Legends of the Old West
Legends of the Old West Rulebook
Table of Contents
Table of Contents
- Playing Legends of the Old West
- Starting a Game
- Characteristics
- The Game Turn
- The Movin' Phase
- The Shootin' Phase
- The Fightin' Phase
- Pluck
- Heroes
- The Weapons Locker
- Gatherin' the Posse
- Cowboys
- Lawmen
- Outlaws
- Scenarios
- Scenario: High Noon
- Scenario: Bar-room Brawl
- Scenario: Jailbreak
- Scenario: Stagecoach
- Scenario: Hang 'Em High
- Scenario: Bank Robbery
- Scenario: Vendetta
- Scenario: Open Range
- Old West Campaigns
- Experience
- Skills Lists
- Income and Trading
- Hired Guns
- The Legends
- Looking for Legends
- Recruitment Fee (Legends)
- Equipment, Injuries and Experience
- Unique Characters
- Wyatt Earp (1848-1929), Deputy US Marshall
- John 'Doc' Holliday (1851-1887)
- Virgil Earp (1843-1906), Town Marshal, Tombstone
- Morgan Earp (1851-1881), Deputy Marshal, Tombstone
- James Butler Hickock, a.k.a. Wild Bill (1837-1876)
- William Barclay 'Bat' Masterson (1855-1921), Sheriff, Ford County
- Ed Masterson (1852-1878), Town Marshal, Dodge City
Playing Legends of the Old West
Legends of the Old West is a simple game to play, but a tricky one to master. With this rules set you can take control of small groups of miniatures that represent a Posse from the Old West, and take to the mean streets to fight against an opponent's Posse. The rulebook is written in such a way that it will be invaluable to both experienced gamers and newcomers to the hobby.
You Will Need
At the back of the book there is a set of concise reference sheets, which contain the most important information from the game rules.
Dice. You will need a fistful of ordinary six-sided dice (D6's; two dice would be 2D6, three dice 3D6, and so on). Occasionally you may have to roll a D3. This is done by rolling a regular dice and counting a score of 1 or 2 as a 1, a 3 or 4 as a 2, and a 5 or 6 as a 3.
Measure. The movement of models and firing of weapons requires a measure marked in inches. A tape measure or ruler will do fine. Players are allowed to measure at any time they wish - a player might wish to measure before deciding where to move a fighter, for example. All distances are given in inches. In real terms, an inch on the gaming area represents about two metres (6 feet) in real life. This system is by no means comprehensive - the ranges of most weapons, for example, have been abstracted greatly to produce a more enjoyable gaming experience.
NB. If you decide to use the metric system, simply double all the numbers given in this book. So, for example, 4 inches (4") would become 8cm. This may cause a few discrepancies, but is a simple rule of thumb.
Templates and Counters. Some weapons in the game require the use of templates to mark the area that they affect. Additionally, there are some occurrences in the rules that require counters to be placed next to models, to show that they are reloading, for example. A sheet of templates and counters to photocopy and cut out is provided at the back of the book.
Deck of Playing Cards. This is an optional extra - a standard deck of playing cards, with the Jokers removed. Many times during the game, you will need to make random dice rolls. Generally, on the roll of a 1, 2 or 3, one side wins the 'dice-off', whereas on the roll of a 4, 5 or 6 the other side wins. It is even more characterful to cut a deck of cards - the player who draws the highest card wins.
Roster Sheet and Notepad. Roster sheets (at the back of the book) have space to fill in all the details of your chosen Posse, along with room to note down their statistics and other useful details. Additionally, in many circumstances you will find it useful to make notes during the game, if only to mark down how many wounds a fighter has remaining.
Gaming Area. Any reasonably flat surface will do, or even a specially built gaming table. The average gaming area is 4' by 4' square, although some scenarios will require slightly more or less than this.
Miniatures. Any number of model combatants can take part in a skirmish. It is best to start with about five or six models a side to familiarise yourself with the rules before attempting a larger battle. The game uses 25-28mm scale.
Basing Miniatures: The rules assume that all models on foot are based on 25mm circular bases (either commercially bought bases or washers are ideal), while mounted models are assumed to be on 40mm round bases. While not essential, this convention does make gameplay a little clearer.
Scenery. Model terrain really brings your games to life. Whether you wish to play over a small farmstead with a few model trees and fences, or a fully-modelled western frontier town, is up to you, but the more terrain you use the better your battles will be.
Starting a Game
Each game represents a conflict between two opposing sides, or Posses. This might be anything from a sheriff stopping a bank robbery, to a full-blown shootout between rival cowboy gangs.
Selectin' Your Posse
All models are allotted a value, expressed in dollars ($), which reflects their effectiveness in the game. Posse leaders and characters are referred to as Heroes, and are worth more dollars than weak fighters and lackeys (referred to as Henchmen). The rules for each scenario explain any special conditions that apply to your Posse.
In a one-off game, Posses are selected to a set dollar value, with both players having the same amount of dollars to expend on their gang members and equipment. Campaign games work slightly differently, however. See the Campaigns section for details.
Pick a Fight
Start by picking or generating a scenario (see the Scenarios section). The scenarios represent different kinds of skirmishes, setting the scene for the encounter. You may decide to make your own scenarios. This is fine, but starting with the ones from the rulebook is recommended until you get a feel for how the game works.
Settin' up Your Posse
The models are placed on the tabletop in their starting positions, according to the instructions for the scenario.
Fight it Out
The rules for each scenario specify when the game ends. This will usually be after a set number of turns, or once some special objective has been fulfilled. Once the requisite number of turns has been played or the objective achieved, the game is over. The players can then work out which side has won.
Characteristics
The models represent good guys, bad guys and hired hands; fighters and characters of differing abilities and qualities. For convenience all models are usually referred to as 'fighters'. Some are stronger, tougher or braver than others, while rare individuals may be exceptionally famous or just plain lucky, and have greatly improved abilities to represent their traits in the game.
There are seven different characteristics that define each fighter's abilities: Shootin', Fightin', Strength, Grit, Attacks, Wounds and Pluck. Each has a value written in the form of a characteristic profile (the example given is the profile for a cowboy; its values are typical for a regular westerner. Heroes and other extraordinary individuals have greater values).
Shootin' (S). A fighter's Shootin' value indicates the minimum dice roll he needs to score a hit with a gun or other long ranged weapon. A value of 4+ (i.e., 4, 5 or 6 on a six-sided die) is about average.
Fightin' (F). The Fightin' value represents the fighter's skill at hand-to-hand combat and brawling. A value of 3 is average for a competent fighter.
Strength (St). A fighter's Strength value indicates how strong he is and how powerfully he can strike his enemies. A value of 3 is about average for a man.
Grit (G). A fighter's Grit value is used to calculate how well protected he is against blows from his enemies. It not only represents how tough or resilient he is, but also how fast his reflexes are and how stubborn and determined he is. A value of 3 is average, although tough westerners and nimble shootists often have higher values.
Attacks (A). The Attacks value indicates how many strikes a fighter makes when he wins a fight. The average man can strike once per turn and so has a value of 1. Particularly skilled and dangerous individuals can strike several times.
Wounds (W). The Wounds value indicates how many wounds a fighter can suffer before he is killed. In the case of the average man, this value is 1 - a single wound is sufficient to kill. Some Heroes can sustain injuries that would incapacitate an ordinary man; they have 2, 3 or more wounds to represent this.
Pluck (P). The Pluck value shows how brave and determined the fighter is. A value of about 3 is average; a fighter with Pluck of 5 or more is very brave or hot headed, while a fighter with a value of less than 3 has a tendency to be yellow.
Other Characteristics. To represent their inspirational presence and uncanny ability to cheat death, Heroes have two extra characteristics on their profile that set them apart from other fighters - Fame (FA) and Fortune (FT). These are covered in the section on Heroes.
The Game Turn
Sides
Most games will consist of two rival Posses being pitted against one another. Each side is represented by a number of models controlled by one or more players. See the Posses section for rules about choosing models. There must be at least one player on each side. If there are more players taking part, each controls a portion of the models.
The Turn Sequence
During each turn both sides move, shoot and fight in the order given below. This is called the 'Turn Sequence'. Each part of the sequence is called a 'phase'.
- The Drop. Both sides roll a dice, or cut a deck of cards, to establish which side has the drop (i.e. gains the initiative) that turn.
- Movin'. Both sides move their models. The side with the drop moves its models first. Once the side with the drop has made its moves, the other side moves.
- Shootin'. Both sides shoot. The side with the drop shoots first. Once the side with the drop has finished its shots the other side shoots.
- Fightin'. The side with the drop decides the order in which fights are resolved.
- End of Turn. The turn is over. Begin another turn with Phase 1: The Drop.
The Drop
To establish who gets the drop, both players simply roll a dice (or cut the cards) in The Drop phase at the start of the turn. The player who scores highest has initiative for that turn. If the dice rolls (or card values) are equal, the drop automatically changes from one side to the other - the side that had the drop in the previous turn will always lose it on a tie. It is important to remember which side has the drop each turn. You can use a token, such as a coin, passing it from one side to the other to indicate which has the drop.
There are a few exceptions to the drop rules: rules (see Heroes) occasionally allow Heroes to override the normal rules for the drop and move, shoot or fight before other fighters.
The Movin' Phase
Once it has been established which side has the drop that turn, the turn proceeds to Movin'. During this phase, each side gets to move its models up to the maximum distance as detailed below. Models do not have to move their full distance - they can move less, or not at all, if the player prefers.
The distance a model is allowed to move depends upon its type. Of course, mounted models move at the speed of the mount rather than the rider. Over open terrain, a man or woman will move 6", a horse 10" and a mule 8". Any other type of model will have its own move listed if it does not fit into one of these four categories.
Which Side Moves First?
The side that has the drop that turn moves all of its models first. Once all of the first side's moves are complete, the other side gets to move all of its models.
Moving the Models
Models may be moved by their controlling player, in any order. The distance each model moves is measured using a measuring tape or ruler. Models can be turned to face any direction at any time during the game - not just in the Movin' phase. Rotating a model on the spot does not count as movement. Models cannot be moved through other models, whether friend or foe - so leave gaps for models to pass where necessary. The model's base conveniently defines the space it needs to move through, and fight - so gaps must be at least as wide as a model's base for a friendly fighter to pass. Models are not allowed to move off the gaming area intentionally unless the scenario requires it.
Control Zones
A model cannot move to within 1" of an enemy unless it is moving into touch. This 1" radius is called the 'control zone'. A move into touch is called a 'charge'. This limitation prevents a model moving too close to an enemy unless it intends to attack. This represents how fighters control the immediate zone around them. In effect, this allows models to block the movement of enemies. There are a few exceptions to the control zone rule:
- Models already touching an enemy have no control zone - they are busily engaged in fighting. An enemy model can therefore move to within 1" in this case.
- Models are sometimes obliged to move within 1" because of a rule they have no say over, rather than a deliberate move by the player. In this case, a model can move into an enemy's control zone without charging. Models must be clearly separated by a reasonable distance to make it clear they are not touching once the move is complete.
- Models can sometimes begin their move already within 1" of an enemy for some reason. In this case, the intruder cannot move closer to the enemy unless he intends to move into touch, but can move around without moving closer if he wants.
(Illustration caption: The Marshal and the deputy cannot charge the Desperado, as he lies beyond the control zones of two other outlaws. The deputy charges the first outlaw, negating his control zone and allowing the Marshal to attack the Desperado.)
Charges
A model can only fight an enemy it is in base-to-base contact with. If a player wants a model to attack an enemy, the model must be moved into touch. This is called a 'charge move' or just a 'charge'. Once a model has moved into base contact with an enemy, neither can move further in that Movin' phase. A model that is charged before it gets a chance to move is therefore unable to do so - it is already engaged in a fight.
NB. There is nothing to stop a model moving into touch with several enemies at the same time if it can do so. This is entirely up to the player.
Who Can Charge?
A fighter cannot charge an enemy model he can't see when he starts his own move. If a fighter can't see an enemy at the very start of his move, the model cannot move into base contact. This is quite an important rule because it prevents fighters charging enemies they couldn't see or react to in a real-life situation. Imagine an enemy is on the other side of a hill, inside a building, or behind a high wall - in these situations a real fighter would have no idea where his enemy is.
Visibility
The easiest way to decide if a model can see another is by bending over the tabletop for a 'model's eye view' of the action. Remember a model can see around in all directions regardless of which way it is facing. If the enemy is visible from the 'model's eye view' then the fighter can see it. In many cases you'll be able to see bits of an enemy model but not all of it - in that case the fighter can see so long as part of the enemy's body is clearly visible. If you can't see any part of a model's body, but you can see the tip of a rifle, the brim of a hat, or a piece of equipment or decoration, then we assume the model can't be seen. In reality, the fighter would lay the rifle close to the ground or hold items close to his body while he moved - but our models are not that flexible.
Sometimes it can be quite hard to tell if a fighter can see his opponents or not. If you really can't tell whether your model's enemies are visible enough to attack, then the situation is obviously going to be fairly marginal. In such a case the best and fairest way to decide is to roll a dice - if you get a 4, 5 or 6 you can see, a 1, 2 or 3 and you can't. Alternatively, cut a deck of cards. If your card is highest, then the decision goes in your favour, and vice versa.
Fights
At the end of the Movin' Phase, any models that are in base contact with an enemy are paired off into individual combats. Sometimes, you will have situations where a single model is faced by two or more enemies. This is called a 'multiple combat'. Opponents are always paired off where possible and any other combatants join into a multiple combat against an enemy they are touching.
If a warrior could join one of several combats to create a multiple combat, then the player with the drop decides which one he joins. Similarly, where matches can be made in one of several different ways, the player with the drop decides how the combatants are matched. In both cases, all touching models must be included and any multiple combats must have one model on one side and multiples on the other (never multiple models on both sides). Separate the models slightly to make the combats more obvious and to see what's going on.
Difficult Terrain
The maximum distances given for movement assume that the going is firm and level and there is nothing to impede progress. All too often, fighters must struggle through areas of scrub or forest, or upon rocky scree slopes. All these and comparable conditions are referred to as 'difficult terrain'.
An area of difficult terrain isn't impossible to move through, but it slows progress. To represent this, the distance moved over difficult terrain counts as twice the actual distance. For example, a model that normally moves 6" will move a maximum of 3" across difficult terrain.
Sometimes a model's move will be split partly over good ground and partly over difficult terrain. In this case the model moves normally over the good ground and only the distance over difficult terrain is doubled. For example, a model with a 6" move might move 2" across a stream (doubled to 4") leaving only 2" for further movement. Always round any remaining fractions of movement up to the next highest half inch (1/2") - any distance that is smaller than this is much too insignificant to worry about.
As difficult terrain counts as double distance it is important to be able to tell where features begin and end. It is useful to delineate the area in some way - for example, by using a card base to define the area. (Examples of difficult terrain: rocky pine forests; a ford which allows passage over a river but is harder to cross than a bridge.)
Obstacles: Barriers and Gaps
Obstacles can take many forms on the tabletop - most are raised barriers that impede movement such as a stack of barrels, a fence, a rocky outcrop, or a clump of cacti. An obstacle can also be something that cuts down into the landscape forming a gap, such as a creek, ditch or even the distance from the roof of one building to another. The main difference between an obstacle and an area of difficult terrain is that an obstacle is something you might leap over, while an area of difficult terrain is something you must slog your way through. A good example is a fence - a raised barrier you might leap over - as opposed to a whole patch of thick undergrowth where all you can do is push your way through.
Players should decide before the game commences what is scenery on the battlefield, and what it counts as. Use common sense to decide such things. If you really can't decide between two options, roll a dice: on a 1, 2 or 3 it is one thing, on a 4, 5 or 6 the other.
How Barriers Affect Models
The effects of raised barriers are dictated by how high they are. Depending on the size of the barrier, a model will either be able to cross the barrier unhindered, have to jump it, or have to climb it.
- If a barrier is very low then a model can cross it unhindered - the fighter simply strides over the barrier. A model can automatically cross any barrier if its height is less than 1/2".
- If a barrier is between 1/2" and 2" high, then it can be jumped as described below.
- If a barrier is very high then it cannot be crossed at all, or can only be crossed by climbing as noted later. A model cannot cross any barrier that is more than 2" without climbing it.
- Some barriers - especially very steep and very smooth ones - are considered impossible to climb. Players must use their own judgement to decide if a barrier is impassable in this way.
NB. Any raised terrain that is more than 1" wide and has space for a model to stand on top of it, does not count as a barrier. It is simply considered a different level of the playing area. Models may move across it, jump or climb onto it just as they would a barrier, but may move around on the higher level and then, if appropriate, jump or climb down the other side.
How Gaps Affect Models
The effects of gaps are dictated by how wide they are.
- If a gap is very narrow then a model can cross it unhindered - the fighter simply steps over. A model can automatically cross any gap if its width is less than 1/2".
- If a gap is between 1/2" and 2" wide, then it can be jumped as described below.
- If a gap is more than 2" wide then it cannot be jumped. Depending on the exact type of terrain, the model will have to find another way - taking a different route or perhaps climbing down one side and then up the other if possible.
Doors and Gates
To open or close a door or gate, a model must sacrifice half of its movement. Models may then be placed inside buildings. If this is not physically possible due to the type of terrain being used, then the door is considered to be barred, and the building cannot be entered.
Jumping an Obstacle
Sometimes a model will have no choice but to negotiate an obstacle in order to move beyond it, as in the case of a stream, for example. On other occasions a model might be able to move around, taking a longer route but avoiding the inconvenience of tackling the barrier itself (by moving downstream to get to a bridge, for example).
To get over an obstacle, a model must first move up to it and must have at least enough movement remaining to reach the other side were the obstacle not there. A model that does not have a great enough movement distance to cross the obstacle must wait until the following turn.
A single dice is rolled to see if the attempt is successful. The higher the score, the more successful the jump is. If the barrier is taller or the gap is wider than 1", subtract 1 from the result. Next, consult the Jump table.
Jump Table
| Dice | Result |
|---|---|
| 1 | Stumbles - the model does not cross, and cannot move further this turn. |
| 2-5 | Success - the fighter successfully clambers over the barrier or jumps over the gap and reaches the other side. The model is placed on the other side of the obstacle with its base touching it and cannot move further this turn. |
| 6 | Effortlessly bounds across - the model leaps over the obstacle and can complete its move if it has any remaining. |
Falling Down a Gap
If the obstacle being jumped is a gap, then the price of failure may be somewhat more serious. On a 1 the model does not simply fail to cross, but falls down the gap as well. A model falling more than 2" may be injured as a result - see Falling below.
Climbing
Terrain with a vertical surface that is more than 2" high may not be jumped onto or over. It is up to players to decide if a piece of terrain is climbable or impassable. If it is climbable, then the surface will offer enough handholds so that it can be scaled steadily. In this case treat the vertical surface as difficult terrain and move the model upwards or downwards, counting the distance it moves as double the actual measured distance. So, for example, a cowboy could climb 3" per turn. In addition, roll a dice when the model starts to climb and at the start of each Movin' phase while climbing, then consult the Climb table. Some vertical surfaces have ladders or ropes against them. These counter the need for a Climb test, and may instead be negotiated at half the fighter's movement rate. Obviously this does not extend to horses or other animals - they may never use ladders or ropes!
Climb Table
| Dice | Result |
|---|---|
| 1 | Fall - the model slips and falls to the ground. |
| 2-5 | Continue to climb - if the top/bottom is reached, place the model at the edge. The model cannot move further that turn. |
| 6 | Continue to climb - if the top/bottom is reached the model can complete any remaining move. |
Falling
A model can jump, climb or fall down a vertical drop of up to 2" without penalty. For example, a model with a move of 6" could move 3" to the edge of a 1 1/2" platform, drop down to the ground, and move 3" further. No Jump roll is required to jump down in this way, and the vertical distance does not count towards the model's movement.
Jumping or falling down a drop of more than 2" is dangerous. If a model jumps or falls in this way it is automatically placed lying down on the ground at the foot of the drop and suffers one Strength 3 hit for each full 1" of fall. So, a model that falls 3" suffers three Strength 3 hits, and so on. See the Shootin' section for details of how to work out damage. (Example: a balcony 2 1/2" high - the robber is placed lying down and must take 2 Strength 3 hits.)
It's also important to note that when jumping down a drop of more than 2", no Jump roll is required to make the descent, no matter how far it is. The fighter plummets to the ground quite uncontrollably. Even if the fighter survives the fall, he may move no further that turn.
Models on the Ground
Real fighters on foot can conceal themselves from view by crouching or lying behind cover. In addition, some situations in the game - such as diving for cover or taking a heavy fall - require models to be placed 'on the ground'. To represent this in your games, players must lie their models down if they wish them to hide, or if a situation calls for it. When lying down by choice, this costs a model half its movement - so if a model with a move of 6" only moved 3", it could then lie down. This makes it easier to stay out of the enemy's line of sight, but if a model is on the ground and its body is still completely visible to enemy models, it can still be seen.
A model that is already on the ground can get up in its Movin' phase. This also costs the model half of its movement distance. The model can then complete the rest of its move normally.
The movement rate of all lying-down models is reduced to 2". This represents the fighter crawling along on hands and knees. If a model is lying directly behind cover, we assume the fighter is capable of peeking through or over the cover without exposing himself to view. A model lying behind cover is therefore assumed to be able to see as if it were standing, even though the cover might be in the way of the model's eye view.
While on the ground, a model does not have a control zone and is unable to charge an enemy, regardless of whether it can see a target or not. Additionally, models on the ground act differently to other models in the Fightin' phase - this is covered later.
Spottin' Rolls
If a model is on the ground and the enemy's line of sight to it is partially obscured by scenery or other models, then it can only be seen by the enemy if a dice is rolled and scores 4, 5 or 6. On the roll of a 1, 2 or 3 the model can't be seen because it is too cleverly concealed. This is called a 'spotting' roll. It is necessary to roll a 'spotting' dice for each enemy trying to spot the model - only enemy models that successfully spot the model on the ground will see it.
A hiding model who fires in the Shootin' phase no longer counts as hiding to any enemy within 6" of his position, in this turn or the next. This means that enemies within 6" may charge without making a spotting roll first, as the hider has given away his position.
