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Advanced Search. From Wizards of the Coast. Selected Option:. Multiple File Formats. Softcover, Standard Color Book. Average Rating 13 ratings. It includes: Fully rounded characters with over 60 skills to choose from; Revised rules for shootouts and fistfights emphasizing quick thinking and quick action; Extensive campaign guidelines plus historical background and a timeline of the Old West; Two historical gunfight scenarios plus numerous short adventures; Fold-out maps of Promise City and the surrounding territory.
Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed.
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Christopher M. The print copy is great, very sharp printing very readable. People who like [ Thomas H. Just recieved my new print copy of Boot Hill. It's better bound than the stapled books of the 80s. I love having this old classic back. Todd S. So happy to see this back in print. I'm not even going to call it the best rule system or best Western game, but there are just so few straight Westerns out there that it kind of wins by default.
I have fond memories of playing Boot Hill as a kid afte [ See All Ratings and Reviews. Browse Categories.
Rule System. Apocalypse World Engine. Below are links to two different maps: 1 version with all locations shown and 1 version which can be used as a players version for exploration if players are not assumed familiar with the area around them or only some of it. Link to Full map with locations. Link to "players version" without locations. February, Boothill Modified Combat Rules.
After having played Boothill some modifications for better balancing of the game and also running some of the rules more smoothly is suggested. Many of these are based on some of the mechanichs known from later and mature RPG systems.
Modifications eliminates shootout rounds and only combat rounds are used. Tables are also simplified and chance of mortal wounds has been adjusted down. Modified Combat tables can be found here. Link to modified Boothill tables 1 v. Link to modified Boothill tabels 2 v. Boothill Optional rules: Healing and wounds. Link to alternative Healing of wounds rules v. June, This is a supplement that add a quick reference book for the Judge with standard arhetype Wild Animals.
The all have expanded stats but is built on the ones in the core rulebook with addition of several new animals. Easy for A5 small book print. Link to Judge's book of Wild Animals v. Expanded item lists. Expanded list of items including a merging of specific weapons from Knuckleduster Firearms guide with Boot Hill core weapon list, where the generic weapons has been made specific models.
Expanded Boot Hill Weapons list v. Expanded Goods and Services v. Link to Dragon Magazine "Cash and carry" article. Sheep woollies were extremely unpopular with cattlemen when herds were first brought West.
Eventually, around the turn of the century, even cattlemen began to see how sheep and cattle could coexist on the same range, and even benefit from each others presence. Before that time, however, a sheepherder had to be as courageous and heroically dedicated to his profession as anyone out West, considering the obstacles he faced.
Like Cow Handling, skill checks can be used to control a herd, calm it down, stop or turn a stampede, and give rudimentary care to sick animals. When times were flush, the silversmiths art was in demand. Decorations on belt buckles, pistol grips, watches and watch chains, and jewelry were fancied by gamblers, gunmen, and wealthy ranchers and businessmen. A skill check determines whether the work turned out as desired. It also allows the character to appraise silver items.
The smith was a multi-faceted craftsman, whose responsibilities ran far. In remote areas he could be called upon to fix or manufacture almost anything from metal: horseshoes, plows, knives, buttons, shovels, hammers, hinges, bathtubs, and barber chairs.
A skill check determines whether an item can be repaired, and whether the work turns out properly. This skill allows a character to move silently or without being seen.
Staying out of sight requires cover of some sort, whether it is rocks and brush or a crowd. Usually only a single roll is required to be stealthy. If the roll succeeds, anyone observing the area where the character is has his Observation score divided by three, rounded down, before making an Observation check.
The job of surveying and mapping the West was both vital to its eventual taming via the railroad and telegraph and dangerous since the areas being surveyed were generally pretty wild.
A skill check determines the accuracy of the characters mapping or survey measurements. A character with this skill automatically gets 6 points of Orienteering skill, too. This character knows how to find water, food, and shelter in inhospitable wilderness.
He also can tell healthy food and water from potentially dangerous stuff, and pick out a safe place to sleep as opposed to, say, a scorpions nest. The player makes one skill check per day. If the roll failed, the characters Strength, Coordination, and Observation scores and those of everyone else depending on him are reduced by one. If the roll succeeded but was within two points of the characters score, his Strength is reduced by one.
If the roll succeeded by more than two points, the character is all right for today. If any attribute drops to 2 or less, that character becomes helplessly delirious. If any attribute drops to 0, that character dies.
