawn his Schofield, but given their close range (3 paces) and shared hatred of him, he knows his only chance is to take them both out at once. He decides to attempt a fan fire, where his pistol skill is 3 and his Dexterity d10. He draws a card...''
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[[image: 403d10.JPG]]
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''The standard TN is 5, but he is attempting to fan fire 2 shots, making the new total 8 and 9 (due to lack of aim), plus one additional on the second brother for a total of 10. His results  on the card are 10, 1, 11. Success! Incredibly, both brothers are hit.''
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When fan-firing, any successive shots resolve hit locations on separate cards (the shots are not grouped).
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===Pushing the Limit===
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Revolvers are not designed for fan-firing. Increase the Rel of any revolver by 1 when fan-firing.
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==Two Weapons==
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A Hero using weapons in each hand suffers -1 to each attack. Any action taken with an off hand is made at an additional -3 (for a total of -4). A hero can fire with each hand up to the weapons’ usual rate of fire. Resolve each hand as a separate check.
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The previous penalties are in addition to any snap shot penalties for the weapon. Aiming two weapons is only possible if they are pointed together (held closely, so the eyes can see both sights simultaneously), at a single target. This kind of aim takes concentration, so increase the AP cost of any aim action by 2. It is never possible to aim at two different targets, at least one of the shots must be attempted as a snap shot.
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==Two handed ranged weapons==
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Generally speaking, you need two hands to operate a rifle, but it can be done with one. Apply a penalty of 2 to any two-handed ranged weapon being used with one hand. For larger weapons, be sure to consult the weight of the weapon and the Strength of the user.
  
 
==Hand to Hand Combat==
 
==Hand to Hand Combat==

Revision as of 17:17, 4 April 2020

Back to Main Page

You have a Hero, and you know what the numbers mean and how the cards function. Now it is time to begin bringing the narrative to life. A good story is never easy. The protagonist finds obstacles at every turn. Overcoming these obstacles forms the basis of both the Hero and the story. Whenever a Hero is at odds with some element of the universe, there is conflict. When that conflict escalates into the physical, the Judge breaks the game down into "rounds". This may also be referred to as "action time".

Action Time

When the Judge declares action time, the sequence of game play becomes more structured. Each round is divided into four phases (I-IV). Within each phase ties are broken by Reflex die type, equipment, and other factors. After each phase is a continuous action phase (if necessary).

Initiative and Declaration

During each round of combat, the first thing that must be determined is the order of actions. Each player must determine how many APs they will use that round, and then determine when their action will resolve. Rounds are divided into four phases (I-IV), actions within each phase are considered to be virtually simultaneous.

On the character sheet is a track with the numbers 1-14. This is for initiative declaration purposes and AP tracking. Each player places their initiative token on a number within the track that will be the number of APs they will use that round. This number cannot exceed the total APs the character has available. A player that does not allocate before drawing their card is assumed to be using all available APs.

Ap-tracker.JPG

The AP tracker also lists values for 1/2 and 1/4 of the AP value, which will be explained below.

Choosing Less

Why would any player choose to spend less than their total APs? There are two reasons fewer APs may be chosen during a round. The first is that characters who use half or less of their APs receive a bonus of +1 in the Phase determination, and those who use one quarter or less receive a +2. Doing less increases the chance of going first.

The second reason is in-Phase timing. While the actions within the same Phase are considered to be virtually simultaneous, there is an order of operations, and the first tie breaker is surplus APs. The character with the most surplus APs goes first in the Phase. The second tie breaker is equipment attributes. The final tie breaker is Reflex die type. Characters who remain tied act simultaneously.

Resolving Initiative

Once the available APs for the round have been chosen, the player resolves a simple Reflex check to determine in which Phase they act. The TNs for each Phase are:

Phase I: 10
Phase II: 8
Phase III: 5
Phase IV: 2

Initiativegrid.JPG

The TN to act in the given Phase is located in the upper right corner.

Characters who generate a 1 or less hesitate and do not act that round. They still have their full defense, and may use APs for defensive maneuvers. Characters who generate a Calamity hesitate and have no APs to spend on defensive actions.

After determining the Phase, the player should place their initiative token in the appropriate box on their character sheet. This may be kept hidden until the Phase occurs, if the player wishes.

Movement

At the end of the initiative resolution characters are arranged in order from fastest to slowest. Resolving the turn is a two step process: movement and action resolution. Movement begins with the last character and proceeds in reverse order to the first.