Obstacles and Charging
If a fighter is directly behind a wall, fence, barricade, ditch or similar linear obstacle, he is well placed to stop anyone else crossing over. Models are not permitted to jump a gap or a barrier if they would land within the control zone of an enemy model that is in contact with the obstacle. However, it is still possible to charge the enemy and fight with one model on either side, even though the obstacle prevents their bases from touching.
As always, the enemy model must be visible to the charging model at the start of his move, so the obstacle must be low enough to see the target. To charge an enemy who is behind an obstacle, the charger's base must move into touch with the obstacle and be touching or overlapping the enemy's control zone. The two fighters are then considered to be engaged in combat as if their bases were touching, and neither model can move further this turn. In practice this means that if an obstacle is wider than 1" then it will be impossible to charge without first negotiating the obstacle itself. Equally, if the obstacle is quite thin (a fence for example), then it may be possible for two or even three models to charge the same enemy.
Rules for combat with an obstacle in-between the models are covered in the Fightin' phase section.
Fighting on Elevated Positions
A fighter who climbs to the top of a wall, balcony, cliff or other vertical surface automatically counts as charging the nearest enemy whose zone of control is overlapping the top edge. The climber hangs on just below the top and fights the model above. If no enemy zone of control overlaps the top edge, then the climber can position himself on the top - but he cannot charge any other enemy on the top as they would not have been visible at the start of his move. Only fighters whose zones of control extend to the edge are considered to be visible as the climber moves up the vertical surface.
The combat itself is worked out following the rules in the Fightin' phase, but the climber's Fightin' value counts as being '1', to represent his precarious position. The only other difference is that, because the models are climbing, they risk falling off if they fail to beat their opponent. See the section on Trapped fighters in the Fightin' phase.
Mounted Fighters
Mounted fighters move in the same way as models on foot do, with a few exceptions and additional rules as noted below.
In the case of a mounted model, the 'model's eye view' is taken from the rider. As the rider is directing his mount, it is his ability to see that counts, not that of the steed. A rider can dismount if the player has a suitable model to represent the fighter on foot. The mounted model can be left in place to represent the mount itself - but the player must make it visibly clear that the rider has dismounted (a piece of paper slipped under the base is a good way to do this; or an un-ridden horse or mule model can be used).
Mounting a horse or mule is treated as a jump. If a 1 is rolled, the model fails to mount; a 2-5 is successful but the model's move ends, and on a 6 any remaining proportion of the model's move can be completed by the mount.
Dismounting a horse is automatic. The rider simply dismounts and any remaining proportion of his move is completed on foot. If the rider dismounts and the horse is in base contact with a piece of scenery, then the horse may be tethered. This takes up no movement, and simply stops the horse from wandering away (see Loose Mounts). An un-ridden horse or mule may be charged and attacked in the usual way, but may never make a charge move itself.
Passengers
A mount can carry two people - the rider and a passenger. The most convenient way to show that a model is a passenger is to place it on the base of the mounted fighter, or as close to the base as possible. Mounting and dismounting is exactly the same for a passenger as it is for a rider.
If a passenger dismounts before the mounted fighter moves, then both the passenger and the mounted fighter may move normally. Otherwise, the passenger may dismount at any time during the mounted fighter's movement, but forfeits the rest of his own move if he does so. If a rider dismounts, then the passenger automatically dismounts with him.
Passengers may not shoot from the back of the steed, nor may they fight in combat. When shooting at either the rider, passenger or mount, roll to see if the other two models are in the way as usual (requiring a 4+ In the Way roll), each in turn, in any order. If the rider is killed, then the passenger is immediately thrown - see the Thrown Rider table. If targeted by a template weapon, then the mount, rider and passenger all count as separate models for the purpose of deciding who is hit.
Although a passenger may not fight in combat, he may be struck if the mounted fighter is beaten. The enemy can divide his strikes between mount, rider and passenger, and thus may choose to strike any or all of his blows against the passenger if he wishes.
Difficult Terrain and Obstacles (Mounts)
Horses are well suited to galloping over open plains, but mules are made for plodding on through more inhospitable areas. Mules move through difficult terrain at half speed, exactly like fighters on foot, while horses negotiate difficult terrain at a quarter of their normal movement. Effectively this means that all distance travelled by a horse in difficult ground counts as four times the actual distance.
Mounts ignore obstacles up to 1/2" in height or width, just like foot models. Anything higher or wider is impassable to a mule. Horses, on the other hand, can jump raised barriers up to 2" in height and gaps up to 4" wide. Mounted models may never climb and may certainly never use stairs or ladders. Additionally, they may only ever use doors if it is appropriate for them to do so (an open barn door, for example) - they may never move through doors in a normal town building, for example.
The rules for fighters mounted on horses jumping obstacles are the same as those for models on foot, with the exceptions detailed here. Use the following table for the results of the Jump test:
| Dice | Result |
|---|---|
| 1 | Refuses - the model does not cross and cannot move further this turn. |
| 2-6 | Effortlessly bounds across - the model leaps over the obstacle and can complete its move if it has any remaining. |
If the barrier is taller than 1" or the gap is wider than 2", subtract 1 from the dice roll to represent the increased difficulty. Furthermore if, when attempting such a difficult jump, the dice scores an unmodified 1, then the rider has come unseated - roll on the Thrown Rider table. If the roll is a 2, reduced to a 1 because of the difficulty, then the model fails to cross but the rider manages to stay in the saddle.
Saddle Up!
This rule represents the cinematic method of mounting a horse - leaping from a balcony onto the back of your faithful steed! If a fighter is on top of an appropriate piece of scenery that is no more than 3" high, then he may attempt to leap off the edge of the scenery onto his steed, providing it is within 1" of the base of the scenery. Roll a D6. On the roll of a 1, the model falls and may have to take damage, as described in the Movin' phase. On a 2-5 the model makes it to the saddle, but is either winded or takes too long to unhitch his steed, and therefore may not move any further. On a 6, the fighter lands in the saddle and takes off at full speed! He may finish his move using the mount's movement rate (remembering, of course, to deduct any proportionate distance he may have moved before making the leap).
Loose Mounts
In the middle of a firefight, it is quite likely that horses or mules not under the control of a rider will bolt away from the action. This rule has a tendency to complicate the game a little, but adds an extra level of realism. As such, it is recommended that it be treated as an optional rule.
It is usually convenient to remove mounts if their rider is killed. Mounts are considered to be loose if their rider dismounts and does not tether them or remain in base contact with them, or if their rider is killed. Players should agree at the start of the game whether loose mounts will be removed from play immediately, or if they will be allowed to roam free. A loose mount can be represented by leaving the mounted fighter model on the tabletop and placing a marker next to it, or by replacing the model with an un-ridden horse miniature.
Loose mounts generally do not move unless they fail a Pluck test, which they must take at the start of the Movin' phase each turn. If this test is failed, then the player with the drop moves the steed up to its maximum distance in any direction, following the usual rules for Movin'. If a mount is tethered, then it will not wander off, although other models may un-tether and ride it later. Mounts also have no control zone, so other models can pass by easily. If other models are inhibited by the mount, then the horse or mule model must be moved aside if possible. The player who is moving chooses which way the mount goes - but it must only move the shortest distance possible to allow the fighter to pass.
The loose mount will block line of sight just like other models, and may be attacked in the usual way. However, if it is killed, it will never count as a casualty for the purpose of deciding who has won the game, nor for gaining experience (see the Scenarios).
Leading Mounts
In order to prevent a mount becoming loose and wandering off, a fighter may simply remain in base contact with his trusty steed to keep it under control. He may also, if he chooses, lead the mount around in this manner - the two models remain in base contact and move at half the rider's usual movement distance.
Thrown Rider Table
| Dice | Result |
|---|---|
| 1 | Knocked Flying - The rider hits the dirt and suffers a single Strength 2 hit. If he survives, he is placed lying down beside his mount, in base contact if possible. If already engaged in a fight he fights lying down. |
| 2-5 | Rises from the Dust - The rider disentangles himself from his mount and dusts himself down. The rider can do nothing else for that turn - if already engaged in a fight, he cannot strike blows if he wins. |
| 6 | Leaps into Action - The rider bounds from the saddle of his plunging horse to confront his enemy. The mounted fighter is replaced by a model on foot and suffers no further penalty. |
The Shootin' Phase
Once both sides have moved, it is time for the Shootin' phase. In this phase, models armed with guns and other missile weapons from both sides can shoot. The side that has the drop works out all their shooting first, followed by the other side. This is important, because if a fighter is gunned down before they have a chance to shoot, then obviously they cannot return fire. A player can shoot with his models in any order. The Shootin' phase itself can be broken down into three stages: Preparing to Shoot, Rolling to Hit and Rolling to Wound.
Preparing to Shoot
Who Can Shoot?
Any fighter with an appropriate shootin' weapon may fire it in the Shootin' phase. The player starts by selecting the model that is to shoot and indicates the target. It is a good idea to turn the shooter to face his target - this is not strictly necessary, but it looks far more dramatic that way!
Models that are touching an enemy in the Shootin' phase cannot shoot that turn. They are already busily engaged in hand-to-hand fighting using knives, fists or improvised weapons, such as the butt of a gun. Hand-to-hand combat is worked out in the Fightin' phase.
Moving and Shooting
A model may be required to give up a proportion of its move to fire certain weapons. If the model moves further than the permitted distance, it may not shoot that turn. See the Weapons section for details. For example, a model armed with a heavy pistol and with a potential move of 6" cannot shoot if it moves further than 3" (half its move).
Multiple Shots
Most models may only fire once per turn. However, some Heroes can fire several times each turn due to their special rules. Where this is applicable, a note will be made on the fighter's profile. If a Hero has multiple shots, you must work out all of his shots before going on to shoot with another model. Work out each shot separately. The player can shoot at the same target or change targets with each shot - it's up to the player. This rule is not to be confused with the special weapon rule, 'Fanning'.
Line of Sight
A fighter cannot shoot at an enemy model that he can't see when it is his turn to fire. If a model is partially visible (obscured by a piece of terrain such as a cactus, for example), then you may still shoot at it, but the object is considered to be 'In the Way' (see below). Remember that the best way to check if a target is visible or not is to lean over the tabletop for a 'model's-eye view' of the action.
Visibility
Usually it is easy enough to tell whether or not a fighter can see the enemy he wants to shoot, but occasionally it can be quite hard to know for sure. If you really can't agree whether your model's enemies are visible enough to shoot at, then the fairest solution is to let the dice (or the cards) decide. Roll a D6 - if the result is a 1, 2 or 3 you can't see, if it is a 4, 5 or 6 you can. Alternatively, cut a deck of cards; the player with the highest card gets to decide.
Checking Range
A model may only shoot at a target that is within range. Different kinds of weapons have different ranges and properties - some have longer ranges than others, while some are harder hitting and more dangerous. The Weapons section indicates the range of each type, and the proportion of the model's move it must give up in order to shoot that turn.
Targets in Combat
Fighters are not allowed to shoot into a close combat in which both friendly and enemy models are fighting, even if they have a clear shot. There is a great risk of hitting an ally in the hurly-burly of a brawl. Some fighters have the ability to ignore this rule, in their profile or in their special Posse rules. These fighters are free to attempt such a shot if they wish. This means that they risk hitting friendly models instead of their chosen target. The rules for this are covered below.
Rolling to Hit
Not all fighters are equally good marksmen, as reflected by the Shootin' value in their profile. The Shootin' value indicates the minimum dice roll which is needed by the shooter to score a hit on its target. So, a shooter with a Shootin' value of 4+ needs a dice roll of 4, 5 or 6 on a D6 to score a hit, a shooter with a value of 5+ needs to roll a 5 or 6, and so on.
In the Way!
Often a shooter's view of the target will be partially obscured by another model or some other object that lies between him and the target. The model or object is in the way of the shot.
A fighter is not allowed to shoot at a target if there is a friendly model in the way. He wouldn't want to risk hitting a friend, after all. However, as stated above, some fighters can attempt these shots anyway. Where a shooter's view to his intended target is partly obscured by someone or something in the way, there is a chance a shot will hit whatever is in the way instead of the target. As a simple rule of thumb, at least a quarter of the target must be obscured in order for an 'in the way' roll to be necessary. This is worked out as follows:
First roll to see if a hit is scored as normal. If you miss, the shot flies wild and hits nothing. If a hit is scored, roll a D6 on behalf of the first thing in the way of the shot. You will need to equal or beat its In The Way value to avoid it, otherwise the shot has hit whatever was in the way. If this is another combatant or creature, work out the effect of the hit. If it is a piece of terrain, like a fence or tree, the shot strikes it and is stopped or deflected, causing no harm. If you successfully beat the object's In The Way value, the shot has missed whatever was in the way and flies on towards its intended target. Roll for the next object in the way, and continue rolling for each object in the way of the shot until it hits something or reaches the intended target.
NB. A fighter, loose mount, innocent bystander or other creature or playing piece always has an In The Way value of 4+. Any terrain on the tabletop that does not loosely fit these descriptions must be identified at the beginning of the game. It is up to the players to agree on suitable In the Way values for these objects before play commences.
In The Way Chart
| Dice | Terrain Type |
|---|---|
| 3+ | Picket fence, hedge, cactus, washing line, narrow posts, barbed wire, etc. |
| 4+ | Solid wooden fence, low wall, rocks, wagon/cart, door or window of wooden building, barrels and crates, etc. |
| 5+ | Fortified wall, large rocky outcrops and boulders or similar. |
Shooting From Cover
If a model is shooting from behind cover - a low wall or other barrier, or from behind a rock, bush, or similar object - its own cover isn't considered to be in the way of its shooting so long as the model is touching the cover and is tall enough to see over or around it. This is one of those cases where in real life a fighter could quickly lean out of or over his cover to shoot - so the model is allowed to shoot so long as its head is clear to see the target. The same applies if the model is behind a tall, thin piece of scenery, such as a tree trunk. If part of the model is visible, then it may shoot around the object.
Shooting from Behind Friends
If a model is shooting from behind a friendly model, this model is not considered to be in the way of the shot, so long as the base of the shooter is touching the base of the friendly model, and the friendly model's base is the same size as the shooter's or smaller. Even a weapon with a spread template (see the Weapons section) may be fired from behind a friend in this manner - the friendly model is not caught in the blast.
Targets in Combat (Shooting Into Combat)
As mentioned earlier, some fighters may attempt to fire into combats even though they risk hitting their friends. Roll to hit the target in the usual way. If the result is a miss, then the shot misses altogether and causes no harm. If the shot scores a hit, roll another dice to determine which side has been hit. On a 1, 2 or 3 you have hit a fighter from your own side, on a 4, 5 or 6 you have hit your intended target. If you hit your own side and there are two or more of your own models fighting, you will hit the nearest.
Mounted Fighters
When shooting at a rider, the horse is treated as if it were a living target in the way - a dice roll is made as for any other model partially obscuring the target. Should a player wish to shoot at a horse, the rider is treated as being in the way in the same manner.
If a rider is killed, it is convenient to remove the entire model including the mount, unless you're using the optional rules for loose mounts. Hits on mounts are worked out in the same way as shots against fighters. Should the mount be slain its rider is unexpectedly thrown to the ground. The rider must be replaced with a foot version of the model, or a suitable stand-in. Roll a D6 against the Thrown Rider table to determine if the rider is hurt as a result.
Jamming and Reloading
Unless stated in their description, missile weapons may be subject to jamming on occasion, due to weather conditions, dirt in the mechanism, or simply a design flaw. This places their user in a precarious position.
Whenever a fighter rolls a 1 to hit, then a jamming check must be made. Roll a second dice. If the result is a 2 or more, then the model is fine. The shot misses as normal but there are no further effects. However, if the result is another 1, then the weapon has jammed. The weapon may not be fired this turn or the next. If the weapon may normally only fire every other turn because it is slow to reload, then it incurs no additional penalty for jamming, as the act of reloading in itself clears the jam.
Clearing a jam or reloading a weapon takes one entire Shootin' phase. No weapon may be fired or thrown during the phase in which the model reloads. Place a reload marker next to the model to remind you that it may not fire.
NB. A fighter whose weapon jams or requires reloading may still fire any other weapon he may have in subsequent turns instead of clearing the jam. However, when he wishes to fire a jammed or emptied weapon again, he must forego a Shootin' phase in order to ready it. This single Shootin' phase will clear any and all jams, and reloads all weapons that require it.
Rolling to Wound
Once you have hit your target, you need to see if you have wounded them. Some weapons are more deadly than others, and therefore the chance of wounding a foe is greatly affected by its Strength value. The dice roll needed then depends on the Grit value of the target. See the Wound chart to work out the result needed to cause a wound.
To use the chart, find the Strength value of the weapon by reading down the left-hand side of the chart. Now find the target's Grit value across the top of the chart. Trace the numerals across and down to find the figure that indicates the minimum dice roll required to inflict one wound on the enemy. If the dice roll is insufficient to inflict a wound, the loser remains unharmed.
High Rolls
A score of 6/4, 6/5 or 6/6 means you must roll a single dice and score a 6, followed by a further dice that must score either 4+, 5+ or another 6. A '-' indicates the target is impossible to hurt - it is just too tough!
Examples of common ranged weapons include:
| Weapon | Range | Strength | Move Penalty |
|---|---|---|---|
| Six-gun | 10" | 3 | None |
| Heavy Pistol | 12" | 4 | Half |
| Rifle | 24" | 4 | All |
Critical Damage
When using a firearm or explosive (not close combat weapons, or primitive shootin' weapons), any unmodified roll of a 6 to wound may inflict critical damage against its target.
If the target has any Fortune, then it must be used before checking for critical damage (see Fame and Fortune). If the model has no Fortune, or the Fortune roll is failed, roll a further dice before working out the effects of the damage. If this dice also scores a 6, then the target takes D3 wounds instead of just 1.
Casualties
If a model has 1 Wound on its characteristic profile, it is slain if it suffers a wound (most fighters have only one Wound). The model is then taken out of action and removed from the game.
Multiple Wounds
Some fighters have more than 1 Wound on their profile. Only when the model loses its last wound is the fighter taken out of action, and the model is then removed from the tabletop.
Wound Chart
Cross-reference Weapon Strength (rows) against the target's Grit (columns) for the minimum dice roll needed to wound.
| Weapon Strength | Grit 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 4 | 5 | 5 | 6 | 6 | 6/4 | 6/5 | 6/6 | - | - |
| 2 | 4 | 4 | 5 | 5 | 6 | 6 | 6/4 | 6/5 | 6/6 |
The Fightin' Phase
In the Fightin' phase, both sides work out combat between opposing models in base-to-base contact. Enemies are only allowed to touch where one has charged the other, as described in the Movin' phase section. The Fightin' phase itself is broken down into three separate steps: Dukin' it Out, Back Off and Woundin'.
When to Fight
The side that has the drop that turn decides the order in which fights are resolved. The player chooses which combat he wants to work out first, the players work out the result, then the player with the drop nominates the second combat, and so on until all fights have been resolved.
NB. The fights should already have been paired off, as described under Fights in the Movin' phase.
1. Dukin' it Out
The easiest way to explain how combat works is to consider a simple fight which, in this example, is between a Lawman and an Outlaw. Both combatants have an Attack value of 1 and Wound value of 1 on their characteristic base profiles, as well as a Fightin' value of 3. When both combatants have 1 Attack, each player must roll one dice (1D6) on behalf of their fighter.
The highest scoring fighter wins. If both fighters roll the same result, however, the combatant with the highest Fightin' value wins. Where both fighters have the same Fightin' value, players roll one dice. If 1, 2 or 3 is rolled, one side wins; if 4, 5 or 6 is rolled, the other side wins.
2. Back Off!
The loser is moved 1" away from his enemy to represent the fact he has lost the combat. The model cannot move into touch with another enemy as it backs away but it can move within the 1" control zone of other enemies, as models are assumed to make way for the combatants.
3. Woundin'
In addition to beating his opponent, the winner strikes at the loser and might hurt him by inflicting a wound. Where the winner has a single Attack, the player rolls one dice and refers to the Wound chart. To use the chart, find the Strength value of the attacker by reading down the left-hand side of the chart. Now find the target's Grit value across the top of the chart. Trace the numerals across and down to find the figure that indicates the minimum dice roll required to inflict one wound on the enemy. If the dice roll is insufficient to inflict a wound, the loser remains unharmed.
High Rolls
A score of 6/4, 6/5 or 6/6 means you must roll a single dice and score a 6, followed by a further dice that must score either 4+, 5+ or another 6. A dash (-) indicates the target is impossible to hurt - it is just too tough!
Who's Next..?
Once wounds have been calculated, and any casualties have been removed, the combat is complete and the side that has the drop selects which combat to work out next. Once all combats have been successfully resolved, the Fightin' phase is over.
Trapped Fighters
Fighters that have been defeated must move 1" away from their enemy as described previously. Sometimes a model will be unable to back out of a fight because there isn't room behind it - for example, if the fighter's path is blocked by a feature such as a fence or wall, or by other models. This will invariably be the case where a defeated fighter is surrounded by three equidistant enemies.
If a defeated fighter can't back off, then he is trapped. Any strikes made against a trapped fighter count double. So, a fighter with 1 Attack will make two strikes, a fighter with 2 Attacks makes four strikes, and so on. The defeated fighter must still be moved away so that enemies are no longer touching - if necessary other models can be moved to ensure that there is a clear gap.
A defeated model is not allowed to jump or climb an obstacle to avoid being trapped. If the defeated model is fighting on the edge of a cliff or similar drop, and cannot back off 1", then again he is trapped. However, in this case he may choose to jump, taking normal strikes instead of double, plus damage for falling if the distance is more than 2".
Models on the Ground (Fightin')
If a model is charged while on the ground, it cannot stand up in the Movin' phase, but it will attempt to stand in the Fightin' phase. Determine who wins the fight as normal. If the model on the ground wins the fight then it cannot strike - but automatically stands up instead and the loser backs off. If the model on the ground loses, it remains down, is pushed back 1" and is counted as being trapped.
