HGA Six Gun Sound Modifications

 v1.1

    Rather than having Combat Value (CV) determine almost everything I’ve broken it into 3 separate values: Weapon Skill for shooting and brawling, Constitution for Bad Wounds and Morale for Reaction tests and Scratches.

   I also added some Chrome i.e. character advantages and disadvantages.

 

Character Generation:

 

Weapon Skill

To determine; Roll 1d6,

Roll

Result

1

Weapon Skill is 2

2-3

Weapon Skill is 3

4-5

Weapon Skill is 4

6

Roll again, if another 6, Weapon Skill is 6 otherwise weapon Skill is 5

 

Coolness Determination:

Roll

Result

1

Coolness is 2

2-3

Coolness is 3

4-5

Coolness is 4

6

Roll again, if another 6, Coolness is 6, otherwise Coolness is 5

 

Constitution Determination:

Base is 5

-1 if a Woman.

-1 if Townie, Citizen, Greenhorn or Easterner.

+1 if Outlaw or Cowboy or Hired Gun.

+2 if Indian, Ranger, Marshal or Gunfighter.

Roll 1D6, if it is a 1: -1, if a 6: +1.

 

Morale determination:

Roll

Result

1

Roll again; if another 1 Morale is 2, otherwise Morale is 3

2

Morale is 3

3-5

Morale is 4

6

Roll again; if another 6 Morale is 6, otherwise Morale is 5

 

 

 

 

 

 

Chrome (character customization)

One figure for each player gets one advantage (Roll percentile dice) and may choose to roll for up to 2 more, for each extra advantage he chooses to roll for, he must also roll for a disadvantage. An advantage will be cancelled by a negating disadvantage, if you roll an advantage or disadvantage you already have, roll again once, if you double up again, Too Bad, or you lucky b****d (you lose the roll).   

 

 

 

 

 

Advantages and disadvantages description:

 

% Roll

Advantage

Disadvantage

%

Roll

1-4

“Tough as Nails” Roll 3d10 when checking Bad wounds and discard the highest.

“Wimpy” Roll 3d10 when checking Bad wounds and discard the lowest.

1-4

5-9

“Ice Water in Veins” Roll 3d6 on coolness discard the highest.

“Skittish” roll 3D6 for coolness and discard the lowest.

5-9

10-15

“Good Shot with Rifle” When shooting roll 2d6 and use the highest.

“Bad Shot with a Rifle” When shooting roll 2D6 and use the lowest.

10-15

16-20

“Good shot with a Pistol” When shooting roll 2d6 and use the highest.

“Bad shot with a Pistol”, When shooting roll 2D6 and use the lowest.

16-20

21-25

“Ambidextrous” when shooting two pistols suffer no penalty.

“Bum leg/knee” normal move is 5 inches a turn.

21-25

26

“Stone Cold” when checking Morale, roll 3d6 and discard the highest.

“Yellow” When checking morale, roll 3d6 and discard the lowest.

26

27-28

“Lucky” may re-roll 1 set of dice (either His or an opponent that is rolling vs. him) from start of activation to the start of his next activation.

“Jumpy” if a previously unseen (this turn) figure moves into sight must shoot at it unless can pass 1 Die or more versus coolness.

27-29

29-35

“Derringer” may use in place of 1 melee roll.

A normal shot (Fast move NA) Impact 3, may not use any weapon next round.

“Afraid of Blades” in a Brawl test and opponent uses a knife roll 3d6 and discard the lowest.

30-34

36-40

“Brawler” Rolls 3D6 on Brawling tests and keeps 2 lowest.

“Dandy” -1 on melee table.

35-39

41-46

“Knife Throwing” may throw knife up to 3 inches.

“Consumptive” For every Fast move can not move next activation.

40-45

47-50

“Muscular” + 1 on melee table.

“Trigger Happy” If flinches or rushes must fire all possible shots at target(s) in one burst.

46-49

51

“Strong as an ox” +2 on melee table.

“Sickly” -1 Constitution.

50-51

52

“Runner” normal move 10 inches a turn.

Subtract 1 from weapon skill

52

53-55

“Constitution of a Horse” +1 Constitution.

Roll again for Weapon Skill (if new result lower you must keep it)

53-55

56-57

Roll Again for Weapon Skill (if new result higher you must keep it).

“Coward” -1 to Morale.

56-57

58-63

You are a Gunfighter.

(Modify Constitution)

You are an Easterner or a Greenhorn, your choice. (Modify Constitution)

58-63

64-67

“Quick hands” +1 on Draws!

“Suffers from Maggie’s Drawers” your targets are always considered fast moving.

64-67

68-74

“Butt Stock for your Pistol” Pistol has Range of 18 inches

“Town Drunk” Before each game roll 1D6: if a 1-4 you are currently drunk, 5 you are Hung over, 6 OK.

68-74

74-77

“Deadeye” your targets are never considered fast moving unless mounted.

“Poor rider”, when Fast moving while mounted roll 1D6 if 1-2 you fall off, 1-4 if your Jumping.

75-80

78-82

“Knife Fighter” has an impact of 3 when using a knife in a Brawl.

‘Head wrapped in Cotton” halves Morale for rear checks (Round Down)

83-86

83-86

“Indian Weapons Skills” +1 to impact when using Bow, Tomahawk or Lance.

“Slow Hands” -1 on Draws!

87-92

87-90

“Situational Awareness” Morale not halved for rear Checks.

“Weak Stomach” whenever he first sees an out of fight or dead figure, Roll 2D6 number of fails is how many activation he is puking for.

93-95

91-96

“Expert Rider” Add 1D6 inches when moving mounted. Jumping fall of on a 1.

Coolness decreased by 1

96-99

97-100

Weapon Skill increased by 1

Roll for two extra disadvantages, ignore rolls of 100.

100

 

 

 

Drunk

 

Hung over

 

Miscellaneous stuff

Pass: 0 Dice on "Got a Shot!" is changed from Duck Down to Do Nothing

When checking Bad wounds Roll 2 10-sided dice

During a Draw! use Coolness as opposed to Morale.

Roll for each shot taken.

Characters with 2 pistols and shooting both pistols simultaneously shoot the second with a -2 to weapon skill.

 

Horse Movement

May fast move every turn

May not fast move the turn after being mounted

When fast moving may only turn once and no more that 90 degrees

Must be fast moving to Jump fences/walls

When jumping, rider fall off on 1-3 on a D6

Un-mounted Horses within 6” of a shot will move 8” away shooter, if it happens thrice in a turn will stampede, fast moves away from shots