Why does the last character go first?

By having the last character move first, we reward the quicker reactions of those at the beginning of the initiative spectrum. They are able to see and react to the movements of those who are slower. More on this later.

Resolving Movement

A character resolves their movement by spending the appropriate APs and moving their figure on the tactical map. When the player no longer wishes to pay APs, the movement ends.

Movement AP Cost

The following are AP costs for movement. Characters may change facing up to 60 degrees (one hexside) per pace of movement for free.

Drop prone: 1 AP
Stand up: 2 AP
Maneuver: 1 AP per pace (up to Dex)
Maneuver: 2 AP per pace (up to 2x Dex)
Run: 1/2 AP per pace
Duck behind cover: 1 AP
Emerge from cover: 1 AP
Change facing 60 degrees without moving: 1 AP
Change facing more than 60 degrees without moving: 2 AP
Change facing 120 degrees during a move: 1 AP

Mounts have special movement costs that depend on the quality and type, as do vehicles.

Interrupting Movement

At any time during the movement any other character may declare their intention to interrupt the movement of the character that is currently moving. They indicate this by placing their target token on the spot in the movement where they intend to target the character. If the intended action is a ranged attack, the character finishes their movement and action moves to the next character.

If, however, the faster character wishes to engage the character in melee combat, the moving character stops immediately. When the interrupter has their turn in the order they move adjacent to the token they placed.

Combat Actions

Now that we know when characters will go, what exactly will they do? What follows is a description of how to moderate the turn. Actions are resolved in order starting at the top of the initiative stack. Each action is fully resolved before moving on to the next one. Results and consequences of actions are applied immediately.

Combat actions begin with the first character in Phase I. Each action is fully resolved before moving on to the next one, and all APs are paid before resolving the action. Characters may save APs for defensive actions later in the turn.

EXAMPLE

Ranged Combat

A ranged attack is a Dexterity (sometimes Acuity) check with modifiers based on the situation. Some common modifiers are range, target size, movement and other distractions. Those potential modifiers are discussed below.

Range

The Target Number required is Standard (5) plus any relevant modifiers. Add one to the TN for each full range increment between the firer and target. See the gear section for any applicable range increments or other vital details regarding weaponry.

Cyril Wellington wishes to plug an unsuspecting villain in the back with a shot from his .44 Schofield. The range increment for this weapon is 10. The TN to hit the villain up to 10 paces away is 5, up to 20 it is 6, etc.

Point Blank

Point-blank range is used when one character is holding a weapon in contact with another character, using them like a shield, holding them hostage, or shooting over a table where they both sit. In general, the weapon should be close enough to touch the target with arms extended.

Modifiers

The previous paragraphs describe what is known as the base TN, other modifiers may also be relevant to your check. A firefight is a chaotic and unpredictable environment. The Judge will inform you of any modifiers which are appropriate. Some common modifiers are listed below.

Situation Modifier
Firer is moving -1/-4 (walk/run)
Firer is mounted -2
Firer is wounded Varies (See Stun section, below)
Size Varies
Target is moving -1 per 5 meters relative speed

Move and Fire

If the character is moving, the TN is adjusted by either -1 or -4, depending on the speed.

Mounted characters are a special case. The modifier listed is used only if it is worse than the movement penalty applied from firer movement. So a stationary or walking mount confers a -2 penalty on shooting, while a galloping mount costs the character a penalty of 4.

Target Size

If the target has a size 3 or less (1/2 human size), add 1 to the TN. If it's two or less, add 2, and so on, to a maximum of -6 (increments at .5, .25 etc). The opposite is also true. A target that is size 12 gives the character a +1 bonus to the result, a target size 18 has a +2 modifier, and so on, up to a maximum of +6.

Target Speed

Of course, it's harder to hit a moving target than one that's standing still. A penalty of one is applied for each 5 meters of relative speed between the firer and target. "Relative" means you need to take into account how fast the target and the shooter are moving in relation to each other.

Miranda is chasing a bandit down Main. She has a Speed of 12, he has a speed of 8. The relative speed is 4, meaning the penalty is 0. If both were running (double speed), the relative speed would be 8, for a penalty of 1.