Characters recover one attribute point per attribute per day once they reach civilization or find help, at least. Surprisingly few Westerners actually knew how to swim. Anyone with this skill can swim automatically under normal circumstances, but must make a skill check in turbulent water or rapids, if seriously wounded, or if weighted down with heavy clothing, guns, gold, etc.
Characters without this skill must make a skill check against one-half their Strength score, rounded up, anytime they get dunked. If this roll fails, they are going down. They get one more chance, to make a Luck check this time. Success means they drag themselves to the bank, half drowned. Failure means they cant get out without help, and will drown in 30 seconds five turns unless rescued.
Tactics skill gives a character the ability to predict, to some extent, what an opponent will do in combat, and also grants some insight on the best course of action in a fight. At the beginning of a fight a character with Tactics skill makes a skill check. If it succeeds, that characters side gets to add one to its initiative die rolls through the whole fight. Also at the beginning of a fight, if the players arent sure what to do, they can ask the Judge for advice.
The Judge makes a Tactics skill check behind a screen where the players cant see the result. If the check succeeds, the Judge gives the players some vague but generally good advice. If the check fails, the advice is vague but poor. The players, of course, dont know which theyre getting. If more than one character has Tactics skill and they all try to use it at once, use it as an opportunity to spread confusion.
Never give more than one piece of good advice and one piece of bad, and try to make them contradictory. Anyone who was anyone at this time wore tailor-made clothes.
Clothes bought off the rack came complete with sharp creases, which were a dead giveaway of either cheapness or lack of funds. Tailor-mades, on the other hand, were always fashionably rumpled. A tailor can make, fit, and alter clothing of any style, as well as recognize the value and possibly even the region of manufacture of a piece of clothing or an outfit.
A teamster is, literally, someone who handles a team of animals; i. More information on wagon trains and freight hauling is given in Chapter 7.
A Teamster skill check can maintain control of a panicking team, keep a wagon on its wheels at top speed, or prevent swamping when crossing a flooded stream. By , telegraph lines crossed the continent. A year later, they crisscrossed the West. This skill allows a character to send and translate messages via telegraph in Morse code. Except in the case of very simple messages five words or less , a skill check is necessary to get the whole message or send the message with no significant errors.
If the skill check fails, entire words will be scrambled or untranslatable. His skill score gives a measure of his general worth in this regard, as well as his chance to deliver a pleasing and convincing performance.
This skill applies equally to rocks, bottles, knives, and spears. Throwing something counts as a careful shot, but the characters chance to hit equals his Throwing skill score. This is covered in greater detail in Chapter 3.
A character without Throwing skill can still throw, using one-third of his Coordination score rounded up as his chance to hit.
In a region with few roads, often the only way to tell where someone went was to follow the faint trail left by his passage.
Overturned stones and sticks, scuffed rocks, scratch marks, and churned-up sod are the signposts a tracker reads, as well as his own intuition about where the quarry is headed. A skill check is required every 2 miles. If it rains, the trail is wiped out. If the trail is lost, it can be recovered by making a skill check with an additional -4 modifier, one check per hour. This character has a knack for haggling.
He wont get a discount every time he buys something, but if the price is negotiable and he makes his skill check , he can probably get another 10 percent off or add 10 percent to the sale price. This applies equally to bartering and cash purchases. Knowing something about the items up for sale helps; e. Trading must not be limited to a die roll, however; as always, some role-playing should be involved. By the end of the Civil War, most hats were being made from felt instead of beaver.
Still there was a market for beaver and exotic pelts, enough at least to support those few hard-core individualists who just couldnt stand having neighbors closer than 50 miles.
A skill check can also be used to build a man trap, bear trap, or any other sort of trap the character needs. This is the animal equivalent of Medicine. Because of the difficulties in tending to them, however, there is often very little a veterinarian can do for an injured animal. Anesthetics for animals were, in many cases, worse than the injury or illness. If an animal needed to be unconscious for surgery, it would be done as quickly as possible to maximize the animals chance to survive the anesthetic.
After being treated by a vet, an animal recovers three wound points immediately, though all light and serious wounds must still recover normally. Serious wounds do not begin healing until tended by a veterinarian. Light wounds heal on their own, or heal twice as fast if tended by a veterinarian. A character with this skill automatically has 6 points of Medicine skill as well. This character can build and repair wagons, coaches, carts, buckboards, surreys, and all other sorts of horsedrawn, oxen-drawn, or mule-drawn vehicles.
A skill check can verify whether repairs are made correctly or on time, and whether a new wagon is built correctly and on time.
