So you hit, now lets figure out where and how hard.

Now where’d that bullet go …

So you hit..you really really hit. But where, and what does that mean. Well toss a d20 and lets find out.

First though lets figure out which modifiers you might end up with.
+2 | Fightin ’ (You are in close so much less likly to upercut the critters feet)
+/- 2 | Fightin [Waist high] If what you are fighting only comes up to your waist
+/- 4 | Fightin [Waist high] If what you are fighting only comes up to your knees
+2 | Shootin at point blank
+/- 1 | For each raise over the TN to hit

1-4 | Legs 5-9 | Lower Guts 10 | Gizzards [+1 dice of damage from the weapon]

11-14 | Arms
15-19 | Upper Guts
20 | Noggin [+2 dice of damage from the weapon]

Bonus damage from hits to the head or gizzard, only applies if you are using a weapon. Sorry, but your fists just don’t cut it.

For the most part, even rolls are the left side, and odd the right should it matter. Many of the modifiers allow you to add or subtract from the roll total. This is to help let you control where you hit, which matters a lot more when hitting somewhere important, or not hitting the tree the bad guy ducked behind.


So one of the best ways of not getting hit, is having something in the way. Simple enough, if the part of you shot per the hit location roll is behind cover, the cover gets hit. This is why it is important to spell how where your character is in relation to the stuff in his area.

The first step when dealing with cover is to figure out if it stops the bullet outright, or if it just slows it down some. Roll a die, your choice. Even it manages to get through, odd it just doesn’t make it through. Now sometimes the marshal will overrule this but for the most part this is how it will go.

As you would expect, not all cover is created equal. Some really heavy cover(steel walls) will act as Armor Levels, while some softer cover(wooden doors) will only act as armor.


As expected, a target all layed out is a lot harder to hit from afar. Any range attacks from at least 5 yards away vs someone prone that doesn’t hit the targets arms, upper guts, or noggin is a miss.


Well, okay there is one more way you might have missed or saved your own hide from being hit. Seems most types don’t like getting hit, and will take some extreme efforts to avoid getting in the way. After someone figures out they hit, you have one last chance to make them curse your name and the wasted bullet that just buzzed past your noggin. If you have an action card, you toss your highest one (cheat being highest if you have one).

Now that you’ve committed to getting out of the way, make a dodge roll vs a range attack or a fightin’ roll for a melee attack. If your result is higher than the attackers total, congratulations your pretty face isn’t any worse for the wear…this time.

Now this comes at a slight cost, you either just hit the dirt dodging that swarm of bullets or had to step back away from that hay-maker. Somehow or another you had to give up your footing or ground to make that attack miss, and not often in a way you want.


Now its time to roll that handful of deadly dice. Before you roll or even pick out your dice lets make sure we get the right ones. Weapons have a base damage die to roll. Now damage dice from a weapon work a bit different than our normal die rolls. Instead of looking for the highest total roll, we add them all together. Ace’n a roll still applies, though going bust doesn’t do anything more than make you regret wasting that wussy bullet.

Now with melee your rolls will often be trait (like str) + weapon dice. In this case we have two different dice rolls (don’t do them together). For the str part this is normal strength roll, where you keep only the highest one. Take that and add it to the sum of the weapon dice. See it pays to get up close and personal for our stronger friends.


Now that you know how to roll damage we need to toss in one last wild card, Armor. There are two types of armor, Armor Level and just Armor. Armor Level is the good stuff, the kind of stuff the knights used to go about in and such. This stuff is so strong it affects the opponents roll before he even gets to pick up his dice. For each level of Armor Level the target has, your dice go down one step, if you hit d4s you start losing the # of dice. If you take it all the way down to 0d4… it just does no damage.

For example, our hero pulls off a lucky shot at a bandit hiding behind a brick wall. Now we sort out even through the wall, the bullet manages to hit the target in the gizzards. So our 3d6 pistol + 1d6 for hitting the gizzards has a total of 4d6 damage. Now the wall, being a nice one built by some little piggy, gives an Armor Level of 3. Our heroes respectable 4d6 damage goes down 3 steps [4d6→(1)4d4→(2)3d4→(3)2d4]. That is likely to still sting, but not as bad.

Now to make matters worse, there is still ‘armor’ to worry about. This is the stuff that might keep that briar bush from ripping your tender bits up, but it isn’t going to do much vs a bullet. Armor is a simple # that is subtracted from the damage total. If our hombre behind the wall above had on some thick boiled leather armor (armor -4) that covered his arms he’d subtract 4 points of damage from that 2d4 damage roll’s result.

Keeping the two types of armor apart isn’t that hard, if it is a positive number it is Armor Level and reduces the dice type. Negative armor is just simple armor and the # is the amount taken away from the damage result.

Remember also, just because your wearing armor, doesn’t mean that is where the bullets hit. Your hard boiled leather chaps aren’t going to help you much with that bullet hole in your head.