Multiple Attacks
Some fighters have an Attack value of more than 1 on their characteristic profiles. If a model has 2 Attacks then roll two dice when working out fights instead of one and choose the best score. If a model has 3 Attacks, roll three dice and choose the best score, and so on. A model with an Attack value of more than 1 is therefore more likely to win a combat.
If a model with multiple Attacks wins a fight, it strikes the enemy once per Attack. So, for example, a Marshal with 2 Attacks rolls two dice to see if he inflicts a wound. Both dice count, so in this instance he might inflict no wounds, 1 wound or 2 wounds.
Multiple Wounds (Fightin')
As with Attack values, some combatants have more than 1 Wound on their profile. If a fighter has 2 Wounds it takes two wounds to kill him, 3 Wounds means it takes three wounds to take him out of action, and so on. If such a fighter suffers a single wound, note this down and carry on fighting. When he loses his last wound he is taken out of action and removed from play.
Multiple Combats
If two, three or more fighters are fighting a single enemy, roll one dice for each fighter as before. For example, where three Outlaws fight one Cowboy, the Outlaws roll three dice and the Cowboy rolls one. The player rolling multiple dice takes the highest scoring dice and ignores the rest. In this example, the highest scoring Outlaw dice is compared to the Cowboy's dice score and the highest score wins.
If any models involved in a multiple combat have Attack values of 2 or more, total up the number of attacks on both sides and roll the appropriate number of dice. Pick out the best scoring dice from each side.
In the case of a draw, compare the single model's Fight value to the best Fight value from the multiple side. If this is equal, roll one dice. Roll 1, 2, 3 and one side wins; roll 4, 5, 6 and the other side wins. Alternatively, cut the deck to decide the winner.
All the models on the losing side are beaten back 1" away from their enemy. Where a single model is beaten back by two or more enemies, the retreating player can retreat through any gap that is wide enough for the model to pass - if there is no gap the model is trapped as described previously. Where multiple models are backing away from a single model, each retreats exactly as in a one-on-one combat; which means none, some or all might be trapped. In a multiple combat where several models must move, the player whose models are backing away can move them in any order he wishes. Once models have backed off, work out strikes. If the multiple side wins the fight, each model strikes against the loser. It doesn't matter whether individual models score higher or lower than their opponent - all models strike if their side wins. If the single model wins the fight, it can strike against one of the enemy. If the model has more than 1 Attack, it strikes once per attack and can divide its strikes amongst the opponents as the player wishes. This is important as some enemies might have different Defence values or might be trapped. The player can roll for each strike before allocating the next if he prefers.
Fighting Over Obstacles
Models can fight each other from either side of an obstacle, such as a fence, pile of crates or a ditch, even though their bases are not touching. The following rules take into account models fighting over an obstacle.
Roll to determine which side wins the fight as normal. The loser backs off 1" from the obstacle. However, the winner's strikes may hit the obstacle instead of his enemy. On a roll of 1, 2 or 3 the blow is deflected by the barrier (or cannot reach over the gap) and has no effect, on a roll of a 4, 5 or 6 the blow strikes the defender and is worked out as normal. Roll for each strike separately if the winner has more than one Attack.
In the next turn the fighters can move as normal. If the loser survived, there should be a space where he backed away, so if the winner's posse gets the drop, he may, if he wants, attempt to jump over the obstacle (and most likely back into combat). If the loser's posse gets the drop then he may decide to charge back to the obstacle, holding his enemy on the far side by engaging him in combat again.
Enemies on Both Sides
If a model is fighting across an obstacle and has also been attacked from his own side of the obstacle, the winner is determined as normal in a multiple combat. Obviously, strikes made by the winner only have a chance of hitting the obstacle if they are directed at an enemy on the far side. If the lone model loses the combat he must back away from his enemies and, if unable to do so, he is trapped.
Mounted Fighters (Fightin')
Mounted fighters are treated in the same way as other fighters when in combat. Riders will fight but mounts take no part in the combat. If a mounted fighter loses a fight then his foes can elect to strike either the rider or his mount. This is the choice of the player who is making the attacks, and if he has several attacks to distribute he can elect to strike against both the rider and mount if he wishes.
If the mount is slain the rider must roll on the Thrown Rider table. Note that a mount isn't considered to be in the way of strikes from an enemy in a fight as it is for hits from shooting. This is because fighters are close enough to engage directly so we allow the attacker the choice.
Pluck
Fighters will not always act as you, the player, might wish. There are times when even the bravest fighter would sooner retreat than fight. To take this into account we have the Pluck characteristic.
Testing Pluck
A Pluck test is always taken in the same way. Two dice are rolled and the scores are added together, then the fighter's Pluck value is added to that sum. If the total score is 10 or more, then the test is passed. If the score is less than 10 the test is failed. When a test is passed, there is no ill effect. Pluck is usually tested in one of the following situations: Head for the Hills tests, charging or shooting an opponent with a Fearsome Reputation, or when Diving for Cover.
Head for the Hills
The most important use of Pluck in the game is to take Head for the Hills tests. If half or more of the fighters on your side have been taken out of action, then a Head for the Hills test must be taken every turn. Carry out a Pluck test at the beginning of the Movin' phase on behalf of the Posse's leader or, if he has been removed from play already, the model in the Posse with the highest Pluck value.
When a Head for the Hills test is failed, the entire Posse flees the table and is removed from play - once half the Posse is destroyed, gang morale will quickly begin to disintegrate and this is often the moment when a fight is won or lost.
NB. Models that leave the board as part of a scenario objective do not count as being taken out of action for the purposes of the Head for the Hills test. Keep these models separate from the casualties for the sake of clarity.
Voluntarily Head for the Hills
Alternatively, after losing half its members, a player may voluntarily Head for the Hills at the start of his Posse's Movin' phase, thus fleeing the board and ending the game. This represents the desperate moment when a Posse realises that it is hopelessly outgunned and 'gets the heck outta Dodge', to fight another day.
Fearsome Reputation
If a fighter wishes to charge or shoot at an opponent who has the Fearsome Reputation ability (see the Skills tables), he must take a Pluck test. If the test is passed, the model can charge or shoot as normal. If it is failed, the fighter loses his nerve and will not charge or shoot, instead doing nothing in the phase.
Dive for Cover
Taking heavy fire from an opponent is a frightening experience, and many fighters can lose their nerve and become pinned by incoming shooting.
When a fighter is hit by missile fire but not killed (i.e. if the roll to wound is failed, or the victim has more wounds than can be removed), they must take a Pluck test immediately. They must also test if a friendly model within 3" is shot and removed as a casualty. If the test is passed, then there is no effect. If the test is failed, however, then the victim must instantly make a move to put some terrain between himself and the shooter (i.e. in the way). This move must be toward the closest piece of terrain, by the quickest and safest route. The model may not move further than its regular movement value.
If the model was already behind a piece of terrain to begin with, then it has no need to move, but must instead be placed on the ground, where it will begin its next turn. If a model that fails his Pluck test and dives for cover was yet to shoot, then he loses the chance to do so - he is too busy ducking bullets! A model may be required to take several Dive for Cover tests in a turn, as he may attract more fire during the Shootin' phase.
Designer's Note: These criteria may force a fighter to move towards the opponent who shot them. This may seem odd, but represents the fighter scrambling for cover in blind panic as the shot takes off his hat, nicks his ear, etc.
Mounted Models (Pluck)
Fighters riding horses or mules always test using the rider's Pluck, never their mount's, even if it was the mount that was hit but not wounded. If a mounted model fails its Pluck test and is forced to dive for cover, then it will move behind the nearest piece of terrain as normal. However if the mounted fighter is already behind cover when the test was failed, then the model is not laid down. Instead, the fighter must dismount and is positioned so that his mount is now in the way for the shooter.
Heroes
Heroes are extraordinary individuals - stern, dangerous fighters whose skills have made them legend. A Hero can fight and defeat several ordinary fighters with ease. In game terms, Heroes are not necessarily good or bad. The term 'Hero' is simply a gaming convention that can just as easily mean 'villain' in the tumultuous Old West.
Fame & Fortune
Heroes have characteristic profiles just like ordinary fighters. In addition, they have two heroic characteristics: Fame and Fortune. Unlike other characteristics these are represented by a store of points that are used up during the game. Players must decide for themselves the best time to use their precious Fame and Fortune points.
Fame
This represents a Hero's ability to perform heroic feats. When a dice is rolled on behalf of a Hero for shooting, fighting or whatever, its score can be adjusted by expending Fame. Fame can also be used to perform Heroic Actions as described later.
Each point of Fame expended can be used to adjust the dice score up or down by 1 to a maximum of 6 or minimum of 1. No dice can be augmented to more than 6 or reduced to less than 1. If a player rolls a 3, for example, he can expend 2 points of Fame to turn the score into a 5.
A player does not have to decide to use his Fame until the dice has been rolled, or until both sides have rolled in the case of a roll to see who wins a fight. This means a player can always ensure the result he wants so long as he has enough Fame points left.
If two opposing Heroes are fighting and one wishes to use Fame to win, the other can also add to his score to counter his enemy. Both players must secretly indicate - with hidden dice or written notes - how much Fame they wish to expend (minimum of 1), and reveal this simultaneously.
At the start of the game you must record the Fame points available for each of your Heroes. As Fame is used up, you must keep a track of the remaining points. Once all of a Hero's Fame points are gone, he can no longer adjust dice rolls.
- It is important to note that Heroes can only spend Fame points to affect their own dice rolls. This means a Hero cannot spend one of his points to adjust a roll that another model, friend or foe, has made. It is therefore a good idea to roll a Hero's attacks separately, or use different coloured dice during a multiple combat.
- Fame cannot be spent to modify the outcome of a 'random roll', such as a roll to decide who wins a draw in combat, a spotting roll, or a roll to see if a shot hits intervening models or terrain. Neither the 'dice-off' nor the cutting of the cards may ever be affected by Fame points.
- Finally, Fame cannot be used to influence the roll to get the drop.
Movin' Phase
In the Movin' phase, Fame can be used to affect the outcome of Jumping and Climbing tests. It can also be used to influence Pluck tests.
Shootin' and Fightin' Phases
Fame may be used to influence rolls to hit, rolls to win a fight and rolls to wound. Every Fame point spent on a dice roll to wound adds 1 to the result. Sometimes two rolls are required if the target has a high enough Defence value. In this case every single Fame point spent adds to both rolls. For example, Strength 3 against Defence 8 needs a 6 followed by a 4+ in order to cause a single wound. If you roll a 4 first and spend two Fame points to add to this to make it a 6, then 2 points are automatically added to your second roll. If you rolled a 1 next, it would actually count as a 3, and so only one more Fame point would need to be spent.
Heroic Actions
The drop is established at the start of each turn by rolling a dice. Whichever side has the drop that turn takes all its moves and shots first, and decides the order in which combats are fought. This is the normal rule for getting the drop. However, Heroes can push themselves beyond normal boundaries with extraordinary feats of courage and daring, and act out of the usual sequence.
At the start of the Movin', Shootin' or Fightin' phase, any individual Hero can spend a point of Fame to make a 'Heroic Action'. The player must declare at the start of the phase which, if any, of his Heroes will spend a point of Fame and make a Heroic Action. A Hero can make no more than one Heroic Action in each phase. There are three types of Heroic Action, detailed below:
- Yee Haw!
- Quickdraw
- Time for a Whuppin'
Multiple Heroic Actions
If both players want one or more of their Heroes to perform Heroic Actions, then roll a dice to determine which side goes first - 1, 2 or 3 for the player with the drop; 4, 5 or 6 for the other player. Alternatively, cut the cards - the highest face value denotes who goes first. Once a Hero from that side has completed his Heroic Action then one of the opposing player's Heroes gets to take his Heroic Action. Continue to alternate Heroes like this until all Heroic Actions for that phase have been made.
Yee Haw!
A Hero who makes a Heroic Action at the start of the Movin' phase will move before other models that are not making Heroic Actions. In addition, the Hero can shout "Yee Haw!" as he moves, and all friends within 6" will move at the same time. Friends moving in this way must end their move within 6" of the Hero who is making the heroic action.
Quickdraw
A Hero who makes a Heroic Action at the start of the Shootin' phase will shoot before other models that turn. In addition, the Hero can shout "Fire!" as he shoots, and all friends within 6" can also shoot at the same time, at whatever targets they wish, assuming they are able to do so.
NB. A Hero must fire or throw a weapon himself in the phase in order for the Quickdraw action to work.
Time for a Whuppin'
At the beginning of the Fightin' phase, a Hero may spend a point of Fame to declare that it's Time for a Whuppin'. His fight is resolved straight away, overriding the order of combat as decided by the player with the drop.
If all enemy models are killed in the Time for a Whuppin' combat, then the Hero and any friendly models who are also part of the combat may move again, before proceeding with the remainder of the Fightin' phase. This is an extra move, up to the models' full regular distance, with factors such as terrain affecting the move as usual. They may even move into touch with new enemies or join other fights, for example. When a fighter moves to join another combat, this may mean that the combats need to be divided again.
Designer's Note: A fighter can only take advantage of Heroic Actions once each phase. For example, a Hero cannot, in a Time for a Whuppin', move to join another fight that also has a Hero who has declared a Time for a Whuppin', and then move again. Once a model has moved or shot, it has completed its movement and shooting for that phase. The Heroic Action enables the model to move or shoot first but does not enable it to move or shoot twice. A model that happens to be within 6" of a series of Heroes making Yee Haw! moves cannot move along with each - it only moves once! Time for a Whuppin' is slightly different because a model gets the chance to move and fight a second time. However, a model can only benefit from a Time for a Whuppin' once per Fightin' phase.
Fortune
Fortune represents a Hero's destiny and, as such, preserves him from harm where ordinary men might otherwise die. If a Hero loses a wound then he would normally reduce his remaining Wounds value by 1. However, if the Hero has Fortune points left he may be able to avoid harm by some heroic ruse or twist of fate.
When a Hero is wounded, then he can expend one or more of any Fortune points he has to resist it. The player rolls a dice and reduces the Hero's Fortune store by 1. If the dice scores a 4, 5 or 6 then the roll is successful and the wound is not lost. Any number of wounds can be resisted in this way, but a Hero can never have more wounds than shown on his profile.
A player can use as many Fortune points as he has available to try to recover a wound. The player can roll one dice at a time until he makes the score required, runs out of Fortune, or decides to suffer the wound.
Fortune points are most commonly expended in combat, but a player can also use them if a Hero dies as a result of a fall or similar mischance. In this case, a successful result might mean that the Hero has not fallen to his death but landed on something soft placed in his path by chance.
NB. If a Hero suffers so many wounds in a single round of fighting that he loses all his wounds and Fortune, then nothing can save him and he is taken out of action!
Using Fame with Fortune
Fame can be used to adjust Fortune dice rolls if the player wishes, as long as the Hero has sufficient Fame points remaining. A very powerful Hero will be able to cheat death - for a while - but sooner or later even the most infamous character will run out of one or other of Fame or Fortune.
The Weapons Locker
The way of the gun was the law of the Old West - danger could come at any time, and only a well-armed man had any hope of defence against it. Included here are the rules for the various weapons found in the Old West.
Sidearms
A sidearm is any firearm that is light and easy to use one-handed. They represent pistols - the most plentiful guns available in the Old West.
Sixgun
Most cowboys carried a revolver as a standard sidearm, usually around .32 calibre, manufactured by companies such as Smith & Wesson, Remington, Colt and Whitney. The most popular were single-action, meaning that the gun did not have to be manually cocked before firing, and this is the type represented here.
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Fanning: The main advantage of the sixgun comes from its single-action, which allows gunfighters to fan the hammer to deliver all six shots in a deadly (if inaccurate) fusillade! This type of shooting is called fanning. You may declare that a model wishes to fan its sixgun instead of firing a single shot before it rolls any dice to shoot.
Fanning reduces the range of the sixgun to 6"; such is the unreliability of the technique. Roll six dice (6D6) - one for each bullet. Any roll of a '6' is a successful hit. The first hit must be allocated on the original target, but any additional hits may be allocated against any model within 3" of the target. Roll for any model or scenery that is in the way, followed by rolls to wound for all models hit. Finally, because fanning the sixgun empties the entire chamber, the model may not use that weapon to shoot in the next turn, instead spending time to reload (see the rules for reloading and clearing jams in the Shootin' phase). In addition, Critical Hits may never be scored when fanning.
Heavy Pistol
Large calibre pistols such as the Colt Dragoon, the notorious Colt .45, the Remington .44, the .45 Schofield and the Buntline Special were highly prized weapons on the deadly frontier. Many gunfighters chose a powerful yet cumbersome sidearm over the traditional sixgun. Heavy pistols are carried by men who mean business!
- Improvised Weapon: As well as being a powerful firearm, heavy pistols may also be used in a brawl. Their heavy, robust grip is ideal for pistol-whipping opponents. As such, in the Fightin' phase, heavy pistols count as hand weapons with a -1 penalty on the rolls to see who wins the fight.
Saturday-night Specials
Favoured by harlots and gamblers, these tiny pistols were often concealed up sleeves or in garter belts. The most popular models were the infamous Derringers, used to get the drop on unsuspecting opponents.
- Concealed Weapon: If a scenario ever calls for models to be unarmed, then the rule does not apply to these weapons.
- Slow Reload: A model that fires a Saturday-night special may not fire it again in the next turn, instead spending time to reload, as stated in the Shootin' phase.
Saturday-night specials may be used for fighting in exactly the same way as heavy pistols.
Le Mat Pistol
The Le Mat revolver is a nine-shot pistol with a built-in scattergun barrel. It worked very much like a regular pistol, but was capable of unleashing a .60 calibre shotgun-like discharge at the flick of a switch on the hammer.
- Scattergun Setting: Once per game, the Le Mat revolver may switch barrels and fire as if it were a sawed-off Shotgun with a single barrel and a spread template (see Shotguns). Once used in this way, the weapon may only be fired with its regular revolver setting thereafter.
Longarms
Favoured by marksmen, soldiers and pioneers alike, rifles and other longarms were almost essential items of equipment for hardy Westerners.
Special Longarm Rules:
- Two-handed: All longarms require two hands to use effectively. Fighters who carry a longarm may not carry a double-handed weapon as well.
- Improvised Weapons: Longarms are generally of a sturdy construction and, although not designed for close-quarter fighting, may be used in combat. In the Fightin' phase, longarms count as hand weapons with a -1 penalty on the roll to see who wins the fight. The exception to this rule is the Buffalo gun, which counts as a two-handed weapon.
Rifle
One-shot breech-loaders faded in popularity after the Civil War, but were still used by ranchers and sharpshooters right up to the end of the century. Slow and cumbersome, they were also incredibly accurate, especially the Springfield and Remington models.
- Slow Reload: Rifles are accurate and long-ranged, but are slow to reload. A model that fires a rifle may not fire it again in the next turn, instead spending time to reload, as stated in the Shootin' phase.
Buffalo Gun
Used by buffalo hunters due to their immense stopping power, the Sharps rifle (or 'Big Fifty') was a deadly but cumbersome long-rifle. Although this was the most common buffalo gun, Springfield also manufactured a .70 cal rifle. For game purposes, they are grouped together here.
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Slow Reload: Buffalo guns are slow to reload. A model that fires one may not fire it again in its next turn, instead spending time to reload, as stated in the Shootin' Phase.
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Two-handed Weapon: Buffalo guns are of an even bulkier construction than regular breech-loading rifles, and count as double-handed weapons in combat.
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Blown Away: The Buffalo gun is a powerful longarm. Any model on foot that survives a hit from a Buffalo gun is knocked to the ground, where it must begin its next move, as described under Models on the Ground. This negates the standard Dive for Cover rules. Note that a mounted fighter hit by a Buffalo gun is not knocked down, as such, but must instead take a Thrown Rider test. If the mount is hit but not killed, then it is not knocked down.
In addition, models hit by a Buffalo gun are always wounded on a 4 or more on the dice, regardless of their Grit value, unless the required value would be less than this.
Repeating Rifle
The lever-action repeating rifle is one of the most archetypal weapons of the Old West. In fact, the Winchester model 1873 is often referred to as 'the gun that won the West'. Although the Henry Repeating Rifle was another popular example, the design was not really bettered until Winchester developed their 1892 model. Repeating rifles are expensive yet reliable, giving a high rate of fire along with their 12-17 round capacity, with a respectable range and accuracy. The main advantage of a repeating rifle is that it has no reloading time compared to a breech-loading rifle. This category also includes the less popular revolving rifles, such as the 1855 Colt Sporting rifle.
Musket
Although out of production by the end of the Civil War (replaced by rifles), muskets were found throughout the late 1800s in backwater settlements or in the hands of some Native American tribes and mountain men. Despite their inferior accuracy and range, they were cheap to produce and still had formidable stopping power.
- Slow Reload: Muskets are slow to reload. A model that fires a musket may not fire it again in its next turn, instead spending time to reload, as stated in the Shootin' Phase.
Shotguns
Double-barrelled percussion shotguns, and later the metal cartridge variants, were enduringly popular in the West, particularly among farmers and trailblazers.
Special Shotgun Rules:
- 2 Barrels: Shotguns have two barrels, which may be fired independently of each other. To represent this, the first time a shotgun is fired (and the first time it is fired after reloading) place one of the special Shotgun counters or other appropriate marker next to the model. The shotgun may fire again in a subsequent turn without having to reload. When its second barrel is fired, place a reload counter next to the model, as shotguns are also slow to reload. A fighter may choose to fire both barrels simultaneously. This is only an option when a shotgun is fully loaded (i.e. has no counters next to it). When firing both barrels, make a single roll to hit but, if the shot hits and fails to wound the target, the wound roll may be re-rolled. The result of the re-roll must be accepted. When both barrels are fired, immediately place a reload counter next to the firing model.
- Slow Reload: Shotguns are slow to reload. Once the second barrel is fired (as explained above), they may not be used again until they have reloaded, as stated in the Shootin' Phase.
- Improvised Weapons: Shotguns are generally of a sturdy construction and, although not designed for close-quarter fighting, may be used in combat. In the Fightin' phase, longarms count as hand weapons with a -1 penalty on the rolls to see who wins the fight.
12-gauge Shotgun
The most common type of shotgun, found in most homes in the Old West as a means of defence and hunting, 12-gauge shotguns were fearsome weapons, especially at close quarters.
