Deal: Deal 1 card to each player. Take turns in bridge order. Shuffle after a Joker is dealt.
Joker: Character can go any time, even interrupt another’s turn. +2 to Trait and Damage rolls.
Hold: Players can “Hold” and go later. Agility test to interrupt. Shaken cancels Hold status.
Surprise: Ambushers start on Hold. Defenders make Notice check to get an initiative card.
Wild Die: Players get an extra d6 Wild Die on all Trait rolls.
Roll: Roll attribute or skill die and Wild die. Take highest result and add any bonus or penalty.
Target Number (TN): Normally 4 or higher succeeds. On opposed rolls, ties are ties.
Aces: Dice in Trait and Damage rolls that roll a maximum value explode.
Raises: Each multiple of 4 over the Target Number = 1 raise.
Unskilled: Without a skill, a player can roll d4-2 if permitted.
Assistance: Helpers add +1 for each success or raise. Max +4 except Strength. No unskilled.
Bennies: Spend 1 benny to re-roll and take the higher result. May be repeated.
Actions: Each round, a character may move their Pace and perform 1 action.
Extra actions may be performed but each gives -2 to all.
Melee Attack: Fighting, TN = opponent’s Parry. A Raise gives +1d6 damage.
Ranged Attack: Shooting, TN=4. -2 for Med. range, -4 for Long. A Raise gives +1d6 damage.
Rate of Fire: Each shot may be at a different target. Only one Wild Die.
Damage: Add damage dice vs. Toughness. No Wild Die. Success = Shaken, Raises = Wounds.
Shaken: Can only perform free actions. Make a Spirit roll or spend a Benny to recover.
Success = unshaken but cannot act this round. Raise or Benny = unshaken and act normally.
Wounds: Each wounds gives -1 to Pace and Trait tests.
Soak: Spend a Benny and make a Vigor check. Success and each Raise cancels 1 wound.
Incapacitated: Vigor roll for death or injury. Each round, Vigor roll to stabilize or die.
|Running||-2||Dim light||+1||Light cover||+1|
|Pitch darkness||+4||Heavy cover||+4|
Ranged Attack Modifiers
|Medium||-2||Medium||-2||Dark||-2||Targets invisible past 10”|
|Long||-4||Prone||-2||Pitch Dark||-4||Target makes Stealth roll (-2 vs. auto-fire)|
Injury & Death
|Incapacitated – Vigor Roll immediately||Bleeding Out – Vigor Roll at start of round|
|Failure||Permanently injured, Bleeding out||Success||Roll again next round|
|Success||Injured until healed||Raise||Stabilized|
|Raise||Injured for 24 hours|
|2||Goolies||1-2||Agility reduced||1-2||Hideous scar|
|3-4||Arm||3-4||Vigor reduced||3-4||Blind in one eye|
|5-9||Guts – roll 1d6||5-6||Strength reduced||5-6||Smarts reduced|
|11-12||Head – roll 1d6|