Hank is driving his wagon east down Legless Gulch, with Cyril in the back riding shotgun. Cyril spies an ornery vaquero heading west down the mountain trail, leading into the gulch. He knows when the hombre gets into the gulch, he will hightail it and be right behind them in a jiffy, so he wants to take a shot with his shotgun as soon as possible. Reuben is pushing his nags to 18 paces Speed, while the vaquero is going only 8 paces Speed down the rocky trail. Since they are going opposite directions, the relative speed is 26, for a -5.

Not all groups prefer the idea of relative movement. If you prefer to use total movement instead of relative movement, check with the Judge and be consistent. Play the game you want to play!

Throwing Things

The throwing skill works just like shooting for most weapons. The Range Increment for all thrown weapons is +1/(Strength value + 2), so a 2d8 Strength would add +1 to the base TN of Standard (5) for every 6 paces distance. A target at 10 meters is TN 7 (8/2 =4, +2 is 6). The maximum range a character can throw an average size weapon (1-2 pounds) is Strength trait value x 5 meters.

Aim and Snap Shots

Each ranged weapon has an aim value, expressed as a number followed by a slash and a negative number (ex: 2/-1). The first number is the AP cost of an aim action for that weapon, and the negative number is the penalty the weapon takes if used without a preceding aim action. A shot that is preceded by a single aim action does not take the penalty, but does not receive any aimed shot bonus (this is a standard shot). All further aim actions add +1 to the result, and are considered aimed.

Some weapons have an attribute called Accurate, which is followed by a number in parentheses. If aimed, that number is added to the result before comparing to the TN. A weapon may be aimed up to two consecutive actions for added bonus.

Cyril Wellington is hidden across the street behind a vaquero who is holding Miranda at bay. He knows he only has one shot in his Schofield, so he needs to make it count. He decides to spend 2 AP to remove the snap shot penalty, then 4 more AP to aim twice, granting himself a total bonus of +2 on his shot. The shot itself will cost an extra 1 AP, for a grand total of 7.

Aim does not persist from shot to shot. Any firing action also nullifies the aim. Anytime a weapon is fired without a preceding aim action at the target it is considered a snap shot.

When making an aimed shot, the character may choose to use either their Dexterity or Acuity trait. This could vary from shot to shot, if the situation warranted.

Tactical Aiming

Aiming on a range or in a pasture is simple; aiming while .45 caliber slugs whiz past your ears is another thing entirely. In TWTW, aiming is an action that may take all or part of a character turn. To aim during combat, use the following procedures.

1. Determine if the character may lose aim. A character may lose aim if: Another character attacked them since their aim began, or since their last action.

2. If the character may lose aim due to being the target of a ranged attack, pay the AP for the aim and then perform a Standard (5) Bravery check. Add 1 to the TN for each shot after the first that targets the character, and 2 to the TN for each attack that hit the character. If the check succeeds, previous aim is preserved and the character may aim as normal. If the check fails, the AP are spent, but all previous aim is lost and the aim does not resolve. Aiming may not be attempted again this round.

3. If the character may lose aim due to a melee attack, perform a Difficult (9) Bravery check. Failure indicates loss of aim, as above. If the character was hit by a melee attack of any kind, they may not aim, and any aim they had accumulated was lost.

4. If none of the preceding apply, the character may aim as normal.

In all cases, perform the Bravery check immediately before drawing the card to resolve the action. The player is not allowed to change actions or targets after determining aim status. Resolve the Bravery check and attack separately, on different cards.

Aim and Cover

Characters behind cover receive a bonus to performing and maintaining aim. Whenever a character wishes to perform an aim action, add the armor value of the cover to their Bravery result. The character must have been behind cover for their entire turn. If a character moved between two instances of cover during their turn, add the lowest armor value to the result.

Fan Firing

Single action revolvers are capable of an attack called fan firing. When fan firing, the trigger is held down, while the off hand slams, or "fans", the hammer repeatedly, cocking the weapon as it fires. It can be wildly inaccurate, and should only be attempted by skilled (or crazy) practitioners.

When using fan fire, first declare the number of shots to be attempted, and also the targets. For each shot the TN is increased by 1 successively, starting with the first. Each target after the first increases the difficulty an additional 1, successively. Fan-firing is never aimed, even if an aim action was performed before the first shot.

When fan-firing, each shot is resolved separately, but from the same card, so the order and target must be clear before drawing the card. No changes can be made to the series once the card is drawn.

