Casimir
07-31-2009, 04:48 PM
Boot Hill Combat System
Combat in Boot Hill is simplified for the most part when compared to other RPG's, since nine times out of ten the majority of the fighting will be with firearms rather than melee weapons. However that being said, rules for brawling and hand to hand weapons exist as well, and differ little from firearm combat. We will deal with firearm and projectile weapon combat first, and follow it up with hand to hand combat second.
Projectile Combat
In Boot Hill, combat is broken up into segments called turns. There are two type of combat turns in the Boot Hill system : The "Combat Turn", and the "Shootout Turn". These two different turns are further broken down into segments called "counts".
Combat Turn : The Combat turn is primarily designed for longer range, aimed fire where speed isn't as important as accuracy. Each "Turn" of a combat turn is six (6) seconds long (with no "counts).
Shootout Turn : The Shootout Turn is primarily designed for quick, fast action, like when two or more people decide they want to pull their pistols and immediately begin shooting as quickly as possible. This type of combat turn emphasizes speed over aim and accuracy. Each "Turn" of a Shootout Turn is one (1) second long - divided into six "counts".
Note : It is is completely possible - and in may cases plausible - for a single gun battle to include both types of combat turns before it is resolved.
A note on Boot Hill "Types of Shots"
Boot Hill has four types of shots during projectile combat that any Character can perform. They are listed below for clarification.
* Careful Shot - emphasis on accuracy over speed. Character pulls their weapon, holds it still and carefully aims over the sight.
* Steady Shot - A compromize between accuracy and speed. Character pulls their weapon, and instinctively points the weapon at the target (weapon held still, but below eye level).
* Hip Shot - emphasis on speed over accuracy. Character pulls their weapon and immediately discharges the weapon once it clears the sheath / holster, with aiming being instinctive.
* Fanned Shot - A form of hipshooting with exclusive emphasis on speed. Character pulls their weapon, holds down the hammer, and uses the heel of their offhand to work the hammer immediately upon the weapon clearing the holster. Aiming is instinctive at best. For obvious reasons only revolvers can be fan fired.
Combat Turn Action Sequence :
The following outlines the sequence of the Combat Turn in Boot Hill. All actions are sequential... if person A fires at person B and hits person B, the wound - and any negative modifiers - are applied before person B gets to fire back. The Combat Turn lasts a total of 6 real time seconds.
Initiative determination.
Non-Initiative side Action declaration.
Initiative side Action declaration.
Initiative characters can fire 1 or 2 careful shots (see "Combat Turn - Types of Shots" below). Wound effects are immediately administered.
Non-Initiative characters can fire 1 or 2 careful shots (see "Combat Turn - Types of Shots" below). Wound effects are immediately administered.
Initiative characters may move (Initiative characters may elect to postpone movement until after Non-Initiative characters have moved if so desired).
Non-Initiative characters may move.
Initiative characters who delayed their movement can now move.
1. Combat Turn Initiative :
Initiative in Boot Hill is determined by each "side" rolling a six-sided die - all ties re-rolled. Sides are determined by common goals - which typically is the players vs enemy NPC's - however, it is possible to have more than two sides to any battle, in which case each side rolls for initiative. Any character who has the Tactics skill can make a Skill Check against Tactics at the beginning of the gunfight - if the check succeeds, that character's side can add +1 on all initiative rolls for the entire fight. If the check fails, the character has failed their Tactics Skill and may not roll another check for the remainder of the fight.
Note : For the sake of Play by Post, I am dispensing with the remainder of the Initiative rules. Once initiative is determined, if the players have the initiative, they get the first "move" - while if any NPC sides have the initiative, they get the first "move" before the players do.
2. Combat Turn Action Declaration
When players or NPC's are declaring their action(s) for a Combat Turn, they must state whether they are doing one of the actions below :
Moving, and if so, how fast (see Table 1 : Combat Turn Movement)
Shooting
Moving and Shooting (see Table 1 : Combat Turn Movement)
Some other action (consult Gamemaster)
However - a character can do other non-combat related actions as well. Things such as lighting the fuse on dynamite, loading rounds into a revolver, tip over a table, etc., can be done in a single combat turn. Essentially, anything that can be completed inside 6 real time seconds can be considered an action or a character.
Furthermore, actions can be done that require significantly more time. In this case, these actions are broken down in to a number of turns to complete. Some examples include : clear a jammed breechloading rifle (3 turns), pick a lock (3-12 turns), bandage a wound (3-6 turns), etc. Additionally, at the Gamemaster's discretion, depending upon circumstances at the moment, such actions can take longer or shorter amounts of time - and can also require skill checks.
3a. Combat Turn Types of Shots :
There is only one type of shot possible in a Combat Turn, the Careful Shot. It is explained below -
* Careful Shot - emphasis on accuracy over speed. Character pulls their weapon, holds it still and carefully aims over the sight.
3b. Combat Turn Chance to Hit :
Consult Table 1 : Combat Turn Chance to Hit below to see the chance to hit for any character firing a weapon during a Combat Turn. Since the only type of shot possible in a Combat Turn is a Careful Shot, each character's Coordination Attribute is added to the skill of whatever weapon is being used, as a chance to hit a target. Consult Table 2 : Combat Turn Chance to Hit Modifiers for all possible modifiers to a characters base Chance to Hit score.
[EXAMPLE : Billy has a 13 Coordination and a Pistol skill of 2. This means that he has a base Chance to Hit of 15. If Billy decides to fire on someone who's at point blank range while he's wounded, we find that his 13 base Chance to Hit is further modified by +4 (Point Blank range) and -1 (light wound) for a total of 18.]
3c. Combat Turn Sighting and Facing
Since a Combat Turn essentially lasts 6 real time seconds, a character can fire on any target they wish to fire at during their action turn. Furthermore, a character can switch targets in a turn at will with no penalty.
4. Combat Turn Movement
Movement in a Combat Turn takes place at the end of the Combat Turn. Being mostly self explanatory, please refer to Table 3 : Combat Turn Movement for distances that a declared movement action will allow a character to move in a turn, and all penalties applied as a result of specific types of movement.