- Variable Strength: The 12-gauge is far more powerful at short range than at long. If a target lies within 6" of the firer, then the shotgun has a Strength value of 5. If the target is further than 6" away, then the shotgun has a Strength value of 3. In addition, any model on foot hit by a 12-gauge at short range is knocked to the ground, where it must begin its next move, as described under Models on the Ground. This negates the standard Dive for Cover rules. Note that a mounted fighter hit by a shotgun at short range is not knocked down, as such, but must instead take a Thrown Rider test. If the mount is hit but not killed, then it is not knocked down.
- Forceful: Such is the power of a shotgun (and the fact that it has a very slight spread at longer ranges) that cover is far less effective against it. A shotgun reduces the In The Way value of any terrain that is in the way of the shot by 1, i.e. a picket fence can be avoided on the roll of a 2 or more rather than a 3 or more. This does not, however, apply to other fighters, creatures and innocent bystanders. These things always have an In The Way value of 4+.
Sawed-off Shotgun
The main purpose of sawing off a shotgun barrel is to increase the spread of the pellets. This was favoured by gunfighters with poor eyesight, as they required less accuracy to use in a heated duel. The spread of the shots led to these weapons becoming known also as Scatterguns.
- Spread: When firing a sawed-off shotgun do not roll to hit. Instead, place the spread template with the narrow end touching your model's base and the wide end towards the target(s). You can position the template between models if you wish to maximise the number of targets in the spread. Ignore any terrain that is in the way, as the spread makes it highly unlikely that the entire shot will be blocked by intervening terrain. If the object in the way is another model, friend or foe, then it too is hit! Remember that many fighters will be unable to take the shot if they risk hitting a friend. If successful, any model wholly or partially under the template will be hit by the spread of pellets on the roll of a 4 or more on a D6, regardless of the firer's Shootin' value. Once all victims of the shot have been determined, roll to wound each model separately.
Primitive Shootin' Weapons
Not all inhabitants of the Old West relied upon firearms. Many a man had his life claimed by a skilled knife-thrower or Indian arrow in those turbulent times.
Special Primitive Weapon Rules: Primitive Weapons are exempt from jamming checks, as they have no complex mechanism to go wrong!
Thrown Weapon
Thrown weapons range from throwing knives to bottles in saloons! The range of a thrown weapon is always double the thrower's Strength value in inches (so a model with a Strength of 4 may throw an object 8"). Thrown weapons may be thrown in the Shootin' phase as normal. A throwing weapon can only be used once in a game. Once it has been thrown, mark the model in some way or make a note on the roster sheet to show that it cannot be thrown again.
- Improvised Weapon: Thrown weapons count as improvised weapons in hand-to-hand fighting (see Longarms).
NB. In a campaign game (see the Campaigns section), models are always considered to retrieve their throwing weapons before the beginning of the next game. This is to maintain some level of simplicity, and also to make owning these weapons more worthwhile in game terms!
Tomahawk
A tomahawk is a Native American throwing axe, and is treated as a throwing weapon in every respect. In addition, a fighter may choose to hurl a tomahawk at an enemy in the Movin' phase as he charges. The player moves the fighter as if it were going to charge, but instead of moving into touch it halts 1" away. It then throws the weapon at the enemy it is about to fight. The throw is worked out exactly as if it had occurred in the Shootin' phase. Once the tomahawk has been thrown, the charger is moved into contact with the same enemy model or, if the enemy has been slain (or has dived for cover), the charger completes its move as the player wishes - including charging a different model.
- Hand Weapon: A Tomahawk counts as a hand weapon in hand-to-hand combat.
Indian Longbow
Used on the Great Plains by the Native American tribes for as long as the Indians can remember, longbows are reliable and surprisingly effective weapons.
Lasso
Originally used for roping steers by the original cowboys of Mexico, the lasso became one of the most useful tools and impromptu weapons of the drover's trade.
A lasso may be used at any point in the Movin' phase. However, once used, the thrower may not move any further that turn. It is used exactly like a thrown weapon with a range of 6", but does not inflict any damage. A model hit by a lasso attack automatically becomes entangled. An entangled model may not perform any actions for the remainder of the turn and their Fightin' value counts as 1. A model with a lasso may not target friendly fighters.
In addition, once a model has become entangled, the fighter with the lasso may attempt to drag the victim towards him. Roll a dice. On the score of a 4 or more, the unfortunate victim may be moved up to 3" towards the fighter with the lasso, as well as suffering all the other penalties for being entangled. If the thrower is mounted, he adds 1 to this dice roll. The victim may be dragged into combat with the thrower if he is within 3". Mounted fighters who are dragged do not move, but are instead placed lying down on the ground next to their horse or mule.
Shootin' Weapon Summary Chart
| Weapon | Range | Strength | Move Penalty | Special Rules |
|---|---|---|---|---|
| Sixgun | 10" | 3 | none | Fanning |
| Heavy pistol | 12" | 4 | half | Improvised weapon |
| Saturday-night special | 6" | 3 | none | Concealed; slow reload |
| Le Mat Pistol | 12" | 3 | half | Scattergun setting |
| Rifle | 24" | 4 | full | Slow reload |
Designer's Note: In reality, many of the firearms included in this section would have a much longer range than represented by the rules. The reasoning behind this is twofold: firstly, it is an abstraction to make the game more playable and to not allow certain weapons to dominate. Secondly, it represents the effective range of a given weapon rather than the actual maximum range. This is the optimum range, at which the weapon would be most potent and accurate.
Explosives
Explosives were originally used by rail workers to blast the path of progress. However, bandits and bank robbers soon found other uses for it.
Special Explosives rules:
- Throwing Explosives: To throw an explosive, simply roll to hit exactly as if using a thrown weapon. If a '1' is rolled on the dice, however, then either the nitro is shaken up too much, or the dynamite fuse is too short, and it explodes in the user's hand! Work out the effects as described below. If the thrower has any Fame, then the roll may be modified to avoid any accidents. If the explosive misses on any roll other than a 1, then it lands on target but fails to detonate. In the case of dynamite, the stick is a dud and is lost. Nitro, however, cannot be a dud! Mark the position of the nitro (the spot where the original target stood). From now on, whenever any model (including loose mounts, cattle, stagecoaches etc.) moves to within 1" of the nitro, roll a dice. On the roll of a 1, it detonates as described below. On a 2-6 nothing happens, but you must roll again next time. The owner of the nitro may retrieve it at any time during his own move, but must move into touch with it to do so - and thus risk setting it off just like any other model moving to within 1".
- Planting Explosives: To plant an explosive, a player must declare that the model is doing so at the start of his move. The model may do nothing during the Movin' phase. If it is subsequently engaged in combat, then the attempt is aborted and he must try again later. If successful, the explosive is set in position. Roll a D6. On the roll of a '1', it goes off as described below, unless Fame points are spent to adjust the roll. On any other roll, the explosive is set and the model is free to move away next turn. In any subsequent turn, the fighter who set the explosive may attempt to detonate it in the Shootin' phase instead of firing a weapon. Roll a D6. If the result is a '1', the explosive fails to detonate, but the firer may try again next turn. On a 2-6 it goes off - position the round template so that the centre is over the location of the explosive.
- Detonation: The detonated charge automatically strikes every target under the template, including scenery. Each target struck takes D6 automatic hits (roll a dice - the target takes the number of hits shown on the dice). Dynamite has a Strength value of 6, while nitro has a Strength of 10. The Grit values and 'wounds' of scenery pieces are summarised below. If the scenery lay wholly beneath the template, then it is removed entirely if all its wound points are lost. If it only partially lay within the area, then it is damaged. It is left to the players to decide how to represent damage and partial collapses on the tabletop. If the damaged scenery is of a type not listed, then players should feel free to extrapolate from the chart and agree on their own values. Once detonated, the explosive is used up and is lost.
Dynamite
Dynamite is used by miners, prospectors and some insane outlaws! Knowing how long or short to cut a fuse is a highly desirable skill, but unfortunately is one that most exponents don't get a chance to master.
Nitro
Vials of nitro-glycerine are highly unstable explosives, used only by the very brave or the very reckless. They may be used in one of two ways - either thrown, or detonated. Neither way is safe, but throwing nitro around is seen by most educated people as just insane!
- Unstable: The act of carrying nitro is dangerous in itself. A model may only move at half speed as long as the nitro is carried, and he may never ride a horse or mule, as the jostling would prove fatal!
Scenery Chart
| Scenery | Grit | Wounds |
|---|---|---|
| Stone/brick wall | 8 | 4 |
| Wooden building | 6 | 4 |
| Fence/cart/wagon, etc. | 4 | 2 |
| Tree or hedge | 4 | 3 |
| Rocky outcrop/cliff face | 10 | 5 |
Fightin' Weapons
Although most men relied on their fists for close quarter fighting, a knife in the back or pistol-butt would settle a dispute more effectively.
Hand Weapons
Many fighters have access to knives (of varying types), canes, improvised cudgels such as axe-handles, or even cavalry sabres. Weapons like these represent the norm - they require no additional rules to those presented earlier in the Fightin' phase. Sabres can be subject to special rules as a result of some fighters' special skills. This makes it important to be specific about exactly what kind of hand weapon a model has.
Two-handed Weapons
Some weapons are so large and heavy that they need two hands to wield effectively (the large, woodsman's axes favoured by Free Trappers are a prime example). Two-handed weapons are difficult to use because they are so heavy. Fighters pressed into combat for prolonged periods will tire easily as the strain of swinging these weapons takes its toll on their stamina. The advantage, though, is that they are very dangerous - able to smash foes with horrific ease.
If a model is armed with a two-handed weapon, then it suffers a -1 penalty when working out which side wins the fight - a dice roll of 5 counts as 4, a roll of 6 as 5, and so on. The minimum possible score is 1, so a roll of 1 still counts as 1 and not as zero. This penalty reflects the fact that the weapon is heavy and difficult to use. If fighting a multiple combat, it is necessary to distinguish models that are using two-handed weapons from others - so roll separately or use different-coloured dice for their rolls.
By way of compensation, a warrior armed with a two-handed weapon adds 1 to his dice roll on the Wound chart - a roll of 1 counts as 2, 3 counts as 4, and so on. If two rolls are normally required (e.g. 6/4+) the bonus is added to both rolls. The maximum score on a dice is 6, so a roll of 6 still counts as 6. The bonus reflects the fact that the weapon is heavy and very destructive.
- Requires two hands: Models may never have more than a single two-handed weapon. In addition, a fighter armed with a two-handed weapon cannot use it while mounted.
Designer's Note: As you can see, a fighter armed with a two-handed weapon is less likely to win a combat, but more likely to inflict a wound. To take full advantage of these weapons it is a good idea to support warriors armed in this way with others carrying ordinary hand weapons, as these more nimble fighters are more likely to win fights than their slower compatriots.
Unarmed
Most fighters in the Old West were far more inclined to resort to pugilism than fighting with weapons, such as knives. When fighting unarmed, a fighter incurs a -1 penalty on both the roll to see who wins the fight and the roll to wound. This represents the fact that, although fist-fighting can be dangerous, it is rarely deadly compared to fighting with weapons.
Improvised Weapons
Occasionally a fighter will find himself in a brawl with a weapon not specifically designed for fighting (such as a bar stool, broken bottle or rifle butt). These weapons will be specifically referred to as 'improvised weapons'. They count as hand weapons with a -1 penalty on the rolls to see who wins the fight.
Fightin' Weapons Summary Chart
| Weapon | Winnin' the fight | Rolling to Wound | Notes |
|---|---|---|---|
| Hand Weapon | - | - | - |
| Two-handed Weapon | -1 | +1 | Requires two hands |
| Unarmed | -1 | -1 | - |
| Improvised Weapon | -1 | - | - |
Gatherin' the Posse
Before you can play, you will need to recruit a Posse for the encounter. Three different Posses - Cowboys, Lawmen and Outlaws - are presented to oppose each other in your games. Later, you will be able to add to the Posse with deadly Hired Guns and Legends of the Old West.
The lists that follow are used to recruit and equip your Posse. You have $200 to spend on fighters in the Posse, but you are not obliged to spend it all. Each model, including their equipment, costs a set amount of money to hire. As you make your selections, subtract the amount you have 'spent' from your total until you have bought all you can. Any unspent dollars are put into the Posse's stash and can either be used later or hoarded to buy something more expensive.
To begin with, you must recruit at least three fighters for your Posse, which must include a leader. Ideally, the weapons and equipment you buy for your fighters should be visible on the models that represent them. The exceptions are knives and Saturday-night specials, which we can safely assume are tucked away in a boot or inside coats, etc.
Skill Tables and Experience
Later, in the Campaign section, we will discuss how to keep your posse going from game to game, improving the skills of your fighters as you go. As your Heroes gain experience, they will learn various skills which you will need to record on the roster sheet. Don't worry about these rules while you are beginning the game - the Campaign section provides all you need to know about experience and skills.
Each Posse has a list of Preferred Skills in its entry. These are the most common tables that the Posse will gain skills from as it advances. Again, see the Campaign and Experience section for details.
Heroes and Henchmen
For convenience, the fighters in a Posse are categorised as Heroes and Henchmen. Heroes are exceptional individuals, characterised by their stores of Fame and Fortune points. Heroes can be armed and equipped with better weapons and items than less important fighters, and are often far more skilled in the game.
One Hero in the Posse is always the leader. This Hero leads the Posse through deadly confrontations and is often the bravest and toughest fighter at your disposal. Leaders are usually characterised by the Leader special skill, listed on their profile.
Henchmen make up the bulk of the Posse and, although they gain experience in much the same way as Heroes, they rarely gain special equipment. Sometimes a Henchman may advance so far that he achieves Hero status. This is covered in the Campaign section.
Weapons
Any fighters you recruit may be armed with up to two fightin' weapons and up to two shootin' weapons. There may be certain restrictions on the exact weapons a fighter can choose - these restrictions are listed on the fighter's profile.
The Campaign section describes how to purchase additional weapons and equipment for your fighters between games. However, Henchmen may only ever use weapons and equipment included on their original equipment list.
The Roster Sheet
You'll need a roster sheet to record the details of your Posse. A blank roster sheet can be found in the back of this book. Photocopy or copy out as many sheets as you need, so that you can keep a clear record of the Posse as it changes from game to game. Notice that Heroes have slightly different entries on the roster sheet to allow for the skills that they can potentially learn during campaigns. If you have any dollars left over from choosing the starting Posse, then write the amount in the 'Stash' box of the roster sheet.
Calculate Infamy Rating
Each Posse has an Infamy rating - the higher the number, the better the Posse is. This rating is simply the number of models in the Posse (including Hired Guns and Legends, but excluding mounts) multiplied by 5, plus any accumulated experience points. Once the Infamy rating has been calculated and recorded on your roster sheet, you are ready to play the game.
Cowboys
Although the fur trade began the migration to the Western frontier, it was the cattle industry, led by bold cowboys, that forged the boomtowns and blazed the trails. The cowboys also contributed to the somewhat colourful (and dangerous) atmosphere in those towns when they reached the end of the cattle drives.
Choice of Fighters. A Cowboy Posse must include a minimum of three models, and you have $200 to spend on recruiting and arming them. The number of models in the Posse may never exceed 15. The number allowed of each type of fighter is displayed on their profile - the exceptions are Cowpokes, of which you may recruit any number.
Preferred Skills. The skill tables preferred by Cowboys are Brawlin', Shootin' and Movin'.
Cowboy Heroes
Trail Boss (1) - $24 to recruit
Every cattle drive has a boss - a hardened veteran who has often seen action in the military or on the frontier before becoming a cowboy. His natural leadership skills and firm but fair disposition hold the Posse together.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 4+ | 4 | 3 | 4 | 1 | 2 | 4 | 1 | 1 |
Special Rules:
- Leader: The Trail Boss may take a Pluck test on behalf of any friendly model within 6". If a Head for the Hills test is called for, the Trail Boss's Pluck must be tested even if his Pluck value is not the highest in the Posse.
- Starting Experience: The Trail Boss begins with 8 Experience points.
Greenhorns (0-2) - $15 to recruit
Whether they are young men eager for honest toil, or Easterners looking for adventure, there are many attractions to a life on the open range. Loyalty and hard work are well rewarded by Trail Bosses, who need trustees to act as their seconds.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 5+ | 3 | 3 | 3 | 1 | 1 | 3 | 0 | 1 |
Cowboy Henchmen
Buckaroos (0-3) - $11 to recruit
Buckaroos traditionally hail from Oregon, Nevada or, more generally, the Great Basin region. They dress a little slicker, live a little faster and shoot a little fancier than other cowboys.
| S | F | St | G | A | W | P |
|---|---|---|---|---|---|---|
| 4+ | 3 | 3 | 3 | 1 | 1 | 3 |
Cowpokes - $9 to recruit
Every Trail Boss knows that the success or failure of a cattle drive rests on the reliability of the seasoned cowboys and cowgirls. Cowpokes are old hands - they've seen it all and done it all, and form the mainstay of any drive.
| S | F | St | G | A | W | P |
|---|---|---|---|---|---|---|
| 5+ | 3 | 3 | 3 | 1 | 1 | 3 |
Wranglers (0-2) - $22 to recruit
No one is better with a rope than a wrangler. Spending more time in the saddle than out of it, their job is to rope loose steers and horses and keep the herd in check. They handle the additional horses on the cattle drive, and often ride point to direct the herd.
| S | F | St | G | A | W | P |
|---|---|---|---|---|---|---|
| 5+ | 3 | 3 | 3 | 1 | 1 | 3 |
Special Rules:
- Mounted Fighter: Wranglers always have a horse. This is factored into their starting cost.
- Rope Expert: When using a lasso, a Wrangler always hits on the dice score of 3+, regardless of his Shootin' value.
Cowboy Heroes Equipment
| Item | Cost |
|---|---|
| Hand Weapon | $2 |
| Sixgun | $5 |
| Heavy Pistol | $12 |
| Repeating Rifle | $16 |
| Shotgun | $12 |
| Lasso | $10 |
| Horse | $16 |
Cowboy Henchmen Equipment
| Item | Cost |
|---|---|
| Hand Weapon | $2 |
| Sixgun | $5 |
| Shotgun | $13 |
| Rifle | $16 |
| Repeating Rifle | $12 |
| Lasso | $8 ($6 for Wranglers) |
| Horse | $12 |
Lawmen
In the frontier towns of the Old West, thieves, bandits and murderers are plentiful. Standing between them and the ordinary citizen are extraordinary men - peace officers who have answered the call for justice, and who keep chaos and anarchy at bay.
Choice of Fighters. A Lawmen Posse must include a minimum of three models, and you have $200 to spend on recruiting and arming them. The number of models in the Posse may never exceed 12. The number allowed of each type of fighter is displayed on their profile - the exceptions are Upstanding Citizens, of which you may recruit any number.
Preferred Skills. The skill tables preferred by Lawmen are Shootin', Savvy and Movin'.
Lawmen Heroes
Sheriff (1) - $28 to recruit
The town Sheriff (sometimes called Marshal) is often a reluctant crime-fighter, drawn into his occupation by the lure of a steady wage. Such a high-risk profession makes Sheriffs tough, with nerves of steel. Those that make it to retirement age are respected individuals indeed.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 4+ | 4 | 3 | 4 | 1 | 2 | 4 | 1 | 2 |
Special Rules:
- Leader: The Sheriff may take a Pluck test on behalf of any friendly model within 6". If a Head for the Hills test is called for, the Sheriff's Pluck must be tested even if his Pluck value is not the highest in the Posse.
- Starting Experience: The Sheriff begins with 8 Experience Points.
Deputies (0-2) - $18 to recruit
Drawn into law enforcement by loyalty to the Sheriff, blood ties or just the need for a salary, Deputies form the mainstay of the law enforcement office. Their duties are just as dangerous as those of the Sheriff, and although they often begin their careers young and naive, they learn to wise up very quickly.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 4+ | 3 | 3 | 3 | 1 | 1 | 3 | 0 | 1 |
Special Rules:
- Loyal: Deputies are unswervingly faithful to the Sheriff they serve. As long as the Sheriff is on the board, all Deputies automatically pass any Pluck test they are required to take, except Dive for Cover tests. If the Sheriff is killed or leaves the board, then the Deputies revert back to the regular rules for Pluck.
Lawmen Henchmen
Upstanding Citizens - $6 to recruit
Although town Sheriffs had a small staff to handle trouble, sometimes it was simply not enough. In times of need ordinary citizens could be sworn in temporarily to lend a hand - and a gun - to the peacekeepers. These could be shopkeepers, barmen - even the town mayor!
| S | F | St | G | A | W | P |
|---|---|---|---|---|---|---|
| 5+ | 2 | 3 | 3 | 1 | 1 | 2 |
Special Rules:
- Safety in Numbers: Upstanding Citizens add 1 point to their Pluck value for every other Citizen within 3".
Vigilantes (0-5) - $11 to recruit
Although peace officers and lynch mobs often find themselves on opposite sides of the law, desperate times call for desperate measures. Sometimes a frenzied mob of rowdies - sworn in or not - can prove to be highly effective in hunting down dangerous outlaw bands.
| S | F | St | G | A | W | P |
|---|---|---|---|---|---|---|
| 4+ | 3 | 3 | 3 | 1 | 1 | 2 |
Lawmen Heroes Equipment
| Item | Cost |
|---|---|
| Hand Weapon | $2 |
| Sixgun | $6 |
| Heavy Pistol | $12 |
| Repeating Rifle | $16 |
| Shotgun | $13 |
| LeMat Revolver | $16 |
| Horse | $15 |
Lawmen Henchmen Equipment
| Item | Cost |
|---|---|
| Hand Weapon | $2 |
| Saturday-night Special | $4 |
| Sixgun | $6 |
| Shotgun | $13 |
| Sawed-off Shotgun | $16 |
| Rifle | $14 |
| Horse | $15 |
Outlaws
Driven to a life of crime through poverty, bad choice of friends or just a plain mean streak, Outlaws can be bank robbers, rabble-rousers or, even worse, horse thieves. Always on the run from the hangman's noose, they court danger for blood and glory.
