| Crimson Bar-rooms and
Redheaded dames. A game of personal combat in
A few things to note before the game.
A link to weaponry to use in the
A link to a
personal Combat Damage Card
This is assuming a hex is roughly 5 yards. It also does not cover
ALL POSSIBLE, aspects. This is a rough guide for people.
Feel free to edit, change,etc. anything you wish.
When creating a character, there are 7 components.
Stamina (Movement points). (Maximum of 6. This is how fast your
Constitution. Determines how well you can take damage and react
Deadeye. Increases accuracy when firing weapons.
Steady Mind. Determines how well you react to being shot at (Or
Quickdraw. Determines how fast you are on the draw (Highest QD's
Sixth Sense. Stealth skill.
Melee. Determines effectiveness in brawling.
I generally use the same number of points as normal aircraft. 450
leads, 350 wings. Even though there is 7 categories instead of 6 (And I
don't add in a default 3 CN). However I do "Mix" giving some less
and some more. 600 for squadron leaders and 450 for their
I also have "Special skills" I have to be purchased.
Fast Reaction: Cost:40XP. Once per game a player can dodge a
round/knife/fist that would hit (Must be used BEFORE it is determined
where or how bad the player is hit).
Superman: Cost:50XP. (Must first by Fast Reaction first.) Once (more)
per game, a player can dodge a bullet/knife/fist that would hit.
Quickdraw Artist: Cost:50XP. When entering new LOS for the first
time. That is, if his target had not sighted him before, once the
user gets within LOS for the first time, his quickdraw automatically
trumps his targets, allowing for him to fire first.
Ambidextrous: 50XP. Allows user to weild two handguns at once.
Brawler: 40XP. Adds a +1 bonus when fist-fighting. No effect on knives.
Brawler Upgrade: 50XP. Adds a +1 bonus when making a "Readiness Roll"
when fist-fighting (loss of 1/4 of their "hit points". Also a +1 bonus
when fist-fighting at the cost of losing 1 point when knife-fighting).
Knifer:40XP. +1 bonus when knife-fighting. No effect on fist-fighting.
Knife expert: 50XP. Adds a +1 bonus when knife-fighting at the cost of
a -1 when fist-fighting.
Bowman: 10XP. ALlows one to use a Bow and Arrow.
Stealthy: 250XP. As long as there is no LOS or at night
ranges past 4 hexes. The holder automatically is in sealth mode
and no need for rolls.
Movement is gained through Stamina (Movement points. Known hereforth as
MP). The maximum any character can have is 6, which is whittled down
through taking damage.
When moving you can walk, run, or dash.
Walking you fire with a +1 difficulty when firing.
Running, you fire with a +2 difficulty. You also raise your BTHN by 1.
Dashing you fire with a +4 difficulty. You also raise your BTHN by 3.
Your walk/run/dash speeds are all explained by your Stamina skill.
Walking is the first half of your amount, while running is the second
For instance if your Stamina is at 4, moving 2 hexes is walking, while
3 and 4 is running.
In the cases of odd numbers (One and a half, two and a half,etc.) the
number is always rounded down. So with a Stamina of 3,
moving 2 hexes is considered running.
Dashing is moving faster than your regular speed and is the same as
redlining in aerial combat.
You take a base number of 12 and minus your constitution and
stamina=the BTHN. For example, if you have a constitution of 4,
and stamina of 4. That totals 8. 12-8 means you need a four
to succeed. If you fail, you tripped, ran out of breath,etc. and
move only half the distance you wanted. If you fail
dashing, you still have the +4 firing difficulty, but for the attacker,
the modifiers are still the same.
Your MP can be used to climb a set of stairs, going up a level takes 2
MP. A low roof, you can jump to the roof, and it takes a full 5
MP (You can Dash to get this number with subsequent roll).
Swimming is half as fast (Max of 4 stamina, you can only swim 2 hexes)
and you cannot fire.
