TWTW 3.0 - Conflict

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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".

Contents

Action Time

When the Judge declares action time, the sequence of game play becomes more structured.

Initiative

During each round of combat, the first step is ordering of actions. Initiative is a standard test using the rank of the Quickness trait, and ignoring all normal bonus upgrades the trait would normally provide. Count all of the successes and bumps and add them to the character's AP. This is their initiative number.

Round Timing

Each round has 20 segments. The round begins at 20 and counts down to 1, or until every character on the field has used all of their AP. AP may not be saved from round to round. Each character begins at their initiative number.

Taking Actions

The Judge begins counting down from 20. Any character may go on a round that is equal to or less than their Initiative number. When a character wishes to take an action, they inform the Judge of their intention, pay the necessary AP by decrementing their Initiative number an amount equal to the AP spent, and then execute the action on the battlefield.

Simultaneous Actions

Interrupting Actions

Movement

Characters may pay AP to move during their action. Characters may move a number of paces equal to their Move characteristic for 1 AP. A character may instead move a number of paces equal to their Run characteristic for 1 AP. Characters who use their Run characteristic are considered to have run for the entire round.

Resolving Movement

A character resolves their movement by spending the appropriate APs and moving their figure on the tactical map. Scale movement is in inches or hexes on the battle map, or paces in the world of the west. One pace is approximately equal to one meter or yard.

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.

EDIT FROM HERE

Drop prone: 1 AP
Stand up: 2 AP
Maneuver: 1 AP move one pace
Maneuver: 2 AP move up to half move
Maneuver: 4 AP move up to move
Maneuver up steep grade: +1 AP per pace
Maneuver up gentle grade: +1 AP per 2 paces
Climb ladder: +1 AP per pace
Climb stairs: +1 AP per 2 paces
Climb wall/cliff face: +2 AP per pace
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

Continuous Action Movement

Running, mounts and vehicles are all a special kind of movement called a continuous action. Continuous actions take place throughout the turn, rather than in a single batch. After each phase of the turn is a continuous action phase. Each character or object which is taking a continuous action (such as running) moves a portion of their movement during each phase.

To perform a continuous movement, divide the total movement into four equal (or roughly equal) parts. The movement during the slowest phase must be within one pace of that in the fastest. Movement within continuous action phases proceeds from slowest to fastest, based on Quickness value.

Interrupting Movement

At any time during the movement any character that has yet to move 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.

Normally, movement is not allowed in the action portion of the round. However, a character who is interrupted and stopped due to melee combat may finish their movement after the attacker makes their attack, assuming they are still conscious and have APs remaining to move.

Skills During Action Time

Many skills can be performed during action time. The cost to perform a skill is 4/8 AP, depending on the complexity of the skill and attempt. Consult the Judge for how many AP a particular skill will take. Generally, something that requires the full attention of a character, such as reading a map or picking a lock requires 8 AP, otherwise the skill costs 4. The AP to perform a skill check may be paid over multiple turns (if it makes sense, such as with the lockpicking attempt, but not for an ongoing skill, such as sneak), however the attempt is not resolved until the final AP is paid. Use a counter to track how many APs have been spent toward any skills being attempted.

Combining Combat and Non-Combat Actions

It is possible to do both combat and non-combat actions during the same action. A character may wish to sneak up behind someone and stick them with their knife, or wrap a dynamite bundle and throw it at a passing stagecoach. In all cases, the procedure is the same.

The player ranks the two actions as primary and secondary (or more, if more actions are attempted). Once it is clear which one is the primary action, a card is drawn to resolve both. As with combat actions, below, the character only has one instance of their action pool for the round.

The primary action uses the highest result in the appropriate action pool. The secondary action uses the second highest result in the appropriate action pool, and so on, until all actions are resolved. Note that even if the actions have different dice pools it is still possible to do both simultaneously on the same card using the results given. The primary action takes the highest result from its pool, the second highest takes the second highest, etc. If a pool has no remaining dice it in, the attempt automatically fails.

Miranda is attempting to sneak up behind a guard at the Laroq gold mine. She has 1 in sneak, and uses Melee untrained as an archetype skill (at 2d6 because of her level 2 Brawn). She draws card 48. Since her Sneak only has one level, she must declare that as primary. She spends 2 AP to move up to half her move, 4 AP to use the sneak skill, 1 AP for a quick attack and 2 AP to make it careful, giving it +1.

48multiple.JPG

Uh oh, a 2 in sneak means she is not successful sneaking. The sentry hears her approach and turns, gaining his full defense against her attack. Her attack will use her second highest result, in this case a 2. Her total, with the careful attack, is 3. She has failed at both attempted actions.

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 occur after all movement, and 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.

Ranged Combat

A ranged attack is a Coordination (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 a villain with a shot from his .44 Schofield. The range increment for this weapon is 10. The TN to hit the villain up to 9 paces away is 5, up to 19 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. The TN for point blank range is 3.

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 provide any modifiers which are appropriate before any cards are drawn. 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 paces relative speed
Secondary targets -1 for each target after the first, cumulative
Appearing/Disappearing* -1
Target is prone +1

*If a target is emerging from or entering cover or visibility (from the firers perspective) during its movement this penalty is applied.