Combat Turn Tables
Table 1 : Combat Turn Chance to hit
Type of Chance
Shot to hit
------------------------------------------
Careful Coordination Score
Table 2 : Combat Turn Chance to Hit Modifiers
Range
Point Blank, Pistol +4
Point Blank, Rifle -2
Short 0
Long -2
Extreme -5
Movement (of target)
Running / Trotting -2
Evading / Galloping -4
Movement (of shooter)
Walking -2
Running / Trotting / Galloping -4
Wounds
Each Light Wound -1
Each Serious Wound -4
Target Size
Very Large +4
Large +2
Normal 0
Small -2
Very Small -4
Miscellaneous
Sniping +2
Shotgun +2
Scattergun +4
Target Obscured -2
Using Wrong Hand -2
Firing Two Pistol -6
Table 3 : Combat Turn Movement (yards per turn)
On Foot :
Crawling : 2 yards
Walking : 6 yards
Evading : 12 yards
Running : 24 yards
Mounted :
Walking : 8 yards
Trotting : 16 yards
Galloping : 32 yards
Penalties :
Moving through door : -2 yards
Moving through window : -6 yards + Coordination Check
Moving on stairs : up/down - 1 stair per yard
Mount / Dismount : takes 1/2 movement allowance
Stand Up : takes 1/2 movement allowance
Dive / Fall prone : no penalty
Jump down one story : takes 1/2 movement allowance
Terrible footing : move distance halved
Wound Penalties :
Light wound in leg : move distance halved
Serious wound in leg : walk only, distance halved
Serious wound in both legs : crawl only
Other Serious wound : walk/crawl normal, other halved
[COMBAT TURN EXAMPLE : Jim rides into town, and as he rides around the corner towards the corral down the street, he notices his hated rival and bitter enemy Juan Sanchez 20 yards away. Juan, standing by his horse, notices Jim at the same time. They both reach for their weapons.
Jim has a Coordination Attribute of 13, and a Pistol skill of 3. Sanchez has a Coordination Attribute of 12, and a Rifle skill of 2.
Initiative is rolled, and Sanchez gets the initiative. He elects to fire a shot with his Winchester at Jim, who is mounted. Jim elects to draw his pistol and fire back at Sanchez.
Sanchez is not moving. Jim, still on his horse, is mounted and walking.
Sanchez rolls a d20. His chance to hit is 14, the range is short, and he's not moving. Jim is only walking his horse, so there is no modifier there - so Sanchez's modified Chance to Hit is 14. Unfortunately for Sanchez, he rolls a 17, and misses.
Jim aims at Sanchez. He has a base Chance to Hit of 16, which is further modified by -2 due to his being on a walking horse. The range is short, so there is no further modifier - which brings Jim's Chance to Hit to 14. Jim rolls a 7, which is a hit - and finally gets a lick in for all the years of verbal abuse he's endured at the hands of Juan Sanchez.]
Shootout Turn Action Sequence
The following outlines the sequence of combat in a Shootout Turn. Each Shootout Turn lasts a single, or one (1) second. This second is further divided up into six "counts", which determine the order in which combat takes place.
Initiative determination.
Non-Initiative side Action declaration.
Initiative side Action declaration.
Gamemaster begins count sequence with count 1. Characters who can perform their action on count 1 compare their Character's speeds. The one with the highest speed goes first, followed by the second fastest, and so on. If speeds are tied, the Characters perform their actions simultaneously. After their action, Characters determine what count their next action will take place on.
Gamemaster repeats step 4 for counts 2, 3, 4, 5, and 6.
Characters who are moving perform their movement.
1. Shootout Turn Initiative
See initiative for the Combat Turn. Initiative determination is resolved in the same manner.
2a. Shootout Turn Action Declaration
A character's choice of actions in a Shootout Turn is significantly more restricted than in a Combat Turn. The actions that a character can perform during a Shootout turn can be found by referencing Table 5 : Shootout Turn Actions below. The table indicates the number of "counts" that a specific action will take to accomplish during the Shootout Turn.
Generally when a player declares their action in a Shootout Turn they are committed to those actions for the remainder of the turn. However, in the event that a Character is mortally wounded or passes out, the player can immediately then declare new actions at that time. Additionally, should a Character be shooting at person A, and they kill person A but then still have actions remaining in the current Shootout Turn, they can then change the remaining actions (provided they were spending the entire declared actions focused on person A).
It is possible that a Character's actions can "carry over" into the next Shootout Turn.
2b. Shootout Turn Speed
In a Shootout Turn, speed is essentially everything. He who gets his shot off first has the possible advantage of giving his opponent a fatal case of lead poisoning before his opponent can shoot back.
A Character's speed equal to their Coordination Attribute. This is further modified by movement or other issues that can cause the Character's speed to be affected. To determine how and if a Character's speed is influenced by specific actions or wounds, please consult Table 6 : Shootout Turn Speed Modifiers.
Note that, upon occasion, a Character's Fast Draw skill may be used in lieu of their speed.
2c. Shootout Turn Fast Draw
"Drawing" in Boot Hill doesn't necessarily apply only to a Character skinning his smokewagon from his hip holster. It is applied at any time a Character decides to speedily bring a weapon to bear on an opponent. This can be in the traditional sense as in jerking a pistol from a hip holster, but can also be applied to things like pulling a rifle from a saddle sheath, a knife from a sash, grabbing a pistol from a bar, etc.
Any time a Character is not in a hurry to bring their weapon to bear in a fight, they can use a normal draw. However, if they are in a hurry to bring their weapon to bear, they can use a Fast Draw. This requires a Fast Draw skill check. If the player rolls the Character's Fast Draw skill or less on a d20, they have successfully "skinned their smokewagon" and have jerked their weapon clear and ready to fire with no delay. A successfuly Fast Draw does not take any counts at all.
However, if the Fast Draw check fails, it then costs the Character 2 counts of the Shootout Turn and leaves the Characters weapon in place. At the end of the 2 counts, the Character can again attempt a Fast Draw, or they can elect to do a normal draw.
Whenever a Character uses Fast Draw to bring their weapon to bear, their speed on their next shot is the number that they rolled for the Fast Draw skill check. After that shot, the Character's speed is once again their Coordination score.
If a Character's Fast Draw skill is higher than 20, they can then use the difference to his Fast Draw skill check. Note that any roll of 20 still requires a Luck check or it will fail.
Note that for a Character to actually be eligible to perform a Fast Draw, they must have the Fast Draw skill itself. A Character who does not have the Fast Draw skill will always perform a normal draw in a Shootout Turn.
2d. Shootout Turn Chance to Hit
A Character's Chance to Hit during a Shootout Turn is determined in the same manner in which Chance to Hit is determined during a Combat Turn. Chance to Hit is determined by adding their Coordination Attribute to the weapon skill of the weapon type being used. Also, consult Table 8 : Shootout Turn Chance to Hit for all modifications to the Character's base Chance to Hit.
Shootout Turn Tables
Table 4 : Shootout Turn Chance to hit
Type of Chance
Shot to hit
------------------------------------------
Careful Coordination
Steady Coordination/2 (rounded up)
Hipshot Coordination/4 (rounded down)
Fanfire 1, or Pistol Skill
Table 5 : Shootout Turn Actions
Action Counts
------------------------------------------
Fanned Shot : 1
Hipshot : 2
Steady Shot : 3
Careful Shot : 6
Fast Draw, Successful : 0
Fast Draw, Failed : 2
Normal Draw : 3
Switch Targets* : 1
Cock a gun : 1
Fire a cocked gun** : 1 less than normal
Movement : -
Notes :
* - A Character can switch targets between turns with no delay.
