Supernatural trouble is to be had as well as classical western trouble. I will list them below and anyone interested can tell me which one they like best.Ī: Coffin Rock: This is set in a small mining town in Colorado, a failing mining town at that with a whole hep ol trouble to be had. I am thinking of using one of two published adventures. I will also likely have bennies refresh and give advances when I feel its "right". Its just a handy tool for the GM side if needed. I may use roll20 for mapping and screen shots as needed and for the action decks, but you would not be required to sign on or anything. Off hand I think its close enough to Reloaded and the explores edition as to not be a huge deal if someone only knows those editions. This book uses the Savage worlds adventures edition (SWADE. I will be using the current Deadlands: The weird west rulebook. This is more to check interest and to explain what I am thinking. With the new Deadlands edition out, I thought I might try my hand at running a game. That being said, I thought it might be nice to run another game here. I don't play much pathfinder any more, but always enjoyed this board and the community here. Metal armor is more resistant to Blunt weapons.Hello all, it has been some time since I ran a pbp here. Armor that is carried but not worn weighs 50% more, as does unfitted metal armor.įlexible armor is vulnerable to Crushing weapons. Assume there is a slight discount for buying an integrated unit, as redundant and overlapping pieces can be eliminated. A helmet weighs and costs 20% of the weight of the suit weight and cost. The arms, legs, and torso pieces each weigh and cost 1/3rd of the suit weight and cost. Reload X weapons require X reload actions to reload.Īrtillery weapons cannot be fired on the move, cannot fire within their minimum range, may fire past obstacles at -2, and get +1 to hit per successive shot (to a +4) at a stationary target. Snapfire weapons suffer a -2 to attack rolls if the shooter moves on the turn he fires.įast weapons can be reloaded on the same turn they are used without incurring a multiple action penalty. Aimed shots made through a scope reduce the Medium range penalty to -1 and the Long range penalty to -3. A character can get 2 rounds of benefit in a single round of Aiming with a successful Shooting roll, or 3 rounds of benefit in a single round with a successful Shooting roll at -4.Īll firearms and crossbows can be equipped with a scope. Aiming for three rounds increases all of the weapon's rages by the multiplier and adds a +2 bonus. Aiming for two rounds increases all of the weapon's ranges by the multiplier instead, though targets within the original short range are still at +2 to hit. A character can Aim for 1 round to get a +2 bonus. Shots at Short range or less are made at no penalty. Weapon ranges are denoted as Short/Medium/Long (Multiplier). ![]() Shields do not provide an armor bonus against bullets. Versatile weapons get +1 AP when held in two hands. Off-hand weapons only have a -1 penalty for attacking when held in the off-hand if a character with two Off-Hand weapons makes a double attack, the double action penalty is only -1. ![]() Parry bonuses stack for a weapon and shield but not for 2 weapons.Ĭrushing weapons get +1 AP against Flexible armor.īlunt weapons do -2 damage against Metal armor.Īgile weapons can ignore armor by making a called shot at -4.Ĭhain weapons ignore weapon parry bonuses and reduce shield parry bonuses by 1.Ĭharge weapons use the mount's strength when used on a mount that runs instead of the normal bonus for charging. Parry +2, Blunt, +3 armor vs ranged, Off-hand Parry +1, Blunt, +2 armor vs ranged, Off-hand Parry +1, Off-hand, Blunt, Throwable 4/8/16 ![]() Parry +1 (stacks with a dagger), Agile, Off-hand
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