Armor vs Massive Damage
So, does armor help vs big booms like a stick of dynamite? Sure, just pray you don’t ever have to test it. For each level of Armor Level you have on a location hit by massive damage, reduce the wounds you would have taken by 1.

Now the light piddly stuff, can help it just isn’t as reliable. Roll a d6, if the roll is less than or equal to the protection value of the armor then you reduce the wound by 1. Say you pair of thick leather britches (armor -2) on and got hit in the legs. If you roll 1 or 2, you reduce the wound to your legs by one.

-2 | Boiled leather
1 | Less than 1" wood
2 | 1-3" thick wood
3 | 4-6" of wood or thin metal
4 | A small tree, bricks, an iron pan
5 | A large tree, armored train walls
6 | Inch thick steel plating

Armor-Piercing Ammunition
As you can guess, some bullets are made to rip through Armor Levels. AP ammo is given a rating, each point of rating reduces the effective armor level of the target for that attack by a like amount. To boot, it completely negates just plain old armor’s effects. AP ammo doesn’t add any extra damage vs someone lacking an Armor Level.


Now, we likely have a nice damage number. So what does that mean, well lets figure it out. Take your total and divide it by the opponents size (get how that works there, a bigger target takes more damage to hurt), toss away the remainder and you have how many wounds the target just took to that section. Most folk are size 6, so you hit them for 15 damage and they just took two wounds to that spot.

For you normal sorts you track wounds in six different spots(Left arm, Right arm, Left leg, Right leg, Head, and Guts). Now the guts, that is pretty much the part that holds the rest of them together. Keep track of each one separate unless you got some sort of death wish.

Wound Levels
Now then, just about everything out there can take the same number of wounds to an area. There are some exceptions, but lets not worry about them. Well…yea you and your posse should worry about them, just not today.

Light(-1) -bruises, shallow cuts, strains. They hurt, but you’ll make it
Heavy(-2) -sprains, deep cuts, all kinds of brusices. Nothing that won’t heal, but you’ll be feeling it for a while
Serious(-3) -fractured bones, missing chunks of flesh, concussions. You’ll be laid up if you live
Critical(-4) -blood everywhere… Hope you have friends nearby.
Maimed(-5) -I think that is my leg…over there. Just be glad it wasn’t your head.

Now that we have our scale, lets talk about their effects. Wounds hurt, plain and simple if you have one or more you take a penalty to all of your actions. Find your most serious wound, and apply its penalty to all of your rolls. This penalty doesn’t apply to a weapon’s dice roll (guns still shoot as hard regardless how close you are to pushing up daisies).

Wounds also add together, if you have a light wound in your left arm, and then get shot for two more wound levels, your left arm is now the proud owner of a serious wound. Now luckily enough for you there is a limit to how much carnage that can be inflicted on your limbs. Once you get to 5 wound levels it doesn’t get any worse. The bad part is that if you get to maimed wounds in your chest or head, you just bought the farm.


Now pain just don’t make it hard to concentrate, sometimes it makes it hard to just stay awake. Anytime you take damage, you have to toss out a Vigor roll against the wound’s level (see chart below) that you just took. Doesn’t sound that bad, but don’t forget to take into account your wound penalty. If you make the roll, you grit your teeth and move on. Fail the roll, and you are crying like a baby until you makes a recovery check as a short action (1 card). The roll to recover is also a Vigor roll, this time you are rolling against the TN of your worst wound though.

Go bust on either check, and you partner are out cold for a couple hours, or until someone with at least a little medicine luck wakes you up.

Wound level | TN
Wind | 3
Light | 5
Heavy | 7
Serious | 9
Critical | 11
Maimed | 13


As if all that wasn’t bad enough… lets move on to wind. This that bit of that keeps you going,
your energy supply of sorts. When you run out, you are winded and needed to take a short break, you aren’t out of the fight (yet), but you aren’t helping for a bit.

When you take a hit, you take a 1d6 wind also even if that attack doesn’t even deal a full wound, and to be a real cuss you can ace this damage roll.

Once you are out of wind, you lose any remaining cards and don’t get new ones until you get some wind back. Each time you end up with negative wind equal to your max win, you take a wound to the guts. Such as a character with a max 12 wind, gets to -12 he takes a wound, and another at -24…


As if getting busted with a serious or worse wound wasn’t bad enough, these kinda things tend to come with the added fun of major blood loss. If you have a serious wound, you start losing 1 wind per round from the blood loss. Got a Critical wound, that blood loss goes up to 2, a maimed..yep 3 wind loss per round. Patching up a bleeding wound isn’t an easy thing, and certainly not one most will pull off until after the bullets stop flying.

Non-lethal Damage

When fighting with your fists, you only end up dealing Wind damage. When you have a club or the like you can choose to do non-lethal if you like, but otherwise deal normal wound type damage. When making a non-lethal attack you don’t get any bonus dice for hitting the head or gizzards. Instead of dealing wounds, you total up your damage and subtract the result of the target’s vigor’s roll. If the number is still positive that target takes that amount of wind damage.


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