** - Does not apply to fanfiring.
Table 6 : Shootout Turn Speed Modifiers
Walking, Trotting : -1
Running, Galloping : -3
Light Wound (each) : -1
Serious Wound (each) : -4
Surprised : -2
Completely Surprised : -4
Firing two guns : -2
Weapon is :
Very Slow : -2
Slow : -1
Normal : -0
Fast : +1
Very Fast : +2
Table 7 : Shootout Turn Movement (yards per turn)
On Foot :
Crawing : 1 ft
Walking : 1 yards
Evading : 2 yards
Running : 4 yards
Mounted :
Walking : 1 yard
Trotting : 3 yards
Galloping : 5 yards
Table 8 : Shootout Turn Accuracy Modifiers
Range
Point Blank, Pistol +4
Point Blank, Rifle -2
Short 0
Long -2
Extreme -5
Movement (of target)
Running / Trotting -2
Evading / Galloping -4
Movement (of shooter)
Walking -2
Running / Trotting / Galloping -4
Wounds
Each Light Wound -1
Each Serious Wound -4
Target Size
Very Large +4
Large +2
Normal 0
Small -2
Very Small -4
Miscellaneous
Sniping +2
Shotgun +2
Scattergun +4
Target Obscured -2
Using Wrong Hand -2
Firing Two Pistol -6
[SHOOTOUT TURN EXAMPLE : Luke Short has finally had enough of "Long Haired" Jim Courtright and his racketeering of the saloons. The fight has finally commenced, and both of them walk out into the street and face off, hands just above pistols.
Luke has a Coordination of 16, a Pistol skill of 4, and a Fast Draw skill of 8. Jim has a Coordination of 15, a Pistol skill of 5, and a Fast Draw skill of 3.
Initiative is rolled, and Luke gets the initiative. Jim declares his action to simply stand in the street and shoot at Luke via a hipshot, with a Fast Draw attempt. Luke decides to do the same, and also attempt a Fast Draw.
The range is short for both characters, neither is moving - which means that both of them have their base Chance to Hit essentially unmodified.
The Gamemaster calls for count 1. Both Luke and Jim go for their pistols. Luke rolls a 7 for his Fast Draw check, and successfully whips his pistol out and ready for action immediately. Jim on the other hand miserably fails his Fast Draw check - the Gamemaster determines that Jim's gun was caught up in Jim's watch chain.
This means that for count 1, Luke gets his pistol out and ready to fire, while Jim catches his pistol on his watch chain. It will take Jim until count 3 to be able to disengage his pistol from the chain ("Fast Draw, Failed - 2 counts").
The Gamemaster calls for count 2. Luke discharges his pistol at Jim. His Chance to Hit will be 8 (Coordination divided by 4 for a hipshot + Pistol skill). Luke rolls a 3 and his bullet strikes Jim.]
Shotguns and Scatterguns
Shotguns and Scatterguns are exceptionally deadly weapons at close range, due to the fact that they fire a pattern of shot that can cause severe damage due to multiple pellets or shot striking a Character, each causing it's own wound.
Whenever a Character is hit by a shotgun or a scattergun, a d6 is rolled and Table 9 : Shotgun and Scattergun Wounds is consulted. This determines how much of the shot the Character was hit with.
It is possible that at long and extreme range even a successful to Hit roll can result in no damage at all, as the shot has spread out so much it missed the target.
Furthermore, at long and extreme ranges it is possible for the spread of the shot with a scattergun to catch more than one target in it's pattern. This is possible even if the original target was missed. The chance to hit additional targets is half of the chance to hit the original target.
Shotgun and Scattergun Tables
Table 9 : Shotgun and Scattergun Wounds
Die Roll Short Long Extreme
---------------------------------------------------
1 1 0 0
2-3 2 1 0
4-5 3 2 1
6 4 3 2
Targets NA 2 yds 5 yds
Weapon Misfire - Rolling a 1 or 20
Rolling a 1 on a to Hit roll
If a character's chance to hit is less than 1, a 1 on a d20 for the attack roll still indicates a possible hit. If a 1 is rolled, make a Luck check by rolling a d20 vs the character's Luck score. If the Luck check succeeds, the character has scored a hit on their target.
Likewise, if a character's chance to hit is greater than 20, a roll of 20 on a d20 still indicates a possible miss. A Luck check is rolled, and if successful, the character has hit their target. A failed Luck check indicates a miss.
Misfires, or "Fumbles"
If a character fires a weapon at a target and rolls a 20 on a d20 indicating a miss, another d20 must be rolled and the results cross referenced with Table 10 : Misfires below.
Table 10 : Misfires
Weapon No Misfire Dud Explosion Jam
----------------------------------------------------------------------
Derringer 1-12 13-20
CBR, RCR 1-16 17-20
SAR, DAR, LBR, FDR 1-16 17-20
Shotgun, Scattergun 1-16 17-20
Breechloader 1-8 9-20
Lever Rifle, Carbine 1-8 9-12 13-20
Muzzle Loader, Smoothbore 1-20
Gatling Gun 1-4 5-6 7-20
Notes :
*CBR - Cap and Ball Revolver
*RCR - Revolving Cylinder Rifle
*SAR - Single Action Revolver
*DAR - Double Action Revolver
*LBR - Long Barreled Revolver
*FDR - Fast Draw Revolver
No Misfire : Nothing happened - weapon fired normally.
Dud : Round did not fire. If this occurs with a muzzle loading weapon, the weapon is useless until it can be dismantled and cleaned.
Explosion : Possible only with Cap and Ball revolver or Revolving Cylinder Rifle. The round ignited all the remaining balls still loaded in the cylinder (if this was the last shot, treat as No Misfire). The character suffers a wound in their gunhand. Roll for wound severity on Table #A with a +1 modifier if the cylinder contained 4 or more shots (including the one fired).
Jam : The round fired ok, but the cartridge cannot be removed properly from the chamber. Clearing the jam takes three combat turns (18 seconds) - or two combat turns if the character has Weaponsmithing as a skill and makes a successful Skill Check.
Wounds - the Wages of Combat
Inevitably, someone is going to get either wounded or killed when the bullets begin to fly. Once it has been determined that a Character has been shot, the next step is to determine where the Character was hit, and then how severe the wound was. To determine the hit location, roll one d20 and consult Table 11 : Wound Locations. Then, once the location of the wound has been determines, roll one d6 and consult Table 12 : Wound Severity.
