QUICK DRAW RULES

Purpose: to provide fast and playable rules for the contest of drawing and firing a gun first in one phase.Why does it need its own skill ? One name – Bob Munden . There you have someone with quick draw skill and then there is the rest of us.

THE RULES :

1.  The fastest draw is the one who gets the highest AGILITY minus BULK of weapon.

He/She gets to draw and discharge his/her shots –QUICK SHOTS- in one phase.

2.  Quick Draw is an action that uses up that phase for the player. Moving while quick drawing makes the task 1 level more difficult for trotting ,2 levels more difficult when running and 3 levels more difficult when sprinting.

3.  Mishaps occur on a natural 10 of the dice.GM rolls for results ranging from : 1 to 10 .10 is the obvious result – shootist caps himself in either leg,abdomen or either hand.

4.  WEAPONS:

No more than BULK 2 is acceptable for this skill . Weapons with BULK 2 receive BONUS – 1 .(EXAMPLE : AG 10 BULK 2 SKILL 6 ROLL 2 = 11 ( 10-2+4-1 = 11)

5.  HOLSTER:

QUICK DRAW demands that the shooter wears his gun in an open holster with no restraints to secure the gun .If no such holster is used ,skill may not be used.

GM take note –such a holster will not be very useful in the field.

A strap with a buckle or snap to secure gun can be used on the holster –as long as it is undone before the phase where QUICK DRAW is attempted.

6.  TASK RESOLUTION:

Shooter rolls a QUICKDRAW check . Success means that a bonus is added to AGILITY before bulk is subtracted.

BONUS is added as the difference between skill and roll –i.e the number you make it by .

(Example : skill 5 .Roll 1. Bonus 4 )

This means an AG 10 with skill 10 can get an 18 as a result .Well –look at Bob Munden.

FAILURE :

Missing the roll : add number missed by to weapon bulk as a penalty.

NATURAL 10 : GM rolls a D10. Results will vary.10 you hit yourself 1 you get a penalty to bulk and so on .

7.  QUICKDRAW with NO SKILL

In the case of no skill : Difficult AGILITY . Die roll is added to AG as bonus .

SUCCESS : BULK 0 +1D6 AG BULK 1 +1D3 AG BULK 2 + 1D2

ALL SHOTS TAKEN AT 1 RANGE BANNER LONGER RANGE .

I.e close range :Quick shots .Roll for LONG RANGE shots.

FAILURE : DIE ROLL IS ADDED TO BULK AS PENALTY.

7. QUICK DRAW DUELS

One or more shooters may face off in a showdown.

In this case the who goes first question is solved by breaking down the phase into steps.

TASK RESOLUTION : as pr rules above.

The phase is then counted down in steps from 20 . ( ag 10 + skill 10 = 20 )

The shooter with the highest AG-BULK begins .

Each shot fired count as one step.

As soon as the step were another shooter is at is reached he may fire one shot simultaneously with anyone else in that step.

EXAMPLE :

A and B meet at high noon in a rad dust covered street in Nukesville.All is silent with anticipation. Both men have custom filed down 9 mm DAR cocked,chambered and ready in their holsters. Combat ensues.Both men quickdraw at 20 meters .

Shooter A AG 10 BULK 1 SKILL 10 rolls a 2 for a total of 17

Shooter B AG 10 BULK 1 SKILL 10 rolls a 4 for a total of 15

STEP 20-18 ..wait for it ( its only a fraction of a second )

STEP 17 : A fires one shot –taking us to step 16

STEP 16 A fires one shot –taking us to step 15

STEP 15 A and B fire shots simultaneously taking us to step 14

STEP 14 A and B fire shots simultaneously taking us to step 13

STEP 13 A and B fire shots simultaneously taking us to step 12. A has fired his maximum of 5

STEP 12 B fires. Taking us to step 11

STEP 11 B fires his last shot of the phase taking us to step 10

STEP 10 the rest of the phase pewter out with no actions left on either side.

This already complicated enough – so absolutely no other action is possible –save for saying one syllable.