The whip was a common tool among teamsters, drovers, swampers, and others who worked with animals. A skilled man with a whip could slash clean to the bone, though rarely would he use a whip in such a way on an animal.
When used as a weapon, a whip can be cracked as often as a careful shot. A Whip skill check determines whether the target was hit. Check wound locations and severity as usual, but with a -2 modifier on the severity roll. This skill is necessary to the work of the wrangler, the man who oversees the spare horses on a ranch, cattle drive, or wagon train.
This skill can also be used when judging a horses value or training them. Weapon Skills All weapon skills work the same; the characters weapon skill score is added directly to his chance to hit when using a careful shot, steady shot, or hipshot, and is the characters chance to hit when fanfiring.
Archery skill applies only to bows. Brawling skill applies to any attacks with bare hands, a chair, a club, a bottle, or anything else that isnt really meant to be a weapon. This skill applies to attacks with any sort of edged or pointed hand-held weapon, including tomahawks, but not to bludgeoning weapons. This skill applies to any shots fired from a revolver, derringer, or other pistol.
If the gun is used as a club, Brawling skill applies instead. This skill applies not only to rifles but to shotguns and scatterguns as well. Handedness Players can simply choose whether their characters are right or left handed.
There is no particular advantage or disadvantage to either. However, players can roll one sided die to determine whether their characters are ambidextrous. On a roll of 20, the character is ambidextrous, meaning he can use either hand equally well; he never pays any penalty for doing something with his off hand. Experience As characters survive adventures and travel through history, they also gain experience which can improve their skills and attribute scores.
Experience is measured in points. Points are handed out to characters as rewards for their actions. As experience points are earned, they are tallied under the label, Experience Points Earned in the character sheet.
The Judge decides who gets experience points, why, and when, but the list below provides guidelines. Strength, Coordination, and Observation can be increased this way; Luck and Stature cannot. Stature increases automatically as a result of play; see below. Luck can never be increased. When a character learns a new skill, the Judge should restrict the skill to something the character has a reasonable chance to learn. Its pretty unreasonable, for example, for a cowboy to suddenly become a doctor, based on his years of experience punching cattle.
If hed been taking a correspondence course during that timeperhaps. When the new skill is selected, its score is determined the same as an initial skill, by rolling two 10sided dice, adding the results, and modifying on Table 1. The character can begin using the skill immediately. Experience points that have been used are deducted from the characters Experience Points Earned total. The Judge can also hand out experience points in any amount he feels is justified as rewards for players who role-play their characters exceptionally well and by doing so increase everyones enjoyment of the game.
Using Experience Points Once you have them, the natural question is, what do you do with them? Experience points can be spent to increase a characters skill scores, learn new skills, or increase an attribute score. The costs for these improvements are listed below. Where indicated, the range refers to the range of the new, improved score, not the old score; e. Extremely High Scores As indicated in the preceding section, players can increase their characters scores in both skills and attributes higher than This is useful for two reasons: it allows the character to do things with large negative modifiers, and it provides the character with die-roll modifiers in some cases.
If a characters score with a skill is higher than 20, after modification, then the player can add the difference to his die roll. This is most important when using the Fast Draw skill. A character with Fast Draw 25, for example, can add 5 to his die roll when making a Fast Draw.
Since the Fast Draw die roll determines the characters speed for the shot, this bonus is significant. Any roll of 20 on the die, however, must still be confirmed by a Luck check. Stature As a character performs noteworthy deeds, his Stature increases. Add one to a characters Stature score every time he: kills a man; brings a famous criminal to justice; commits a major crime like robbing a bank or train ; takes a job as a lawman in a major town; gets written about in an Eastern newspaper. This increase, however, is not automatic.
It applies only if the characters deeds are generally known. Drygulching a settler and leaving the body in a ditch wont increase the characters Stature because there were no witnesses. Likewise, robbing a bank so cunningly that no one knows the robbers identity wont increase stature either, but will earn a reputation for the mystery bandit. Stature can decrease, as well. If a character performs cowardly deeds, he will lose the publics favor and find himself forgotten, replaced by more dashing heroes and villains.
A character loses one point every time he does something injurious to his reputation. Note that no distinction is made here in terms of legal versus illegal activity. If Longlegged Tom Mosby takes a job as marshal of Promise City, then robs the bank there and skedaddles, both things will increase his Stature. High stature does not necessarily mean everyone respects the character. Stature has several effects in the game. It modifies the reaction roll when the character meets someone.
