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Arthur Hannan 2009, The Wisecrack on the Lead adventure forum. Alterations and enhancements by DeadGuy 2011, http://dgditch.blogspot.com/ Dedicated to My father For taking me into the evil lair of a certain gaming store and introducing me to the world of little lead men.
Black West is a skirmish war game based on the rough and tumble times of
the Wild West. The main idea of Black West is to create a game that can be played in only an hour or two and still be enjoyable without too many counters, rosters or extra rules. The rules are broken down into basic rules and advanced rules. CONTENTS: Basic Rules 1. 2. 3. 4. 5. Initiative Movement Shooting Fighting A basic intro game
Advanced Rules 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. Fear tests Gatling guns Animals Vehicles Taking captives Showdowns Earning loot Buying in game Buying a posse Posse type Profile lawmen. Profile civilians Profile outlaws Profile Indians Profile bandits Hired guns Templates Rosters
To play Black West you will need; Cardstock or war gaming miniatures Some kind of terrain (even old books could do as buildings) plenty of six sided dice (at least a handful) Two tape measures or 30cm rulers. Some kind of counters to signify wounds and explosives (you can use dice if you want) And a good imagination
Once you have had a quick read of this rule set and played the intro game you should be ready to set off into the world of, Grim, Dark, Black West 1
Basic Rules
1 Initiative
To begin each turn both players roll a dice, the player with the highest roll wins priority for that turn, this means he gets to move and shoot first and decide who is fighting who in multiple combats.
2 Movement
Movement is the first phase of every turn during game play. The player that moves his miniatures first is the one who won priority First he moves all his miniatures then the other player does. If the player who won priority wishes to let the other play go first, the other player may do so. Each man can walk 6cms or run 12cms Figures wielding rifles or shotguns must move only half if they desire to shoot the same turn. Charging A charge into contact with a target must be declared at the beginning of the movement phase. This can be carried out on a successful 5+ - on 1D6 (unless otherwise stated). When a model charges it moves 15cms. It cannot move over or up obstacles to charge. A character charging gets a +1 on initial combat die roll. Movement penalties Some obstacles cause movement penalties. (If you are moving over them you will not be able to move full distance.)
OBSTCLE
Stairs Water Forest Train track Doors/windows
PENALTY in movement
1/2 1/4 1/2 1/2 1/2 (to move through)
If a person come across an obstacle such as a wall or fence blocking there way during movement they may attempt to jump over it by rolling on the next chart and following the outcome. If the wall is higher than half the figures height (roughly), they may not jump over it. And instead must go around it.
Roll
1 2-4 5-6
Result
The person fails to jump/climb over the wall The person jumps/climbs over but must forfeit the rest of there move The person successfully jumps/climbs over and carrys on with there move
3 Shooting
Each gun has a: Range To hit modifier (what the player needs to roll on 1D6 to hit a person) To wound modifier (what a person needs to roll on 1D6to wound a person) Price
Type
Range cms
To hit d6
To wound d6
5+
Price in $
Six-gun 10 (generic pistol) Cavalry pistol 15 (next up) Peace-maker 20 (good pistol) Winchester rifle 30 (generic rifle) Repeating rifle 25 (next up) Revolving barrel rifle (best rifle) Shotgun Longbow# Indian rifle Throwing club# Dynamite * Snake oil * 4+ 5+ 30 3+ 3+ 25 3+ 3+ 20 4+ 3+ 15 5+ 10
40
5+
35
35 15 15 10 10 10
General Shooting is as follows The player firing takes as many d6s as he has attacks on his profile. He then rolls for his to hit rolls The player being fired at takes the dice that hit and rolls them as his save dice. (needing the number required on his profile) +1 if in any cover. Any failed saves are given back to the offending player to roll to wound against the opposing player. When any figures wounds reach 0 then they are dead and must be removed from play.
Repeating rifles and revolving barrel rifles Repeating rifles and revolving barrel rifles follow a similar procedure to normal shooting the only difference is that they get more shots and a different hit and wound value. A repeating rifle can have the miniatures attack value + 2 shots per turn. A revolving barrel rifle can have the miniatures attack value + 4 shots every turn. Any roll of a 1 on a revolving barrel rifle chokes up the gun and it may not shoot that turn. Regardless of how many other high rolls you got. These guns, just like Gatling guns can potentially make or break the game.