Choice of Fighters. An Outlaw Posse must include a minimum of three models, and you have $200 to spend on recruiting and arming them. The number of models in the Posse may never exceed 15. The number allowed of each type of fighter is displayed on their profile - the exceptions are Rowdies, of which you may recruit any number.
Preferred Skills. The skill tables preferred by Outlaws are Brawlin', Shootin' and Savvy.
Special Rule - Life is Cheap: Outlaws are lawless, desperate men. Unlike other fighters, members of an Outlaw Posse (including any Hired Guns who are currently in their employ) may shoot at a target even if there are friendly models in the way. Additionally, they may shoot indiscriminately into combats, as described under Targets in Combat.
Outlaw Heroes
Desperado (1) - $30 to recruit
Desperadoes usually gain their status by being the meanest, toughest, most ruthless hombre in an Outlaw gang, with the biggest price on his head. Usually the man with the plan, the other gang members respect and fear him, because he is as untrustworthy as he is deadly.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 4+ | 4 | 3 | 4 | 1 | 2 | 3 | 2 | 1 |
Special Rules:
- Leader: The Desperado may take a Pluck test on behalf of any friendly model within 6". If a Head for the Hills test is called for, the Desperado's Pluck must be tested even if his Pluck value is not the highest in the Posse.
- Starting Experience: The Desperado begins with 8 Experience Points.
Kids (0-3) - $16 to recruit
Young recruits to the outlaw gang are accepted with open arms. Runaways eager to make their name are easily led astray, and try to earn respect by zealously following the boss's orders.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 5+ | 3 | 3 | 3 | 1 | 1 | 3 | 1 | 0 |
Outlaw Henchmen
Rowdies - $8 to recruit
Often former cowboys or wild youngsters, Rowdies love nothing better than to drink some hard liquor, ride into town and shoot the place up a little in the name of fun!
| S | F | St | G | A | W | P |
|---|---|---|---|---|---|---|
| 5+ | 3 | 3 | 3 | 1 | 1 | 3 |
Toughs (0-5) - $10 to recruit
Strong and dependable, the heavy hitters and most experienced henchmen in an Outlaw gang are the Toughs. Cold killers to a man, they let nothing stand between them and the loot.
| S | F | St | G | A | W | P |
|---|---|---|---|---|---|---|
| 5+ | 3 | 3 | 4 | 1 | 1 | 3 |
Outlaw Heroes Equipment
| Item | Cost |
|---|---|
| Hand Weapon | $2 |
| Sixgun | $5 |
| Heavy Pistol | $12 |
| Repeating Rifle | $16 |
| Shotgun | $15 |
| Sawed-off Shotgun | $13 |
| Horse | $15 |
Outlaw Henchmen Equipment
| Item | Cost |
|---|---|
| Hand Weapon | $2 |
| Sixgun | $6 |
| Heavy Pistol | $12 |
| Shotgun | $13 |
| Sawed-off Shotgun | $16 |
| Rifle | $14 |
| Horse | $15 |
Scenarios
All games of Legends of the Old West are based around a scenario. Whether you are hunting outlaws or holding up the noon stage, scenarios provide a reason for playing and an objective to win.
Starting the Game
There are two methods of determining which scenario you play. You can either choose one with your opponent, or roll a dice against one of the following tables to determine it randomly. When rolling in this way, the Posse with the lowest Infamy rating chooses to roll either on their own Scenario table or their opponent's. Once you have decided on a scenario, roll dice to see whether or not fighters with old battle wounds turn up (see Old Battle Wounds in the Campaigns section).
Next, determine who is the attacker and who is the defender. In a campaign, the Posse with the lowest Infamy Rating chooses whether to attack or defend. In other games, or those in which the Infamy Ratings are equal, the players must roll dice or cut the deck, and the player who scores highest gets to choose. Finally, set up the terrain and deploy the Posses following the rules from your chosen scenario.
| D6 | Lawman Table | Cowboy Table | Outlaw Table |
|---|---|---|---|
| 1 | Jailbreak | Open Range | Bank Robbery |
| 2 | Bar-room Brawl | Bar-room Brawl | Bar-room Brawl |
| 3 | High Noon | High Noon | High Noon |
| 4 | Vendetta | Vendetta | Vendetta |
| 5 | Hang 'Em High | Hang 'Em High | Open Range |
| 6 | Jailbreak | Open Range | Stagecoach |
Participants
Each scenario is designed for two opposing Posses to battle it out. Usually these will be Posses of different types but, during a campaign, it is perfectly reasonable for Posses of the same type to fight it out. Historically, town and county lawmen often ran afoul of each other - in fact, a wanted felon in one state could be a sheriff in another!
Scenario Format
Each scenario follows the same format. For convenience, a scenario is broken down into a number of sections: Description, Gaming Area, Starting Positions, The Drop, Winning the Game, Experience and Loot.
- The Description outlines the narrative of the scenario - why are the Posses fighting? What's going on? Setting the scene really helps to enhance the atmosphere of your games.
- The Gaming Area section explains how to set up the table for the encounter using whatever scenery you have. This section is accompanied by a map of the board.
- Starting Positions describes where models are placed at the start of the game.
- The Drop describes which Posse goes first, the attacker or the defender.
- Winning the Game outlines the objectives that must be reached in order for a Posse to win the game. Each scenario has unique objectives and individual challenges.
- The Experience section lists how many Experience Points are gained by your fighters for achieving objectives and winning the scenario.
- Finally, the Loot section details how much additional income is earned for winning the encounter.
Special Scenario Rules
Some scenarios have their own special rules, which are often exceptions to those presented in the main rules section of this book. These are clearly listed in the scenario entry.
Historical Notes
Some of the scenarios are based on actual, historical events. Where this is the case a note is added to explain the historical information and the actual participants. If you like, you can play the scenario with the participants listed, chosen from the Legends of the Old West section, later. It is best not to re-fight historical encounters as part of a campaign, as these legendary figures will not make balanced Posses.
Scenario: High Noon
There are strangers in town, and they mean business! Here, one Posse has entered the territory of another with the intention of running them out of town. The Posses square off at high noon in a fight to the death.
The Gaming Area. The game is played on a 4' by 2' board, using buildings to form a main street (between 6-8" wide) running lengthways down the centre. Be sure to allow a few alleyways so that opportunistic players can position models around the back of buildings.
Starting Positions. The Posses deploy at opposite ends of the board, within 6" of the short table edges.
The Drop. Roll a dice (or cut the cards) to decide who gets the drop in the first turn. In the case of a tie, the Posse with the lowest Infamy rating goes first.
Winning the Game. The game ends when one Posse has either failed its Head for the Hills test or has been wiped out. The side that flees or is wiped out first loses.
Experience.
- Survival: Each fighter who survives the game gains 1 Experience Point - this applies even if the fighter is taken out of action, so long as he survives and lives to fight another day!
- Leadership: The Leader of the victorious Posse gains 1 Experience Point.
- Kills: Fighters gain 1 Experience Point for every enemy model they personally put out of action.
Loot. The winning Posse may roll an extra 2D6 for income (see Income and Trading, later).
Designer's Note - Duel! The stand-off between two rival gunfighters is one of the archetypal, enduring images of the Old West. To recreate this in your games, you can adapt the above scenario just for fun. Try taking two opposing Heroes or Hired Guns, and starting them in the centre of the board, about 8" apart. In the first turn, they are the only two models on the board. They are not allowed to act until either a friendly model moves to within 6" of them, or one of them dies.
In each turn after the first, players roll a dice for every model in their Posse who has yet to take part in the game. On the roll of a 4+ they enter play from their own table edge. On any other roll they stay off the tabletop and must try again next turn. The game proceeds as normal, using these special rules. The two Heroes who began the game gain an extra Experience point if they survive.
Scenario: Bar-room Brawl
Two rival Posses have descended on the local saloon for a night of revelry and gambling. Things quickly turn ugly, as people are accused of cheating at poker, mistreating the ladies, insulting regulars, and many other miscellaneous crimes.
The Gaming Area. The game is played on a 2' by 2' board, with a saloon covering about 18" by 18", positioned in one corner. The saloon can either be a detailed model, or a simple floorplan. In either case, you will need some movable pieces of furniture of the appropriate scale (about 6 tables and 5-10 chairs). The bar itself (measuring approximately 6" by 1") is essential. A balcony and stairway is characterful, but not strictly necessary.
Starting Positions. Members of the Posses are generally milling about in the saloon. Starting with the player with the lowest Infamy rating, take it in turns to place a single model. No model may be placed closer than 3" to an opponent's. Once both Posses are deployed, take the six Liquor Bottle counters and take it in turns placing them anywhere in the saloon, again starting with the player with the lowest Infamy rating.
The Drop. Both players roll a dice or cut the cards, and the highest score gets the drop.
Winning the Game. The game ends when one Posse has either failed its Head for the Hills test or has been wiped out. The side that flees or is wiped out first loses.
Experience.
- Survival: Each fighter who survives the game gains 1 Experience Point - this applies even if the fighter is taken out of action, so long as he survives and lives to fight another day!
- Leadership: The Leader of the victorious Posse gains 1 Experience Point.
- Kills: Fighters gain 1 Experience Point for every enemy model they personally put out of action.
Loot. The winning Posse may roll an extra 2D6 for income (see Income and Trading, later).
Special Scenario Rules.
- Fist Fight: There are certain rules of etiquette in a bar-room brawl, the main one being that guns (and, in fact, most other weapons) are highly frowned upon. No missile weapons, hand weapons, two-handed weapons or explosives may be used within the confines of the saloon. The only exceptions are Saturday Night Specials, which are so easily concealable that they may be fired as normal. All weapons can be used normally if models move outside the saloon.
- Improvised Weapons: Participants in bar-room brawls often grab any weapon that comes to hand to gain an advantage. In this scenario, any model may pick up a chair or barstool by moving into base contact with it at any point in its move. The chair or stool may then be used as an improvised weapon. Liquor bottles, represented by counters, can be picked up in the same way as chairs, and also count as improvised weapons. Additionally, they may be hurled as if they were a thrown weapon with a Strength value of 2. Bottles are destroyed as soon as they score a wound in the Fightin' phase, or are thrown. Improvised weapons may be dropped at any point during a fighter's move - simply place the counter or model down in base contact with the fighter, then continue moving. Only one improvised weapon may be carried by a single fighter at any one time.
- Thrown Fighters: Any fighter who wins a combat while unarmed may choose to throw his opponent (or one opponent of his choice in a multiple combat) rather than strike them. The loser is thrown directly away from the victor a number of inches equal to the winner's Strength value. The victor chooses the direction of the throw. The loser stops as soon as they contact a model or piece of scenery, and takes a single Strength 2 hit. Any fighter contacted by the thrown model will also suffer a Strength 2 hit.
Designer's Note. This is an excellent scenario for multiplayer games, involving three or four Posses. The hectic nature and fast pace make it especially enjoyable! With more than two players, simply use the Infamy ratings to determine in which order models are positioned (although you may run out of room inside, in which case carry on deploying outside the saloon using the same rules), then everyone rolls dice to determine the order in which play commences - the highest score gets the drop; then the next highest goes, and so on. When a Posse fails a Head for the Hills test or is wiped out, it is eliminated, and the rest of the Posses carry on until there is only one winner! In a campaign, the winner gets $2D6 instead of $1D6, and the runner up gains $1D6 to represent the increased difficulty of the scenario.
Scenario: Jailbreak
A member of a Posse has been jailed for breaking the law around town. His compatriots' pleas have fallen on deaf ears, and so drastic measures are called for - it's time to bust him out of jail.
The Gaming Area. The game is played on a 3' by 3' board, with a jailhouse in the dead centre. Place a few outlying buildings and natural features around the rest of the board, as the game takes place on the outskirts of town.
Starting Positions. The defender splits his Posse into two halves, with a roughly equal amount of models in each. The Attacker chooses one half of this posse, and they are placed within 3" of the jail (and/or inside, if the model jailhouse allows it). The Attacker chooses a table edge, and sets up within 6" of it. The other half of the defender's posse does not begin play on the board, but will instead arrive randomly as described later.
NB. If either of the Posses is Lawmen, they are automatically the defenders. If both Posses are Lawmen, then the side with the lowest Infamy rating are the defenders.
The Drop. The Attacker gets the drop in the first turn.
Winning the Game. The game ends when the prisoner has been rescued (see below), or one Posse fails its Head for the Hills test or is wiped out. If the prisoner is successfully rescued, the attackers win.
Experience.
- Survival: Each fighter who survives the game gains 1 Experience Point - this applies even if the fighter is taken out of action, so long as he survives and lives to fight another day!
- Leadership: The Leader of the victorious Posse gains 1 Experience Point.
- Kills: Fighters gain 1 Experience Point for every enemy model they personally put out of action.
Loot. The winning Posse may roll an extra 2D6 for income (see Income and Trading, later).
Special Scenario Rules.
- Deployment: Some of the defenders move onto the board during the game, rather than being deployed at the start. At the start of each defender's Movin' phase, including the first, roll a dice for every defending model that has not yet joined the game. The model will enter play on the roll of a 4 or more. If unsuccessful, they will have to try again next turn. Models entering play in this way move onto their side of the table from the very edge of the board. Remember that, as they were not on the table at the start of their move, they may not charge straight into combat in the turn that they arrive.
- The Prisoner: The defender chooses one of the attacker's Heroes (not the leader, unless he is the only Hero in the posse). This Hero begins the game captive within the jail. He may not act in any way until he is released, and does not have access to any of his equipment. If he has a mount of any type, then it begins the game tethered to any suitable piece of terrain within 6" of the jail (chosen by the defending player). If the attackers do not manage to release the prisoner, then he counts as having been taken out of action during the game.
- Bustin' Out: There are several potential ways the attacking Posse can bust their Hero out of the jail:
- Explosives - dynamite or nitro placed next to one of the jailhouse walls will create a hole large enough for the prisoner to escape through, assuming that it does enough damage to the structure (see Explosives).
- Horsepower - by tethering a horse or a mule to the bars of the cell window, it may be possible to pull them loose. A model wishing to attempt this must tether the horse as described under Mounted Fighters, then ride in the opposite direction in his next Movin' phase. Make an attack against the building. The attack hits automatically and will inflict D6 'wounds' to the structure, using the mount's Strength value.
- Find the keys - If an attacking model can move into the jailhouse and there are no enemy models present for an entire turn (until his next Movin' phase), then he locates the keys and frees the prisoner. Once the prisoner is free, he may move and fight as normal. It is also assumed that he finds the keys to the Sheriff's locker and regains his equipment.
- Escapin' - In order to win the game, the prisoner must move off his Posse's table edge. Simply move to the edge of the board and, if he has any distance remaining, he is removed from the table and the game ends.
Designer's Note. To add a fun, extra dimension to a campaign, players may decide that if one of their Heroes is captured by an opposing Posse, a Jailbreak can be played to give them a chance to rescue him. The Posse who captured the Hero in the last game is automatically the defender.
Historical Note - Billy the Kid. Billy the Kid was arrested for the murder of his nemesis, Sheriff Brady, in April 1881, and sentenced to death by hanging. However, just 14 days before his sentence was due to be carried out, the Kid escaped - killing the two deputies who were on duty and riding out of town on a stolen horse.
Historical Participants. In order to play out this scenario using the historical combatants, consult the Legends of the Old West and Posses sections. The Attacker is Billy the Kid and, although he must begin the game inside the jail, he already counts as free as he slips his shackles, and may move and act normally. In addition to his usual equipment, Billy carries a 12-gauge shotgun stolen from the jail's weapon locker. The defender is a Lawmen Posse worth $150. The only limitation is that there must be two deputies, who begin the game outside the jail, but within 3". The rest of the models in the Posse start the game on any board edge. Finally, there are two horses tethered outside the jail, which may be un-tethered and ridden by any model.
Scenario: Stagecoach
The stages of Wells Fargo often transported valuable goods between banks and other companies. These stagecoaches were rich pickings for opportunistic lawbreakers, and the proprietors of the stage platforms were often forced to hire guards to protect against such an occurrence.
The Gaming Area. The game is played on a 6' by 3' board, with an obvious road running lengthways along the centre. Position hills, trees and rocky outcrops liberally on either side of the road.
Starting Positions. If only one of the Posses is Outlaws, then they are automatically the Attackers. Otherwise, the Posse with the highest Infamy rating is the Attacker. The defenders must deploy first, within 6" of one of the short table edges. They are accompanied by the Stagecoach (either model or a marker measuring approximately 8"x4"), which must be deployed on the road. The Attackers set up anywhere on the board except for the road, but no closer than 18" to the stagecoach or any defending miniature.
The Drop. The defenders get the drop in the first turn.
Winning the Game. If the Attackers manage to halt the stagecoach, then the game ends and the attacking Posse wins. If the stagecoach exits the board, or the Attackers flee, the defenders win. If the defenders flee, but the stage still manages to escape, then the game is a draw. Likewise, if the stage is destroyed, the game is a draw, as the booty may be irrevocably damaged.
Experience.
- Survival: Each fighter who survives the game gains 1 Experience Point - this applies even if the fighter is taken out of action, so long as he survives and lives to fight another day!
- Leadership: The Leader of the victorious Posse gains 1 Experience Point. If the game is a draw, then neither leader earns this bonus.
- Kills: Fighters gain 1 Experience Point for every enemy model they personally put out of action.
Loot. The winning Posse gains an extra $4D6 income to represent the additional spoils at stake.
Special Scenario Rules.
- Mounted Fighters: Any model in the defender's Posse that does not have a mount (either horse or mule) is loaned one for this scenario by Wells Fargo. However, one of the Posse must be nominated to ride shotgun on the stagecoach, as described later. Additionally, up to half the un-mounted models on the attacker's side are also loaned horses for this scenario. All borrowed mounts are returned at the end of the game and are removed from the Posses' Roster sheets.
- The Stagecoach: The stagecoach is unlike other playing pieces. Although it is controlled by the defending player, it does not move and fight in the same way as other members of the Posse. The stagecoach uses the following rules:
- Movement - The stagecoach moves 8" per turn, and must travel along the road. Models in the way are moved slightly to make way for it. As soon as the stagecoach takes any damage (see below), its movement rate is reduced to 6". The stage has no control zone, and does not count as a combatant.
- Damaging the Coach - The stagecoach may be damaged by shooting (but not by close combat) in the usual manner. The coach (including horse and riders) is counted as a single model with a Grit value of 6 and 6 wounds.
- Stopping the Coach - In order to rob the coach, the attacking side must stop it. This can be done either by destroying it (making the game a draw) or, preferably, by drawing it to a halt. To do this, at the start of the Attacker's Fightin' phase, roll a dice if there are any attacking models in base contact with the coach. On the roll of a 6, the coach is slowed by 2". Add 1 point to the dice score for each additional model in contact with the coach after the first. If the stage is reduced to 0" movement, then it is halted and the attacking side will win.
- Riding Shotgun - The Posse member riding shotgun may fire all around the stagecoach, and always counts as having moved half his normal movement rate for the purposes of shooting. The fighter riding shotgun may be targeted by the Attackers, but the stage is in the way, with a value of 5+.
Optional Rules: Jumping on the Coach. An attacking model may attempt to board the stagecoach in a bid to take control of it and slow it down further. Any model attempting this must be mounted on a horse (not mule), and must be able to physically reach the stage in the Movin' phase. The model must take a standard jump test - on a 2 to 5 they stay on their horse, but the roll of a 1 indicates that they must immediately take a Thrown Rider test. If the fighter scores a 6 on the Jump table, then he boards the coach.
The attacking model must fight the defender who is riding shotgun unless he has already been killed. Both models count as fighting beside a drop (see Trapped Fighters), and automatically fight each other in combat every turn until one of them is killed or thrown from the coach.
If the defending model is killed or removed, then the attacking model may try to slow the coach at the start of his move. He requires a roll of a 5+ on a dice to slow the coach, as described above, and every additional attacker in contact with the stagecoach adds a further 1 to the dice score.
Scenario: Hang 'Em High
A friend of a local Posse has been sentenced to death by hanging, and a rival gang has gladly taken the job of ensuring that the sentence is carried out. However, the condemned man's friends are riding into town to make a last-gasp rescue attempt.
The Gaming Area. The game is played on a 4' by 2' board. Arrange a few buildings at one end of the board, forming a 2'x2' town square area. In the dead centre of this area, there should be a hangman's gallows. The other 2'x2' square area represents the town limits, and a few hills or trees can be placed here.
Starting Positions. If only one of the Posses is Lawmen, then they are automatically the defenders. Otherwise, the Posse with the lowest Infamy rating are the defenders. The defenders deploy within 6" of the short table edge nearest the gallows. The attackers set up within 6" of the opposite short edge. In addition, there are 12 innocent bystanders in this scenario, represented either by counters or appropriate models. They are deployed as evenly as possible in a ring, roughly 6" away from the gallows.
The Drop. Roll a dice (or cut the cards) to decide who gets the drop in the first turn. In the case of a tie, the Posse with the lowest Infamy rating goes first.
Winning the Game. For this scenario, you need to keep a note of how many turns have elapsed. The attacker wins if, by the end of Turn 12, the convicted model is free of the noose and alive. The defender wins as soon as the convicted model is killed by any of the allowed means.
Experience.
- Survival: Each fighter who survives the game gains 1 Experience Point - this applies even if the fighter is taken out of action, so long as he survives and lives to fight another day!
- Leadership: The Leader of the victorious Posse gains 1 Experience Point.
- Kills: Fighters gain 1 Experience Point for every enemy model they personally put out of action.
- Rescue: Any Hero or Henchman who rescues the condemned man (see below) gains 1 Experience Point.
Loot. The winning Posse may roll an extra 2D6 for income (see Income and Trading, later).
Special Scenario Rules.
- Innocent Bystanders: Innocent bystanders usually stay stationary, but up to three may be moved by the player with the drop at the start of his Movin' phase each turn. Bystanders will never charge, and carry no equipment. However, they may defend themselves if attacked in combat, using the following profile:
| S | F | St | G | A | W | P | Move |
|---|---|---|---|---|---|---|---|
| - | 2 | 2 | 3 | 1 | 1 | 3 | 6" |
Innocent bystanders follow the rules for Diving for Cover if they are hit by shooting for any reason, or if someone is killed within 3" of them. They also count as friendly models to any fighter on the board, meaning that no one may shoot if there is a bystander in the way unless they have the 'life is cheap' special rule.
