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Ragitsu

Draw! [Quick-draw/duel rules needed]

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Hey there guys. I seem to have failed my PER roll and my Hobby Skill (HERO RPG) roll.

 

Because of that, I would appreciate it if someone could point me towards the relevant 6e (or 5e, if it is the only option available) rules for duels between gunfighters.

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There is a Fast Draw Skill in both editions that is probably what you are looking for. 

 

Western Hero for 4th edition is where I think it first appeared (I used to own that book).  The skill replaces a raw DEX roll for initiative when all participants are Holding there actions (typical gunfight in the old west).

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Summary of the Showdown Rules from the old Western Hero book, 4th Edition HERO.

A showdown normally occurs when both characters have the option to act, and they must both make rolls to see who will act first. The normally happens when one or both characters are holding an action or when a character has another one covered. In all other situations use the normal Combat Sequence in the Hero Rulesbook.

When one or more players try to act at the same time, each character declares his intended action. Characters doing a defensive action (one he can abort to) go first. A character covering his target, and not distracted, goes next. If a character had his target covered but was distracted, he loses the cover and must roll.

Any character not performing a defensive action or attacking a covered target must roll. A character's declared actions can modify his DEX or Fast Draw roll. Remember that a character with the Fast Draw skill is assumed to be able to draw and fire as a 1/2 PHA action.

When one or both characters are drawing a weapon, their equipment may also modify their roll. Modifiers for equipment if the character already has his weapon drawn.

SHOWDOWN MODIFIERS
Action Modifiers

Declare a 1/2 PHA Action . . . . . . . . . . . . 0
Declare two 1/s PHA Actions . . . . . . . . .-3
Declare a Full PHA Action . . . . . . . . . . . -3
Set . . . . . . . . . . . . . . . . . . . . . . . . . .+1
Hip Shot . . . . . . . . . . . . . . . . . . +1 per -1 OCV
Weapon Arm/Hand Impaired . . . . . . . . . .-3
Using Weapon with Off Hand . . . . . . . . . -3
Drawing a Weapon Modifiers
Buffalo Rifle, Army Rifle or Carbine. . . . . . -5
Repeating Rifle . . . . . . . . . . . . . . . . . . -4
Repeating Carbine . . . . . . . . . . . . . . . . -3
Long Barrel Revolver . . . . . . . . . . . . . . .-3
Normal Revolver . . . . . . . . . . . . . . . . . .-2
Fast Draw Revolver . . . . . . . . . . . . . . . -1
All Bows . . . . . . . . . . . . . . . . . . . . . . .-6
All Long Melee Weapons . . . . . . . . . . . . -5
All Normal Melee Weapons. . . . . . . . . . . -3
All Short Melee Weapons. . . . . . . . . . . . -1
Any Unfamiliar Weapon . . . . . . . . . . . . . -3
Drawing Hardware Modifiers
Fast Draw Holster . . . . . . . . . . . . . . . . +1
Hipshooting Holster . . . . . . . . . . . . . . .+1
Spring-sleeve Holster . . . . . . . . . . . . . .+2

Set = If the attacker is Set on his target he gets this bonus.
Holster Modifiers only apply if the weapon must be drawn. 

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I'd handle any potential firearm weight reduction on a case-by-case basis, if I could be induced to address it at all.  

 

Considerations:

 

  • What is the wielder's STR?
  • What is the wielder's manual DEX?  Mine is better than my agility.  Of course, these are typically not separate scores for HERO.
  • A Spring-sleeve Holster implies use with a derringer, etc. 
  • How much extra detail do you want in your game- is there enough already?
  • Does reduced weight induce extra recoil?  If no, why not?
  • _____________etc.

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APG I 169 adds the new "Hurry" maneuver. Can be used in addition to Hipshoot. Effect:

-2 OCV, -2 DCV, -2 Skill and Characteristics Roll; +1d6 DEX for determining who goes first only.

 

APG II 69 has "Showdown" Rules, wich note the Wild West duel as one application.

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