Some weapons have wound modifiers associated with them, depending on the size of the bullet or how powerful the gun is. These can range from negative to positive modifiers - for example, a .22 caliber purse gun would have a -1 wound modifier, whereas a .50 caliber buffalo rifle has a +1 wound modifier. Any modified severity roll that ends up being less than zero (0) means the wound was a mere scratch and has no effect (other than cosmetic).
Modifying Wound Locations
It's possible for Characters the wound location roll when they score a hit against an enemy. If the shot was at short range - or point blank range with a pistol - the player can modify the wound location roll by adding or subtracting their weapon skill. At long range, the modification is half the weapon skill. At extreme range, the modification is 1/4th of weapon skill rounded down.
Additionally, if the shot was a fanned shot with a pistol, no wound location modification is allowed. For a hipshot, the modification is quartered. For a steady shot, the modification is halved. A careful shot uses the full modification.
Mortal Wounds - and Luck
The only way that a Character can be killed in Boot Hill is by receiving a mortal wound. Light wounds do not accumulate to become serious wounds, and Serious wounds do not accumulate to become mortal wounds.
Whenever a Character is shot and the wound severity is determined to be a mortal wound, the Character makes a Luck check. If the check succeeds, something miraculous has occurred and saved the Character's life. The wound is reduced to a light wound causing one (1) point of damage. However - the player has to come up with a good explanation for this. Whatever the explanation, it must at least be possible and plausible.
However, if the Character fails the Luck check, they have been mortally wounded. They then roll a Strength check. If the Strength check fails, the Character was killed instantly. However, if the Strength check succeeds, the character is dying, and completely incapacitated. They can't do much of anything except crawl pathetically or simply lay there bleeding. To determine how long the Character will live before they die, subtract the d20 Strength check die roll from their Strength Attribute. If the difference is 0 to 4, the Character will live for one or two more turns. If the difference is 5 to 8, they will live for several minutes. If the difference is 9 or more, the Character will live anywhere from an hour or so up to several days before dying.
Wound Points
Whenever a Character is wounded, in addition to suffering wound severity, they also accumulate 1 to 5 wound points. If a Character's wound points total up to more than their Strength score, the Character passes out from shock and loss of blood.
The number of wound points accumulated is the modified wound severity roll.
Whenever a mortal wound becomes a light wound due to a successful Luck check, the Character receives only one wound point.
Wound Tables
Table 11 : Wound Locations
1-2 Left Leg
3-4 Right Leg
5-6 Left Arm
7-8 Right Arm
9 Left Shoulder
10 Right Shoulder
11-14 Abdomen
15-18 Chest
19-20 Head
Table 12 : Wound Severity
-1 A Scratch
0-2 Light Wound
3-5 Serious Wound
6 Mortal Wound
+1 if hit is to chest or head
-1 if hit is to arm or leg
+or- weapon modifier
Table 13 : Wound Location Modifiers
Type of
Shot Short Long Extreme
------------------------------------------------
Careful Full 1/2 1/4
Steady 1/2 1/4 none
Hipshot 1/4 none none
Fanfire none none none
Cover
Any sort of obstacle that can stop a bullet is considered cover. Any successful to Hit roll that generates a wound location that is behind cover is converted to a miss instead. Note that "cover", whereas applied to Boot Hill, is only obstacles that can actually stop a bullet. Areas of the Characters body that are not behind the cover itself are still vulnerable to enemy fire. Examples of cover are -
Standing behind a saloon bar - legs, abdomen covered
Crouching behind a saloon bar - legs, abdomen, chest, arms covered
Behind a standing horse - abdomen, chest covered
"Sporadic" cover, such as a rail fence, should have the Character make a Luck check to determine if the shot struck the cover or went through a "hole" to strike the Character.
"Light Cover" is defined as any sort of cover that won't completely stop a bullet, but that will slow it down considerably. Such cover includes things like wooden doors, sides of a stagecoach, thin walls, etc. Bullets that strike this kind of cover have 1 to 3 points (at Gamemaster's discretion) subtracted from the wound severity table.
Reloading Weapons
It is possible for a Character to reload their weapon in either Combat or Shootout turns.
During Combat Turns, the time it takes a Character to reload their weapon is stated on Table 14 : Weapons, under the Reload Rate section.
During Shootout Turns, it takes six consecutive turns to get any benefit from the reloading. Six Shootout Turns are the equivalent of a single Combat turn - so essentially taking the Reload Rate of any weapon on Table 14 : Weapons and multiplying it by 6 will get how many Shootout Turns it will take a Character to reload their weapon.
Table 14 : Weapons
Range (yards) Reload Wnd
Weapon Short Long Extreme Rate Speed Mod
----------------------------------------------------------------------------
Thrown Knife/Axe 2 4 8 N/A Avg -1
Thrown Spear 10 20 40 N/A Avg -1
Bow / Arrows 15 50 100 1 Slow -1
Smoothbore Pistol 6 20 40 1/3 Slow 0
Indian Trade Mustket 20 65 150 1/3 vSlo -1
Smoothbore Musket 22 75 200 1/3 vSlo 0
Muzzle-Load Carbine 22 75 200 1/3 Slow 0
Muzzle-Load Rifle 25 90 240 1/3 vSlo +1
Breach-Load Carbine 25 80 200 1 Slow 0
Breach-Load Rifle 30 100 500 1 vSlo 0
Revolving Cylinder Carbine 22 75 200 1/3 Slow 0
Revolving Cylinder Rifle 25 90 240 1/3 Slow 0
Buffalo Rifle 30 200 600 1 vSlo +1
Lever-Action Carbine 24 90 200 2 Slow 0
Lever-Action Rifle 30 100 400 2 Slow 0
Shotgun 10 40 110 2 Slow 0
Scattergun 8 16 30 2 Avg 0
Derringer 2 4 8 2 Avg 0
Cap & Ball Revolver 10 20 60 1/3 Fast 0
Single Action Revolver 10 20 60 3 Fast 0
Double Action Revolver 10 20 60 3 Avg 0
Fast Draw Revolver 6 15 50 3 vFst 0
Long Barrel Revolver 12 30 90 3 Slow 0
Any Hipshot 6 12 36 N/A N/A N/A
Cannon 20 60 120 N/A vSlo +3
Gatling Gun 40 200 400 1 vSlo +1
Night Fighting
Night fighting puts several more modifiers on typical gun and projectile combat in Boot Hill. The basics are as follows :
Movement - All movement other than walking or crawlin is halved.
Visibility - Observation Attribute in yards. Modified by ambient light sources.
Surprise - Firing from complete darkness always causes complete surprise.