Carrying a weapon can have negative impacts. When carrying a rifle, SMG
or rifle, reduce your ST by 1. When carrying a LMG reduce your ST
A player can also not move, and take shelter behind cover (See next
#2. Movement can also be done in stealth.
A player can begin moving in stealth (Crawling, moving slow,etc.) as
soon as they exit LOS (Or never entered it).
A player can only remain in stealth mode in direct LOS at
night-time. They also can be in stealth mode when not in direct
LOS. They only remain in Stealth mode, when somone cannot
When in stealth mode, they plot their moves from their last known
location, but do not put those movements on the board, instead placing
the written down movements, with marker location on a slip of paper.
Thus. When in stealth mode, the opposing side does not know where
someone is, and thus, cannot act as one would if there was simply no
LOS, and could still maneuver his forces to him.
A Stealth mode is broken with the following formula.
Stealthee's Sixth Sense+Range (5 hexes, 8 hexes,etc)=BTHN-Searchers
SS-Speed of last movement of Stealthee=base to Succeed Number.
For example. Johnny Thunder is trying to sneak past a
German sentry in the middle of the night. Johnny's SS is 5, the
German's is 3. As the German walks to the far end of
his patrol section, Johnny makes a run for it. The
German is 50 yards away when he begins running (10 hexes).
At night, a person can move in direct LOS of a person, without exposing
#1. They venture within 2 hexes of a light.
#2. They are heard (The above roll).
#3. The searcher has a flashlight (Flashlight ranges are pre-determined
before game). He however HAS to illuminate the row of hexes
(around him) that the stealthee is in, or they remain in stealth mode.
Firing modifiers(Cover, Armor, movement,etc.) Target Size and Damage.
Below are some rough BTNs.
Car=1+last current speed.
Aircraft=6+last current speed.
Weapon=11(Ever try and shoot a gun out of someones hand?)
The base formula for firing is.
BTN + Range - Deadeye =BTHN.
There are firing modifiers however. These include
Walking. +1 difficulty when firing.
Running. +2 difficulty when firing. +1 difficulty when targeting
Dashing. +4 difficulty when firing. +3 difficulty when targeting
Swimming. Cannot fire. +1 difficulty when targeting a swimmer
(Due to diving and bobbing).
Some weapons can increase or lower BTHN when used (See firing section).
Inflicted modifiers is only damage.
A person can be shocked (Temporarily through a flash-bang, or
permanently hrough wounds), and their firing and target numbers reflect
that. (Exact modifiers explained in damage section).
A player can also take cover. That is move behind a sheltering object.
If they take cover and do not fire, it increases they get a +3 penalty
to hit them. If they do return fire, they only recieve a +1 bonus
from their cover.
A object they can take cover in has 2 values, Cover and Armor.
Cover implies how big the object is. For instance a table( lets
say 5) provides more cover than a pot-bellied stove (Lets say
3). That number is explained below.
Armor is the "Toughness" factor of the object. A wooden
table(Lets say 2 armor) that could stop buckshot (1 penetration), but
not .357 magnum rounds (3 penetration). Whereas a
iron potbellied stove (Lets say 4 armor) can stop .357 magnum rounds as
Player A takes cover behind a table (Cover 5, armor 2). His
attacker fires 3 shotgun buckshot rounds, 2 succeeding in their TH
rolls. He now must roll AGAIN. The objective is to roll a
higher number than 5, in which it misses the table, and hits Guy
A. One roll is 4, meaning the shot hit the table and didn't
penetrate, while the second rolled a 7, meaning it hit it's target.
Had the attacker been using a .357 magnum, it would have penetrated the
table, thus with no need to make a cover roll, and the table is useless
against him and his weapons (Other than being something to cower behind
and offer a +1 TH penalty).
A player can also wear a bulletproof vest at the cost of 1 STMA and 1
QD point. This will protect your torso for 5 hits with
penetration 2 weapons, and 1 hit with a penetration 3 weapon.
Firing and Inflicting Damage.
To fire a player must be in range and have a clear LOS to the target (A
player can also lob shells at long range, to an extra 5
hexes. Roll a 1D10. On a result of 10, roll a 1D6. On a
result of 6, the round hit).