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 4 or less, add 1 to the TN required to hit, if it is 2 or less, add 2. For larger targets, add +1 to the result for every +2 size the object/creature has above 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 paces 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 Move of 8, he has a speed of 8. The relative speed is 0, meaning the penalty is 0.

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 10 paces. The maximum range a character can throw an average size weapon (1-2 pounds) is Strength trait value x 5 paces.

When a thrown item misses the intended target, use the scatter section of the Action Card to determine where the item lands. Orient the clock face with the 6 in the direction of the thrower and place the thrown object a number of paces equal to the phase result (bottom left) from the target in the direction displayed within the clock face.

Aim and Snap Shots

There are three types of shots that may be attempted: Snap shot, normal shot, aimed shot. A snap shot is the fastest, followed by normal then aimed. Each ranged weapon has an AP cost listed for snap and normal shots. There is also a value for aim, which is the AP cost of an aim action. Weapons also have cock and SP (snapshot penalty) values.

Sharps1.jpg

Consulting the weapon card for a Sharps rifle, above, the weapon may be fired as a snap shot for 3 AP. This shot would take a penalty of -3 (the SP).

Sharps2.jpg

Again consulting the Sharps weapon card, a normal shot can be fired for 7 AP. This shot would not take a snap shot penalty.

Weapons may be aimed, if desired. Aimed shots are any shots which take aim actions after paying the AP cost for a normal shot. Each successive aim action adds 1 to the result of the shot. Up to two successive aim actions may be performed in this manner. Only normal shots may be 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.

Sharps3.jpg

Finally, we can see that to make an aimed shot with the Sharps would require 11 AP. That shot would be at +3 (+1 for aim, and +2 for the accurate 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 3 AP for a normal shot, then 4 more AP to aim twice, granting himself a total bonus of +2 on his shot, and costing 7 AP.

Aim does not persist from shot to shot. Any firing action also nullifies the aim.

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

Cocking and Readying

Weapons need to be ready to be used. Firearms in TWTW require cocking before they can be fired (except for hammerless shotguns). An item need only be readied once (a weapon remains ready until stowed), while firearms must be cocked before each shot.

A weapon is considered ready when it is in hand and free from any encumbrances such as holsters or scabbards. Weapons of up to size 5 cost 2 AP to ready. Larger weapons cost 1 extra AP for each unit of size above 5.

Cyril Wellington carries a S&W Schofield (size 5) and a Winchester rifle (size 8). It costs 2 AP to ready the Schofield, or 5 AP to ready the rifle.

Cocking a weapon is a simple action, costing 1 AP for most. The cost to cock a weapon is in the C column of the weapon card. Cocking must be done before any aiming.

Carrying Loaded Weapons

Most inhabitants of the West carry their firearms loaded, but in the case of pistols, they generally carry only 5 loaded chambers instead of 6. The reason is simple: safety. Firearms of the day could fire if jostled when a bullet is present under the hammer.

If a character chooses to carry a fully loaded firearm, the following rules apply. A Calamity result on an action involving any kind of movement leads to discharge of a round. The same is true for any malfunction result that is within the malfunction range of the weapon. Check the toggle result on the Action Card. A YES value means the shot misses the character, a NO means it did not. Apply a hit to the closest body part (usually the leg, depending on how the weapon is stowed).

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, normal or aimed shots may require a bravery check if the character is under fire. Consult the following to determine effects.

1. Determine if the character may lose aim. A character may lose aim if they are targeted since their aim began, or since their last action.

2. If the character was the target of a ranged attack, pay the AP for the shot 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, perform the shot as normal. If the check fails, the AP are spent, but all previous aim is lost and any shot is a snap shot. Aiming may not be attempted again this round. They may choose to make the snap shot or forgo making a shot.

3. If the character is a target of 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 is automatically 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 resolves a Bravery check due to tactical aiming add the armor value of the cover to the 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 always a snap shot, even if an aim action was performed before the first shot. Fan firing costs 1 AP per shot, plus 1 AP per target switch, and ignores cocking.

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 snap shot penalty, -1 for fan fire), the second shot is -4 (extra -1 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 2 and his Coordination d10. He draws a card...

402d10.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 and 1 . Success! The first brother is 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. This is called engagement. Hand to hand combat may be armed (Melee) or unarmed (Unarmed). Advanced skills grant special bonuses that characters may use in hand to hand combat, but the associated basic skill level is always used for resolution.

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 and costs 2 AP. 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) and costs 3 AP. Dodge is considered an active defense, and may only be employed if no attacks are attempted.

To utilize block, declare your intention before the attacker draws a card. Once the result is known, make an unarmed combat test against a TN equal to the result of the incoming attack. If the block result is equal to the attack TN, change the hit location to the off arm (or whatever arm is making the block). If the block result is greater, the attack is successfully blocked and has no effect.

Blocking may also be performed with a weapon. In this case, the procedure is as above except substitute the appropriate weapon skill. Also, do not forget to check for equipment breakage during the block attempt. On an equal result, increase the Rel by 1 instead of changing the hit location.

To perform a dodge, state your intent before the attacker draws a card. The TN to hit the dodging character is 4 plus the AD value of the character. Dont forget to pay the AP!

