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The Project 64 etext of the ~Six Gun Shootout softdox~, converted to
etext by anonymous, obtained from the Asimov Apple ][ site
ftp://ftp.apple.asimov.net/pub/apple_II/images/games/strategy/SSI/
sixgun_shootout.zip, pointed to by Evin Mulron's Apple ][ SSI page
http://www.concentric.net/~evin/ssi/.

6GUNSH10.TXT, May 1997, etext #238#.

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Six Gun Shootout Softdox
------------------------

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 <RET> 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.

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End of the Project 64 etext of the Six Gun Shootout softdox.

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