Before we delve into damage, and exact firing, we have explosives and
Grenades can be hurled the number of hexes that is Stamina+Deadeye and
automatically hit their target.
Explosive: Anything in that hex is automatically hit with 5, .30-06
rounds, penetrating any cover in that hex. The surrounding
hexes, a standard TH roll (Same as a pistol) is done with 5 shots of
.45ACP. (THus good cover can negate a grenade, while light cover can be
Flashbang: Anything in that hex is automatically shocked. The
players take a +2 penalty on all of their stats, and can only move at
half their MP. After that a player can make a roll to try and
shake off the effects of shock. The roll is
8-Constitution=BTHN. If they shake it off, they move and fire as
normal, if not, they continue to be in shock.
In surrounding hexes, a roll is made. With 8-Consitution. If the
player succeeds, he is not shocked, if he fails, he's shocked.
A player can only sustain so much damage before noticing it (Albeit in
games, (Like movies) players can absorb more than a normal human
(Exceptions being like the fanatical Moro rebels and drugged up
Here is a rough player diagram of hit points, (Some adjustment on
players with a larger body, depending on your game rules).
#1 Roll for a hit.
#2. If hit. Against a BTN of 8 minus the characters
steady mind, roll 1D10. If the roll fails, decrease the ALL of
the characters stats by 1 due to shock. This remains in effect
until shaken off as per flash-bangs.
#3. Roll a location hit. Depending on the round's location, it can
either "Wing" him, result in loss of an arm, or even kill him.
Hit Table: 1 LL, 2RL..3-5 Torso. 6-7RA, 8-9LA, 10HD.
Then roll in that locations damage to see where the hit is.
Firearms have differant modifiers, their fire rate, penetration, and
reloading time are reflected in their type and design.
For instance, below is a rough table of a few firearms.
A S&W .38 special revolver holds 6 rounds. It can fire 3 shots per
turn, and has a penetration value of 2 and a reload value of
1. It can fire 3 shots because of it's
low recoil. It's penetration is only 2, due to it's slow, lead
bullet. It's reload value is 1, meaning it takes 1 FULL turn to
A S&W model 1917 .45ACP revolver holds 6 rounds. It can fire
2 shots per turn, and has a penetration value of 2 and a reload value
of ".5". It can only fire 2 shots, VS the .38's three, because of
it's heavier recoil. It's heavy hardball round is roughly equal
to the .38. It only takes half a turn to reload (THus it can
reload and fire 1 shot in a turn), due to it's half-moon clips.
A Colt 1911 .45 automatic holds 7 rounds. It can fire 3 shots per turn,
and has a penetration value of 2 and a reload value of ".5"
Being an automatic, it can fire 3 shots, even with it's heavy
recoil. Penetration is normal. It is easy to reload,
allowing a reload and 1 shot fired in a turn.
A S&W .357 magnum revolver holds 6 rounds. It can fire 2 shots per
turn, has a penetration value of 3 and a reload value of 1. It
can only fire 2 shots due to heavy recoil, but has good penetration and
normal reload value.
A 12 guage pump-action shotgun holds 5 shots. It can fire 2 shots per
turn, has a penetration value of 1, and a reload value of 2. It
can fire 2 shots per turn, but can only penetrate 1 and takes awhile to
reload. BUT....... Here is this weapons Bonus. At hex
ranges 3 to 8 it gives a +1 bonus on all TH rolls. At ranges 1-2
it is normal, while each hex range 9 and past it gets a -1 penalty on
all TH rolls (Due to the buckshot spreading).
A Thompson "Tommygun" .45 holds 30 (or 50) rounds. (Note. Each "Shot"
takes 3 rounds. And only 1 can hit. For instance firing once with
the tommygun expends 3 rounds of .45 from the magazine, but only 1 shot
can hit). It can "Fire" 5 times in a turn, and has a penetration
of 2, and a reload value of 1.
Weapons Bonus: At ranges 1 to 10, it adds a +1 result to the TH
roll. Past that it is normal.