Determining Results

Once a character is ready to perform an attack, the first step is determining the TN. Each character has a defense value, which is 4 + half of the level with the hand to hand skill they are using, rounded up. 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, as well as the order and priority, before drawing the card.
The AP value for all attacks and actions must be paid before any attacks are resolved.
A single card is used to determine hits, no matter how many attacks are attempted.
Attacks in excess of the level of the appropriate skill miss automatically (but may have other effects).

After catching him cheating at cards, Hank sees no choice but to engage Dave Perkins in fisticuffs. During the first round of combat, Hank plans on coming with a flurry of 2 jabs (quick attacks) and one uppercut (heavy attack). He declares the heavy attack as his primary and the two jabs next. Before drawing his card, Hank pays 6 AP for 2 quick attacks and one heavy. The uppercut will resolve with the highest entry in his dice pool, but will be performed last, the two jabs will use the 2nd and 3rd results, and be performed first.

Breaking Engagement

If one combatant wishes to escape from the engagement they have two choices. They may pay 2 APs to carefully disengage, or they may move away without paying any extra APs. If the latter is chosen, the other combatant may immediately make a hand-to-hand attack for one less AP (minimum 0). The 2 APs are in addition to any APs paid for the movement.

Maneuvering During Engagement

Combatants engaged in hand-to-hand combat are not likely to stand still. Movement during melee is very important. Any combatant that does not move at least one hex (or one pace) for two consecutive rounds has their defense reduced by 1.

Maneuvering while remaining adjacent to their opponent does not break engagement and costs 1 AP per hex (or pace). No more than one hex (or pace) may be moved in this manner without breaking engagement.

Hand to Hand Weapon Damage

The gear chart shows a value for DMG and RD for each weapon type. This is the damage for a standard attack. Quick attacks bump up one row, while heavy attacks bump down one row. These bumps are mandatory, and are in addition to any gained from results.

Consulting the table, Hank sees that he can do (1)4 with his knife on a quick attack, (2)4 with a standard, and (3)4 with a heavy. His DB is added to any attack level.

Improvised Weapons

Sometimes a cowpoke needs to attack with whatever is available. It could be the grip of a pistol, a chair, a busted bottle, or anything in between. Improvised weapons add damage to the attack used based on the table below. Small and large weapons deal impact damage, sharp weapons convert the attack to deadly, as well as increase the damage. Improvised weapon damage is added to the damage from the attack type chosen.

Improvised.JPG

Small improvised weapons are one foot or less in length, some examples being a pistol grip, tree branch or an iron skillet. Large improvised weapons are either heavier or larger than small weapons, examples include rifle butts, wooden chairs or large rocks. Sharp improvised weapons have exposed edges or points, like broken glass or nails.

Improvised weapons have a penetration value of 1. Impact penetration attacks add the listed number after the slash to the Force value of the attacker.

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, or weapon length. Advantage is tracked via the advantage counter.

The purpose of the advantage counter is to distill many potential types of modifiers into a single bonus. Rather than remembering who has what bonus or penalty, from what source, a single calculation encompasses it all. The advantage can also be used to simulate changes in the fight as it progresses, or new types of maneuvers.

Advantage is determined each round of a hand-to-hand altercation during AP bidding. If the individuals begin their conflict during a round, advantage is determined as soon as they become engaged. The counter is awarded immediately after the bidding, if applicable.

Determining Advantage

Advantage is determined by secret bidding of APs. Use the AP tracker on the back side of the character sheet. Place a second counter on the tracker to indicate how many APs will remain after the bid. Once both combatants have placed their bids, reveal the trackers and add any bonuses to determine advantage value. If one combatant has an advantage value that is at least 2 greater than the other, then that combatant has earned the advantage counter. Otherwise, no clear advantage is gained by either combatant and the counter is not awarded.

After each character has bid APs toward advantage, find the advantage value by adding in the advantage value of any weapon, and a further +1 for each of the following (if applicable):

Height (at least a foot of difference). This can come from raw physical size (an additional +1 per unit of size difference between the characters) or placement (such as being on horseback or up a hill).
Position. This can come from trapping an opponent in a corner, mud or quicksand, or otherwise using the battlefield to your advantage.
Armed. An armed combatant has advantage versus an unarmed one. If one combatant is unarmed, add 1 to the advantage of the armed combatant.

When multiple combatants gang up against a single foe the advantage values of the side with multiple fighters are added together before comparing it with the single combatant. Members of the side with the additional combatants receive a bonus of 1 to their advantage value for each other combatant on their side. If the side with multiple members wins, the fighter that bid the highest gets the counter. In cases of a tie, all tied fighters receive the counter. Additionally, any member whose bid is at least as high as the single combatant also receives the counter. Note that the side with greater number still must win by 2 or more to gain any advantage counters.

The Advantage Counter

The advantage counter grants one of the following effects: Increase the AD of the holder by 1 vs all attacks. Increase the base defense of the holder versus a single foe by 2. Add +2 to a single attack or +1 to two separate attacks (may be stacked with careful attack) made by the holder. The holder may increase their dominance. When choosing one of the first two options the choice is declared immediately. When choosing the third, the holder may wait until their turn to act to decide whether to use it on one or two attacks. The fourth option may only be chosen after an attack, if the counter is still held. It may even be used if the attack is unsuccessful to jockey for position without dealing any damage.

