This is a draft based about 90% off of John Harper's Fudge: Gunfighting rules. His original work is over at http://www.shootingiron.com/feng/gunfight.htm. The weapon list is stolen straight from another Fudge Deadlands site run by Daniel Holmes. However, we've shaved off the range from the list and will be using the list below. Daniel's original page can be found at http://www.mtogden.com/~danielh/deadlands/fudge/equipment.html
"A'm callin' you out."
Match Guts ratings of the two gunfighters (if a duel) or the gunfighter and his opponents. All opponents must agree to have the staredown, otherwise, skip to step 2: Draw. The winner of the Staredown may add +2 to any single action during the remainder of this turn (Draw, Snapshot, Dodge, Shoot, or Fan Pistol). You take a -1 to your Guts rating if you are outnumbered 2 to 1, -2 if you're outnumbered 4 to 1, -3 if you're outnumbered 8 to 1, etc.
2. Initiative: The Draw
You must state that you are drawing a weapon now. All combatants with holstered weapons (like guns or knifes) or unprepared weapons (like a spear), make Quick Draw rolls. Combatants with weapons (this includes fists) at the ready make Quickness rolls. Combatants act in order of their rolls during each part of the turn sequence. Ties are resolved by Opposed Quickness tests. If you have a gun and have "the drop" on your opponents (i.e. your gun is already out and aimed at them), add +2 to your Quickness roll for this turn.
Example: Bob, Joe, and Frank are having a 3-way duel on the streets of Snakewater Gulch. After the staredown, each gunfighter rolls their Quick Draw. Bob gets a Good result, Joe gets a Fair, and Frank also gets a Fair. However, Frank was lying in wait for Bob and Joe and he has "the drop" on them, so he rolls his Quickness and gets the +2 result is Great.
During step 3 of the turn, the Gunfighters go in order: Frank, Bob, then Joe. Then during step 4 of the turn, the Gunfighters go again in order: Frank, Bob, Joe. This means that Frank gets the first opportunity to Aim, make a Snapshot, or Dodge, then Bob, then Joe. Frank then gets the first crack at Shooting, Fanning his pistol, or Reloading, then the other two go in order.
3. Pre-Action: Aim, Snapshot, or Dodge
You may spend step 3 of the turn aiming your weapon. Aiming negates the snapshot penalty you take if you don't aim. If you have "the drop" on someone, the aiming penalty is automatically negated and you may shoot with no penalty during the Snapshot portion of the turn.
You may draw your weapon as fast as possible and fire wildly in your opponent's direction. A snapshot is pretty inacurrate, but faster than taking time to aim and fire (it happens in step 3 instead of step 4). You take a -2 penalty to hit when performing a Snapshot. Roll to hit and resolve damage for a Snapshot before moving on to step 4 of the turn. You may not Fan Pistol in step 4.
Gunfighters with Gatling Pistols/Rifles can take a Snapshot action during step 3. This allows the Gunfighter to fire twice with a -3 penalty to hit. You may attack only one opponent with this Snapshot action. Regardless of the result, you must then continue to the Fan Pistol/Gatling action in step 4.
Combatants with a ranged throwing weapon can throw their weapon at this action, but it is wildly inaccurate, just like firing a gun (-2 to hit). If a combatant throws away his or her only ranged weapon in the Snapshot action, the combatant does nothing in the Action phase besides normal movement.
Instead of Aiming or performing a Snapshot, you may instead decide to Dodge. Dodging throws you out of the path of your enemy's gunfire, making you more difficult to hit. If you Dodge this turn, all enemies firing at you take a -2 penalty to hit.
Combatants with close combat weapons (knifes, fists, swords, etc.) cannot take an Aim or Snapshot action during step 3. They only Dodge or Do Nothing if desired. If a combatant with close combat weapons decides to Dodge, all enemies firing at that combatant are at a -2 penalty to hit, any enemy attacking with a close combat weapon is at -1 penalty to hit, and the combatant is at a -1 penalty to hit an enemy.
There is also a special kind of Dodge called Diving for Cover. If there is some kind of cover nearby like a water trough, barrel, bar-counter, etc. you may dive behind it. All shots at you this turn automatically miss, but you may not return fire, strike, or move during part 4 of the turn.
If you wish, you could neither Aim, Snapshot, nor Dodge during this part of the combat round.
4. Action: Shoot, Fan Pistol/Gatling, Reload, or Strike.
Take your shot. If you Aimed during step 3, you take no penalty. If you did not Aim, you take a -2 penalty to hit. If you took a Snapshot in step 3, you can Shoot again at a -3 penalty.
"Fan" the hammer of your pistol and spray all your bullets like a primitive sub-machinegun. Only single-pistol shooters can try this stunt. You may attack as many opponents as you can see within 20 paces, up to the actual number of bullets in your gun (typically six). Regardless of the actual number of targets, you must empty all the bullets from your gun. Make an attack roll for each target, taking a -2 to hit if you Aimed during step 3 or a -3 to hit if you didn't.
If using a Gatling weapon: You may attack as many opponents as you can see within 20 paces, up to the actual number of bullets in your gun. Regardless of the actual number of targets, you must empty all the bullets from your gun. Make an attack roll for each shot, taking a -3 to hit if you Aimed during step 3 or a -4 to hit if you didn't.
You can reload 2 bullets into a revolver or rifle, or one shell into a shotgun. If you have Speed Reload, you may load 2 extra bullets or one extra shotgun shell. It's usually a good idea to Dive for Cover before Reloading.
Combatants with close combat weapons can only take a Strike action in the Actions phase, if attacking. Make your attack. If you Dodged during step 3, you are at a -1 penalty. If you did not Dodge, you take no penalty to your attack.
If you wish, you could neither Shoot, Fan Pistol/Gatling, Reload, nor Strike during this part of the combat round.
Normal movement takes place during the Action phase, unless you Dove for Cover in the Pre-Action phase.
5. Repeat 2, 3 and 4
After everyone has gone in step 4, the turn sequence starts over with step 2. Everyone who is using a gun that is already drawn and pointed at an enemy gets a +2 to their Quickness roll to determine initiative as stated above. If any character has to draw a fresh gun or another weapon for the turn, they get no bonus to their Quick Draw roll.
Example of a Shoot-Out
The biggest advantage to using two guns is ammo capacity. You have 12 shots before you have to reload instead of 6. This is a pretty good advantage all by itself. The drawback is you suffer a -2 to your Pistol Shootin' skill when using two guns. The other advantage to using two guns is being able to fight multiple opponents. If you Aim during part 3 of the turn, you can Shoot at two different targets during part 4. You take no penalty for doing this. You cannot shoot twice at the same target.
Ranged weapons have six ranges, Extremely Close, Close, Short, Medium, Long, and Extreme. Each range always has the same difficulty but the distance varies for each weapon.
Distances: In Yer Face, Spittin' Distance, Across The Room, Across The Street, Down The Street, A Ways Off, and Good Luck, Tex.
Deadlands Range is in Parenthesis.
Cover, movement, and lighting can affect your target level. Fer instance, if you've got a Good Shootin': Pistol skill and you're running and shooting at someone Across the Street who is peeking out from behind a wagon, don't be surprised if your target level goes from Good to Superb.
If it's neccessary, we'll use the Hit Location chart on p130 to determine where your shot went. You can always call a shot, which will add levels onto your target level (+1 level for something like a leg, a head, or an arm, +2 for right between the eyes).
Ranged Weapon List