A .30-06 M1 Garand. It holds 8 rounds, can fire 2 times and has a
penetration value of 6, and a reload time of 1. This is a FULL
SIZE rifle. It has massive penetration, and good acuracy. here's the
Weapons Bonus: At ranges 1-5 there is a -1 penalty to the TH rolls.
THis is due to being cumbersome in close quarters. At ranges 6-10, it
is neutral and at ranges 11-16 it gives a +1 TH bonus, at ranges 17-22,
it gives a +2 TH bonus.
On all weapons, For each additional shot fired, the THN is raised by
1. Whereas you fire once , the THN remains the same, fire 3
times, and it is increased by 2. THus you must weigh
the odds of accuracy VS rate of fire. This applies to all
You can only carry 2 weapons at once, either 2 handguns, or a longarm
You can also only fire one at a time, UNLESS, you purchase
ambidextrous. In which case, a second pistol (You cannot wield a
pistol and longarm). The firing modifiers for multiple shots only
hold true per gun. For instance you can fire 1 shot from a
.44 revolver and it will have no firing modifier, but 4 shots from your
second 9MM with that weapon having the +3 modifier.
A firearm can be "Concealed". Any weapon with a "Concealed"
attribute, can be automatically concealed. That is, the player can be
armed with it, and their opponent cannot know if he is armed or not.
If a weapon jams (Inferior weapon) it takes a roll of 8-Steady Mind=BTN
Weapons can have special characteristics. For example Submachine guns
use "Submachinegun rules", and Rifles, "Rifle rules",etc.
A burst takes 3 rounds of ammo, although only 1 hit can be achieved.
Rifle Rules: A -1 to the roll result at ranges under 6. At ranges
past 10, At ranges past 10, the distance difficulty is only in
halves For instance 20 hexes, would only make it a +10 TH instead
Submachine-gun Rules. Each burst(Firing) only adds +1/2 to the firing
modifier. Thus, 6 bursts, only increases the THN by 3.
Inferior Weapon: Jamms on a die roll of 1-2. When rolling to
unjam, if the roll result is a 1, the weapon is permanently
When a automatic rifle is fired in it's automatic setting (burst) the
negative impact of the rifle is null and the bonus at long range, kept.
Full-auto rules are that past range 10, the increases for range are
halved. For example 20 hexes, the THN is only 10 and not 20.
Concealable handgun: A -1 to the roll result when firing past 5
hexes. Can be carried in addition to the two sidearms as normal
without penalty. The BTN for avoiding shock with it is only
7 (VS 8 on normal). Can also be carried as a 3rd handgun without
Bayonet. Allows a knife attack at range 0 and 1 with a +1
Shotgun Pistol Rules: No TH penalty for firing more than 1
shot. +1 to the roll result when firing at 3 hexes or less. Even
at 4-5 hexes. -1 to the roll result on hex 6-7. cannot hit hex 8 and
Shotgun Rules: no TH penalty for firing more than 1 shot. +1 to
the roll result when firing at 4 hexes or less. Even at 5-6 Hexes. -1
to the roll result on hex 7-8. Cannot hit hex 9 and past.
I am including an entire section to movement AND firing, because it
will explain it all in one "Scenario".
The players compare Quickdraw. The one with the lowest quickdraw moves
first, followed by the 2nd lowest, and going up until the highest QD
moves last. It is now when players can choose to
run/dash/walk. They must also declare in a turn weather
they are taking cover or running. If they take cover they get a
+1TH bonus without any penalties. While running gives both bonus's and
penalties. (NOTE: This is an OPTIONAL RULE. I personally
use the double-blind movement of the CS air combat game).
Next is they compare QD again. THe highest QD fires first, and then
works down as per air combat.
A player may fire (Multiple times with appropriote firing modifiers),
take cover (And recieve a +3 TH bonus), or reload (Or when some weapons
are 1/2 turn fire 1 time and reload).
Damage and shock is compared.
Damage is applied.