Accuracy - All shots have a -4 modifier applied.
Combat in Boot Hill is simplified for the most part when compared to other RPG's, since nine times out of ten the majority of the fighting will be with firearms rather than melee weapons. However that being said, rules for brawling and hand to hand weapons exist as well, and differ little from firearm combat. We will deal with firearm and projectile weapon combat first, and follow it up with hand to hand combat second.
Projectile Combat
In Boot Hill, combat is broken up into segments called turns. There are two type of combat turns in the Boot Hill system : The "Combat Turn", and the "Shootout Turn". These two different turns are further broken down into segments called "counts".
Combat Turn : The Combat turn is primarily designed for longer range, aimed fire where speed isn't as important as accuracy. Each "Turn" of a combat turn is six (6) seconds long (with no "counts).
Shootout Turn : The Shootout Turn is primarily designed for quick, fast action, like when two or more people decide they want to pull their pistols and immediately begin shooting as quickly as possible. This type of combat turn emphasizes speed over aim and accuracy. Each "Turn" of a Shootout Turn is one (1) second long - divided into six "counts".
Note : It is is completely possible - and in may cases plausible - for a single gun battle to include both types of combat turns before it is resolved.
A note on Boot Hill "Types of Shots"
Boot Hill has four types of shots during projectile combat that any Character can perform. They are listed below for clarification.
* Careful Shot - emphasis on accuracy over speed. Character pulls their weapon, holds it still and carefully aims over the sight.
* Steady Shot - A compromize between accuracy and speed. Character pulls their weapon, and instinctively points the weapon at the target (weapon held still, but below eye level).
* Hip Shot - emphasis on speed over accuracy. Character pulls their weapon and immediately discharges the weapon once it clears the sheath / holster, with aiming being instinctive.
* Fanned Shot - A form of hipshooting with exclusive emphasis on speed. Character pulls their weapon, holds down the hammer, and uses the heel of their offhand to work the hammer immediately upon the weapon clearing the holster. Aiming is instinctive at best. For obvious reasons only revolvers can be fan fired.
Combat Turn Action Sequence :
The following outlines the sequence of the Combat Turn in Boot Hill. All actions are sequential... if person A fires at person B and hits person B, the wound - and any negative modifiers - are applied before person B gets to fire back. The Combat Turn lasts a total of 6 real time seconds.
Initiative determination.
Non-Initiative side Action declaration.
Initiative side Action declaration.
Initiative characters can fire 1 or 2 careful shots (see "Combat Turn - Types of Shots" below). Wound effects are immediately administered.
Non-Initiative characters can fire 1 or 2 careful shots (see "Combat Turn - Types of Shots" below). Wound effects are immediately administered.
Initiative characters may move (Initiative characters may elect to postpone movement until after Non-Initiative characters have moved if so desired).
Non-Initiative characters may move.
Initiative characters who delayed their movement can now move.
1. Combat Turn Initiative :
Initiative in Boot Hill is determined by each "side" rolling a six-sided die - all ties re-rolled. Sides are determined by common goals - which typically is the players vs enemy NPC's - however, it is possible to have more than two sides to any battle, in which case each side rolls for initiative. Any character who has the Tactics skill can make a Skill Check against Tactics at the beginning of the gunfight - if the check succeeds, that character's side can add +1 on all initiative rolls for the entire fight. If the check fails, the character has failed their Tactics Skill and may not roll another check for the remainder of the fight.
Note : For the sake of Play by Post, I am dispensing with the remainder of the Initiative rules. Once initiative is determined, if the players have the initiative, they get the first "move" - while if any NPC sides have the initiative, they get the first "move" before the players do.
2. Combat Turn Action Declaration
When players or NPC's are declaring their action(s) for a Combat Turn, they must state whether they are doing one of the actions below :
Moving, and if so, how fast (see Table 1 : Combat Turn Movement)
Shooting
Moving and Shooting (see Table 1 : Combat Turn Movement)
Some other action (consult Gamemaster)
However - a character can do other non-combat related actions as well. Things such as lighting the fuse on dynamite, loading rounds into a revolver, tip over a table, etc., can be done in a single combat turn. Essentially, anything that can be completed inside 6 real time seconds can be considered an action or a character.
Furthermore, actions can be done that require significantly more time. In this case, these actions are broken down in to a number of turns to complete. Some examples include : clear a jammed breechloading rifle (3 turns), pick a lock (3-12 turns), bandage a wound (3-6 turns), etc. Additionally, at the Gamemaster's discretion, depending upon circumstances at the moment, such actions can take longer or shorter amounts of time - and can also require skill checks.
3a. Combat Turn Types of Shots :
There is only one type of shot possible in a Combat Turn, the Careful Shot. It is explained below -
* Careful Shot - emphasis on accuracy over speed. Character pulls their weapon, holds it still and carefully aims over the sight.
3b. Combat Turn Chance to Hit :
Consult Table 1 : Combat Turn Chance to Hit below to see the chance to hit for any character firing a weapon during a Combat Turn. Since the only type of shot possible in a Combat Turn is a Careful Shot, each character's Coordination Attribute is added to the skill of whatever weapon is being used, as a chance to hit a target. Consult Table 2 : Combat Turn Chance to Hit Modifiers for all possible modifiers to a characters base Chance to Hit score.
[EXAMPLE : Billy has a 13 Coordination and a Pistol skill of 2. This means that he has a base Chance to Hit of 15. If Billy decides to fire on someone who's at point blank range while he's wounded, we find that his 13 base Chance to Hit is further modified by +4 (Point Blank range) and -1 (light wound) for a total of 18.]
3c. Combat Turn Sighting and Facing
Since a Combat Turn essentially lasts 6 real time seconds, a character can fire on any target they wish to fire at during their action turn. Furthermore, a character can switch targets in a turn at will with no penalty.
4. Combat Turn Movement
Movement in a Combat Turn takes place at the end of the Combat Turn. Being mostly self explanatory, please refer to Table 3 : Combat Turn Movement for distances that a declared movement action will allow a character to move in a turn, and all penalties applied as a result of specific types of movement.