Miranda wants to spend her last four rounds on Angus and his two most trusted cronies, cowering near the back door of the hacienda. She declares the first two shots to be on Angus, then one apiece on the other two. Her weapon of choice is a Colt Peacemaker 45, short barrel. The first shot on Angus is -3 (-2 for lack of aim, -1 for fan fire), the second shot is -4 (extra -2 for fan fire). The shot on crony 1 is -6 (an additional -1 for fan fire and -1 for second target) and the last crony is fortunate that her penalty is -8 (-1 for a third target and -1 more for fan fire)...near impossible.

If any shot scores bumps, those bumps cannot be used on other shots. Each shot is a separate resolution.

Cyril fancies himself a card sharp, and usually he comes home a few dollars richer, while also buying himself a drink or two. This evening, however, he finds himself on the wrong end of two jilted Perkins brothers holding Bowie knives. He has drawn his Schofield, but given their close range (3 paces) and shared hatred of him, he knows his only chance is to take them both out at once. He decides to attempt a fan fire, where his pistol skill is 3 and his Dexterity d10. He draws a card...

403d10.JPG

The standard TN is 5, but he is attempting to fan fire 2 shots, making the new total 8 and 9 (due to lack of aim), plus one additional on the second brother for a total of 10. His results on the card are 10, 1, 11. Success! Incredibly, both brothers are hit.

When fan-firing, any successive shots resolve hit locations on separate cards (the shots are not grouped).

Pushing the Limit

Revolvers are not designed for fan-firing. Increase the Rel of any revolver by 1 when fan-firing.

Two Weapons

A Hero using weapons in each hand suffers -1 to each attack. Any action taken with an off hand is made at an additional -3 (for a total of -4). A hero can fire with each hand up to the weapons’ usual rate of fire. Resolve each hand as a separate check.

The previous penalties are in addition to any snap shot penalties for the weapon. Aiming two weapons is only possible if they are pointed together (held closely, so the eyes can see both sights simultaneously), at a single target. This kind of aim takes concentration, so increase the AP cost of any aim action by 2. It is never possible to aim at two different targets, at least one of the shots must be attempted as a snap shot.

Two handed ranged weapons

Generally speaking, you need two hands to operate a rifle, but it can be done with one. Apply a penalty of 2 to any two-handed ranged weapon being used with one hand. For larger weapons, be sure to consult the weight of the weapon and the Strength of the user.

Hand to Hand Combat

When two combatants are within one pace of one another, either may choose to initiate hand to hand combat. Hand to hand combat may be armed or unarmed, and the skills required vary with the weapon and attack types chosen. There are four attacks available:

Hthattacks.JPG

Any attack can be a careful attack, the cost is increased by 2 AP and +1 is added to the result. The cost and bonus for careful can only be applied once per attack. Both armed and unarmed attacks use the same four standard attack types. Attacks do the damage listed plus the Damage Bonus (DB) of the character making the attack.

There are also two defensive maneuvers that may be employed: block and dodge. Block works against a single incoming attack. Multiple blocks may be performed in a turn. Dodge works versus all attacks coming from a given direction, usually 120 degrees (two hexsides, or Judge discretion).

Determining Results

Once opponents have been chosen and a character is ready to perform an attack, the first step is determining the TN. Each character has a defense value, which is 3 + the level with the hand to hand skill they are using. This is the TN an opponent uses when trying to damage them with an attack.

Characters may make any number of attacks, with the following restrictions:

The number and type of attacks that will be attempted must be clearly declared before drawing the card.
The AP value for all attacks and actions must be paid before any attacks are resolved.
Only one card is used no matter how many attacks are attempted.
If no dice are available for an attack, it misses automatically (but is still considered as covering fire for aiming purposes).

EXAMPLE

Advantage

During hand to hand engagements one combatant often holds an advantage against the other. Advantage can come from many sources, such as position, weapon type, weapon length or combatant skill. Advantage is tracked via the advantage counter.

At the beginning of any combat between two (or more) individuals, advantage is calculated. The combatant with the highest advantage may declare they are spending 4 AP to take the advantage counter. This declaration is made publicly, and before all other characters allocate. They retain the counter until either it is spent, the opponent takes it, or it is lost based on some other game rule or action.

Spending and Taking the Counter

During any attack or test, the holder of the advantage counter may choose to spend it for +2 to cause or effect on the given test. The counter may also be spent to gain a positional advantage. If spent in this manner, the positional advantage persists until the opponent takes the counter or the position is relinquished. When spent, the counter returns to the pool and is available to be taken.