An example of shooting phase with a repeating rifle> John is a sheriff and has 3 attacks. With a repeating rifle he has 5 attacks per turn. John wishes to shoot at an oncoming horde of Indians. He takes aim and picks out 5 Indians in range. Upon rolling to hit he scores only 3 4+s. two Indians get off scot fre e. The Indians then roll there saves. Only one Indian makes his save of a 5+. The sheriff then rolls his wound dice. He wounds both rolling one 5 and one 6.
During a small posse game (10 or less) this kind of kill count could lean the game in your direction completely.
Shotguns, Dynamite & Snake Oil To fire a shotgun you need to roll 1d6 If a 1 is rolled it back fires and the shotgun bearer loses 1d6 halved (rounded up) wounds without any saves. If a 4+ is rolled he/she places the shotgun template in front of them and anything in the range of the template suffers one wound (with a 5+ save) including allies. 4
For dynamite you need to roll 1d6 If a 1 is rolled the dynamite template is placed directly on the miniatures head (centre point) and all within the template suffer 1 wound with a 6 (on 1d6) save. If a 5+ is rolled, the dynamite can be thrown up to 2d6 in cm. The blast template is then placed down and all within the template suffer one wound (with a 5+ save) anyone who survives the blast is knocked down and cant shoot or move anymore this turn. They may get up next turn at the beginning of there movement.
Snake Oil The rules for snake oil are the same as dynamite but the burning snake oil remains on the ground throughout that and the next turn. Anyone who moves onto or over it gets wounded on a 6. This is the after effect of snake oil.
4 Fighting
When 2 or more models go into base contact they are in close combat. Before the fighting rolls commence the player who won priority must decide on how fights are split up, e.g. three men charge two men, the fight must be split up into 2 fighting one miniature and 1 fighting another, the player with the drop gets to decide how this is done The combat rules are as follows. Both players roll 1 dice - +1 if charged that turn The lowest roll moves their figure one cm away from the other The winner now rolls 1d6 He needs (5+ for follower 4+ for henchman 3+ for leader) to wound the other player. The victim player rolls one save dice. If he loses the save the player loses a wound. When someone loses all their wounds they are dead and must be removed from play.
5 A basic intro game You will need A sheriff a deputy and a Village peacekeeper. Also you will need a Bar man a soiled dove and a villager. A central building or piece or terrain to symbolise a saloon or similar. (e.g. an old book) and a small wall or log (or similar) A handful of dice. And two measuring implements.
To play this game we assume that all leaders have peace-makers, that all Henchmen have Winchester rifles and that all followers have six-guns. The reason for this is that it will help you get used to the different types of gun. Once you play the game once, maybe you could stir it up and add a shotgun or a stick of dynamite in the mix. Deployment / set-up: L L L
V V
The lawmen = L, who are trying to stop a village rebellion due to general drunkenness; the villagers = V. They start deployed behind the barricades. You can add more terrain if you so wish, but this is unnecessary, it only makes things look pretty. Objectives Lawmen: kill the barman and one of the other figures. By 4 turns of game play Villagers: kill all of the lawmen OR move the soiled dove off the law mens side of the board. By 4 turns of game play
The game only lasts for 4 turns. Once the first game has ended and one player is victorious (if not the player closest to achieving his goals is the winner) switch the sides or the objectives and play once more. After one or two games you should pick up game play pretty easily. IN THIS GAME IGNORE ALL CHARACTERS SPECIAL ABILITIES.
Advanced Rules
Special rules: fear A player must take a fear test when being charged by a fear inducing character or creature. To take a fear test the player must roll on 1d6 and get lower or equal to than their wounds and attacks added together. If they fail this test they must move one half move, towards the nearest table edge. If they reach it they come back into play the turn after.