Optional Rule: Weapon Length

The longer weapon has the advantage at the beginning of any combat (as long as the wielder is able to keep their opponent at bay). This advantage changes if the combatant with the shorter weapon is able to successfully attack the torso or head of the wielder of the longer weapon (because they must have closed the distance to do so).

Position in Hand-to-Hand Engagements

The rules as written assume two standing combatants, facing each other and prepared. This is true in many of not most brawls, but what about when it is not?

Even if a fight begins in a standing and facing position, the fight can change positions quickly. A close quarters melee could lead to fighters wrestling on the ground. An opportunistic brawler might push an opponent into a chair and knock them onto their ass. A quick-thinking tough might pin an opponent against a wall. In those cases, one fighter is said to be in a dominant position.

The number of potential dominant positions is nearly countless. Rather than attempting to define each, in TWTW we instead give the Judge and Posse free reign to describe how the environment and conflict lead to dominance, and provide a set of guidelines for how that dominance might affect the ongoing melee. Some situations are presented below.

Full dominance involves an opponent that is pinned or unaware (such as if being attacked from behind or when surprised), the attacker may ignore the hit location result on the Action Card and instead choose where the target is hit. The hit location must make sense (it must be within reach of the given attack), of course. This bonus is in addition to that received from a restricted opponent.

Dominance is when an opponent is restricted but not fully trapped, such as if forced into a corner or prone. A combatant in this situation has their defense reduced by 2. Additionally, their attacks have one bump up for damage as well (the damage is reduced). This simulates the difficulty in getting maximum force behind a blow without having full range of motion.

Partial Dominance occurs when the combatant has spent one bump toward dominance and is nearing a dominant position. A combatant that has been forced into a partially dominated position has their defense reduced by 1.

Dominance and advantage are separate. A combatant in one of the dominance levels can still win the advantage counter. It is easier to gain an advantage from a dominant position, however. Each level of dominance is worth a bonus of 1 advantage value during bidding for advantage.

Asserting Dominance

Each level of dominance costs one bump, cumulative. The dominance level may increase or decrease from round to round. The advantage counter may be spent as if it were a bump (see the advantage counter section). The Posse and Judge should describe how the situation is unfolding in such a way as to illustrate the change in dominance of one fighter. Each bump spent to increase dominance may include up to 2 hexes (or paces) of movement in the direction of the winning combatants choice.

Hank and Dave Perkins are engaged in a melee at the Longhorn saloon. Being a skilled brawler, Hank achieves a bump on his first attack. He informs the Judge that he is maneuvering Dave toward the piano, attempting to get him cornered between it and the wall.

The opponent is not going to just sit idly by and be controlled, most likely. Any bumps spent by an opponent cancel advantage gained on a one for one basis. They may also include up to 2 hexes (or paces) movement as well.

Dave senses what is happening, and on his turn performs a bull rush (heavy attack) at Hank, also scoring a bump. He has successfully canceled the dominance Hank had asserted and maneuvered himself back into the center of the saloon floor.

An attacker may also attempt to utilize the environment to assist in dominance, rather than deal damage. In this case, a successful attack counts as one bump toward dominance.

Seeing his brother in trouble, Clem Perkins shoves Hank into a chair, attempting to cause him to stumble or knock him to the ground. His goal is to create a dominant position for his brother, so rather than attack for damage he indicates he will attack only for dominance. If successful, Dave will achieve partial dominance when Hank stumbles around the chair. If he also achieves a bump, Hank will fall to the ground and Dave will be able to claim dominance.

Breaking Engagements When Dominated

A combatant that is under partial dominance requires a TN 3 Unarmed Combat check to break the engagement. Multiple attempts may be made if necessary. Each attempt costs 1 AP. If successful, the combatant must move at least 1 hex (or scale pace) away from their foe at normal AP cost. If it is not possible to move away from the engagement, the combatant must move (see maneuvering within an engagement, above) prior to making the break-away attempt.

Combatants under dominance must escape from the position before any movement is allowed. An escape costs 2 AP and is TN 5. If successful, the combatant is placed in any adjacent, empty hex (or simply within 1 pace). The combatant may then break the engagement as above (pay 2 APs to carefully disengage, or disengage for 0 APs and be subject to attack).

Combatants under full dominance follow the rules for dominance, above, but the attempt is 3 AP and the TN is 7. Otherwise the situation is identical.

Multiple Attacks

Whether in ranged or hand to hand combat, characters have enough APs to make multiple attacks in a single round if desired. Unless expressly provided otherwise (such as with certain advanced skills) characters only receive a single attack card no matter how many attacks are made. This means only one card can be used to resolve all cause actions (hits and misses). All characters are limited to a number of attacks equal to their rank in the appropriate skill, or their trait skill if attacking unskilled.

New cards are drawn when a unique card entry is referenced for the second time. In other words, if a second hit location is needed, or a second instance of the same damage.

Changing targets during a series of attacks is 1 AP per switch. If the optional fields of fire rules are being used (see advanced combat), targeting outside of the field of fire is an additional +1 AP.

Resolving Multiple Attacks

All attacks and their targets must be declared before drawing the card. The order of attacks must also be clear.