- Rescuing the Condemned: The hanging will commence on turn 10. When this occurs, the condemned man loses 1 wound. If this does not kill him then, by some twist of fate, the man's neck does not break, and death is not instantaneous. As a result, the attacking Posse has until the end of Turn 12 to rescue him before he chokes to death (he loses his second wound at the end of Turn 12).
- Shootin' the Rope: One way to release the prisoner is to shoot the rope. Such a shot is incredibly difficult, and only the roll of a 6 to hit will be successful. Additionally, the shot may only be attempted with a rifle, repeating rifle, heavy pistol or sixgun (single shot only, not fanning). Fame can be used to improve the dice roll as usual. If the dice roll to hit scores a 1, then the condemned man has been hit instead. Use the condemned man's profile (below) to calculate damage. Note that this special rule replaces the jamming roll.
- Cut the Rope: By moving into contact with the hanged man, a fighter may attempt to release him by cutting the rope. The fighter must have some kind of bladed weapon (even if it is only a small knife), and must spend an entire Fightin' phase in contact with the condemned, with no enemy model in base contact with either of them. If this is achieved, then the condemned is free.
- Catch the hanged man! After Turn 10, cutting the rope becomes more difficult, and two consecutive Fightin' phases must be spent in contact with the condemned instead of one to release him. However, this can be reduced to a single turn if two models can both meet the criteria for cutting the rope, as one of them catches the man and holds him while the other works on the rope. The rope may still be shot as described above, but there is no longer a risk of hitting the condemned, as he has dropped through the gallows and is out of the way!
Once released by any of the methods described above, the condemned man fights just like a member of the attacking Posse. If he is killed, then the defending Posse wins the game. The condemned man is unarmed, and has the following profile:
| S | F | St | G | A | W | P | Move |
|---|---|---|---|---|---|---|---|
| - | 2 | 2 | 3 | 1 | 2 | 3 | 6" |
If the condemned man is rescued after Turn 10, then his movement rate is reduced to 4" due to the injuries he has sustained.
Scenario: Bank Robbery
Desperate times call for desperate measures. One Posse is desperate for cash, and has decided to make a 'withdrawal' from the local town bank. Another Posse has been hired to stop the robbers and bring them in dead or alive.
The Gaming Area. The game is played on a 4' by 4' board, using buildings to form a small townscape. The central building should be one of the largest, and represents the bank. If it is possible to play inside this building, all the better.
Starting Positions. If only one of the Posses is Outlaws, then they must be the defenders in this scenario. Likewise, if only one of the Posses is Lawmen, then they must be the attackers. Otherwise, the Posse with the lowest Infamy rating must be the attackers.
The attacker splits his Posse in half and deploys one half within 6" of a table edge of his choice.
The defender deploys all his models within 3" and/or inside the bank building, and then nominates any table edge to escape off. Mounted fighters must begin on foot, with the mounts tethered outside the bank entrance. Three members of the defending Posse are each given a loot counter - these three must start within the bank.
The attacker then deploys the other half of his Posse within 6" of any other table edge.
Finally, you will need 12 models or markers of some kind to represent innocent bystanders. Each player takes six bystanders and, starting with the defender, they take it in turns to place them anywhere on the gaming area.
The Drop. The defender gains the drop in the first turn.
Winning the Game. The defender must carry the bags of loot off the nominated board edge. If he gets all three bags off the table, the game ends. The game may also end when one Posse has either failed its Head for the Hills test or has been wiped out. Bags of loot that remain on the table when the game ends are in the possession of the attacker. When the game ends, the side with the most bags in its possession wins.
Experience.
- Survival: Each fighter who survives the game gains 1 Experience Point - this applies even if the fighter is taken out of action, so long as he survives and lives to fight another day!
- Leadership: The Leader of the victorious Posse gains 1 Experience Point.
- Kills: Heroes gain 1 Experience Point for every enemy model they personally put out of action.
- Escape: Each model in the defender's Posse who escapes with a bag of loot gains 1 Experience Point.
Loot. Each Posse gains an extra $2D6 income for every bag of loot in their possession at the end of the game (see Income and Trading, later).
Special Scenario Rules.
- Innocent Bystanders: As the robbers attempt to make their getaway, many panicked civilians may get caught in the crossfire. Innocent bystanders usually stay stationary, but up to three may be moved by the player with the drop at the start of his Movin' phase each turn. Bystanders will never charge, and carry no equipment. However, they may defend themselves if attacked in combat, using the following profile:
| S | F | St | G | A | W | P | Move |
|---|---|---|---|---|---|---|---|
| - | 2 | 2 | 3 | 1 | 1 | 3 | 6" |
Innocent bystanders follow the rules for Diving for Cover just like other models.
- Carrying the Loot: Models carrying bags of loot move at half their normal distance, and may not charge into combat. If they are taken out of action, the loot bag is dropped where they stood. The bag may then be picked up by any fighter who moves into contact with the marker during their move.
Historical Note - The James-Younger Gang. During their fifteen-year long and notorious outlaw career, the James-Younger gang held up numerous banks, trains and stages, escaping with over $130,000 of stolen money. One of their more notorious robberies occurred in Northfield, Minnesota in 1876, when the gang held up the First National Bank. The gang came out of the escapade badly - the citizens of that small town put up more resistance than was bargained for, and the James brothers were fortunate to escape with their lives.
Historical Participants. In order to play out this scenario using the historical combatants, consult the Legends of the Old West and Posses sections. The defenders are Frank James (who has the Leader skill during the historical refight), Jesse James, Cole and Bob Younger (Desperados chosen from the Outlaws list, with appropriate equipment), along with Bill Chadwell, Charlie Pitts, Clell Miller and William Stiles (Toughs, chosen from the Outlaws Posse list with appropriate equipment). The attackers are a Sheriff and 10 Upstanding Citizens, chosen from the Lawmen list with appropriate equipment.
Scenario: Vendetta
After a long rivalry, two opposing Posses have reached boiling point and are about to settle their disputes once and for all. One gang has holed itself up in the centre of town, while the other has heard of their arrival and aims to confront them for a final showdown.
The Gaming Area. The game is played on a 3' by 3' board, with a few rough streets running diagonally from corner to corner, using whatever buildings, fences, outhouses etc. you have to hand. In the dead centre of the board, arrange some fences and possibly a small building to make a small enclosure, ensuring that there are one or two clear exits.
Starting Positions. Mark the centre point of the board (which should be within the enclosure). The defenders start the game within 6" of this point. The attacker splits his Posse in half, and deploys them within 6" of any two corners.
The Drop. The attacker gets the drop in the first turn, as the defenders are consolidating their position.
Winning the Game. The game ends when one Posse has either failed its Head for the Hills test or has been wiped out. The side that flees or is wiped out first loses.
Experience.
- Survival: Each fighter who survives the game gains 1 Experience Point - this applies even if the fighter is taken out of action, so long as he survives and lives to fight another day!
- Leadership: The Leader of the victorious Posse gains 1 Experience Point.
- Kills: Fighters gain 1 Experience Point for every enemy model they personally put out of action.
Loot. The winning Posse may roll an extra 2D6 for income (see Income and Trading, later).
Historical Note - Gunfight at the OK Corral. Western legend tells of the shoot-out at the OK Corral in Tombstone, where the Earp brothers, aided by Doc Holliday, gloriously defeated the notorious Clanton gang. The reality is shrouded in controversy and, to this day, experts are undecided as to who was to blame. The stubborn Earps refused to listen to reason and marched down Allen Street to arrest the Clantons for the misdemeanour of carrying guns in town. The Clantons, in return, chose to stand and fight rather than go quietly, signing the death warrants of most of the gang.
Historical Participants. In order to play out this scenario using the historical combatants, consult the Legends of the Old West section. The defenders are Ike Clanton (who has the Leader skill during the historical refight), Billy Clanton (a Kid chosen from the Outlaw Posse list, armed with a six-gun), Frank and Tom McLaury (Toughs, chosen from the Outlaws Posse list with appropriate equipment), and Billy Claibourne (Rowdy, chosen from the Outlaw Posse list with appropriate equipment). The attackers are Wyatt Earp (who has the Leader skill during the historical refight), Virgil and Morgan Earp, accompanied by Doc Holliday.
Scenario: Open Range
In the Old West, cattle theft was rife, often sparking land disputes between ranchers. In this scenario, one Posse is determined to steal a few head of a local cattle-baron's herd. The other Posse has been brought in as regulators to guard the precious cattle.
The Gaming Area. The game is played on a 4' by 4' board, with no more terrain than one or two small hills and perhaps the odd tree. Bisecting the board from edge to edge is a barbed wire fence - the fence should be made in sections measuring approximately 6" each, as parts of it may need to be removed during the scenario.
Starting Positions. If one (and only one) of the players has a Cowboy Posse, then they are automatically the defenders (the regulators). Otherwise, the Posse with the highest Infamy rating are the defenders.
The attackers begin the game within 3" of one of the table edges that runs parallel to the barbed wire fence. The defenders do not begin on the board, but instead arrive later using the special rules below. When they do arrive, it will be on the opposite table edge to the attackers.
Finally, place markers or models representing the cattle on the defender's side of the table (the opposite side of the fence to the attackers), but no further than 12" away from the fence. You will need 12 markers. It is preferable that both players have six cow markers or models to place, in the interests of fairness.
The Drop. The attacker gets the drop in the first turn.
Winning the Game. The game lasts for 20 turns, unless one side Heads for the Hills before this limit is reached. The side with the most cows in their possession wins (the defenders must keep the cows on the table to claim them, and the attackers must herd them off).
Experience.
- Survival: Each fighter who survives the game gains 1 Experience Point - this applies even if the fighter is taken out of action, so long as he survives and lives to fight another day!
- Leadership: The Leader of the victorious Posse gains 1 Experience Point.
- Kills: Fighters gain 1 Experience Point for every enemy model they personally put out of action.
Loot. Each side gains an extra $D3 income for every cow in their possession.
Special Scenario Rules.
- Barbed Wire: The barbed wire fence counts as impassable terrain, and has an in the way value of 3+. The only way to negotiate it is to cut it down. The fence may be attacked by moving into touch with it and striking it in the Fightin' phase using whatever weapon the fighter has. Only one strike may be made against barbed wire, regardless of the number of attacks on the fighter's profile. Each 6" long section of fence has a Grit value of 4 and 2 Wounds. When a section is destroyed, remove it from the board.
- Rustling: The cows follow all the rules for loose mounts. However, once a model from the attacking side moves to within 3" of one or more cow markers/models, it may herd them. As long as the cow remains within 3" of the fighter, he can control where they move in the Movin' phase. The attackers must move cows off their own table edge in order to achieve their objective. Fighters lose control of any cow they are rustling if they are engaged in combat, fail a Dive for Cover test, or are taken out of action. Cows have the following profile:
| S | F | St | G | A | W | P | Move |
|---|---|---|---|---|---|---|---|
| - | 2 | 2 | 3 | 1 | 1 | 3 | 6" |
NB. Cattle may never charge into combat, even when being herded.
-
Deployment: The defenders move onto the board during the game, rather than being deployed at the start. At the start of each defender's Movin' phase, including the first, roll a dice for every defending model that has not yet joined the game. The model will enter play on the roll of a 4 or more. If unsuccessful, they will have to try again next turn. Models entering play in this way move onto their side of the table from the very edge of the board. As they were not on the table at the start of their move, they may not charge straight into combat in the turn that they arrive, because no enemy would have been visible.
-
Stampede: If a cow is shot (either accidentally or intentionally) but not killed, then rather than make a Pluck test like fighters do, it will start a stampede. Additionally, if a firearm (sidearm or longarm) or explosive is fired or detonated within 3" of a cow, this may also cause the creature to stampede. When this happens, the cow will move 8" (faster than usual) directly away from the shooting model. Additionally, any cattle marker/model that was within 6" of the shot cow as it began its move will join the stampede, moving 8" directly towards it, but staying at least 1" away from it.
Any piece of scenery touched by a stampeding cow is removed from play. The exception to this is barbed wire, which is wounded in exactly the same way as fighters who are caught up in the stampede. Any fighter or section of barbed wire touched by a stampeding cow takes an automatic Strength 2 hit for every cow involved in the stampede. All the stampeding cows become a single entity for this purpose - a stampede is a scary sight indeed!
At the start of each subsequent turn, before establishing who has the drop, take a Pluck test for each cow in the stampede. Success means that the cow stops, and begins to follow the usual rules again. It will not follow any of the cows in the stampede, but will need to test again if a new stampede begins within 6" of it. Failure means that the cow continues to stampede. All the cows that continue to stampede carry on running in the same direction. Eventually, the stampede will peter out, or the herd will leave the table. Any cow that stampedes off the table no longer counts towards the possible loot to be gained for either side, and will not count as being stolen.
The only way to stop a stampeding cow is to successfully lasso it, using the normal lasso rules. Shooting the cows benefits no one in this scenario!
Old West Campaigns
To begin a campaign, you will need at least two players with Posses chosen from the lists provided earlier. More players are preferable, as the more Posses involved, the longer the campaign will run, and the more time players will have to collect and paint their models.
Playing a Campaign Scenario
To start the campaign, two players select (or randomly determine) a scenario to play. At the end of the game, the players work out how much experience their fighters have earned and how much money their Posse gains with which to buy new equipment and hire new members.
Experience is measured through Experience Points, which Heroes and Henchmen gain for surviving games, defeating opponents, and achieving special objectives. When fighters gain enough Experience, they earn an advance. An advance might improve one of their fighting characteristics, or grant them a special skill to improve their performance in the following games.
Money is awarded to a Posse in Dollars ($), and represents the Lawmen getting paid for their duties, the Outlaws' ill-gotten gains, the Cowboy's hire fee or the Mountain Men's income from trading posts. Dollars can be used for trading, allowing you to buy equipment and weapons, recruit new fighters, or even add a Hired Gun to the Posse. This too is explained later.
Infamy Rating
Each Posse has an Infamy rating, which measures the notoriety and, therefore, success of the Posse. The rating is simply the number of fighters (including Hired Guns) in the Posse multiplied by 5, plus their total Experience Points.
The Infamy rating changes from game to game, as surviving fighters gain Experience Points, some fighters are killed and new ones join the Posse. The Infamy rating is used to determine the overall winner at the end of the campaign, symbolizing their rise to fame.
The Post-game Sequence
After each game, it is important to make notes about the changes that your Posse incurs. In addition, it is likely that you will need to roll lots of dice to determine monetary increases and skill bonuses - therefore it's useful to do this while the other player is present to witness your advances. The post-game sequence runs as follows:
- Injuries. Determine the severity of injuries for each fighter who lost their last wound and was removed from play during the game.
- Experience. Heroes and Henchmen gain Experience Points for surviving encounters and achieving objectives. See the Experience and Scenarios sections for more details.
- Earning Loot. The Posse gets the chance to increase its stash of loot. See the Income section for details.
- Trading. Hire extra men for the Posse and buy new equipment for your fighters. See the Trading section for more details.
- Calculate Infamy rating. Update the Posse's Infamy rating as described under Calculate Infamy Rating, and you are ready to play again.
Visitin' Boot Hill
Sometimes a Hero or Henchmen does not escape with an injury, and is instead killed outright. All his weapons and equipment are lost - they may not be reallocated to other fighters once he is dead. If the leader of the Posse is killed, then the Hero with the next highest Pluck value takes over. He automatically gains the Leader ability, and can use the equipment list available to the original Leader. If there is more than one Hero eligible to take command, then the Hero with the most Experience Points becomes the new leader. In the case of a tie, you may choose who takes control of the Posse. If there are no Heroes remaining, then the Posse must disband. You may not hire a new leader for a Posse.
Visitin' the Store
As explained in the Trading Section, fighters may purchase new equipment and weapons using money from the Posse's stash. Members of the Posse can also swap equipment amongst themselves between games. Alternatively, old equipment can be hoarded (note it down on the roster sheet) and saved for later use.
Henchmen may only be given weaponry of an appropriate type for the fighter, as indicated in the Posse list, whether they are purchased, swapped or taken from storage. Only Heroes may use the less common weaponry available in the Trading section (later). Record any changes to the fighter's equipment on the roster sheet.
Serious Injuries
During a game some fighters will be removed as casualties. At that point, it matters little whether the fighter is alive or dead, unconscious, or simply playing possum. In game terms he is no longer capable of continuing and must be removed from play.
In a campaign, it is important to find out what exactly happens to fighters who are taken out of action. They may make a full recovery, carry a serious injury, or just be plain dead! Heroes and Henchmen are treated differently when working out what befalls them, to represent the greater effect on the Posse of losing a Hero. The rules for determining the fate of Henchmen are simple, and are covered below. However, you must roll on the Heroes' Serious Injury Table (see later) to work out what happens to fallen Heroes, as the outcomes are many and varied. Only Heroes who are removed as casualties need to roll on the table.
Henchmen with Serious Injuries
For each Henchman who was removed as a casualty during the game, roll a dice. On the score of a 1 or 2, they are dead and are removed from the Posse's roster sheet along with all their possessions. Their injuries may have been fatal, or they've simply decided to give up the adventurous life as a result of this near miss. On a roll of 3-6, they may take part in the next battle as normal.
Heroes with Serious Injuries
To use the Heroes' Serious Injury Chart, roll two dice. The first dice counts as 'tens', and the second as 'units' (so a roll of 2 and 4 is 24, a roll of 5 and 1 is 51, etc.). This type of roll is referred to as a D66 roll.
Heroes' Serious Injuries Table (roll D66)
- 11-15 Dead. The fighter is dead and his body is committed to the earth. All the weapons and equipment he carried are lost. Remove him from the Posse's roster.
- 16-21 Multiple Injuries. The fighter is not dead but has suffered a lot of wounds. Roll D6 times on this table. Re-roll any 'Dead', 'Captured', 'Full Recovery' and further 'Multiple Injuries' results.
- 22 Leg Wound. The fighter's leg is broken or shot through. He must reduce his movement rate by 1" from now on.
- 23 Arm Wound. Roll again: 1 = Severe arm wound. The arm must be amputated. The fighter may only use a single, one-handed weapon at any one time from now on. 2-6 = Light wound - the Hero must miss the next game.
- 24 Madness. The fighter's nerves are a wreck, and he must pass a Pluck test at the start of every turn in order to act normally. If the test is failed he remains stationary for the whole turn and may not perform any actions. His Fightin' value counts as 1 and he rolls 1D6 in combat regardless of how many attacks he has on his profile. If he wins a combat he will not strike. The fighter can still use Fame and Fortune, but may not call Heroic Actions.
- 25 Nervous Condition. The fighter's experience has left him jittery. His Pluck is permanently reduced by 1 point (to a minimum of 1).
- 26 Chest Wound. The fighter has been badly wounded in the chest. He recovers but is weakened by the injury, so his Grit is reduced by 1 point.
- 31 Blinded in One Eye. The fighter survives but loses the sight in one eye - randomly determine which. A character that loses an eye must deduct 1 from all dice scores when shooting or throwing. If the fighter is subsequently blinded in his remaining good eye, he must retire from the Posse.
Elixir Table
| Dice | Result |
|---|---|
| 1-2 | The Huckster's potion makes the Hero feel even worse! He must miss the next game while he gets over his sickness. |
| 3-5 | There appears to be nothing more to this 'miracle cure' than coloured water and a drop of cheap whiskey, and it has no effect whatsoever. Treat this result as a Full Recovery instead. |
| 6 | There seems to be some beneficial health effect to the potion. Treat this result as a Full Recovery. In addition, the fighter ignores the first wound he suffers in the next game. |
Trial Table
| Dice | Result |
|---|---|
| 1 | Hanging Judge - The fighter is sentenced to death by hanging. Remove him from the Posse roster or, alternatively, play the 'Hang 'Em High' scenario with the fighter taking the place of the condemned man. |
| 2-5 | Fined - The Posse must pay a fine of $D6 for the release of their comrade. If they can't (or won't) pay, then the fighter must miss the next D3 games as he stews in jail. |
| 6 | Acquitted - The fighter is cleared of all charges and is released to rejoin his Posse. |
Ending a Campaign
Although you are encouraged to come up with your own victory conditions and scoring system for your campaigns, it is worth mentioning that the standard way of playing is as follows: each player creates a Posse using the standard rules, then plays a set number of games (usually aiming to play each of the other Posses at least once). Once all the games have been played, the winner and runners up are determined by the final Infamy ratings.
Experience
Fighters earn Experience Points when they take part in a battle. When a fighter earns enough Experience Points, he gains an advance. This takes the form of a new skill or an increased characteristic. Henchmen may survive long enough to become Heroes in their own right, while Heroes may progress to become true legends of the Old West.
Earning Experience
The Experience Points fighters earn depends on the scenario. Different scenarios have different objectives and, consequently, fighters can earn Experience Points in different ways. Experience Points are only ever awarded after the game has ended, although it is a good idea to keep track of Experience during a game as it is earned.
The one constant in the scenarios is that fighters always gain 1 Experience Point just for surviving a game. They earn this even if they are injured. Each individual scenario details when Experience Points are awarded.
Advances
The Posse roster sheet shows how many Experience Points a fighter must accumulate to earn an advance. When the accumulated Experience Points reaches a coloured box, then the fighter earns an advance and must roll on the appropriate advance table (Hero or Henchman) to see what form the advance takes. This roll must be witnessed by at least one other player in the campaign, so it is best to do it straight after the game in which the advance was earned.
Underdogs
When a Posse fights against an enemy Posse with a higher Infamy rating, it will be at a disadvantage. It can be given more of an even chance of winning with special Underdog re-rolls. Look on the Underdog chart to see how many re-rolls the Posse is allowed during the game. A re-roll may be used at any time to re-roll a single dice on behalf of one of your own fighters - even a random dice such as establishing the drop can be affected in this way. If using cards, you may take a second cut of the deck if the first result was not favourable. Remember that you cannot re-roll a re-roll - the second throw of the dice always stands, regardless of how many Underdog re-rolls you have.