7 Gatling guns
To use a Gatling gun: - The user rolls 4D6 - He can shoot that numbers on the dice added up (up to 24 shots!). Use the Gatling gun template. - Hitting on 6+ and wounding on a 4+, if a 1 is rolled more than 4 times, the gun jams for 2 whole turns. This could potentially be the weapon that makes a game. A Gatling gun can only be used once every turn. Placement Gatling guns are set up somewhere prior to the game. Once set up they cannot be moved. Before the game both players roll a dice and the highest result gets to place the Gatling gun somewhere near the middle where it is fair. Theres nothing saying you cant bend it a bit to your advantage. They can also be mounted onto carts. If the scenario states otherwise go with the scenario rules. Destroying the guns When a player shoots at a Gatling gun they can choose to hit either the player controlling the gun or the gun itself. The controller counts as being behind cover. The gun itself has; wounds: 3 save roll: 4+
8 Animals
Here is the animal movement table
Animal
Horse Mule Buffalo Cow
Movement
15cms 10cms 20cms 20cms
Other rules
Can be mounted and ridden Can be mounted but only ridden at half pace. Cannot be mounted by white man. Only Indians Cannot be mounted.
All animals have the stampede special rule, if a group of 4 or more free animals are within 6cms of a shot. One player must roll on the stampede table. And follow the result.
Roll
1
Result
All the animals are rowdy, they take a full move charge towards the nearest humans, hitting on a 6+ and wounding on a 5+ no saves. Then runs full move towards the nearest table edge. The animals are rowdy and no one can go inside the pen or mount the animals for two turns. (mark this) Nothing happens; the animals are oblivious to the shot.
They do not suffer from usual movement penalties but they cannot go upstairs or inside buildings. Men can mount and dismount but takes a whole movement phase. All characters with pistols (Indians also with bows and rifles) can move full and shoot while mounted. Half move if using rifles. Mounted characters in close combat only have one attack. Mounts can jump anything their own height or shorter. (Top of head)
9 Vehicles
Here is the vehicle movement table
Type
Cart (wagon, stagecoach) Train
Movement
As fast as the animal pulling it can go. 20cms
Other rules
Can mount Gatling gun to cart. Moves 5cms less every carriage destroyed. Can have Gatling on flat bed and/or last carriage none
10 Taking Captives
Men can take another man captive, if a man has a pistol, knife or any other club like weapon, in the moving phase he can creep up on an enemy and knock him out. To do so you need to roll a 3+ to see if you can creep and if your within range you can get in base contact then you must roll a 4+ to knock them out followed by a 3+ to put them in your base (side of the table, or allocated building decided before the game starts) if you dont roll the final 3+ just put a chip or marker to signify that the miniature is knocked out and he can get up next turn roll free.
After the game the player with a victim in captivity can roll on this chart to see what the outcome of the interrogation is.
Roll
1-2
Result
The captive says nothing, the gang realises he is useless and he gets let free, he dies in the wasteland and doesnt return to his gang. (dont get $20) He talks and escapes, his gang find him face down in the sand, he lives to fight again (interrogators get $20 and the victim survives to fight in the next game) He talks and gets executed by the gang ( gang gets all $20, victim is killed, remove from campaign)
3-4 5-6
12 Earning Loot
You can earn more by doing the following. a kill during game play= $10 an objective secured = $30 an enemy gang member taken captive = $10 / $20 (See Taking Captives)
You can use your extra cash to buy more members or mounts for your characters. If you choose to change a figure (as you change a figures gun), make sure you tell all players involved in the campaign.
13 Buying IN GAME:
Players can purchase horses/mules and explosives in game. (during a game). To do so they must go to the following places.
Other
The explosives (counters or chips) must already be in the designated areas of purchase. The animals (models, chips or counters) must already be in designated areas of purchase.
Price
Same as on shooting chart
Once bought a product may be put straight into use and added to the posses roster.
14 Buying a posse
When selecting a posse to play a one off game you have up to $300 to spend on the posse. The price of the guns and explosives used is included in this total. E.g. an Upstanding civilian costs $10 with a rifle they cost $45. When participating in a campaign it is possible to buy more figures as they die during the games. You start (at the beginning of a campaign) with a kitty of only $100.
15 Posse types
In Black west there are 5 main posse types, these are lawmen outlaws civilian bandits Indians
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16 PROFILE: Lawmen Lawmen were the peace keepers, the law abiding lot of the west. In fact even they didnt abide by the law completely, at all times. Sheriff: $60 Status: Leader Wounds: 3 Save roll: 3+ Attacks: 3
Leader abilities :( the badge) All deputies within 6 cms get a +3 save roll.