Cyril Wellington is staring down two of the Perkins brothers. He has spent the night winning all of their wages from the past week, and fair or not, they want that money back. Both are drunk as hell, but still dangerous. He knows that since they each have knives drawn, he has one chance to put them both down or risk having one of more blades sticking out of his chest. He declares that he will fire two shots with his Schofield. Spending 2 APs to cock it twice, 3 AP for a normal shot on Pete, 1 AP for a snap shot on Clem, and 1 AP to switch targets to the Clem. He has 2d10 in Firearms: Pistol, so he has enough results in his pool for both attacks. He declares that he will spend 7 AP, giving him 1 surplus for initiative purposes.

To resolve the attacks, draw a card and use the highest result in the pool for the first attack, the second highest for the second, etc. Continue until all attacks have been fully resolved.

Luckily, Cyril wins initiative. He draws a card to see how his actions fare. He gets card 22.

222d10.JPG

His pool is 9 and 7. The range is 7 paces, making the TN 5 for a normal shot. He hits, with a bump! The second shot is a snap shot, which starts at 7, but takes a penalty of 2 for snap shot. He plugs him by a hair.

Resolving the effect is slightly more complicated. The first attack uses the initial card that is drawn in its entirety. Any further attacks after the result will require using portions of second, and subsequent, cards.

Any further attacks that score hits require a second (or third, etc) draw. The subsequent draws are read as if they are the initial card draw, except the initial step, cause determination (to hit), is ignored (because it has already been determined with the previous card).

The Schofield belches lead into the neck of Pete Perkins, for 19 (Vitals has an automatic damage bump). Cyril has an extra bump remaining, so he snatches the bonus counter (that could come in handy)."

224d6.JPG

Now to see where Clem is hit. Cyril draws card 2, dealing 7 to the chest. He elects to spend the bonus counter to add +2. Clem takes 1 wound and 3 Conc. Unlike his brother, he makes his stun save and is not out of the action.

23d6.JPG

Seeing his brother go down with a .44 bullet to the vitals, Clem Perkins is more than just drunk, he is also mad. He declared 2 AP for maneuver up to half his move of 9, 1 AP for maneuver 1 pace, getting him into striking range with his knife, and 2 AP for a quick attack with his knife, as well as 3 AP for a standard attack. He will perform the standard attack first. He has 3d8 in Knife. He draws card 16.

163d8.JPG

Cyril is holding a pistol and is unprepared for hand to hand combat. Alas, he has no levels in Unarmed Combat, so the TN to hit him is 4. Clem has a 7, 6 and 2 in his pool. Uh oh, looks like this is going to be a very bad day for our favorite city slicker...'

The standard attack resolves first, using the remainder of card 16. First, we consult the hit location, and find belly.

16hitlocation.JPG

A standard attack with a knife does (2)4, for 6. Cyril has a size of 6, so that is 1 wound to the belly. Note that we do not need to check for penetration because Cyril has no cover, and deadly weapons automatically penetrate versus unprotected characters.

162d4.JPG

Now for the second attack. Since we have already used the hit location and damage on this card, we draw another. He gets card 38.

38hitlocation.JPG

The second slash hits in the left leg. As a quick attack, this does (1)4, which shows 3. Since that is less than his size, Cyril takes 3 Conc.

38d4.JPG

All attacks have resolved, Cyril now tests his Toughness at 5 to see if he is stunned or unconscious. One brother down, but bleeding from two wounds, Cyril Wellington finds himself in a serious pickle.

If any cause results generate exceptional results, the card(s) used for the exceptional result is not used for anything else, discard them immediately after resolving the result.

The next round Cyril again wins initiative, but this time his tack has changed. He doesnt wish to kill Pete, just put him out of action. He declares a careful, standard and a careful quick hand-to-hand attack with the pistol butt as a club (small, improvised weapon). Cyril does not have the melee skill, so he will be using the d4 column, but the careful grants him a +1. Clem has a 3 in Melee, so his defense is 6. Cyril declares the quick attack first, with the standard primary. He draws card 5.

52d4.JPG

Incredible fortune, 2 exceptional results! The series begins with the quick attack, so it uses this card for location, penetration, etc. A second card is drawn to extend the result, 14.

14d4.JPG

The result is 6+1+2, 9. Not enough for a bump, but he has the bonus counter. He chooses not to spend it to generate a bump. Checking penetration, we see a 0. A small improvised weapon has a penetration of +1, added to his Force of 1, and Clem has a Jaw of 1. One bump here would be enough to get full damage, but he chooses to save it for the bigger attack. The attack does a measly 2 Conc (1 from the RD result, +1 for the improvised weapon). Pete has taken 5 Conc total, leaving him with 9.

Now for the standard attack. A second card is drawn to extend the exceptional result, 21.

212d4.JPG

Only a 1, so his result is 7+1, 8. This card is used only to extend the exceptional result, so it is now discarded. Since the first attack used all of the results on the initial card, a new card is drawn to provide the necessary information. This time it is 29.

29results.JPG

The penetration result is again 0, so he will deal reduced damage. But, he finds with a bump he can change hit location from chest to head, so he spends the bonus counter and generates a bump. The initial result is 1d6+1, but with two bumps down for the head, he finds a 10, leading to 11 effect. Clem is size 6, so 11 Conc is dealt, enough to knock him out.

After a quick jab to the chest, Cyril brings the grip of his Schofield up hard into the chin of Clem Perkins, sending him to the floor in a daze.