A Stature attribute check can be used to cow NPCs into compliance with the characters wishes very useful for lawmen trying to disarm rowdy cowboys. It can also be used by the Judge to gauge how often the character will be challenged by young guns looking to make a reputation for themselves. Gunfighting was a significant fact of life on the western frontier in the second half of the 19th century.
With the end of the Civil War, hundreds of thousands of veteran soldiers were turned out of the armies of both the United States and Confederate States. These men were trained to handle firearms, and most of them had at least some experience at killing their fellow man. With no place better to go, many of them turned to the expanding West.
Prior to the Civil War, the knife had been the preeminent sidearm and personal fighting weapon of the American frontier. But along with a multitude of veterans, the Civil War also produced a variety of reliable, multishot revolving pistols and magazine rifles. Almost overnight, Colonel Colts equalizer transformed the nature of frontier fighting and gave the West one of its most enduring and deadlysymbols.
The first sort of gunfight happens when at least one of the characters involved is concerned about getting off the first shot. This usually happens at a range of 20 feet or less. Two or more opponents blaze away at each other with lightning speed, shooting reflexively from the hip.
The whole battle could be over in one or two seconds. This is the sort of battle favored by gunmen, outlaws and barroom brawlers who liked to close in and overwhelm their opponents with an explosion of violence. Aiming is so instinctive in this sort of contest that its almost irrelevant; the first shot may well be the only one that counts. For this sort of a gunfight, a turn is one sec-. A one-second turn is also called a shootout turn.
The second sort of gunfight happens when speed is not important, but accuracy is. This is usually at a range of more than 20 feet. In this fight, the first shot fired doesnt mean a thing. The first shot to find its target will settle the affair, and that shot will be fired by the man who can think coolly as he draws his pistol and aims, unconcerned by the storm of lead hail blasting harmlessly past him.
This is the specialty of the gun fighter, the cold, aloof lawman and legitimate pistoleer. For this sort of a gunfight, a turn is six seconds long.
A six-second turn is also called a combat turn. When a gunfight begins, the Judge must decide which sort of turn is most appropriate to the action. It is even possible to mix the two in one fight.
Gunfights often begin with a flurry of shooting at very close range and quickly open up and slow down as everyone dives for cover. Many of the rules for combat are the same in both types of turns. Before discussing the specifics of shootouts versus combat turns, here are the basics of combat. Types of Shots There are four types of shots: careful shots, steady shots, hipshots, and fanned shots. A careful shot is aimed and fired with the gun at eye level. A steady shot is fired with the gun held still, but below eye level.
A hipshot is fired from the hip, as soon as the pistol clears the holster or the rifle is cocked , with only instinctive aiming. Fanfiring is an even faster form of hipshooting. The shooter clamps his finger down on the trigger or just wires it back, or even removes it entirely and then works the ham-. Careful, steady, and hipshots can be fired with any sort of weapon. Only a revolver can be used for fanfiring. A careful shot emphasizes accuracy at the expense of speed. A hipshot or fanned shot emphasizes speed by sacrificing accuracy.
A steady shot is a compromise between speed and accuracy. A character can fire any sort of shot during a shootout turn. The type of shot fired has a big effect on when the shot is fired and how many shots can be fired.
A character can fire one careful shot, two steady shots, three hipshots, or six fanned shots in a shootout turn. A character can always opt to fire fewer shots than he is entitled to. A character can fire only careful shots during a combat turn. This is by definition. If someone wants to fire some other type of shot, then shootout turns must be used. For example, a character with a Coordination score of 13 has a careful shot chance of 13, a steady shot chance of 7, and a hipshot chance of 3.
A characters chance to hit when fanfiring is 1, or his Pistol skill, whichever is more. Chance to Hit Modifiers A characters chance to hit can be modified by his skill, movement, wounds, range, cover, and several other factors.
These are summarized on Table 4: Accuracy Modifiers. The characters weapon skill score is added directly to his chance to hit with any sort of shot.
For example, a character with chances to hit of 13, 7, and 3, and Pistol skill of 2, has modified chances to hit of 15, 9, and 5. His chance to hit when fanfiring is 2. Ranges depend on the type of weapon being fired rifles, of course, having longer ranges than pistols. Point blank range is 2 yards or less for any type of weapon.
Pistol ranges are reduced when a character hipshoots or fanfires the weapon; the shortened ranges are listed on Table Weapons. Movement modifiers are applied if either the shooter or the target is moving walking, evading, running, trotting, or galloping. If both the target and the shooter are moving,. The Chance to Hit The likelihood of a character hitting what he shoots at depends on the type of shot being fired. In all four cases, this is referred to as the characters chance to hit.