Deputy: $25 Status: Henchman Allowed O-3 Wounds: 2 Save roll: 4+ Attacks: 2
Special abilities: (sharpshooters) any roll of a six is an instant hit. No save rolls. If using a rifle. They still need to roll to wound.
Upstanding civilian: $5 Status: Follower Allowed Unlimited Wounds: 1 Save roll: 4+ Attacks: 2 (cant use shotguns)
Special abilities: Any group of upstanding civilians up to a maximum of three standing within 3cms of each other get a +1 to hit when shooting. E.g. a 4+ becomes a 3+ and so on.
OTHER: Both the sheriff and the Deputies in a lawman posse have the powerful aura rule. It means that when a civilian miniature wants to charge them they must take a loyalty test to see whether they can, to take the test they must roll a 2+ on 1d6. If they fail they must remain stationary or do something else. Guns: All lawmen CAN use Gatling guns. A lawman posse may buy a horse and or pack mule for $30. For every pack mule bought by the posse an extra hired gun may be bought. Other wise maximum hired gun count for a lawman posse is 3.
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17 PROFILE: Civilians In the America during the late 19C almost all true Americans had a pistol by there side or a shotgun under there bed. These occupants of the old west were often both the peace keepers and the rule breakers. Barman: $50 Status: Leader Wounds: 3 Save roll: 3+ Attacks: 2
Leader abilities: (bottle a cider) this unit can have one extra attack every other turn if he does not run. (Rule does not apply if he is armed with a rifle or shotgun)
Soiled dove (woman): $25 Status: Henchman Allowed O-2 (per posse) Wounds: 2 Save roll: 4+ Attacks: 1
Special abilities: (womanly influence) any ally man within 6 cms gets +1 attack.
Townsmen: $10 Status: Follower Allowed Unlimited Wounds: 2 Save roll: 5+ Attacks: 2 (cant use peacemakers)
Other: Characters in a civilian posse have the rally at the bar rule. It means that if 3 or more civilians are inside a bar on any turn they get can recover one wound on a roll of a 5+. Guns: Barmen and Townsmen CAN use Gatling guns, soiled doves cannot. A Civilian posse may buy a horse and or pack mule for $25. For every pack mule bought by the posse an extra hired gun may be bought. Other wise maximum hired gun count for a civilian posse is 2.
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18 PROFILE: Outlaws Certain trouble makers in the late 19C decided to take the game a bit too far, and formed posses based on getting rich quick. Often the posse wouldnt end up with a clean record; instead they were wanted for hundreds maybe even thousands of dollars. Desperado: $65 Status: Leader Wounds: 4 Save roll: 4+ Attacks: 3
Leader abilities: (rage) some of the most famous desperados where plagued with the thought of mutiny on their minds. Every 4 turns a desperado may throw a massacre run. In which all allies within 6 cms can charge towards the nearest enemy before the enemies move. (This must be announced before the turn begins)
Bastards: $20 Status: Henchmen Allowed O-3 (per posse) Wounds: 2 Save roll: 5+ Attacks: 2
Special abilities: (fools shot) you could only make it to rank of Bastard in an outlaw posse by proving your aim. Every other turn a bastard can attempt to roll a 4+ on one dice in the shooting phase. This gives them one extra attack.
Wimps: $10 Status: Follower Allowed Unlimited Wounds: 1 Save roll: 4+ Attacks: 2
Other: contradictory to there names wimps, bastards. The outlaws are a nasty bunch. For anyone to charge more than one outlaw they must roll 2+ on 1d6. if they fail they must move 3cms away from them. Guns: all outlaws CAN use Gatlin guns. An outlaw posse may buy a horse and or pack mule for $40. For every pack mule bought by the posse an extra hired gun may be bought. Other wise maximum hired gun count for a outlaw posse is 1. the retainer cost for a hired gun in a outlaw posse is $5 dollars less than the regular cost, due the element of fear within the posse.
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19 PROFILE: Indians The original inhabitants of America were around for a long time before and after the late 19C. They werent going to let there land go willingly. They often roamed in large groups. Chief: $20 Allowed 1 (per 10 Indians) Status: Leader Wounds: 3 Save roll: 4+ Attacks: 2
Leader abilities: (war cry) every turn a chief may make a group charge. Which means any number of Indians within 3cms can charge at a target on th e roll of a 4+. This must be done at the beginning of the Indian players move.