Action Sabotage

A situation may arise where a character wishes to seem to do something, but is actually trying to fail at it. In many cases, it can just be assumed that the action fails as intended. However, in some dangerous situations it is better to leave the failure up to chance.

In general, when trying to fail intentionally, the attempt fails unless one of two things occurs: a calamity is revealed, or the unintended targets icon shows a possible target that exists. One example is firing a weapon toward a target, with no intention of actually hitting it. In such a case, a calamity indicates the target is hit, while the unintended target could be a bystander or important piece of scenery.

Applying Damage and Wound Effects

In TWTW there are two types of damage: impact and deadly. Impact 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.

Impact Damage

Impact damage is dealt primarily to Concussion. Double the targets Size. If the effect is less than this number, apply the effect as Conc. 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 Conc. 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 Conc. He has 4 Conc remaining, this was a significant blow!

Had Angus used a heavy attack, the result would have been 14+3, 17. Subtracting 12 (size of 6 x2), Hank would take 1 wound and 5 Conc. Had the card instead said 16, the result of 19 (16+3 for DB) would have dealt 2 wounds and 1 Conc.

Any damage can kill, even impact damage. If the final wound dealt to a target in the torso or head is impact, 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 Conc.

When Miranda Valentine uses her Peacemaker, it deals deadly damage. The number in the (3)6 cell is compared to the size of the target. If the number were a 10, 1 wound and 4 Conc would be dealt. If it were 14, two wounds and 2 Conc.

Applying Results

A successful hit result indicates that the intended attack has met the target. Determining the effect this has on him is what follows. Action cards provide all of the necessary detail, and work the same in both hand to hand and ranged combat.

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.

Burst Results

The burst results section of the card is used only for speed loading and the Gatling gun.

Hit Location

Each action card has a hit location section located beneath the burst results, to the left of effect grid. The location stack has four entries, with the second from the bottom being in bold and italic font. This is the standard hit location. Hit location may be changed within the stack via bumps (see below).

The hit location stack is arranged in order, top to bottom. This means, generally, locations at the bottom of the stack are below those at the top. Results closer to the Cause section are referred to as "up" when compared to the standard location, while those closer to the penetration results are considered "down".

Vitals are any of the target's vital parts, such as heart, lungs, throat, etc. Vitals, chest and belly are torso for purposes of wounds and wound modifiers. They are treated separately by the hit location chart for cover determination and narrative flavor, as well as the bonus for vitals.

Hit Location and Cover

TWTW does not assess to hit penalties to targets within cover. As long as any part of the target can be seen, or reasonably discerned (targets that are not visible behind cover can be attacked at -4), an attack may be attempted. After determining hit location, the effect of cover can be determined. If the intervening cover is between the target and the attacker, the cover will be hit instead. The Judge should clarify which locations are covered, if applicable, before the card is drawn.

If the cover is hit, proceed to the penetration rules to determine if the attack penetrates, and, if so, whether or not the target is affected.

Hit Location and Damage

Some hit locations have special damage rules. Any hit to the head provides 2 damage bumps. Any hit to vitals provides 1.

Anytime a location takes a 5th wound it is disabled. For a limb, such as arm or leg, the location is either severed or otherwise rendered useless. In most cases this is permanent. If the location is the torso (chest plus belly and vitals) or head, disabling results in death (the wound is critical).

Cover Penetration

When a target is behind cover, the cover has an opportunity to deflect the attack before damage is applied. The table below lists some common obstacles and their Armor Values (AV). To determine if an attack penetrates armor, add the penetration result from the action card to the Pen of the weapon, then compare the result (called PV) to the AV of the cover.

Armor Value Obstacle
1 glass
2 thin wood
3 hardwood
4 adobe or thin iron plating
5 thick iron

There are three possible results: P, A, and D. The P (penetrate) result occurs when the PV is 2 or more greater than the AV. In this case, deal the DMG amount listed for the attack to the target. An A (ablate) result is indicated when the PV is equal to or one greater than the AV. In this case, deal the RD to the target and reduce the AV of the cover by 1. Finally, if the PV is less than the AV, the attack deflects (D). There is no effect from an attack that deflects.

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.

Action Cards in Combat

Combat actions can potentially use the entire action card. Each section will be covered individually, in sequence, with a continuing example. The West That Wasnt is designed to be played with an action deck and a character sheet, no other accessories are needed (ok, maybe a pencil and a drink of choice). To that end, the character sheet is crafted to make the most complex actions, simple.

On the back of the character sheet is a combat reference aid. It contains handy information about game mechanics. When it is time to enter combat, flip your sheet and consult the information contained there.

TWTW-charactersheet-P2.jpg

Resolution Flow

Cards are designed to begin in the upper left and flow down and to the right. The order of the sections is outlined below, but remember to only use what you need. The sequence of operations is similar to other games:
Cardsequence.JPG

1. Determine hit or miss. If miss, proceed to step 6.
2. Determine number of hits.
3. Determine hit location(s).
4. Check for armor penetration/ablation. If no penetration, proceed to step 6.
5. Determine damage.
6. Check for ancillary effects.

All results are found on a single card. See diagram at right for order of operations map. At the conclusion of the resolution, discard the card.

Step 1 is for determining success or failure, see the simple skill check section for more on using this feature. Step 2 is for burst fire. If only a single shot is attempted, skip this section. Using this section is described below. Step 3 is hit location. Step 4 is armor penetration/ablation, described below. Step 5 is damage, see complex task resolution for instructions on how to use this feature. Step 6, ancillary results, are covered below.