A characters chance to hit with a careful shot is his Coordination score. When the shot is fired, the player rolls one sided die. If the number rolled equals or is less than the characters Coordination score plus or minus appropriate modifiers, described below , the shot hits its target.
If the die roll is greater than the characters Coordination score, the shot misses. A characters chance to hit with a steady shot is one-half of his Coordination score, rounded up.
A characters chance to hit with a hipshot is one-fourth of his Coordination score, rounded down. A character cannot shoot while he is evading. Wounds also reduce the characters chance to hit, regardless of where on his body they are. However, a serious wound in the arm or shoulder prevents a character from firing a pistol with that hand.
Thus, a character with a serious wound in his gun arm has both the serious wound modifier -4 and the wrong hand modifier -2 if he continues firing his pistol.
If by some awful stroke of bad luck he suffers serious wounds in both arms, he can switch the gun back to his good hand this is strictly a game play thing; this poor fellow has enough problems without being completely denied the use of his revolver.
In extreme cases, the size of the target affects the characters chance to hit. Something the size of a house or a railroad locomotive is a very large target. A large target is smaller than a house but bigger than a horse. Horses and people are normal-size targets.
A small target is something the size of a dog or a prone man. A playing card, bottle, or tin can is a very small target. The sniping modifier applies only if the shooters weapon is resting on a solid support: a rock or window ledge, for example, or even across the saddle of a standing horse. This bonus only applies to the first shot, however. If that shot sets off a general gunfight, the sniper loses his sniping benefit on any subsequent shots. Shotguns and scatterguns get their bonuses at any range, under any conditions.
An obscured target is partially screened by something that will not stop a bullet: smoke, leaves, curtains, stained glass, etc. Cover that will stop a bullet is handled differently; see Cover. If a right-handed character fires a pistol with his left hand, or vice versa, he suffers the -2 penalty for using the wrong hand. This penalty also applies when a rifle is fired with only one hand, regardless of which hand it is.
If a character shoots two pistols at once he has an additional modifier of -6 on all shots. The -2 modifier for using the wrong hand applies only to the shots from his offhand. If a characters chance to hit is less than 1, the character can still hit his target by rolling a 1.
However, this hit must be confirmed with a Luck check. If the character subsequently rolls his Luck score or less on a sided die, his shot hit. Otherwise, it missed. Similarly, if a characters chance to hit is modified to 20 or more, that character can still miss by rolling a On a roll of 20, the character must confirm his hit with a Luck check. In addition, a roll of 20 sometimes indicates a misfire see below. If the gun misfires, even a Luck check wont yield a hit. Misfires Faulty ammunition was common on the western frontier.
Even the famed Colt-. The advantage to a revolver or a magazine rifle, of course, was that if a round misfired, you had several more to try. Any time a player rolls a 20 when shooting a gun, there is a chance that round misfired, or worse. After rolling a 20, the player must roll a sided die again and check Table 5: Misfires to see what happened.
No Misfire means nothing happened. The round fired just the way it should have though it probably missed. Dud means the round didnt fire at all. Either the powder or the percussion cap is faulty.
Neither of these is an option in the middle of a gunfight. Rolling a 1 or a 20 It is possible for a characters chance to hit to be modified below 1 or above One of these older guns with a dud round is useless as anything but a club for the rest of the fight. This result means that the round in the chamber fired, and every other round still in the cylinder also ignited and fired at once.
If the round being fired is the last one in the gun, treat this result as No Misfire. Otherwise, the character suffers a wound in his gun hand.
Jam means that the round fired OK, but the cartridge cannot be extracted from the chamber properly. Clearing a jam takes three combat turns 18 seconds , or two combat turns if the character has Weaponsmithing skill and makes a successful skill check. Initiative Both combat turns and shootout turns rely on one side or the other having initiative.
The side that has initiative is determined randomly at the beginning of each turn. Initiative is determined once per side, not once for each individual character in the fight.
While there are cases where the notion of sides doesnt fit, in most gunfights there is a clear distinction between us and them. It is entirely possible to have more than two sides. In that case, each side rolls a die for initiative. One player from each side rolls one 6sided die. Reroll ties. The side with the highest roll has initiative.
Any character with Tactics skill can make a skill check at the beginning of the fight. If the check succeeds, that character's side adds.
This bonus is never more than one point, regardless of how many characters on that side make successful Tactics skill checks. If a characters skill check fails, thats it for that fight; he cant try again on a later turn.
