At the start of each Combat Round, each player character and NPC
involved must roll for Initiative to determine what order everyone
acts in. To determine initiative, each character roll 2D10 and adds
their Reflexes stat to the result. An unmodified roll of a 2 means
the character acts last of all, regardless of their Reflexes stat.
For larger-scale combat, initiative can be rolled once for each squad
or vehicle, based on the squad leader, vehicle commander or pilot's
Reflexes stat.
The character with the highest initiative in that round takes their
first Combat Action first, followed by the character with the
second-highest initiative, then the third-highest and so on. Once
everyone has taken their first Action, second actions are taken in
the same order.
If two or more characters get the same result, they act
simultaneously. This means that it is perfectly possible for two
opponents to shoot and kill each other in the same instant.
Characters making unaimed shots gain a +3 modifier to initiative, at
the expense of a -5 modifier to hit.
The
Quick-Draw
Normally it takes one Action to draw, unsheathe or unsling and ready
a weapon (chambering a round or cocking the hammer). The character
doesn't have succeed on any task or stat check to do this.
However, a character can instead try to draw and attack in the same
action. This is called a Quick-Draw (after the cartoon character
Quick Draw McGraw).
A Quick-drawing character adds their Quick-Draw skill (if any) to
their initiative roll, but at the risk of something going wrong if
they fumble the roll.
A quick-draw can only be performed with the following types of
weapon:
A revolver-type handgun (including pepper-box pistols)
A single-shot handgun (including derringers and stock-less sawn-off
shotguns)
A self-loading (semi-automatic) handgun carried with a round already
chambered
A one-handed melee or throwing weapon – but not a grenade (anything
from a shuriken or switch-blade to a katana or bastard sword)
Quick-draw
modifiers
Opponent
has weapon drawn and cocked: -10
Opponent
has weapon drawn, not cocked: -5
Hip/thigh
holster draw: 0
Hip/thigh
holster, gun not tied down: -1
Belly-draw
(tucked in belt or belly holster): -1
Cross-draw
(shoulder or reverse draw): -3
Flap
holster, flap up/bucket holster: -1
Flap
holster, flap down: -2
Flap
holster, buttoned down: -4
Hanging
by lanyard: 0
Drawing
from pocket: -2; +1 if hand in pocket
Gun
in back of belt: -3
Spring
holster: +1
Sleeve
drop: +1
Bridgeport
Rig (hip): +2
Short
barrelled pistol* (1”-4”): +1
Medium
barrelled pistol* (4”-6”): 0
Long
barrelled pistol* (6” plus): -1
Sights
filed off: +1 (-3 to hit)
No
trigger guard: +1 (+1 to fumble chance)
Hair
trigger: +1 (+1 to fumble chance)
Small
melee weapon (knife, shuriken): +1
Med.
melee weapon (machete, hatchet): -1
Large
melee weapon (most swords etc.): -2
Drawing
two weapons at once: +1 to fumble chance
*
Barrel Length is an extra weapon stat in the Death
at Noon
Wild West source book for this game.
Quick-draw
fumbles
An unmodified 2D10 roll of a 2 on a Quick-draw roll means the
character has fumbled. Roll a D6 and consult the table below for the
consequences:
1-2:
If a gun, the weapon goes off accidentally, shooting harmlessly into
the ground. One shot is fired which automatically misses. If using a
melee or thrown weapon, the result is similar: the attack
automatically misses. The character may act normally in the next
action phase.
3-4:
The weapon being drawn slips out of the character's grip and lands
1D3m/yd away in a random direction (see the rules for scattering
under Area Effect Weapons below).
5:
The gun goes off accidentally, hitting a random person or object in
the shooter's fire arc. The character may act normally in the next
action phase.
6:
The character shoots or cuts themselves with the weapon, in an
appropriate location, e.g. the foot for a hip holster draw, the arm
for a shoulder holster draw, the thigh for a cross draw.
A handgun with the trigger guard removed OR with a hair trigger
fumbles on a Quick-draw on a natural 2D10 roll of 2 or 3. A gun with
both modifications fumbles on a 2, 3 or 4. Drawing two weapons at
once increases the chance of fumbling by one. Thus, a character
fast-drawing two handguns, with hair triggers and the trigger guards
removed, would fumble on natural roll of 2 to 5 on 2D10 roll: a 10
per cent chance. Thus a character might beat their opponent to the
draw, only to shoot their own toes off.
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