Combat Turn Tables
Table 1 : Combat Turn Chance to hit
Type of Chance
Shot to hit
------------------------------------------
Careful Coordination Score
Table 2 : Combat Turn Chance to Hit Modifiers
Range
Point Blank, Pistol +4
Point Blank, Rifle -2
Short 0
Long -2
Extreme -5
Movement (of target)
Running / Trotting -2
Evading / Galloping -4
Movement (of shooter)
Walking -2
Running / Trotting / Galloping -4
Wounds
Each Light Wound -1
Each Serious Wound -4
Target Size
Very Large +4
Large +2
Normal 0
Small -2
Very Small -4
Miscellaneous
Sniping +2
Shotgun +2
Scattergun +4
Target Obscured -2
Using Wrong Hand -2
Firing Two Pistol -6
Table 3 : Combat Turn Movement (yards per turn)
On Foot :
Crawling : 2 yards
Walking : 6 yards
Evading : 12 yards
Running : 24 yards
Mounted :
Walking : 8 yards
Trotting : 16 yards
Galloping : 32 yards
Penalties :
Moving through door : -2 yards
Moving through window : -6 yards + Coordination Check
Moving on stairs : up/down - 1 stair per yard
Mount / Dismount : takes 1/2 movement allowance
Stand Up : takes 1/2 movement allowance
Dive / Fall prone : no penalty
Jump down one story : takes 1/2 movement allowance
Terrible footing : move distance halved
Wound Penalties :
Light wound in leg : move distance halved
Serious wound in leg : walk only, distance halved
Serious wound in both legs : crawl only
Other Serious wound : walk/crawl normal, other halved
[COMBAT TURN EXAMPLE : Jim rides into town, and as he rides around the corner towards the corral down the street, he notices his hated rival and bitter enemy Juan Sanchez 20 yards away. Juan, standing by his horse, notices Jim at the same time. They both reach for their weapons.
Jim has a Coordination Attribute of 13, and a Pistol skill of 3. Sanchez has a Coordination Attribute of 12, and a Rifle skill of 2.
Initiative is rolled, and Sanchez gets the initiative. He elects to fire a shot with his Winchester at Jim, who is mounted. Jim elects to draw his pistol and fire back at Sanchez.
Sanchez is not moving. Jim, still on his horse, is mounted and walking.
Sanchez rolls a d20. His chance to hit is 14, the range is short, and he's not moving. Jim is only walking his horse, so there is no modifier there - so Sanchez's modified Chance to Hit is 14. Unfortunately for Sanchez, he rolls a 17, and misses.
Jim aims at Sanchez. He has a base Chance to Hit of 16, which is further modified by -2 due to his being on a walking horse. The range is short, so there is no further modifier - which brings Jim's Chance to Hit to 14. Jim rolls a 7, which is a hit - and finally gets a lick in for all the years of verbal abuse he's endured at the hands of Juan Sanchez.]
Shootout Turn Action Sequence
The following outlines the sequence of combat in a Shootout Turn. Each Shootout Turn lasts a single, or one (1) second. This second is further divided up into six "counts", which determine the order in which combat takes place.
Initiative determination.
Non-Initiative side Action declaration.
Initiative side Action declaration.
Gamemaster begins count sequence with count 1. Characters who can perform their action on count 1 compare their Character's speeds. The one with the highest speed goes first, followed by the second fastest, and so on. If speeds are tied, the Characters perform their actions simultaneously. After their action, Characters determine what count their next action will take place on.
Gamemaster repeats step 4 for counts 2, 3, 4, 5, and 6.
Characters who are moving perform their movement.
1. Shootout Turn Initiative
See initiative for the Combat Turn. Initiative determination is resolved in the same manner.
2a. Shootout Turn Action Declaration
A character's choice of actions in a Shootout Turn is significantly more restricted than in a Combat Turn. The actions that a character can perform during a Shootout turn can be found by referencing Table 5 : Shootout Turn Actions below. The table indicates the number of "counts" that a specific action will take to accomplish during the Shootout Turn.
Generally when a player declares their action in a Shootout Turn they are committed to those actions for the remainder of the turn. However, in the event that a Character is mortally wounded or passes out, the player can immediately then declare new actions at that time. Additionally, should a Character be shooting at person A, and they kill person A but then still have actions remaining in the current Shootout Turn, they can then change the remaining actions (provided they were spending the entire declared actions focused on person A).
It is possible that a Character's actions can "carry over" into the next Shootout Turn.
2b. Shootout Turn Speed
In a Shootout Turn, speed is essentially everything. He who gets his shot off first has the possible advantage of giving his opponent a fatal case of lead poisoning before his opponent can shoot back.
A Character's speed equal to their Coordination Attribute. This is further modified by movement or other issues that can cause the Character's speed to be affected. To determine how and if a Character's speed is influenced by specific actions or wounds, please consult Table 6 : Shootout Turn Speed Modifiers.
Note that, upon occasion, a Character's Fast Draw skill may be used in lieu of their speed.
2c. Shootout Turn Fast Draw
"Drawing" in Boot Hill doesn't necessarily apply only to a Character skinning his smokewagon from his hip holster. It is applied at any time a Character decides to speedily bring a weapon to bear on an opponent. This can be in the traditional sense as in jerking a pistol from a hip holster, but can also be applied to things like pulling a rifle from a saddle sheath, a knife from a sash, grabbing a pistol from a bar, etc.
Any time a Character is not in a hurry to bring their weapon to bear in a fight, they can use a normal draw. However, if they are in a hurry to bring their weapon to bear, they can use a Fast Draw. This requires a Fast Draw skill check. If the player rolls the Character's Fast Draw skill or less on a d20, they have successfully "skinned their smokewagon" and have jerked their weapon clear and ready to fire with no delay. A successfuly Fast Draw does not take any counts at all.
However, if the Fast Draw check fails, it then costs the Character 2 counts of the Shootout Turn and leaves the Characters weapon in place. At the end of the 2 counts, the Character can again attempt a Fast Draw, or they can elect to do a normal draw.
Whenever a Character uses Fast Draw to bring their weapon to bear, their speed on their next shot is the number that they rolled for the Fast Draw skill check. After that shot, the Character's speed is once again their Coordination score.
If a Character's Fast Draw skill is higher than 20, they can then use the difference to his Fast Draw skill check. Note that any roll of 20 still requires a Luck check or it will fail.
Note that for a Character to actually be eligible to perform a Fast Draw, they must have the Fast Draw skill itself. A Character who does not have the Fast Draw skill will always perform a normal draw in a Shootout Turn.
2d. Shootout Turn Chance to Hit
A Character's Chance to Hit during a Shootout Turn is determined in the same manner in which Chance to Hit is determined during a Combat Turn. Chance to Hit is determined by adding their Coordination Attribute to the weapon skill of the weapon type being used. Also, consult Table 8 : Shootout Turn Chance to Hit for all modifications to the Character's base Chance to Hit.
Shootout Turn Tables
Table 4 : Shootout Turn Chance to hit
Type of Chance
Shot to hit
------------------------------------------
Careful Coordination
Steady Coordination/2 (rounded up)
Hipshot Coordination/4 (rounded down)
Fanfire 1, or Pistol Skill
Table 5 : Shootout Turn Actions
Action Counts
------------------------------------------
Fanned Shot : 1
Hipshot : 2
Steady Shot : 3
Careful Shot : 6
Fast Draw, Successful : 0
Fast Draw, Failed : 2
Normal Draw : 3
Switch Targets* : 1
Cock a gun : 1
Fire a cocked gun** : 1 less than normal
Movement : -
Notes :
* - A Character can switch targets between turns with no delay.