Here is a "Damage card". Where you decide how badly someone is
hit. If you have already rolled a hit in a location (For
example the 5 is crossed out already) you simply miss.
Then the round restarts.
If physical combat and knives are also included, After the players
moves, physical and knife combat take place first. THEN firearms.
Hand-to-hand. Fist and knife fighting. Can only be done at hex
ranges 0 and 1.
Each character has a "Punch resistance" of 4X their constitution.
So a constitution of 6, would equal 24 punch points.
Hits to differant areas, affect how well the "Hit" is recieved, and
detract from hsi remaining count.
Hit Damage (No actual damage is inflicted however). is:
Head hit=4 points.
Torso hit=2 point.
arm hit=1 point.
Leg hit=1 point.
When a person reaches 1/4 of their points gone (IE, 6 gone from 24, or
4 gone from 16,etc.) they must make a "Readiness roll". The BTH
is 12-CN+STMA=BTHN. If they fail, all stats lose 1 point.
Do this each time 1/4 of their "Hit points" are gone.
When a person reaches zero Hit points, they become unconcious or can be
wielded as a human shield (Attackers choice).
When attacking there is 4 options.
#1 Punch. This is a standard attack. NO penalties or bonuses.
#2. Block. This blocks your opponents punch, but you cannot
attack. Raises your BTHN by 2.
#3. Evade. This raises your BTHN by 3. But if your opponent still
succeeds, you take 2X the damage (Due to being prepared for flgith and
#4. Punch and Block. You can make a punch and block. But you
suffer a +1 penalty when rolling for your punch, and you only gain a +1
to your own BTHN.
The basis for attacking is BTN of 4+ opponentsMelee+appropriote
Among the modifiers is "Aiming" for a particular part of your opponent.
Head=A +2 THN.
Arms= A +2 THN.
Torso= A +1 THN.
If you do not "Aim", you randomly apply hits. The "Table" for
fist punches are the same as with firearms, except specific locations
are not rolled, but merely the section (Head, Torso, Arm, Leg,etc.)
In addition, if you're only 1 hex away from a gun-wielding character,
you can attempt to punch him (Physical combat takes palce before
gunfire). If you succeed in punching him, he gains a +2 penalty on his
firing for that turn.
Knife-fighting takes place the same turn as physical combat, and damage
is done the same as with firearms.
Knives can be a "General attack" like firearms, but can also be "Aimed"
at sections of a person with approriote modifiers.
If a person is trying to launch a "Stealth attack" against a
un-suspecting target. IF..They can approach within 1 hex without being
seen, the THN with a knife attack is decreased by 2.
A knife attack can be beaten off by a Super-punch. It is only
effective if you can attack first. If you succeed, the knife attacker
will automatically fail any knife or physical attack, but if you fail,
your BTHN is lowered by 1.
Other actions include:
Blocking: Block your opponents knife attack. Raisng your BTHN by 2.
Evade Raises your BTHN by 3, but requires a "Sixth sense" roll.
It requires a roll of 8-SS. If you succeed, you get the +3
modifier, if you lose, your BTHN is lowered by 1.
Punch: Do a normal physical punch attack.
The BTHN with a knife is:
4+opponents Melee+modifiers-Melee skill.
"Special" knives can be the following:
Throwing knives can be thrown at up to 2 hexes range with an additional
+2 TH difficulty.
Bows and Arrows, and spears also are included in the Melee skill.
Below are their rules.
Bow and arrows: Max range of 10 hexes. MUST purchase the "Bowman"
skill to use (Mainly for fluffy purposes. To distinguish natives
use of one, with that of a fist-fighter). In this instance, an
arrow is fired like a rifle with the BTN+range+modifiers-Melee (instead
od DE). A bow can fire 1 shot per turn, and has a
penetration value of 1.
Spears (Requires the purchase of "Bowman" skill: Can be thrown 3 hexes.
has a penetration of 1, and uses the same firing rules as a Bow and
Arrow. Has a +2 modifier (penalty) when thrown. Used
as per knife-attack rules at range 0 and 1.