Six Gun Shootout Softdox ------------------------ ----------------------------------------- [ Presented by The Half-Tracker and L.S.D.] [ Formatted for 80 columns ] ----------------------------------------- COMMAND SUMMARY: A) General commands I - Identify phasing character, shows HP, weapon status, ammo status, and current weapon in hand. TM indicates terrain modifiers, positive numbers indicate greater vulnerability X - Exit. End charcters activity for the segment B) Special commands T - Set message display speed 1(fast) to 10000(slow), 5000(default) D - Use dynamite. Only the designated dynamite carrier may use the dynamite, and he must be adjacent to the target. May be used only once per game. M - Clear map. Temporarily removes characters from map so terrain may be viewed V - Highlights the squares in a characters line of sight. It will prompt for a viewing altitude. If "standing" is chosen, all enemies in line of sight will be highlighted. To see if there are kneeling or prone enemies in line of sight, choose the approprii|m(~aaing altitude. C) Movement commands 1,2,3,4,5,6,7,8 - Move one space in the indicated direction. A directional display appears in the lower right hand corner of the screen. TM affect movement ability. E - Stand erect K - Kneel P - Prone position D) Fire commands R - Ready a weapon, or change weapons. Only those available for the current segment will be displayed. L - Load one round into weapon in hand F - Fire a shot. Cursor and range finder will appear in the lower right hand corner of the screen to aid in target selection. X - Exit fire routine E) Posture effects When an erect character moves on a clear or planking space, he is prompted for a second command. When a kneeling character stands erect, he also is prompted for a second command. All other actions end a characters activity for the segment. TERRAIN, ALTITUDES, AND LINE OF SIGHT: Terrain effect table -------------------- TYPE ALT PROT TH MOD MOVEMENT EFFECT ---- --- ---- ------ --------------- Full wall 11 255 NA Prohibited Half wall 5 255 +1 Note 1 Light half wall 4 127 +2 Note 1 Ground 1 255 -1 No effect Planking 2 255 0 No effect Rough 4 255 -3 Note 1 Mud 0 255 -2 Note 2 Tree 10 255 NA Prohibited Tall Brush 7 113 NA Prohibited Low Brush 4 27 +2 Note 1 Cactus 4 142 +2 Note 1 Rocks 4 255 +1 Note 1 Covered Wagon 10 255 NA Prohibited Open Wagon 4 255 +1 Note 1 Hitch 4 57 +2 Note 1 Trough/Tub 4 255 +1 Note 1 Barrel 4 198 +1 Note 1 Boxes 4 169 +2 Note 1 Window 5 255 +3 Note 1 Stove 5 255 +1 Note 1 Table 5 227 +1 Note 1 Desk 5 255 +1 Note 1 Safe 5 255 +1 Note 1 Chair 5 84 +2 Note 1 Bed 5 255 +1 Note 1 ========================================================= ALT = Altitude PROT = Protection THMOD = To Hit Modifier NA = Not applicable --------------------------------------------------------- Note 1: Character must be erect to enter. Loses movement capability for next segment. Note 2: Character loses movement capability for the following segment. A) Character altitude Normally a character is considered to be at the altitude equal to the height of his head. Each body part is assigned an altitude according to posture and terrain. B) Line of Sight Six Gun Shootout uses a line of sight to ensure you see only what your character could see. Walls, etc. block your vision making other characters seem invisible to your sight. Use V to see your line of sight. WEAPONS: Characters may carry a maximum of 3 weapons. Only a weapon in hand may be loaded, fired or used in combat. Some weapons must be cocked or loaded often, thus making them un-ready after a segment. A) Posture modifiers Posture Table ------------- Standing Kneeling Prone -------- -------- ----- Head +5 +4 +1 Chest +4 +3 +1 Gut +3 +2 +1 Legs +2,+1 +1 +1 Weapons Table ------------- # Weapon R1 R2 R3 LD PT M1 M2 CK BK - ------ -- -- -- -- -- -- -- -- -- 1 Saber 1 1 1 0 0 0 0 0 0 2 Tomahawk 1 2 3 0 42 +2 -4 0 0 3 Knife 1 2 3 0 56 +2 -4 0 0 4 Spear 1 2 4 0 85 +2 -4 0 0 5 Bow and Arrow 3 6 12 30 70 +2 -2 1 0 6 Derringer 0 1 2 2 28 +1 -4 1 1 7 LSA Pistol 1 3 6 6 42 +2 -3 1 1 8 MSA Pistol 1 3 7 6 85 +2 -3 1 1 9 HSA Pistol 2 4 8 6 170 +2 -3 1 1 10 LDA Pistol 1 2 5 6 56 +2 -3 0 1 11 MDA Pistol 1 3 6 6 70 +2 -3 0 1 12 HDA Pistol 1 3 7 6 155 +2 -3 0 1 13 Shotgun 2 4 8 2 99 +3 -5 0 1 14 S/O Shotgun 1 2 4 2 56 +5 -7 0 1 15 Breechloader 7 15 30 1 212 +1 -1 1 1 16 Rifle 5 10 20 16 155 +1 -1 1 0 17 Repeater 3 6 12 12 141 +1 -1 0 0 18 Carbine 6 12 25 1 184 +1 -1 1 0 =========================================================== R1 = Max short range R2 = Max medium range R3 = Max long range LD = Max ammo load for weapon PT = Penetration factor for weapon (ability to pass through objects) M1 = Close ronge accuracy modifier M2 = Long range accuracy modifier CK = Indicates whether weapon must be readied after each segment BK = Indicates whether weapon must be readied after becoming unloaded COMBAT: A) Procedure When it is a character's turn, and his weapon speed is fast enough to allow him to fire during the segment, he may fire at an opposing character. The target must be in range of the firing weapon. After hitting 'F' for fire, the targeting cursor appears on the firing character. Move the cursor by hitting the number of the direction you wish by choosing from the direction table in the lower right side of the screen. The cursor will cause a status report for each character it moves over. When the appropriate target is selected, hit then a '9' when it asks for target again, to fire. 'X' will exit to cammand level again. If an unloaded weapon is fired, the segment is lost and the message CLICK is displayed. Hand to Hand combat works much the same way, but the characters must be adjacent. B) Hit Locations Hit locations are determined mainly by the computer, though it sometimes allows sharpshooting. C) Wounds Wounds can cause knockdowns, incapacitation, and death. A character who has any part of the body reduced to 0 HP is knocked prone. If the head or chest is reduced to 0 HP then the character is dead and removed from the game. When a character has his gut and any other part of the body reduced to 0 HP he is dead. When a character has any combination of two of legs or arms at 0 HP then the character is incapacitated and removed from the game. D) Winning The winner is the player with the most points at the end of the scenario. Killing all the opposition does not insure victory. From: ------------------------------ The Half-Tracker and your L)one S)tar D)istributors ------------------------------