** - Does not apply to fanfiring.
Table 6 : Shootout Turn Speed Modifiers
Walking, Trotting : -1
Running, Galloping : -3
Light Wound (each) : -1
Serious Wound (each) : -4
Surprised : -2
Completely Surprised : -4
Firing two guns : -2
Weapon is :
Very Slow : -2
Slow : -1
Normal : -0
Fast : +1
Very Fast : +2
Table 7 : Shootout Turn Movement (yards per turn)
On Foot :
Crawing : 1 ft
Walking : 1 yards
Evading : 2 yards
Running : 4 yards
Mounted :
Walking : 1 yard
Trotting : 3 yards
Galloping : 5 yards
Table 8 : Shootout Turn Accuracy Modifiers
Range
Point Blank, Pistol +4
Point Blank, Rifle -2
Short 0
Long -2
Extreme -5
Movement (of target)
Running / Trotting -2
Evading / Galloping -4
Movement (of shooter)
Walking -2
Running / Trotting / Galloping -4
Wounds
Each Light Wound -1
Each Serious Wound -4
Target Size
Very Large +4
Large +2
Normal 0
Small -2
Very Small -4
Miscellaneous
Sniping +2
Shotgun +2
Scattergun +4
Target Obscured -2
Using Wrong Hand -2
Firing Two Pistol -6
[SHOOTOUT TURN EXAMPLE : Luke Short has finally had enough of "Long Haired" Jim Courtright and his racketeering of the saloons. The fight has finally commenced, and both of them walk out into the street and face off, hands just above pistols.
Luke has a Coordination of 16, a Pistol skill of 4, and a Fast Draw skill of 8. Jim has a Coordination of 15, a Pistol skill of 5, and a Fast Draw skill of 3.
Initiative is rolled, and Luke gets the initiative. Jim declares his action to simply stand in the street and shoot at Luke via a hipshot, with a Fast Draw attempt. Luke decides to do the same, and also attempt a Fast Draw.
The range is short for both characters, neither is moving - which means that both of them have their base Chance to Hit essentially unmodified.
The Gamemaster calls for count 1. Both Luke and Jim go for their pistols. Luke rolls a 7 for his Fast Draw check, and successfully whips his pistol out and ready for action immediately. Jim on the other hand miserably fails his Fast Draw check - the Gamemaster determines that Jim's gun was caught up in Jim's watch chain.
This means that for count 1, Luke gets his pistol out and ready to fire, while Jim catches his pistol on his watch chain. It will take Jim until count 3 to be able to disengage his pistol from the chain ("Fast Draw, Failed - 2 counts").
The Gamemaster calls for count 2. Luke discharges his pistol at Jim. His Chance to Hit will be 8 (Coordination divided by 4 for a hipshot + Pistol skill). Luke rolls a 3 and his bullet strikes Jim.]
Shotguns and Scatterguns
Shotguns and Scatterguns are exceptionally deadly weapons at close range, due to the fact that they fire a pattern of shot that can cause severe damage due to multiple pellets or shot striking a Character, each causing it's own wound.
Whenever a Character is hit by a shotgun or a scattergun, a d6 is rolled and Table 9 : Shotgun and Scattergun Wounds is consulted. This determines how much of the shot the Character was hit with.
It is possible that at long and extreme range even a successful to Hit roll can result in no damage at all, as the shot has spread out so much it missed the target.
Furthermore, at long and extreme ranges it is possible for the spread of the shot with a scattergun to catch more than one target in it's pattern. This is possible even if the original target was missed. The chance to hit additional targets is half of the chance to hit the original target.
Shotgun and Scattergun Tables
Table 9 : Shotgun and Scattergun Wounds
Die Roll Short Long Extreme
---------------------------------------------------
1 1 0 0
2-3 2 1 0
4-5 3 2 1
6 4 3 2
Targets NA 2 yds 5 yds
Weapon Misfire - Rolling a 1 or 20
Rolling a 1 on a to Hit roll
If a character's chance to hit is less than 1, a 1 on a d20 for the attack roll still indicates a possible hit. If a 1 is rolled, make a Luck check by rolling a d20 vs the character's Luck score. If the Luck check succeeds, the character has scored a hit on their target.
Likewise, if a character's chance to hit is greater than 20, a roll of 20 on a d20 still indicates a possible miss. A Luck check is rolled, and if successful, the character has hit their target. A failed Luck check indicates a miss.
Misfires, or "Fumbles"
If a character fires a weapon at a target and rolls a 20 on a d20 indicating a miss, another d20 must be rolled and the results cross referenced with Table 10 : Misfires below.
Table 10 : Misfires
Weapon No Misfire Dud Explosion Jam
----------------------------------------------------------------------
Derringer 1-12 13-20
CBR, RCR 1-16 17-20
SAR, DAR, LBR, FDR 1-16 17-20
Shotgun, Scattergun 1-16 17-20
Breechloader 1-8 9-20
Lever Rifle, Carbine 1-8 9-12 13-20
Muzzle Loader, Smoothbore 1-20
Gatling Gun 1-4 5-6 7-20
Notes :
*CBR - Cap and Ball Revolver
*RCR - Revolving Cylinder Rifle
*SAR - Single Action Revolver
*DAR - Double Action Revolver
*LBR - Long Barreled Revolver
*FDR - Fast Draw Revolver
No Misfire : Nothing happened - weapon fired normally.
Dud : Round did not fire. If this occurs with a muzzle loading weapon, the weapon is useless until it can be dismantled and cleaned.
Explosion : Possible only with Cap and Ball revolver or Revolving Cylinder Rifle. The round ignited all the remaining balls still loaded in the cylinder (if this was the last shot, treat as No Misfire). The character suffers a wound in their gunhand. Roll for wound severity on Table #A with a +1 modifier if the cylinder contained 4 or more shots (including the one fired).
Jam : The round fired ok, but the cartridge cannot be removed properly from the chamber. Clearing the jam takes three combat turns (18 seconds) - or two combat turns if the character has Weaponsmithing as a skill and makes a successful Skill Check.
Wounds - the Wages of Combat
Inevitably, someone is going to get either wounded or killed when the bullets begin to fly. Once it has been determined that a Character has been shot, the next step is to determine where the Character was hit, and then how severe the wound was. To determine the hit location, roll one d20 and consult Table 11 : Wound Locations. Then, once the location of the wound has been determines, roll one d6 and consult Table 12 : Wound Severity.
