The Damage Dice in Coffins and Tombstones
Today we are going to take a look at the damage dice for Coffins and
Tombstones and the Spectrum System. Each die is a six sided die with
seven possible results. Seven possibilities on a 6 sided die? That’s
madness! Not at all. Let me explain, but first I better talk about how
you determine the number of damage dice you roll.
Each cowpoke has a Grit score. This is how resistant
the cowpoke is to injury. The higher the Grit is, the tougher the
cowpoke. This attribute can be increased with experience points earned
in the various scenarios in the game, provided of course your cowpoke
doesn’t run afoul of Boot Hill. Now, when your cowpoke gets hit in
combat, his Grit score is compared with the weapon’s damage rating. If
the scores are equal, you just roll one damage die. If the Grit is
higher, you’re going to roll 2 damage dice, and the cowpoke getting
hurt gets to choose which die to use. If the Grit is double, or more
than the weapon rating, 3 damage dice are rolled, and the cowpoke gets
to pick the result that goes into effect.
Now that you understand that, let me explain the
reverse. Some weapons are just plain lethal. If the weapon rating is
higher than the Grit, 2 damage dice are rolled and the attacker gets to
choose the effect. If the weapon rating is double or more than the
cowpoke’s Grit 3 damage dice are rolled and the attacker gets to pick
the result.
Pretty simple, pretty easy. Your cowpoke will
probably live through a stabbing but getting hit with a shotgun or
dynamite is likely to bury the cowpoke. Now let’s look at the dice
faces that will determine your cowpoke’s fate.
#1 The wound result

The wound result is simple. If this is the result chosen, your cowpoke
takes a wound. If that’s your cowpoke’s 3rd wound, he’s out of the
game. He might live, he might die, and we’ll figure that out after the
battle. If it’s not his third wound, good news! He can stay in the
fight.
#2 The two wound result

This is like the previous result, but your cowpoke will take two
wounds. If it’s his third or more, he’s removed from play. One factor
that can change the outcome of a two wound result is cover. If your
cowpoke was attacked and was under any kind of cover, the cover will
absorb some of the damage. Your cowpoke only takes one wound.
#3 Panicked

Good news and bad news on this result. The good news is that your
cowpoke didn’t take any wounds. The bad news is he’s so scared he’s
going to run for the hills. On his turn, he runs away from the battle.
If that runs him off the map he can’t come back until the next fight.
If he’s still on the battlefield after running, he can make a Guts
check to see if he can compose himself.
#4 Knocked Prone

This attack didn’t hurt your cowpoke, but to avoid damage he had to
throw himself to the ground. That means on his turn, getting up is
going to cost him his move action.
#5 Staggered

This attack didn’t cause any permanent damage to your cowpoke, but it
knocked him for a loop. The attacker gets to move your cowpoke 3 inches
in any one direction. Most of the time this might not be a problem, but
if your cowpoke is near a window, or on a roof, or at the top of
stairs, this could potentially be very dangerous.
#6 Coffin/Wound

Well, you are probably wondering where we got the title of the game. As
you can probably guess a coffin result is an instant kill in the game.
It bypasses all wounds and kills the cowpoke outright in some dramatic
fashion. He’s removed from your posse and all the experience points
spent on him are lost. There is a catch though; the attack has to be a
critical attack for you to count the coffin. Remember that seventh
possible outcome on the 6 sided die? If the attack wasn’t critical, the
cowpoke just takes a wound. We’ll talk about critical attacks next week
when we go over how to make an attack in Coffins and Tombstones. You’ll
learn where we got the second half of our title.
Until then cowpokes, thanks for making the Old West fun!