Young Brave: $15 Status: Henchmen Allowed O-2 (per posse) Wounds: 2 Save roll: 4+ Attacks: 3
Special abilities: (Crazy Injun) can charge on a 3+ and gets a +3 on its initial combat dice role.
Warrior: $10 Status: Follower Allowed Unlimited Wounds: 2 Save roll: 5+ Attacks: 2
Special abilities: (sharpshooters) any roll of a 6 with a bow is an instant hit. No save rolls. They still need to roll to wound
Other: Indians are always looking out for each other. If an Indian is down to one wound in a multiple combat (one Indian vs. X number of enemies) then any Indian within 6cms of the combat, gets a free charge into the fight. If they so wish. Guns: Only Indian chiefs can use Gatlin guns. And any Indian miniature armed with a pistol counts as being armed with a cavalry pistol. Indian posses do not have to pay for there horses as they are wild. An Indian posse may buy a pack mule for $30. For every pack mule bought by the posse an extra hired gun may be bought. Other wise maximum hired gun count for an Indian posse is 2.
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20 PROFILE: Bandits The bandits on the Mexican Texan border of America were some of the most ramshackle and ruthless killers of the old west. Crazy fool: $40 Status: Leader Wounds: 3 Save roll: 3+ Attacks: 3
Leader abilities: (gun master) when a Crazy fool rolls a one to fire a shotgun or revolving barrel rifle there is no consequence and the gun does not backfire.
Accomplices: $20 Status: Henchmen Allowed O-3 (per posse) Wounds: 2 Save roll: 4+ Attacks: 2
Special abilities: (dynamite) all accomplices get to roll 1d6 at the beginning of a game. On the result of a 4+ they can be equipped with 1 dynamite, free of charge.
Dudes: $15 Status: Follower Allowed Unlimited Wounds: 1 Save roll: 3+ Attacks: 2
Other: Infamously not afraid to die the bandidos can use there own fellow members as cover. Normal cover rules apply. Guns: All Bandits CAN use Gatlin guns. A Bandit posse may buy a horse and or pack mule for $30. For every pack mule bought by the posse an extra hired gun may be bought. Other wise maximum hired gun count for a bandit posse is 3. The retainer cost for a hired gun in a bandidos posse is $5 dollars less than the regular cost, due the element of fear within the posse.
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21 Hired guns There are a few choices for hired guns but each one can be influential to how your posse plays during a campaign. Hired guns may not be used during a single battle game. (Non campaign) Each hired gun has a hire cost and a retainer. The hire cost is how much it is to hire the gun into your posse; the retainer is how much you pay between games to keep it in your posse. COOKIE To hire: $10 Retainer: $5 Wounds: 2 Save roll 5+ A cookie may not attack a person. Instead he can only knock them down if he wins the combat
Special: Every posse that has a cook in it can hire one more henchman or have a hired gun for FREE (one more than the allowed limit) SHARPSHOOTER To hire: $15 Retainer: $5 Wounds: 1 Save roll: 4+ Attacks: 1
Special: A sharpshooter is equipped with a rifle and scope (inclusive of price) and has a range of 40cms. This can be crucial in some jail break or open terrain games. DOC To hire: $20 Retainer: $10 Wounds: 2 Save roll: 4+ Attacks: 2 (a doc may only be armed with a pistol)
Special: A posse with a doc in their posse can heal two wounds to whichever members they wish to in between games for as long as the doc survives. A doc cannot bring members of a posse back to life (unless your playing a weird west campaign of some sorts and the campaign says you can.) HEAVY WEAPONS SPECIALIST To hire: $15 Retainer $10 Wounds: 2 Save roll: 5+/6 Attacks: 1
Special: A posse with a heavy weapons specialist can arm up to two members with dynamite or nitro before each game on the roll of a 3+. A bomb brewer has a save roll of 6 if being shot at due to the amount of fragile explosives he could be carrying at one time.
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Templates
17
Posse Roster:
Member name: Special Abilities: Status:
Equipment:
Status:
Equipment:
Status:
Equipment:
Status:
Equipment:
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