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Greenhorn Edition Reference Sheet 2019

Greenhorn Edition Reference Sheet 2019

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100% found this document useful (1 vote)
292 views2 pages

Greenhorn Edition Reference Sheet 2019

Greenhorn Edition Reference Sheet 2019

Uploaded by

Dm Michael Tpk
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Greenhorn edition quick reference

ACTIONS
CHOOSE 2 PER TURN
• Move on foot 1D10” (if moving • Mount or dismount horse or • Brawl FREE
and firing, always move first and vehicle
• Pick up item • Talk
fire second)
• Aim (effect does not carry over
• Use item
• Crawl 1D3” between turns) • Drop Item
• Search
• Get up or go prone • Fire up to 3 shots
• Mounted movement 2D10” • Load up to 3 bullets or shells
• Wagon/stagecoach movement • Draw or holster weapon
2D6”
• Place weapon in other hand

MOVEMENT MODIFIERS
BAD TERRAIN: Costs 2” for every 1” moved.

OBSTACLES: Cost between 1” and 4” of movement depending on difficulty.

FIRE CHART
TO HIT YOUR TARGET, ROLL EQUAL OR BELOW “TO-HIT” PECENTAGE
Range and Base Chance to Hit
Weapon Up Close Short Medium Long Extreme
PISTOL 1” 80% 9” 60% 15” 44% 20” 30% 24” 16%
DERRINGER 1” 70% 6” 30% 8” 20% 10” 16% 12” 6%
RIFLE, HUNTING 1” 60% 15” 60% 25” 50% 34” 40% 46” 30%
+1 damage +1 damage +1 damage +1 damage +1 damage
RIFLE, REPEATING 1” 60% 15” 60% 25” 50% 32” 40% 40” 30%
SHOTGUN 1” 80% 6” 70% 10” 60% 15” 50% 20” 40%
+2 damage +1 damage -1 damage -2 damage
SCATTERGUN 1” 80% 3” 70% 6” 60% 9” 50% 12” 40%
+2 damage +1 damage -1 damage -2 damage
KNIFE, THROWN 1” 80% 3” 50% 5” 30% 8” 6% N/A
BOW AND ARROW 1” 80% 9” 60% 15” 44% 20” 30% 24” 16%
BEFORE ROLLING, APPLY MODIFIERS TO THE “TO HIT” PERCENTAGE:
FIRST APPLY PRIMARY MODIFIERS THEN CHOOSE ALL SECONDARY MODIFIERS THAT APPLY
Divide To-Hit Number in Half if -10 Target in bad cover or prone -10 Shooting with non-dominant hand
ANY Apply -20 Target in good cover or hardly -10 Each shot after the first on same
visible action.
Shooter moved during turn OR
-30 Blind shot through cover +10 Aiming
Shooter is mortally wounded OR
-20 Shooting from horseback Character-specific bonuses or penalties
Shooter is quick drawing
BRAWLING VS
Difference Between EACH PLAYER ROLLS A D10
Brawling Rolls Result Effect on Loser MODIFIERS TO D10 ROLL
Locked In Combat None; Characters must continue
0 brawling on next action
+1 Better weapon
+1 Charging over 6” into brawl
Knocked Around Moves 1D3” from winner (winner
1 chooses direction) +1 Better ground
2 Knocked Down Falls prone -1 Prone
3 Knocked Silly Stunned -1 Stunned

4 Roughed Up 1 wound chip -1 Wounded

5 Injured 2 wound chips -2 Mortally Wounded


Thoroughly Winner chooses ONE result from
6+ Whupped above OR rolls on wound chart

% ROLL LOCATION EFFECT WOUND CHIPS


01-05 Head Dead All
06 Head, Graze Stunned (Rings Your Bell) 1
07 Neck, Graze Stunned (Panic) 1
08-12 Right Arm Can’t Hold Object 1D3
13 Right Arm, Graze 1
14-16 Right Hand Can’t Hold Object 1D3
17 Right Hand, Graze Flinch 1
18-22 Left Arm Can’t Hold Object 1D3
23 Left Arm, Graze 1
24-26 Left Hand Can’t Hold Object 1D3
Stunned: Lose the first action of your next
27 Left Hand, Graze Flinch 1
turn.
28-33 Chest, Deep Wound Fall Prone, Half Move Only 1D3+3
Can’t Hold Object: You can’t hold anything,
34-35 Chest, Flesh Wound 1D3 including weapons, in this hand. You drop
anything currently held.
36-40 Heart Dead All
Flinch: You drop anything held in this hand.
41-46 Back, Deep Wound Fall Prone, Half Move Only 1D3+3
Fall Prone: You fall to the ground. Take 1
47-48 Back, Flesh Wound 1D3 extra wound chip of damage if mounted.
49-55 Gut Fall Prone, Crawl Only 1D3+3 Half Move Only: Divide all movement by
two. Ignore penalties for bad terrain.
56-59 Groin Fall Prone, Crawl Only 1D3
Crawl Only: You may not get up. Ignore all
60-66 Spine Fall Prone, Crawl Only 1D3+3
movement modifiers.
67-74 Right Leg Half Move Only 1D3
Weapon Destroyed: If holding two weapons,
75-76 Right Leg, Graze 1 roll a die to see which is destroyed.

77-80 Right Foot Fall Prone, Half Move Only 1D3

81 Right Foot, Graze Fall Prone 1

82-89 Left Leg Half Move Only 1D3

90-91 Left Leg, Graze 1


Characters down to 3 red chips are
92-95 Left Foot Fall Prone, Half Move Only 1D3
Mortally Wounded and must crawl the
96 Left Foot, Graze Fall Prone 1 remainder of the game. Characters
down to 1 wound chip roll a D6 at the
97-98 Weapon Being Held Weapon Destroyed None
end of each round; on a they
99-00 Personal Belonging Miraculously Saved None bleed out and die.

Copyright © 2019 Forrest Harris DBA Knuckleduster Miniatures. Permission granted to print or photocopy for personal use.

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