Some weapons have wound modifiers associated with them, depending on the size of the bullet or how powerful the gun is. These can range from negative to positive modifiers - for example, a .22 caliber purse gun would have a -1 wound modifier, whereas a .50 caliber buffalo rifle has a +1 wound modifier. Any modified severity roll that ends up being less than zero (0) means the wound was a mere scratch and has no effect (other than cosmetic).
Modifying Wound Locations
It's possible for Characters the wound location roll when they score a hit against an enemy. If the shot was at short range - or point blank range with a pistol - the player can modify the wound location roll by adding or subtracting their weapon skill. At long range, the modification is half the weapon skill. At extreme range, the modification is 1/4th of weapon skill rounded down.
Additionally, if the shot was a fanned shot with a pistol, no wound location modification is allowed. For a hipshot, the modification is quartered. For a steady shot, the modification is halved. A careful shot uses the full modification.
Mortal Wounds - and Luck
The only way that a Character can be killed in Boot Hill is by receiving a mortal wound. Light wounds do not accumulate to become serious wounds, and Serious wounds do not accumulate to become mortal wounds.
Whenever a Character is shot and the wound severity is determined to be a mortal wound, the Character makes a Luck check. If the check succeeds, something miraculous has occurred and saved the Character's life. The wound is reduced to a light wound causing one (1) point of damage. However - the player has to come up with a good explanation for this. Whatever the explanation, it must at least be possible and plausible.
However, if the Character fails the Luck check, they have been mortally wounded. They then roll a Strength check. If the Strength check fails, the Character was killed instantly. However, if the Strength check succeeds, the character is dying, and completely incapacitated. They can't do much of anything except crawl pathetically or simply lay there bleeding. To determine how long the Character will live before they die, subtract the d20 Strength check die roll from their Strength Attribute. If the difference is 0 to 4, the Character will live for one or two more turns. If the difference is 5 to 8, they will live for several minutes. If the difference is 9 or more, the Character will live anywhere from an hour or so up to several days before dying.
Wound Points
Whenever a Character is wounded, in addition to suffering wound severity, they also accumulate 1 to 5 wound points. If a Character's wound points total up to more than their Strength score, the Character passes out from shock and loss of blood.
The number of wound points accumulated is the modified wound severity roll.
Whenever a mortal wound becomes a light wound due to a successful Luck check, the Character receives only one wound point.
Wound Tables
Table 11 : Wound Locations
1-2 Left Leg
3-4 Right Leg
5-6 Left Arm
7-8 Right Arm
9 Left Shoulder
10 Right Shoulder
11-14 Abdomen
15-18 Chest
19-20 Head
Table 12 : Wound Severity
-1 A Scratch
0-2 Light Wound
3-5 Serious Wound
6 Mortal Wound
+1 if hit is to chest or head
-1 if hit is to arm or leg
+or- weapon modifier
Table 13 : Wound Location Modifiers
Type of
Shot Short Long Extreme
------------------------------------------------
Careful Full 1/2 1/4
Steady 1/2 1/4 none
Hipshot 1/4 none none
Fanfire none none none
Cover
Any sort of obstacle that can stop a bullet is considered cover. Any successful to Hit roll that generates a wound location that is behind cover is converted to a miss instead. Note that "cover", whereas applied to Boot Hill, is only obstacles that can actually stop a bullet. Areas of the Characters body that are not behind the cover itself are still vulnerable to enemy fire. Examples of cover are -
Standing behind a saloon bar - legs, abdomen covered
Crouching behind a saloon bar - legs, abdomen, chest, arms covered
Behind a standing horse - abdomen, chest covered
"Sporadic" cover, such as a rail fence, should have the Character make a Luck check to determine if the shot struck the cover or went through a "hole" to strike the Character.
"Light Cover" is defined as any sort of cover that won't completely stop a bullet, but that will slow it down considerably. Such cover includes things like wooden doors, sides of a stagecoach, thin walls, etc. Bullets that strike this kind of cover have 1 to 3 points (at Gamemaster's discretion) subtracted from the wound severity table.
Reloading Weapons
It is possible for a Character to reload their weapon in either Combat or Shootout turns.
During Combat Turns, the time it takes a Character to reload their weapon is stated on Table 14 : Weapons, under the Reload Rate section.
During Shootout Turns, it takes six consecutive turns to get any benefit from the reloading. Six Shootout Turns are the equivalent of a single Combat turn - so essentially taking the Reload Rate of any weapon on Table 14 : Weapons and multiplying it by 6 will get how many Shootout Turns it will take a Character to reload their weapon.
Table 14 : Weapons
Range (yards) Reload Wnd
Weapon Short Long Extreme Rate Speed Mod
----------------------------------------------------------------------------
Thrown Knife/Axe 2 4 8 N/A Avg -1
Thrown Spear 10 20 40 N/A Avg -1
Bow / Arrows 15 50 100 1 Slow -1
Smoothbore Pistol 6 20 40 1/3 Slow 0
Indian Trade Mustket 20 65 150 1/3 vSlo -1
Smoothbore Musket 22 75 200 1/3 vSlo 0
Muzzle-Load Carbine 22 75 200 1/3 Slow 0
Muzzle-Load Rifle 25 90 240 1/3 vSlo +1
Breach-Load Carbine 25 80 200 1 Slow 0
Breach-Load Rifle 30 100 500 1 vSlo 0
Revolving Cylinder Carbine 22 75 200 1/3 Slow 0
Revolving Cylinder Rifle 25 90 240 1/3 Slow 0
Buffalo Rifle 30 200 600 1 vSlo +1
Lever-Action Carbine 24 90 200 2 Slow 0
Lever-Action Rifle 30 100 400 2 Slow 0
Shotgun 10 40 110 2 Slow 0
Scattergun 8 16 30 2 Avg 0
Derringer 2 4 8 2 Avg 0
Cap & Ball Revolver 10 20 60 1/3 Fast 0
Single Action Revolver 10 20 60 3 Fast 0
Double Action Revolver 10 20 60 3 Avg 0
Fast Draw Revolver 6 15 50 3 vFst 0
Long Barrel Revolver 12 30 90 3 Slow 0
Any Hipshot 6 12 36 N/A N/A N/A
Cannon 20 60 120 N/A vSlo +3
Gatling Gun 40 200 400 1 vSlo +1
Night Fighting
Night fighting puts several more modifiers on typical gun and projectile combat in Boot Hill. The basics are as follows :
Movement - All movement other than walking or crawlin is halved.
Visibility - Observation Attribute in yards. Modified by ambient light sources.
Surprise - Firing from complete darkness always causes complete surprise.
Accuracy - All shots have a -4 modifier applied.