Determining Hits

In combat, hits are determined exactly like simple skill checks. In ranged combat, the TN is determined by the range and weapon type, and modified based on environmental, equipment and other factors as determined by the Judge. In melee combat, the TN is determined by weapon type and skill of the opponent, modified by other factors as determined by the Judge. In all cases the Judge will tell you the TN before a card is drawn.

Combat Example, Miranda vs Miners

While Cyril finagles the bridge, Miranda drops to a knee and points her Sharps at the oncoming horde. She knows many hombres are on their tail, the clicks of their hooves echoing in the morning stillness. After a few very long seconds, the lead vaquero barrels around the corner at speed. Cool as the desert night, she unloads.

The range is close for a Sharps rifle, which makes the TN 5. Because the mounted cowboy is moving at 18 paces, and Miranda is stationary, the movement penalty is -3. The rifle is loaded and cocked, Miranda will aim and fire. The following card (50) is drawn:

503d10.JPG

She has 3d10 in Shooting: Rifle. The results 8, 1, 3 indicate a hit. This cowboy is going to wish he never left the breakfast table.

Missed Throws

To determine the location of an object that has been thrown, but does not hit the intended target, use the clock face in the ancillary effects section. Position the dial so the intended target is in the middle of the face and the 6 is pointed directly at the origin of the throw. The errant throw goes a number of paces equal to the step result (lower left hand number) in the direction indicated by the number in the clock face.

Hank is attempting to throw a lit bundle of dynamite into a passing wagon. The TN for the throw is 6, but his skill result is only 4. Checking the clock face, he finds a 9, with a 3 in the step. The wagon is 2 paces long, so his bundle lands 2 paces behind the wagon.

Burst Fire

Some weapons are capable of firing more than one shot in a single action (such as a Gatling gun). These weapons use the burst section of the action card. If a hit is scored, check the appropriate burst result to see how many shots hit. Weapons that are capable of firing in more than one mode are assumed to fire the minimum number of shots unless specified otherwise. The burst fire chart is located beneath the cause grid in the upper results.

Burst.JPG

The number to the left, within the burst icon, is the burst value, which indicates the number of projectiles fired. The number to the right is the number of actual hits (or successes) scored. The difference between the burst value and the number of hits is called stray shots (used with optional unintended targets rules). Each hit after the first in a given location increases the row on the effect grid by 1 (so (3)6 becomes (4)6). Alternatively, if bumps are used, each additional hit after the first adds one conditional "burst fire" bump.

See the action card appendix for more on burst fire results.

Hitting Multiple Targets

Burst weapons can hit multiple targets with each action. When using a burst weapon, such as a Gatling cannon, check all of the cells in the result pool. Each cell that would have been a successful hit after the first can optionally hit another target instead of the first. The number of total hits between all targets is limited by the appropriate burst result value, after any bumps are applied.

Combat Example, Angus cranks his Gatling, continued

After multiple complaints by local Mexican authorities regarding rustling activity from across the border, a company of Mexican army regulars approaches the Laroq hacienda. Angus Laroq knows the stolen cattle will surely be found since he has not yet had time to rebrand them. His only choice against so large a force is to authorize using his Gatling cannon. When they are within range, his vaquero fires.

His skill with the weapon is 2d8.

502d8.JPG

He scores one success. Up to one target can be hit.

50burst.JPG

Consulting the burst results, he finds 8 rounds hit the target. This causes 7(!) damage bumps.

50unintended.JPG

There are 2 stray shots, so the unintended targets section is referenced. The result is 3, so no unintended targets are hit.

Hit Location

To the left of the effect grid is a set of four rectangles. Each of these contain a hit location.

Hitlocation.JPG

The second rectangle from the bottom is italicized and bold. This is the standard hit location. The other hit locations are used with the optional bump rules (see below) as well as with positional adjustments such as advantages of high ground. Consult the conflict chapter for more on hit locations.

Next to all the rectangles except the standard hit location is either 1 or 2 triangle arrows. These arrows represent both direction and cost. Each triangle is one bump to change to that location, and the direction is either up or down. The hit location bank is a stack of rectangles, and the results are arranged to generally move up the body (toward the head) as you move up in the stack. When results are within the same location, thematically it can be assumed that higher in the stack is a higher spot within the location. Sometimes results will go from side to side, such as right to left arm or leg. In this case, even though they are arranged on top of one another, the location change is horizontal.

Your posse can interpret the results horizontally and vertically however they wish. These thematic options are suggestions only, intended to help visualize the action.

Combat Example, Miranda vs Miners, continued

Consulting the hit location section of the card, Miranda determines that her round hits the left leg.

50hitlocation.JPG

Armor Penetration/Ablation

Successfully placing projectiles on a target is one thing, penetrating the protection of said target is another. Each weapon has a penetration value. Cover has protection value. Some creatures may have natural armor, which works like cover, due to thick hide or other natural protection.

Each action card has a shield icon to the left of the effect grid. Inside the shield is a number from -2 to +2. This number is applied to the penetration value of the attack before comparing it to the protection value of the armor or cover. The resulting number is known as the Effective Penetration (EP).

