This is meant to be a short-lived test arena game using a system I've thought of.
Basically, everyone gets a gun with 6 shots, each shot is numbered 1 to 6, and when you shoot, you roll a D6, and fire that bullet.
So you can't roll the same number twice with the same gun.
So if you roll a 1 and have your gun jam on the first shot, then at least you'll be absolutely positive that it won't roll a 1 again, because your "1" has already been fired.
Conversely, if you roll your 5 and 6 right from the get go, then you know the rest of your bullets suck, and you can run to grab someone else's gun, likely from the guys you killed with your 5 and 6.
The way damage works is like this.
1= weapon jam, have to spend a turn to clear it.
2= miss
3= leg shot, halves their movement
4= arm shot, gives them a harder time shooting people.
5= Kill shot
6= Head shot (gives you bonus points, or something.)
If someone is behind cover, or very far away, or your arm has been hit, then the results are just shifted along one, so that 2-3 are misses (only a 1 would jam, because being behind cover doesn't make a gun jam more often) and you need a 4 to hit the leg, 5 to hit the arm, and a 6 to kill. It could even shift it again if multiple things make it harder.
Also, if you get hit in the arms/legs twice, it will kill you, be it from two leg shots, two arm shots, or one of each, to make things simpler/run faster.
You can move your full movement, which is some arbitrary measurement that I will likely never actually measure, and shoot in the same turn.
You have no reserve ammo, but you can grab other guns off the floor and whatnot, I'll let you guys go crazy if you want.
There is no character sheet, you are all identical hooligans.
I expect this game to last maybe 3-5 turns before there is only one person left standing, if that.
Are you IN?
Damage for all weapons follows this simple guide.
The Damage Track goes as follows, you begin with 2 "wounding shots", everything to the left is a miss, and everything to the right is a kill.
Like this.
Miss Miss Miss Miss Miss Miss Wounding Shot / Wounding Shot Kill Kill Kill Kill Kill Kill
A weapon at Normal Lethality will have it's 2 middle numbers on the Wounding Shots.
Example: a Six-Shooter uses a 6 sided die, the two middle numbers are 3 and 4, so 3 and 4 will land on Wounding Shots, while everything above 4 (5 and 6) land on kills, and everything below 3 (1 and 2) land on misses.
High Lethality will shift the Track up, so that 2 and 3 land on Wounding shots on a 6 sided die.
Low Lethality will shift the Track down, so that 4 and 5 land on Wounding shots on a 6 sided die.
Very Low Lethality will have 5 and 6 on Wounding Shots, and is the base damage of your fists.
In addition, the highest roll (normally a 6) will result in a "Headshot" which is worth bonus points and will bypass some abilities, if that roll would be a kill.
Firearms will also "Jam" on the lowest roll (a 1), requiring a turn to unjam. Weapons with "Reliable" won't jam, and weapons that are "Prone to Jamming" will jam on a 1 or a 2.
Non-firearms (such as knifes, bows, and fists) can't jam.
Welcome to Six-Shooter! You can read the rules in the spoiler above, and I'll be using this post to list the Shop.
Also, Elephant Parade is assembling an
Archive of this game, as to exactly why I am unsure.
The Shop:
Selling:
You can sell your items and perks back at half price, rounded up!
Custom Looks!It costs 1 point to customize the look of your character. If you win a match, you get this for free! (With refund if applicable.)
Equipment:
[3]
Pistol Holster: A holster for a single pistol. You have multiples. You start with one for free.
[4]
Rifle Holster: A holster for a rifle or shotgun.
[5]
Bulletproof Vest: The first time you are hit with a killing shot, it is reduced to a wounding shot. Ignored by Headshots.
[3]
Medic's Kit: You may heal a person of a wound, including yourself. You may also stabilize a dying person with Dead Man's Trigger to a wounded state. You may not stabilize yourself in this fashion.
[10]
Dynamite: Probably a terrible idea.
Pistols:
[3]
Six-Shooter: The standard revolver. 6 shots at Normal Lethality. Can Jam. You start with one for free.
[5]
Texas Bull: An amped up revolver for real men. 6 shots at High Lethality. Prone to Jamming.
[4]
Ol' Reliable: When Jamming just can't be tolerated. 6 shots at Normal Lethality. Reliable.
Rifles:
[3]
Double Barrel: The weapon of choice for barkeeps. 2 shots at High Lethality. Reliable. Short Range.
[4]
Scoped Rifle: Because it's Headshot or nothing. 6 shots at Normal Lethality. Dead Eye Shot. Long Range.
[5]
Blunderbuss: For those who can't tell the difference between "debris" and "ammo". 6-sided die on High Lethality. Prone to Jamming. Uses shrapnel for ammo. Takes 1 turn to reload. Holds 1 shot.
Perks:
[4]
Gunslinger: Reduces Dual Wielding Penalties by 1.
[5]
Desperado: Negates Dual Wielding Penalties. Requires Gunslinger.
[3]
Bullet Time: For a single turn, you can negate Dual Wielding Penalties and raise your Defense, while moving your full movement. You can use this once per match. You can buy this multiple times, each time lets you use it another time per match.
[3]
Knife to a Gun Fight: You carry a knife with you, it deal damage at Normal Lethality in melee, and High Lethality if thrown. This does not require a holster.
[3]
Tomahawk: Trades your single knife for a pair of Tomahawks. Requires Knife to a Gun Fight. You can buy this multiple times, each time gives you another Tomahawk.
[4]
Dead Man's Trigger: If you are killed, you get to fire your weapon one last time on the next turn before bleeding out. Negated by a Headshot.
Prices may be subject to change. Items may be subject to change.TCM = 0, Pistol Holster, Six-Shooter, Dead Man's Trigger, Mobster Garb
Scapheap = 2, Pistol Holster, Six-Shooter, Dwarven Miner outfit
DarkArtemisFowl = 1, Rifle Holster, Scoped Rifle, maroon scarf and a dark brown fedora, female
Execute/Dumbo.exe = 1, Pistol Holster, Ol' Reliable, Knife to a Gun Fight
Person = 1, Pistol Holster, Rifle Holster, Scoped Rifle
Chink = 0, Knife to a Gunfight, Tomahawk, Bullet Time
Greenstarfanatic = 0, Pistol Holster, Six-Shooter, Knife to a Gun Fight
GreatWyrmGold = 2, Pistol Holster [2], Six-Shooter [2]
Krath = 2, Pistol Holsters [2], Six-Shooter, Ol' Reliable, Long Black Duster, shady cowboy hat
Dewboy = 1, Knife to a Gun Fight, Tomahawk, Native American Outfit
SomeStupidGuy = 2, Pistol Holster, Six-Shooter, Medic's Kit, Detective's Garb
flabort = 0, Knife to a Gunfight, gasmask and shorts
HmH= 1, Knife to a Gunfight
Sign-up sheet for round 2