Dicey Tales of the Wild Westerns
Note: The rules in both the firearms and the vehicle sections appearing in Dicey Tales were taken almost directly from the BBG publication Dogs Of W.A.R written by Simon Washbourne, and are used with permission. They have been slightly modified to better emulate the flavour of the Adventure genre, but otherwise, they are an attempt to insure a uniform set of rules for firearms and vehicles in the BoL system.
Te firearms rules presented here are meant to be used as guidelines for resolving gunfights. They are in no way meant to represent the actual effects of firearms in range, damage, rate of fire, or any other instance. BoL is a game of cinematic action & adventure, the firearm rules as presented are meant to reflect this in the least complicated way possible. With that said, if you as the Game Master wish to add more realism and detail, by all means do so.In the case of firearms the basic combat rules for missile weapons apply as written in the standard BoL rules. However there are several instances where firearms require special consideration. These are as follows:
AmmunitionWhen playing a game that attempts to emulate the western setting how can you justify counting bullets? In a western adventure game you never need to keep a check on how much ammo your character has or uses up. He is assumed to keep firing and reloading as needed. If you receive a Calamitous Failure (see the rules section) while firing though, the GM can either rule that the weapon has a jam (which you need to clear with a straight forward Agility + Soldier check) or that you have run out of ammo for that particular weapon. There are ways around this, of course – if you can get to one of your buddies with the same weapon, we can assume he gave you more ammo. If you use a Hero Point, you might be able to say that one of the guys you killed earlier (assuming this happened) was using the same weapon and had spare ammo on his body.
Shooting With the “Of-Hand”Characters are assumed to be right handed, unless you say otherwise. Shooting a gun in the other hand imposes a –2 modifier. An ambidextrous character (see Boons) suffers no such penalties. Shooting with a gun in each hand is really cool and your players will undoubtedly suggest it at some point. A character fighting with two guns can attack twice each round. However, he receives a -3 modifier to each check (there is a Boon that reduces these penalties to –1 for each.).
CoverCover is anything that provides a physical barrier to being shot (like boulders, walls or vehicles). Cover simply makes a target less visible and therefore harder to target, even if it does not stop a bullet (like hedges or wooden fencing). Sensibly, characters use whatever cover is available in a firefight. In a reasonable amount of cover add a level or two to the task difficulty, using the Task Check table. A character that is completely behind solid cover cannot be targeted at all. As usual, the GM has to use common sense and base decisions on what the players say their characters are doing.
Suppression & Covering Fire
Sometimes you just want to keep the enemies’ heads down – especially when one of your team is trying to move to another position, close with the enemy or maybe to cover their escape. When you want to do this, you simply declare that your character is using covering or suppressive fire – it is assumed that he is firing as many shots as he can towards the enemy so that they duck back behind any cover they have or dive to the floor – the key being to prevent them the opportunity to fire back.
Make a Task Check as usual, with modifiers for range and the target’s defense (use the highest defense value for multiple targets) and any cover they are behind.
If the check is successful, roll damage per weapon type – the result is the number of rabble who are affected and unable to act for the rest of that round – in effect those that haven’t fired yet miss their turns while they are cowering behind their cover and those that are yet to fire miss their next action.*
- Henchmen and villains (or characters, if they are being shot at with suppressive fire) make a Task Check to see whether they are affected – based on MIND + soldier. Te check is based on a moderate task, plus the result of the damage die roll.
Firing Single Shot WeaponsWhen firing single shots, damage is applied to one individual. If the target is killed, excess damage is effectively wasted (the target is correspondingly more gruesomely ripped apart though).
GunsThe following list of firearms is meant to give players a feel for the types of firearms their characters may encounter during their adventures; there are countless variations of firearms, makes, models and calibers.
- Basically a low caliber “throwaway” pistol such as a .25 derringer. Tis pistol can be fred at 10’ range increments. Single shot, Damage D6-1, +1 to conceal.
- Standard Sidearms go from .32 thru .45 revolver. These pistols can generally be fired at 60’ range increments. Single shot, Damage D6+1
- Rifles are primarily used for hunting and sport shooting. This type of rifle is most identified with the “cowboy” of film and folklore and best exemplified by the lever action Winchester .38 or .45. Hunting Rifles can generally be fired at 100’ range increments. Single shot, Damage D6+2.
- Buffalo Rifle is a single shot 50 cal monster weapon used for hunting buffalo. Single Shot, 2 round reload, Damage 1d6+4, Range Increment 100 yards
- Shotguns can generally be fred at 30’ range increments. They run from 20 gauge right thru the 4 gauge.At short range and using shot, anyone within 5’ of the target may take damage as well (make a separate roll to hit), if the shotgun is using “shot” rather than “slug” ammunition. Single shot shot ammo = 3D3 at close range, D3 beyond or 2D3+3 by slug
- Gatling Gun your just dead, or Charlie!
- Cannon You SO DEAD