Penetration-2.JPG

If the EP is 2 or more greater than the protection value of the armor, the attack penetrates. If the EP is equal to or one greater, the attack ablates. If the EP is less than the protection value, the attack deflects.

Attacks that penetrate do full damage. Attacks that ablate do reduced damage. In both cases, the protection value is decremented. Attacks that deflect do no damage and the protection value is unaffected.

Characters have no natural armor versus weapons that do deadly damage. These weapons automatically penetrate for full damage, unless the character has cover or some other means of protection.

Combat Example, Miranda vs Miners, continued

Now for the moment of truth. Can Miranda dethrone or otherwise neutralize the lead miner? The Sharps is Penetration 4. The miner has no cover or armor of any kind.

50penetration.JPG

The Sharps hits the left leg, and since it is a weapon which does deadly damage, it automatically penetrates dealing full DMG: (5)8.

Dealing Damage

Damage is applied exactly as described in complex tasks. The only difference between collecting victories and assigning wounds is that any leftover effect magnitude is applied as concussion. See the Conflict chapter for more on dealing damage.

Combat Example, Miranda vs Miners, continued

The Sharps deals (5)8 to the left leg.

505d8.JPG

Ouch, the result is 14. The shot deals 2 wound and 2 concussion. The Miner takes a minor wound to the leg, and must make a Stun save. See the Conflict chapter (linked above) for rules on how to do this.

Ancillary Effects

Once all hits are applied, the next step is determining if any other effects occur. There are two possible ancillary effects: equipment failure and unintended targets. Equipment failure is represented by a wrench icon located just above the scatter clock face.

Breakage.JPG

If a broken wrench with a number superimposed on it is present, that number is compared to the reliability of the equipment to determine if a breakage occurs (equipment fails when the result over the wrench is below the equipment reliability). If the section is blank, it can be ignored. See the gear chapter for more information on equipment reliability.

The second possible ancillary effect is unintended targets. Before any ranged shot is attempted, the Judge may inform the player of potential unintended targets (in the case of other PCs or important NPCs or terrain features, the Judge should inform the player before the shot is attempted). Generally, unintended targets are within one meter of the firing path of the weapon. Unintended targets may be living or otherwise, such as windows, breakable objects, etc. See the Conflict chapter for more on determining potential unintended targets.

Unintended.jpg

Compare the number of stray shots to the numbers superimposed over the figure icons. If the number of stray shots is equal to or greater than any of these numbers, an unintended target is hit. Note that multiple unintended targets can be hit in a single action if multiple targets are indicated and there are sufficient stray shots.

Shotguns have the scatter attribute, so not only do they always have a stray shot, for each range band beyond the first one more potential stray shot is added to the stray shot pool. Therefore, if a shotgun misses a shot at long range, up to 4 unintended targets could be hit. Check the unintended targets section, and each number 4 or less is a target hit.

In most circumstances the closest or most obvious unintended target is hit first. Unintended targets can be used to increase immersion and drama during scenes. Missed shots have to go somewhere. The Judge has final determination of which unintended targets are hit, however it is suggested that players be made aware of possible unintended targets before attempting a shot.

See the Conflict chapter for more on unintended targets. The action card appendix discusses how unintended targets are determined, as well as an alternate method for using the unintended target track.

Combat Example, Miranda vs Miners, conclusion

Now that the damage has been dealt, the remaining possible effects must be determined, if any. First, check for equipment failure.

50breakage.JPG

Since nothing is present, there is no possibility of equipment failure.

Finally, unintended targets. The Sharps is a single shot weapon, and because it hit there are no stray shots. Even though there are many potential unintended targets, no one else is hit.

50unintended.JPG

Since there are no stray shots, no unintended targets are struck.

Action Card Hacking

The action cards are designed as "one card, one resolution", in that no matter what you need, it is all there in a single card draw. The only time multiple cards are used is optional effects, like increased effect, and multiple attacks, which are by definition multiple resolutions. The cards are also designed to be extensible, and can be used in multiple ways.

Once basic card mechanics are mastered, it may be desired to uncouple the causes and effects. This can easily be done with very little increase in resolution time. As long as the usage is consistent, or clearly defined before drawing, results from multiple cards can be used in the same resolution. The following examples are only suggestions, play the game you want!

Cause/Effect Uncoupling

In this style of card use, two cards are drawn. The first card uses the cause section, while the second uses the effect. This means if cards 17 and 28 were drawn, the following sections would be available for use:

17cause.JPG
28effect.JPG

This small change takes the deck from 54 cards to 54x53: 2862, which would be enough unique cards for 286 sessions (one per week for 5+ years) if you had 10 checks per session. In other words, plenty of variance.

Nothing changes about the way each card is read. In effect you have created a new card with the cause section of 17 and effect of 28. If the outer edge is needed, use the first drawn card (in this case, 17).

Hit-Location-Damage Draw

In this variant, three cards are drawn. The first card is used for the cause result, "to hit"; the second is used for hit location and armor penetration; and the third for effect "damage". As above, the variability in the deck is increased dramatically, while the increase in time to resolve the action is negligible.

17cause.JPG
28hitlocation.JPG
44effect.JPG

Note that the equipment failure is in the cause section, even though it is resolved last. The broken wrench in card 44 is ignored; the section that is used is on card 17, which is blank.