As an optional rule, the Judge may allow this: If a characters Tactics skill check fails, subtract his Tactics skill score from his die roll. Let him try the skill check again that many turns later.
When rerolling ties, do not use the Tactics modifier. This modifier already did its part in tying the first die rolls; it does not apply to tie-breakers. The advantage of having the initiative is that characters on the other side must declare their actions first.
They dont necessarily get to act first. They simply have to announce what they are doing before they know what their opponents are doing. Players on the side that has initiative get to hear the other guys plans for the turn before choosing their own actions. In any case, players should not deliberate over this decision. Remember, a turn represents only six seconds of real time.
Anyone who spends much more than that deciding what hes up to is getting an unfair advantage. The Judge is within his right to push for a quick decision and penalize players who ponder.
During those six seconds he can shoot, reload, move, mount or dismount a horse, or do any number of other things as described below. These are some examples of when to use combat turns, instead of shootout turns: Indians or outlaws are chasing down the.
Declaring Actions When characters are declaring their actions for the turn, they must state whether they are: Moving, and if so, how fast; Shooting; Moving and shooting; Pursuing some other action, with any particulars the Judge asks for.
Combat Turn Action Sequence A combat turn is resolved in the order outlined here. All actions are sequential. If Wyatt gets to shoot first and his shot seriously wounds Isaac, then Isaac is subject to all the penalties for being seriously wounded when he tries to do something. One player from each side rolls a 6-sided die to determine initiative. The side with the highest die roll has initiative for that turn. All the players on the side without initiative must announce what their characters will be doing that turn.
All the players on the side with initiative must announce what their characters will be doing that turn. These decisions can be based on what other characters have already announced. Every character on the side with initiative can fire one or two careful shots.
Wounds inflicted take effect immediately. Every character on the side without initiative can fire one or two careful shots. Every character on the side with initiative can either move, or delay his movement. Every character on the side without initiative can move.
Characters with initiative who delayed their movement can move. Crawling is useful if a character needs to move through low cover without being seen. It is also the only type of movement allowed if the character has serious wounds in both legs. Walking is not something that a character usually does during a gunfight.
It reduces your chance to hit someone else without making you any harder to hit in return, and doesnt get you where youre going very quickly. Still, for the character with nerves of steel, it is an option. Evading involves lots of weaving and ducking while running in a crouch. It is the best way to get to cover through a storm of bullets, if getting to cover is all you care about.
Running needs little explanation. It is fast, but does not throw off an attackers aim very much as the target is moving in a pretty straight line. Walking, Trotting, and Galloping are also self-explanatory. In most cases where characters on horseback are involved in a gunfight, everyone will be galloping.
Walking and trotting may come up when someone is being ambushed. Single-Action vs. Double-Action The primary difference between a single-action and a double-action revolver is that a single-action revolver must be cocked manually before firing.
A doubleaction revolver cocks itself as the trigger is pulled. Unquestionably, the single-action revolver was the most popular handgun in the West. Yet the double-action revolver seems like a better idea, and is the norm with police today.
The key is trigger pull. The trigger of a double-action revolver, because its doing more work, is much harder to pull than the trigger of a single-action revolver, which has only to trip loose the hammer. This slows down that key first shot by what could be a decisive fraction of a second. With a single-action revolver, the shootist could pin down the trigger as he drew and instantly slip the hammer from under his thumb when he wanted to fire.
The second and third shots from the double-action revolver would probably be quicker than from the singleaction revolver, but that is dubious comfort when the first shot could settle the issue, fatally. It must be remembered that a pistol was not a sporting tool to a gunfighter. He was staking his life that his weapon would perform exactly as expected on demand, at any time.
Betting your life on something new and unfamiliar is not a very attractive idea. Professional gunmen stuck with the tools they knew could do the job, and of course, whatever the professionals used was what the amateurs wanted.
A character who wants to move 6 yards this turn is not necessarily walking. He can just as easily run or evade 6 yards. The character does what the player says, not what the movement table says. Movement Penalties Many things can interfere with movement: obstacles, wounds, and poor footing are some of the more obvious.
The most common movement penalties are listed on Table 6, with explanations below. Obstacles: Crossing a window ledge or a similar obstacle consumes 6 yards of a characters movement. This penalty is simply added to the distance the character. A successful check does not reduce the obstacles movement penalty, it simply lets him keep moving if he has movement left.
Wounds: A character with a light wound in his leg can walk, evade, or run, but the distance he can move is halved. Crawling is unaffected.
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