HGA Six Gun Sound Modifications
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 |
|
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 |
|
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