Angus Laroq confronts Hank Daggett in a back alley. Angus has a, Unarmed Combat skill of 3, while Hank has but one level. Angus begins the combat with the advantage counter. Before the combat begins the Judge declares that Angus will spend 2 AP to take the advantage. In the first round of combat, Angus declares he will perform a quick attack. Angus successfully hits a TN of 4, and declares he will spend the advantage counter to take Hank to the ground. Angus may hold this positional advantage until he chooses to relinquish it, or until Hank can escape.

Any combatant may forgo any attacks during a round and spend 2 AP to take the advantage counter if it is in the pool, or 4 AP to escape it if it is held by the opponent. If there is an advantage difference between the two combatants, the difference is applied to the cost of taking the counter. If the counter is escaped, it is placed in the pool and may not be taken again by either combatant this round.

Cyril Wellington is in a scrap with one of the vaqueros from the Laroq ranch. He is armed with a Bowie knife, but is unskilled in its use. He also holds the height advantage, being uphill from his adversary. His total advantage is 2. The vaquero also has no knife, but is a skilled brawler. His total advantage is 1. If Cyril wishes to take the advantage counter, it would cost him 3 AP. If the vaquero wishes to take it, his cost would be 5.

Applying Damage and Wound Effects

In TWTW there are two types of damage: bashing and deadly. Bashing damage is that which is dealt by bare hands and most blunt weapons. Deadly damage is dealt by firearms, blades and other piercing or slashing weapons and hazards.

Bashing Damage

Bashing damage is dealt primarily to CT. Double the targets Size. If the effect is less than this number, apply the effect as CT. If it is greater, subtract this number from the effect and deal one wound. Apply any remaining effect to the Size of the target. If it is less, apply it as CT. If it is greater than or equal, apply a wound and subtract the Size from the effect. Continue until all effect is applied.

Angus Laroq has taken down Hank with a successful hit, a quick attack. The damage for a quick attack is 2(4) + DB, which is 3. Consulting the card, the total damage is 10. Hank has a size of 6, so he is dealt 10 CT. He has 4 CT remaining, this was a significant blow!

Any damage can kill, even bashing damage. If the final wound dealt to a target in the torso or head is bashing, check the toggle result on the card. On a YES, the target is killed. On a NO, the target falls unconscious.

Deadly Damage

Damage from most weapons is deadly. With deadly weapons, take the effect from the attack and compare it to the Size of the target. For each multiple of the size, apply one wound. Subtract all effect used to generate wounds and apply the remaining effect as CT.

EXAMPLE

Hit Location

Each successful attack also has an associated hit location. Each hit location is unique for the addition of wounds, except in the case of chest, belly and vitals, which are all considered to be a single location, torso. Wounds to these three locations are added together. Additionally, each arm and leg is a separate location.

Wounds dealt to the vitals bump the effect result one row down. Those dealt to the head bump it two rows down. Add the die value for each level below 7 (the last row on the chart) a result is bumped.

Wound Effects

Wounds are a terrible burden. Shock distorts senses, pain distracts concentration, and damage to arms and legs make holding things and movement of any type nearly unbearable. All of this is manifested with AP penalties which reduce how much a character can do. Consult the table below for details regarding the magnitude of these penalties. Wound effects are subtracted from the total APs, and any fractions (for initiative bonuses) must be recalculated.

Wounds Description AP Penalty Stun
1 Flesh Wound 1 3
2 Light 2 5
3 Heavy 3 7
4 Serious 4 9
5 Critical 5 11

The penalty depends on the highest-level wound your hero has suffered. If they have a light and a serious wound, for instance, subtract the penalty for serious wounds (3) from the AP pool, irrespective of wound location.

Shock might be more than a lingering distraction, it might conspire to cause a character to miss an action or two. Whenever a character is dealt damage they must check Fortitude, called a Stun check. The TN is listed in the Stun column of the wound penalty table. Success, of course, means the character is not stunned (but the damage is still applied).

Failure causes a character to be stunned until a successful recovery check is made. Each round, stunned characters use their action (Recover, all APs) to attempt a recovery check to shake off the stun. Any character that critically fails a recovery check immediately falls unconscious for 1d6 hours or until someone makes a Standard (5) medicine roll to revive.