Underdogs Chart
| Difference in Infamy Rating | Re-rolls |
|---|---|
| 0-50 | None |
| 51-75 | 1 |
| 76-100 | 2 |
| 101+ | 3 |
Advance Rolls
Make advance rolls straight after the game so both players can witness the result. Roll the number of dice indicated on the relevant table below, and reference the result.
Characteristic Increases
Characteristics may not be increased beyond the maximum values (shown on the following page). If a characteristic is at its maximum, take the other option where two are presented, or roll again on the advance table. If the re-rolled characteristic is also at its maximum, then you may add +1 to any other instead.
(Transcriber's note: the maximum-values profile printed on the page following this text in the scanned book reads S 5+, F 3, St 3, G 3, A 1, W 1, P 3, which is the same as the standard Henchman profile; the book as scanned does not otherwise give maximum characteristic values.)
Henchmen and Increases
Henchmen are not naturally as skilled and courageous as Heroes, and therefore no characteristic of theirs may ever have more than a single increase applied to it. The only way to increase Henchmen characteristics further is to roll 'The Kid Done Good' on the advance table.
Heroes Advance Table (roll 2D6)
| 2D6 | Result |
|---|---|
| 2-4 | New Preferred Skill: Choose one of the skill tables specified in your Posse list as a 'preferred skill', and roll for a new skill. You may re-roll the result if you already have the skill generated. |
| 5-6 | Characteristic Increase: +1 Shootin' (for example a fighter with a Shootin' value of 4+ becomes 3+). |
| 7 | Characteristic Increase: Choose either +1 Strength or +1 Fightin'. |
| 8 | Characteristic Increase: +1 Grit. |
| 9 | Characteristic Increase: Choose either +1 Wound or +1 Attack. |
| 10 | Characteristic Increase: +1 Pluck. |
| 11 | Characteristic Increase: Roll again: On a 1-3 gain +1 Fame, and on a 4-6 gain +1 Fortune. |
| 12 | New Skill: Choose any of the skill tables and roll for a new skill. You may re-roll the result if you already have the skill generated. |
Henchmen Advance Table (roll D6)
| D6 | Result |
|---|---|
| 1 | Advance: +1 Strength or +1 Grit |
| 2 | Advance: +1 Attack or +1 Wound |
| 3-4 | Advance: Choose either +1 Shootin' or +1 Fightin' |
| 5 | Advance: +1 Pluck |
| 6 | The Kid Done Good: The Henchman becomes a Hero. Add him to the Hero section of the roster sheet. He is awarded 1 point of Fame, but otherwise remains the same. From now on he rolls on the Heroes' Advance table for future advances. Only one Henchman can advance in this way per game - if any more Henchman have gained advances, then you must re-roll results of a 6 on this table. Fighters with their own special rules keep them when they become Heroes. |
New Skills
There are several types of skill, and each has a separate table to determine which one is awarded to an advancing Hero. To select a new skill, pick the type of skill you want from the tables available (dictated by your result on the advance table), then roll a D6 to determine which skill has been learned. The same skill may not be taken twice for any fighter, so a duplicate result must be re-rolled.
Skills Lists
The following Skill Lists are used to pick advances. Choose a list from those available (depending on your advance roll), then roll a D6 to determine exactly which skill is gained.
Movin' Skills
- Born in the Saddle: The fighter is an expert rider, and may add 1 to the dice score when making any Jump test or Thrown Rider test while mounted, or when mounting a horse. This does not, however, apply to Saddle Up rolls.
- Nimble: The fighter may re-roll all failed Jump, Climb and Saddle Up tests while on foot. The result of the re-roll must be accepted.
- Stealthy: If the fighter is targeted by missile fire while on foot, but is within 1" of any barrier that is in the way of the shot, then the attacker must make a Spotting Roll (see 'Models on the Ground' in the Movin' Section) before being able to target him.
- Lightning Jack: While on foot, the fighter may choose to make an extra move in the Shootin' phase instead of firing a Shootin' weapon. The fighter must be unengaged, and may not use this move to charge. To determine how far he may move, roll a dice and move that number of inches, following all the usual Movin' rules.
- Dodge: This fighter has fast reflexes that allow him to avoid incoming danger. Whenever he is wounded by a shootin' attack while he is on foot, roll a dice. On the roll of a 6 he ignores the wound.
- Scout: The fighter is adept at scouting and foraging, and ignores movement penalties for areas of difficult terrain.
Brawlin' Skills
- Pugilist: The fighter is especially skilled at brawling and unarmed combat, and does not suffer the usual penalties for fighting in this manner. Even when unarmed, the fighter counts as using a hand weapon.
- Strongman: The fighter is well-muscled and large of frame. He may wield a double-handed weapon with none of the usual penalties.
- Dirty Fighter: This fighter takes most foes by surprise with low-down strikes and cheap shots. Every time the fighter rolls a 6 to wound a foe in close combat, he may make an extra strike in addition to his normal attacks. This strike may be targeted at any foe in the combat - not just the one who was originally wounded.
- Swordsman: The fighter has had some training with military sabres or fencing blades, probably due to some time in the army. When using a sabre he may re-roll any dice scores of 1 to determine who wins the fight. The result of the re-roll must be accepted.
- Fury: The headstrong fighter gains an extra Attack when he charges into combat. This bonus is lost if he is subsequently charged by other enemies.
- Sidewinder: The fighter's close combat blows are so powerful that he can cleave through any defence. He never needs to roll more than a 4+ to wound an opponent, regardless of the foe's Grit. These rolls to wound may still be modified using Fame points as usual.
Shootin' Skills
- Fast Draw: The fighter is notoriously quick on the draw. He may call a single Quickdraw at the start of each Shootin' phase without reducing his Fame store, even if he has none remaining, as long as he is using a sixgun. This Quickdraw applies only to the firer - he may never use this ability to shout 'Fire!'.
- Trick Shooter: The gunman is an exceptional shot, and ignores In the Way rolls with his chosen weapon. Choose either sixgun, heavy pistol or rifle (includes repeating rifle). Multiple rolls of this skill may not be re-rolled until all three options have been taken.
- Pistolier: When armed with two sixguns, the fighter may fire twice in the same Shootin' phase. However, he may not fan either pistol in the same turn as using this ability.
- Trigger-happy: The fighter is edgy on the trigger, and is exceptionally hard to get the drop on. Whenever this fighter is unengaged and an enemy tries to charge him, the enemy must stop 1" away. The Trigger-happy fighter may take an immediate shot, out of sequence, at the charging model, as long as he is using a sidearm. Only a single shot may be taken - not fanning, spread shots or any other special action - and the weapon must not currently be reloading or jammed. If the shot misses, then the enemy completes his charge as normal. If the shot hits but fails to wound, then the enemy must take a Dive for Cover test as usual. If the enemy model is also entitled to fire during a charge, because they have a Tomahawk, for example, then the model with the drop shoots first. If the charging model is still alive and has not dived for cover, then it may complete its charge as originally intended.
- Rifleman: When using a rifle or repeating rifle, the fighter may re-roll misses. The result of the re-roll must be accepted.
- Deadeye Shot: The fighter is deadly accurate, and adds 1 to the dice roll to wound when shooting or throwing.
Savvy Skills
- True Grit: The fighter has hidden reserves of courage and tenacity, and may re-roll the first failed Pluck test of any game.
- Seasoned Veteran: The fighter is a canny opponent, able to read his enemies well. If this Hero is within 6" of an enemy Hero calling a Heroic Action, he may immediately call an action of the same type without expending a point of Fame. He may not use this ability to call a Quickdraw or Yeehaw! if he has already been engaged in combat.
- Trader: The fighter is good at haggling and has several store contacts. He adds 2 to all dice rolls to find rare equipment (see the Trading section, later).
- Repartee: The fighter dazzles his opponents with wit, preventing them from attacking him effectively. All models engaged in a fight with this fighter must pass a Pluck test or be unable to strike, though they may win and push him back as normal.
- Card Sharp: The fighter is a fantastic gambler, and may earn an extra D6 dollars for his Posse so long as he does not search for rare equipment or get removed from play during the game.
- Fearsome Reputation: The fighter is infamous and other combatants are loathe to attack him. Anyone wishing to charge or shoot at the fighter with this skill must first pass a Pluck test, as described in the Pluck section. If the test is failed, the fighter may do nothing else in that phase.
Income and Trading
During a campaign, your Posse will not only earn income, but also be able to buy equipment, hire Hired Guns and even trade for rare weaponry. Income alone can't buy you success, but it sure does help.
Earning Loot
At the end of each game in a campaign, players roll for income. This is done straight away so that the players can witness each other's rolls. Generally, the more experienced a Posse becomes, the more loot it can potentially earn.
Roll 1D6, plus an extra 2D6 for each Hero in the Posse who was not taken out of action during the game (even if they fled due to a failed Head for the Hills test). These Heroes collect earnings, turn in bounties, loot the dead and basically earn a crust in whatever way they see fit.
The dice represent how much income, in dollars, the Posse earns between games. So, for example, a Posse with three surviving Heroes rolls seven dice. The total score is the amount of loot the Posse gains, in Dollars ($). They may also have bonus income as a result of completing objectives in the last scenario they played - usually measured in extra income dice.
The Stash
Income is recorded in the Stash section of the Posse's Roster Sheet. It may be saved from game to game, so if there is something you particularly want to trade for, but can't yet afford, you may need to play a few more games before you can acquire it.
Spending Income
Accumulated income can be spent on one of three things: new fighters for the Posse, new equipment or weapons, or Hired Guns. Each of these is covered below.
Trading
Every town in the Old West had a bustling, merchant culture. Boom towns such as Tombstone and Dodge were renowned for the variety of goods and services on offer, almost rivalling Eastern towns in their decadence. Members of the Posse can use the local trade establishments to buy new equipment, greatly improving their chances of survival in the next encounter.
New Recruits
Rather than purchase equipment, new Henchmen or Heroes may be hired from the Posse list. New fighters may only be equipped with items from the equipment list for the Posse - additional items may not be bought for them until they have participated in at least one game.
The Posse may recruit any type of fighter available to it, but all the usual restrictions apply regarding the number of Heroes or Henchmen. For example, no Posse may have more than one leader, and Lawman Posses may have no more than 5 Vigilantes.
Hired Guns
Players may wish to hire mercenary western archetypes known as 'Hired Guns' for their Posse. See the Hired Guns section for details.
Weapons and Equipment
When purchasing new weapons and equipment for existing members of the Posse, refer to the Price Chart. The chart contains all the common items available to starting Posses, as well as some much sought-after, rare items. Rare items are not always available and vary in price. Your Henchmen lack the skill to use any equipment other than that stated in the Posse list. This does not prevent you from buying them when you find them, as you can always keep the item in storage in the hope that the Henchman may one day advance into a Hero in his own right.
Ideally, all recruiting and trading should be completed in the presence of another player from the campaign. This does not have to occur immediately after the game, as players may wish more time to carefully consider their purchases.
Buying Items
There are two types of items on the Price Chart - Common and Rare. Common items are always available, and may be bought in any quantity at any time between games, as long as there is enough money in the Posse's stash. Items marked 'Rare' are more difficult to find. A Rare item's availability is represented by a number, for example 'Rare 9'.
Whenever a Hero wants to buy a Rare item, roll 2D6 and compare the result to the number stated. If the roll is equal to or greater than the number, then the item is available. For example, to be able to purchase a Rare 9 item, you must roll a 9 or more on two dice. You can only buy one rare item for each successful roll, and you may only make one roll per Hero between each game. Heroes taken out of action in the last game may not search for rare items.
Selling Items
A player may trade in weapons and equipment at the same time as he buys new ones. This is because, as Posses become more powerful, they may wish to sell off their old weapons in favour of better ones. However, the second-hand value of equipment is not high due to wear and tear. Items may be sold for half the price listed on the Price Chart. Alternatively, any number of weapons may be stored by the Posse, allowing you to easily equip new recruits.
Price Chart
| Item | Cost ($) | Rarity |
|---|---|---|
| Fightin' Weapons | ||
| Hand Weapon | 2 | Common |
| Cavalry Sabre | 3 | Rare 7 |
| Two-handed Weapon | 3 | Common |
| Guns | ||
| Sixgun | 6 | Common |
| Heavy Pistol | 12 | Rare 6 |
| Rifle | 16 | Common |
* This service has a variable cost. Roll the dice, and the result is the amount in $ it will cost.
** The initial cost of these items is high, but once a supply has been found, they are easier to purchase. The first time a Posse buys them, they pay the higher value. Subsequently, they only pay the lesser one.
Special Equipment Rules
The rules for weapons were covered in an earlier section, but there are now many new items of equipment for your Posse to buy, each of which has its own special rules.
Livery
Horse: Horses follow all the rules detailed for mounted fighters. They have a Move rate of 10", and the following profile:
| S | F | St | G | A | W | P |
|---|---|---|---|---|---|---|
| 0 | 0 | 3 | 4 | 0 | 1 | 3 |
Mule: Mules follow all the rules detailed for mounted fighters. They have a Move rate of 8", and the following profile:
| S | F | St | G | A | W | P |
|---|---|---|---|---|---|---|
| 0 | 0 | 3 | 5 | 0 | 1 | 3 |
Special Rules: Mules may never jump obstacles. However, they only halve their move when crossing difficult terrain, rather than reducing it to a quarter.
Miscellaneous
Boilerplate. Some particularly cunning (some would say underhand) gunfighters take the front plates from old boilers and wear them under their shirts. This has the effect of providing crude but effective armour, protecting the most commonly targeted area of the body from their opponent's shots. Wearing a boilerplate increases the fighter's Grit value by 1 point. This can take the Grit value on the characteristic profile above the maximum. However, it is so heavy that it reduces the fighter's movement value by 1" while on foot. Additionally, while on foot, the fighter must roll two dice instead of one for all Jump, Climb and Saddle Up tests, and use the lowest score as the result.
Fancy Duds. Some wealthy gunfighters wear distinctive clothing to make them stand out from the rabble. These slick clothes are often bright of colour and luxurious of feel, and may only be purchased by the Posse's Leader. The Leader may roll 3 dice for all his Pluck tests (but not Bottle Tests) and choose the two best results. However, if he is taken out of action during any encounter, roll a dice. On the score of a 1, the fancy duds have been ruined and must be discarded.
Fine Whiskey. The temptations of the Old West were many and varied, but the evils of hard liquor were particularly difficult to resist. Whiskey fortified rowdies and peace officers alike, encouraging them to take ever-increasing risks while under the influence of the 'devil's drink'. A Hero may choose to drink the whiskey at the start of any game. Their Pluck value is increased by D6 points (to a maximum of 7) for the duration. Additionally, when engaged in a fight, the Hero's Grit value counts as being 1 point higher than it actually is, representing the difficulty of putting down an inebriated pugilist! However, their Shootin' value is reduced by 1 point (so a 4+ value would become a 5+ value, for example). After it has been consumed, the whiskey must be removed from the Roster Sheet.
Marked Cards. Using this crooked deck of cards, the Hero may earn an extra D6 dollars for his Posse so long as he does not search for rare equipment or get removed from play during the game. This is exactly the same as having the Card Sharp skill. If the Hero with the marked deck is already a Card Sharp, then he may roll two dice instead of one and choose the highest value.
Night on the Town. Every Posse needs to let off steam now and again, and a good leader will know that the best thing for a morale boost is the occasional night of shootin', drinkin', women and gamblin'. The Posse may ignore the first failed Head for the Hills test in their next game.
Rifle Scope. By adding sights to certain longarms, a shootist could increase his accuracy and, in turn, the effective range of the weapon by taking careful aim. A rifle scope may be fitted to a rifle or repeating rifle, and adds 6" to their range. A repeating rifle only benefits from this extra range when the firer remains stationary in his Movin' phase.
Spring-loaded Contraption. These devices were worn up the sleeves of unscrupulous gamblers and gunfighters, and were fitted with either spare cards for cheating at poker, or a small Saturday-night special for quick-draws! When purchased, you must specify whether the device will be used for gambling or shooting, although the same fighter is free to buy one of each type. If used for gambling, then the Hero adds D6 dollars to the amount earned from being a Cardsharp and/or owning marked cards. If used for shooting, then the Hero may call a Quickdraw once per game, without spending any Fame points, so long as he is using a Saturday-night special.
Visit to the Doc. Sometimes a fighter's injuries will become so severe that they must overcome their fears and visit the town doctor. Any Hero with a serious injury (see Serious Injuries) may visit the Doc. Spend the variable amount of money for the consultation, then roll on the table below to see how successful the treatment has been. NB. Amputated limbs can never be healed.
Treatment Table
| Dice | Result |
|---|---|
| 1 | Botch! - The Doc is clearly a quack, and has made the injury worse! Roll again on the Serious Injuries Chart, ignoring any results of Captured, Bitter Enmity or Robbed. |
| 2 | No Effect - The Doc can do nothing for you, although you may try again for a second opinion after the next game. |
| 3-5 | Feeling Better - One of the Hero's Injuries has been cured! Cross it off the Roster Sheet notes. |
| 6 | Miracle Worker - The doctor is a genius, and has somehow cured all the Hero's injuries. Remove them from the Roster Sheet notes. |
Hired Guns
Hired Guns belong to no particular Posse, and have no discernible loyalties. A Posse may hire a Hired Gun to add skills that are otherwise lacking in his gang.
Recruiting Hired Guns
A player may either recruit Hired Guns when he creates his Posse, or during the campaign between games.
Hired Guns do not count towards the maximum number of models in the Posse, nor may they ever gain income in the same way as Heroes. A player may not buy new equipment or weapons for the Hired Gun, nor may he sell or swap the Hired Gun's gear. Any options available to a Hired Gun can only be purchased upon initially recruiting them - not between games. As the Hired Gun does not really count as part of the Posse, their Pluck may never be used for Bottle Tests. To reflect their rarity, a Posse may not hire more than one of each type of Hired Gun.
Recruitment Fee
When a Posse recruits a Hired Gun, they must provide a recruitment fee up front. For most, this fee represents their asking price for services rendered, but for others it may more accurately represent expenses (for a US Marshal), donations to the Church or other worthy cause (for a Preacher), or whatever the Hired Gun desires. In addition, the Hired Gun will not remain with the Posse from game to game unless a retainer is paid at the end of each game in which he participates, including the first. Obviously if the Hired Gun is killed, or you no longer require his services, then you will not have to pay the retainer! Both the recruitment fee and the retainer are indicated in the Hired Gun profiles.
If you don't have enough loot to pay the Hired Gun, then they will leave the Posse. Any experience they acquired during their time with the Posse is lost, even if you later recruit another Hired Gun of the same type.
Injuries
Hired Guns are treated as if they were normal Henchmen if they are taken out of action in a game.
Hired Guns and Experience
Hired Guns gain Experience Points in the same way as Henchmen, and should be written into the Henchmen section of the Roster Sheet. Refer to the scenarios in the usual way to see how many Experience Points they gain for each game they are involved in.
Once the Hired Gun gains enough Experience Points for an advance, however, they use the Heroes Advance Table rather than the Henchmen's. Note that some Hired Guns have restrictions on which Skill lists they may use when a new Skill is gained.
United States Marshal
Recruitment Fee: $32. Retainer: $11.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 4+ | 4 | 4 | 4 | 2 | 2 | 6 | 3 | 1 |
- Equipment: Heavy Pistol.
- Options: Horse (+$10), Repeating Rifle (+$14).
- Infamy: The Marshal adds 20 points to the Posse's Infamy Rating for as long as he accompanies them.
- Peace Officer: This Hired Gun may only be hired by Lawmen.
- Jurisdiction: If, at the end of a game in which the Marshal takes part, an enemy model is taken captive (see the Serious Injuries table), then the Marshal will ALWAYS collect the bounty - the Posse does not have the option to trade captives.
Preacher
Recruitment Fee: $20. Retainer: $7.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 6+ | 2 | 2 | 3 | 1 | 1 | 5 | 0 | 3 |
- Equipment: Holy Bible (see below).
- Options: Sawed Off Shotgun (+$10), Mule (+$8).
- Infamy: The Preacher adds 11 points to the Posse's Infamy Rating for as long as he accompanies them.
- The Holy Bible: At any point in the Movin' phase, the Preacher may choose to read from the Good Book, instilling fear in the hearts of the unfaithful who dare stand before him. The Preacher targets any enemy model within 8". Roll a dice and, on the score of a 4 or more, the victim loses 1 point of Pluck. This penalty applies for the rest of the game. The Preacher may target the same model multiple times in the same game, reducing the target's Pluck value each time.
- Skills: The Preacher may never take Shootin' skills, nor may he ever be a Cardsharp.
Gunslinger
Recruitment Fee: $30. Retainer: $10.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 3+ | 3 | 3 | 4 | 1 | 2 | 4 | 2 | 2 |
- Equipment: 2 sixguns.
- Options: Heavy pistol (+$10).
- Infamy: The Gunslinger adds 15 points to the Posse's Infamy Rating for as long as he accompanies them.
- Fast Draw: This is identical to the skill of the same name, and may not be taken a second time if the Gunslinger gains an advance.
- Life is Cheap: Gunslingers are merciless, unforgiving men, for whom monetary gain is more important than human life. Unlike other fighters, Gunslingers may shoot at a target even if there are friendly models in the way. Additionally, they may shoot indiscriminately into combats, as described under Targets in Combat.
Prize Fighter
Recruitment Fee: $18. Retainer: $6.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| - | 5 | 4 | 5 | 2 | 2 | 5 | 1 | 1 |
- Equipment: None.
- Infamy: The Prize Fighter adds 12 points to the Posse's Infamy Rating for as long as he accompanies them.
- Prize fighting: Between encounters, as long as the Posse can afford the Prize Fighter's retainer, you may choose to gamble money on him in one of his bouts. Subtract any amount of money from your stash, and roll a D6. Compare the score to the following table. NB. This dice roll may only be modified by Fame if the Prize Fighter did not spend his store during the previous game.
| D6 | Result |
|---|---|
| 1 | Your fighter loses badly, and the money you gambled is lost. |
| 2-3 | Both men beat each other senseless, and the fight is a bloody no-contest. You manage to break even and get back the money you bet. |
| 4-5 | Your fighter wins, but only just! You regain the money you staked, as well as an extra D6 dollars. |
| 6 | Your fighter is triumphant, and you double your stake! |
- Pugilist: This is exactly the same as the skill of the same name, and may not be taken again if the Prize Fighter gains an advance.
- Skills: The fighter may choose from Brawlin' and Movin' skills when he gains an advance.
Free Trapper
Recruitment Fee: $16. Retainer: $6.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 5+ | 4 | 3 | 4 | 2 | 2 | 5 | 1 | 1 |
- Equipment: Musket, Knife (Hand Weapon).
- Options: Buffalo gun (+$20), Double handed weapon ($3).
- Infamy: The Free Trapper adds 10 points to the Posse's Infamy Rating for as long as he accompanies them.
- Woodsmen: Free Trappers suffer no movement penalty for moving through dense woodland and undergrowth.
- Skills: The Free Trapper may choose from Brawlin' and Movin' skills when he gains an advance.
Prospector
Recruitment Fee: $18. Retainer: $6.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 5+ | 3 | 3 | 3 | 1 | 1 | 4 | 0 | 1 |
- Equipment: Pick-Axe (double-handed weapon), Dynamite (1 use per game).
- Options: Shotgun (+$10), Mule (+$8).
- Infamy: The Prospector adds 9 points to the Posse's Infamy Rating for as long as he accompanies them.
- Gold Digger: The Prospector adds an extra dice to your loot at the end of each game, although he still does not count as a Hero for other purposes, such as trading.
- Skills: Prospectors may not choose Shootin' skills when they gain an advance.
Soiled Dove
Recruitment Fee: $18. Retainer: $10.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 4+ | 2 | 2 | 3 | 1 | 1 | 4 | 0 | 1 |
- Equipment: Saturday Night Special.
- Infamy: The Soiled Dove adds 6 points to the Posse's Infamy Rating for as long as she accompanies them.
- Distraction: No enemy model may charge, shoot at or otherwise harm the Soiled Dove (even indirectly with a sawed-off template) until she herself attacks - it's simply not done to assault a lady, even one of disrepute! The chief ability of a Soiled Dove in a game is to distract and hinder the enemy as best she can, using all the feminine wiles of her trade. If an enemy Hero is within 3" of the Soiled Dove, then 2 Fame points must be expended instead of 1 to modify dice scores or declare Heroic Actions. Additionally, if she is in the way of a shot from any enemy model, then they may not shoot for fear of endangering her (this additional ability only works up until the Soiled Dove makes an attack, thus revealing her true intentions). The Soiled Dove has no control zone until she attacks someone - so a model may move into touch with her and shoot around her exactly as if she was a piece of scenery or a friendly model. If both Posses have Soiled Doves, then the two 'ladies' may attack each other freely - they know their own game well enough!
- Skills: Soiled Doves may only choose from Movin' and Savvy skills when they gain a skill advance.
Chinese Rail Worker
Recruitment Fee: $16. Retainer: $6.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 5+ | 6 | 3 | 4 | 2 | 1 | 4 | 0 | 2 |
- Equipment: Knife (hand weapon), 2 Throwing Weapons.
- Infamy: The Chinese Worker adds 11 points to the Posse's Infamy Rating for as long as he accompanies them.
- Heathen: The Chinese Worker is unaffected by the Preacher's ramblings from the Holy Bible.
- Ancient Remedies: Using herbal or meditational remedies based on centuries of advanced knowledge, the Chinese workers displayed stamina previously unseen by the average westerner. Once per game, the Chinese Worker may use these powers to restore all his Fortune. To achieve this, the worker must remain still in his Movin' phase and remain unengaged throughout - if he is charged while attempting to restore his Fortune, then the attempt fails and he will have to try again later. If he succeeds, then his Fortune is restored at the end of the Movin' phase.
Pinkerton Man
Recruitment Fee: $30. Retainer: $10.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 4+ | 4 | 3 | 4 | 1 | 2 | 5 | 1 | 1 |
- Equipment: Sixgun, Repeating Rifle.
- Infamy: The Pinkerton Man adds 16 points to the Posse's Infamy Rating for as long as he accompanies them.
- Peace Officer: This Hired Gun may only be hired by Lawmen.
- Jurisdiction: If, at the end of a game in which the Pinkerton Man takes part, an enemy model is taken captive (see the Serious Injuries table), then the Pinkerton Man will ALWAYS collect the bounty - the Posse does not have the option to trade captives.
- Fearsome Rep: This ability works in the same way as the skill of that name - however, the Pinkerton Man is only feared by Outlaws, unless he gains said skill as an advance later.
- Life is Cheap: Pinkerton Men are ruthless pursuers of their own brand of justice, and they will stop at nothing to get their man. Unlike other fighters, Pinkerton Men may shoot at a target even if there are friendly models in the way. Additionally, they may shoot indiscriminately into combats, as described under Targets in Combat.
Indian Scout
Recruitment Fee: $28. Retainer: $9.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 4+ | 4 | 3 | 4 | 1 | 1 | 4 | 1 | 2 |
- Equipment: Longbow or Rifle (choose one), Tomahawk, Knife.
- Infamy: The Scout adds 10 points to the Posse's Infamy Rating for as long as he accompanies them.
- Heathen: The Scout is unaffected by the Preacher's ramblings from the Holy Bible.
- Stealthy: This works exactly like the skill of that name. Note that if an Indian Scout rolls this result due to an advance, he must re-roll, as the effects are not cumulative.
- Skills: Indian Scouts may choose from Movin' and Brawlin' skills when they gain an advance.
Mexican Bandido
Recruitment Fee: $32. Retainer: $11.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 4+ | 3 | 3 | 4 | 2 | 2 | 4 | 1 | 2 |
- Equipment: 2 sixguns.
- Options: Horse (+$10).
- Infamy: The Bandido adds 15 points to the Posse's Infamy Rating for as long as he accompanies them.
- Festooned with Pistols: The Bandido has pistols hanging from every belt, and is never short of a fresh gun. He ignores all jams and reloads, even when fanning, as he simply discards the weapon and grabs another, ready to use in the next turn.
- Pistolier: This is exactly the same as the skill of the same name, and may not be taken again if the Bandido gains an advance.
- Skills: The Bandido may choose from Shootin' and Movin' skills when he gains an advance.
- Life is Cheap: Bandidos are mercenary desperadoes. Unlike other fighters, Bandidos may shoot at a target even if there are friendly models in the way. Additionally, they may shoot indiscriminately into combats, as described under Targets in Combat.
Reporter
Recruitment Fee: $38. Retainer: $14.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 6+ | 2 | 3 | 3 | 1 | 1 | 3 | 0 | 2 |
- Equipment: Notepad and pen (no game effect).
- Infamy: A Reporter adds 8 points to the Posse's Infamy Rating for as long as he accompanies them.
- Skills: A Reporter may choose from Movin' and Savvy skills when he gains an advance.
- "I'll make you famous": Any friendly Hero who has 0 Fame points at the start of the turn automatically adds 1 Fame point to his store if he begins the turn within 3" of the Reporter. This does not include the Reporter, as he may never have any Fame points of his own.
Cookie
Recruitment Fee: $12. Retainer: $5.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 5+ | 3 | 3 | 3 | 1 | 1 | 3 | 0 | 1 |
- Equipment: Cooking pot (hand weapon).
- Options: Shotgun (+$10).
- Infamy: Cookie adds 6 points to the Posse's Infamy Rating for as long as he accompanies them.
- Skills: A Cookie may choose from Movin' and Brawlin' skills when they gain an advance.
- Cook: A Posse with a Cookie may increase its maximum size by 1 model. Note that this does not increase the maximum number of Heroes you may have.
The Legends
In this section, you will find rules for using some of the most infamous characters from Old West history in your games. Within these pages, lawmen, outlaws and stone cold killers are presented as guns for hire - if you can afford them.
Looking for Legends
After any game, you may choose to send any number of your Heroes to look for a Legend of the Old West. Heroes who were taken out of action in the last game may not join the search, as they are still recuperating from their injuries. Heroes who are looking for a Legend cannot look for rare items when trading, although they still contribute money to the stash as usual. To search for a Legend, follow these steps:
- Decide which Legend you are searching for, and how many Heroes you are sending on the search.
- Roll a D6 for each searcher. If any of the dice scores a 6, then the Legend has been found. Fame may not be used to adjust this roll.
Recruitment Fee (Legends)
The Posse must pay the Recruitment Fee for the Legend when he is hired. Additionally, after each game in which he fights, including the first, the Posse must pay the retainer exactly as with Hired Guns. If at any point you are unable to pay the Legend, he will leave the Posse.
Equipment, Injuries and Experience
Legends have their own equipment, which only they may use. Furthermore, additional weapons or equipment may not be purchased for them.
Legends do not earn Experience Points or gain advances, although if they are taken out of action they must roll on the serious injuries chart as if they were a normal Hero. Each Legend's description also notes how many points they add to the Posse's Infamy Rating as long as their services are retained.
Unique Characters
No more than one of each Legend may ever be hired, as they are unique individuals. Additionally, no more than one of each may ever be present in the same game on opposing sides.
Designer's Note: The following characteristic profiles contain historical information as well as rules for some of the most influential figures from the 1865-1890 period. Where possible, details of the exact equipment most commonly used by each character are included, along with historical notes where necessary. However, despite painstaking research, records of the time were woefully inaccurate - accounts vary from source to source, and even details such as the correct spelling of surnames are inconsistent.
Wyatt Earp (1848-1929), Deputy US Marshall
Recruitment Fee: $72. Retainer: $26.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 4+ | 4 | 4 | 5 | 2 | 3 | 7 | 3 | 3 |
- Equipment: .44 Smith & Wesson New Model No. 3 "American" (Heavy Pistol).
- Infamy: Wyatt Earp adds 30 points to the Posse's Infamy rating for as long as he accompanies them.
- Options: Horse (+12pts), Shotgun (+10).
- Peace Officer: Wyatt Earp may only be hired by Lawmen.
- Jurisdiction: If, at the end of a game in which Wyatt takes part, an enemy model is taken captive (see the Serious Injuries table), then Wyatt will ALWAYS collect the bounty - the Posse does not have the option to trade captives.
- Tenacious: Wyatt is cool under fire and as brave as they come. He automatically passes any Pluck tests he is required to make. This does not, however, apply to Head for the Hills tests.
- Famous: Wyatt's reputation precedes him wherever he goes. He may expend one free point of Fame per turn. This point may be spent without reducing his Fame store. Any additional points of Fame spent during the turn will reduce his Fame store as normal.
- Skills: In addition to the above special rules, Wyatt Earp has the Fearsome Reputation skill.
John 'Doc' Holliday (1851-1887)
Recruitment Fee: $80. Retainer: $28.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 3+ | 3 | 3 | 3 | 1 | 3 | 6 | 4 | 2 |
- Equipment: 2 nickle-plated, single-action Colts (sixguns), small knife (hand weapon).
- Infamy: Doc Holliday adds 28 points to the Posse's Infamy rating for as long as he accompanies them.
- Options: Horse (+12pts), Shotgun (+10pts).
- Old Friend: Doc Holliday will not fight against his friend Wyatt Earp. If they are ever on opposing sides, Doc will not fight in that game, choosing instead to sit on the sidelines rather than betray loyalties. You do not have to pay the retainer for Doc's services should this happen.
- Deadly: Doc scores critical damage with his sixguns when he rolls a 6 to wound, in the usual manner. However, such is his accuracy that the second dice roll needs score only a 4, 5 or 6 to inflict extra damage, rather than a 6.
- Skills: In addition to the above special rules, Doc has the following skills: Fearsome Reputation, Fast Draw, Pistolier, Deadeye Shot, Repartee, Card Sharp and Trigger-happy.
Virgil Earp (1843-1906), Town Marshal, Tombstone
Recruitment Fee: $56. Retainer: $18.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 4+ | 4 | 4 | 4 | 2 | 3 | 7 | 2 | 2 |
- Equipment: .45 Colt Peacemaker (Heavy Pistol).
- Infamy: Virgil Earp adds 20 points to the Posse's Infamy rating for as long as he accompanies them.
- Peace Officer: Virgil Earp may only be hired by Lawmen.
- True Grit: This ability is exactly the same as the skill of the same name.
Morgan Earp (1851-1881), Deputy Marshal, Tombstone
Recruitment Fee: $49. Retainer: $12.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 4+ | 4 | 4 | 4 | 2 | 2 | 6 | 1 | 1 |
- Equipment: .45 Colt Peacemaker (Heavy Pistol).
- Infamy: Morgan Earp adds 15 points to the Posse's Infamy rating for as long as he accompanies them.
- Peace Officer: Morgan Earp may only be hired by Lawmen.
James Butler Hickock, a.k.a. Wild Bill (1837-1876)
Recruitment Fee: $92. Retainer: $30.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 3+ | 4 | 3 | 4 | 2 | 3 | 6 | 6 | 2 |
- Equipment: 2 ivory-handled Colts (sixguns), Knife (hand weapon).
- Infamy: Wild Bill adds 30 points to the Posse's Infamy rating for as long as he accompanies them.
- Options: Horse (+12pts).
- Deadly: Wild Bill scores critical damage with his sixguns when he rolls a 6 to wound, in the usual manner. However, such is his accuracy that the second dice roll needs score only a 4, 5 or 6 to inflict extra damage, rather than a 6.
- Life is Cheap: Although he respects the law, Wild Bill is a strong advocate of tough justice. Unlike most other fighters, Wild Bill may shoot at a target even if there are friendly models in the way. Additionally, he may shoot indiscriminately into combats, as described under Targets in Combat.
- Skills: In addition to the above special rules, Wild Bill has the following skills: Fearsome Reputation, Fast Draw, Pistolier, Card Sharp, Deadeye Shot, True Grit, Trigger-happy and Scout.
William Barclay 'Bat' Masterson (1855-1921), Sheriff, Ford County
Recruitment Fee: $62. Retainer: $21.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 4+ | 4 | 4 | 4 | 2 | 2 | 5 | 2 | 2 |
- Equipment: Sixgun, walking cane (hand weapon).
- Infamy: Bat Masterson adds 20 points to the Posse's Infamy rating for as long as he accompanies them.
- Peace Officer: Bat Masterson may only be hired by Lawmen.
- Trigger-happy: This ability is exactly the same as the skill of the same name.
Ed Masterson (1852-1878), Town Marshal, Dodge City
Recruitment Fee: $50. Retainer: $16.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 4+ | 4 | 4 | 4 | 2 | 2 | 5 | 2 | 0 |
- Equipment: Heavy Pistol.
- Infamy: Ed Masterson adds 18 points to the Posse's Infamy rating for as long as he accompanies them.
- Peace Officer: Ed Masterson may only be hired by Lawmen.
Pat Garrett (1850-1908)
Recruitment Fee: $64. Retainer: $21.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 3+ | 4 | 3 | 4 | 1 | 2 | 6 | 3 | 2 |
- Equipment: Merwin & Hulbert .38 revolver (Sixgun).
- Infamy: Pat Garrett adds 20 points to the Posse's Infamy rating for as long as he accompanies them.
- Options: Horse (+$12), Repeating rifle (+$15).
- Peace Officer: Pat Garrett may only be hired by Lawmen.
- Jurisdiction: If, at the end of a game in which Garrett takes part, an enemy model is taken captive (see the Serious Injuries table), then Garrett will ALWAYS collect the bounty - the Posse does not have the option to trade captives.
- Skills: In addition to the above special rules, Pat Garrett has the following skills: Deadeye Shot and True Grit.
William H. Bonney, a.k.a. Billy the Kid, a.k.a. Henry McCarty (1859-1881)
Recruitment Fee: $74. Retainer: $28.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 3+ | 3 | 3 | 3 | 2 | 2 | 5 | 4 | 2 |
- Equipment: Smith & Wesson revolver (Sixgun), Colt 'Thunderer' (Heavy pistol).
- Infamy: Billy adds 26 points to the Posse's Infamy rating for as long as he accompanies them.
- Options: Horse (+12pts), Shotgun (+10pts).
- Troublemaker: Billy may never be hired by Lawman Posses.
- Famous: Billy may expend one free point of Fame per turn. This point may be spent without reducing his Fame store. Any additional points of Fame spent during the turn will reduce his Fame store as normal.
- Skills: In addition to the above special rule, Billy has the following skills: Fast Draw, Nimble, Fearsome Reputation, Repartee and Trigger-happy.
Curly Bill Brocius
Recruitment Fee: $55. Retainer: $20.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 4+ | 4 | 4 | 4 | 2 | 2 | 5 | 2 | 2 |
- Equipment: 2 Six-guns.
- Infamy: Curly Bill adds 18 points to the Posse's Infamy rating for as long as he accompanies them.
- Options: Horse (+$12), Fancy Duds (+$20).
- Troublemaker: Curly Bill may never be hired by Lawman Posses.
- Desperado: If the Posse has lost its leader, then Curly Bill will automatically take over for as long as he is with them, ousting the replacement leader.
- Pistolier: This ability is exactly the same as the skill of the same name.
- Charming: Curly Bill has a charming effect on the ladies. He is unaffected by the Soiled Dove's Distraction skill.
- Life is Cheap: Curly Bill is a notorious desperado. Unlike other fighters, Curly Bill may shoot at a target even if there are friendly models in the way. Additionally, he may shoot indiscriminately into combats, as described under Targets in Combat.
John Peters Ringo (1850-1882)
Recruitment Fee: $68. Retainer: $22.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 3+ | 4 | 3 | 4 | 2 | 3 | 5 | 2 | 2 |
- Equipment: Nickle-plated, single-action Colts (sixguns), Small knife (hand weapon).
- Infamy: Ringo adds 22 points to the Posse's Infamy rating for as long as he accompanies them.
- Options: Horse (+12pts).
- Troublemaker: Ringo may never be hired by Lawman Posses.
- Life is Cheap: John Ringo is a stone cold killer. Unlike other fighters, Ringo may shoot at a target even if there are friendly models in the way. Additionally, he may shoot indiscriminately into combats, as described under Targets in Combat.
- Skills: In addition to the above special rules, Ringo has the following skills: Fearsome Reputation, Fast Draw, Deadeye Shot, Trick Shooter and Trigger-happy.
Joseph Ike Clanton (1847-1887)
Recruitment Fee: $54. Retainer: $18.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 4+ | 4 | 4 | 4 | 2 | 2 | 5 | 1 | 2 |
- Equipment: Six-gun, Repeating rifle, Small knife (hand weapon).
- Infamy: Ike Clanton adds 18 points to the Posse's Infamy rating for as long as he accompanies them.
- Options: Horse (+12pts).
- Troublemaker: Ike Clanton may never be hired by Lawman Posses.
- Life is Cheap: Ike Clanton is a low-down dirty fighter. Unlike other fighters, Ike may shoot at a target even if there are friendly models in the way. Additionally, he may shoot indiscriminately into combats, as described under Targets in Combat.
- Skills: In addition to the above special rules, Ike has the following skills: Dirty Fighter and Dodge.
Jesse James (1847-1879)
Recruitment Fee: $68. Retainer: $24.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 3+ | 3 | 3 | 3 | 2 | 3 | 5 | 4 | 1 |
- Equipment: Schofield .44 (Heavy Pistol).
- Infamy: Jesse James adds 20 points to the Posse's Infamy rating for as long as he accompanies them.
- Options: Horse (+$12), Shotgun (+$12).
- Troublemaker: Jesse James may never be hired by Lawman Posses.
- Famous: This ability is exactly the same as the Famous special rule (see Wyatt Earp).
Frank James (1843-1915)
Recruitment Fee: $55. Retainer: $18.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 3+ | 4 | 4 | 4 | 2 | 2 | 5 | 2 | 2 |
- Equipment: Remington Model 1875 (Heavy Pistol).
- Infamy: Frank James adds 16 points to the Posse's Infamy rating for as long as he accompanies them.
- Options: Horse (+$12), Shotgun (+$12).
- Troublemaker: Frank James may never be hired by Lawman Posses.
- Brothers in Arms: Frank will never fight against his brother Jesse James. If they are ever on opposing sides, Frank will not fight in that game. You do not have to pay the retainer for Frank's services should this happen.
John Wesley Hardin (1853-1895)
Recruitment Fee: $58. Retainer: $18.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 3+ | 3 | 3 | 4 | 2 | 3 | 5 | 3 | 3 |
- Equipment: .41 Colt 'Lightning' (heavy pistol).
- Infamy: Hardin adds 15 points to the Posse's Infamy rating for as long as he accompanies them.
- Options: Horse (+$12), Sixgun (+$5).
- Troublemaker: Hardin may never be hired by Lawman Posses.
- Life is Cheap: John Hardin is one of the most notorious killers to ever live. Unlike other fighters, Hardin may shoot at a target even if there are friendly models in the way. Additionally, he may shoot indiscriminately into combats, as described under Targets in Combat.
- Skills: In addition to the above special rules, Hardin has the following skills: Fearsome Reputation and Trigger-happy.
Martha Canary, a.k.a. Calamity Jane (1848-1903)
Recruitment Fee: $59. Retainer: $16.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 4+ | 4 | 4 | 4 | 2 | 2 | 5 | 1 | 2 |
- Equipment: Sixgun, Rifle.
- Infamy: Calamity Jane adds 18 points to the Posse's Infamy rating for as long as she accompanies them.
- Options: Horse (+12pts).
- Skills: Martha has the following skills: Born in the Saddle, Deadeye Shot, Trick Shooter (six-gun and rifle), Rifleman, Born in the Saddle and Scout (as printed in the rulebook).
John Simpson Chisum (1824-1884)
Recruitment Fee: $52. Retainer: $18.
| S | F | St | G | A | W | P | FA | FT |
|---|---|---|---|---|---|---|---|---|
| 4+ | 4 | 4 | 4 | 2 | 2 | 5 | 2 | 0 |
- Equipment: Sixgun, 1873 Winchester (Repeating rifle).
- Infamy: John Chisum adds 14 points to the Posse's Infamy rating for as long as he accompanies them.
- Options: Horse (+$12).
- Skills: John Chisum has the following skills: Pugilist and True Grit.