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Wild West Skirmish rules

 By Steve Burt

 

1. Scales

 

Ground scale is 1cm:1 metre (1:100)

Each turn is 2 seconds

 

2. Movement

 

On Foot

 

On Horseback

Crawl

2cm

 

Walk

6cm

Walk

Run

12cm

Trot

Sprint

16cm

Canter

 

20cm

Gallop

                         

           

3. Ranges

 

Weapon

Point Blank

Short

Medium

Long

Derringer

3

10

20

30

Pistol

5

15

30

50

Carbine

10

25

50

75

Rifle

15

50

100

150

Shotgun

3

10

20

30

 

4. Actions

 

            You will need a deck of cards with one card per character, plus a STOP card and an EVENT card. Each player also gets 4 ‘initiative points’

When a character’s card comes up, he may take two actions from the list below.

When the STOP card comes up, the turn ends.

At any time, players may spend initiative points to give characters extra single actions:

1 point for a gunslinger, 2 for a desperado/lawman, 4 for a cowboy

If two players want to spend points at once, dice & add character factors

If the EVENT card comes up, draw a random event card.

 

 

Single Actions are:

 

            WALK                        FIRE    AIM                 DRAWHOLSTER       UNJAM

CRAWL          TROT  STAND           LIE      PUNCH           KICK

 

Double actions are

RUN    SPRINT           CANTER         GALLOP

GRAPPLE

OTHER

 

If a FIRE action is not combined with an AIM, it counts as a

Snapshot (with attendant penalties). Up to 3 AIM actions may precede a

shot, improving its accuracy, but they must be consecutive actions.

 

5. Difficult actions

 

These include sprinting or galloping. Running or cantering in bad going. Vaulting walls, etc.

Roll and add character’s rating (d10)

On a 1-3 he/she has fallen over /off horse

Characters falling off a horse are stunned, others not.

 

6. Firing

 

The basic rolls to hit (on a 10-sided dice) are as follows:

 

Point Blank

3

Short

5

Medium

7

Long

9

 

The dice roll is modified by adding the shooting skill of the shooter :

-1 for non-combatants, 0 for cowboys, 1 for lawmen/desperadoes, 2 for gunslingers

Then apply the following modifiers:

 

 

 

Target running/trotting

-1

Target sprinting/cantering

-2

Target galloping

-3

Snapshot

-1

Firer mounted and stationary

-1

Firer walking

-1

Firer running/trotting

-2

Firer sprinting/cantering

-3

Firer galloping

-4

Target only 75% visible

-1 (knees and up)

Target only 50% visible

-2 (waist and up)

Target only 25% visible

-3 (head and shoulders)

Target only 10% visible

-4 (head only)

Each AIM after the first

+1 (max 2)

 

Note that visibility percentages apply to targets who run across gaps

and the like. Soft cover only counts as half the normal visibility

penalty - e.g. a man behind a waist-high hedge counts 75% visible, not

50%.

You must expose at least head and shoulders to fire, unless firing

out of loopholes.

 

Rolls of higher than 10 may be made by rolling 10 followed by:

11 - 6-0

12 - 8-0

13 - 9-0

14+ 0

A 1 indicates a jammed weapon: roll to unjam as an action:

1 = permanently jammed

4-6 OK

2,3 try again

 

8. Hits

 

When a bullet hits, roll for effect depending on calibre:

Each character can take 4 hits. A Light wound is 1 hit, serious 2, critical 3

 

Calibre

Light

Serious

Critical

Dead

.22 Shotgun, long

1-7

8,9

0

-

.33 Shotgun, med

1-6

7,8

9

0

.45 Shotgun, short

1-5

6-8

9

0

Shotgun, PB

1-4

5-7

8,9

0

 

Rolls 1 d6. If less than or equal to number of hits, he falls over stunned

Roll > number of wounds to try and get up each move

 

Each wound deducts 1 from shooting and reduces max move

 

9. Hand to hand

 

Type of attack

Roll to hit

Damage

Punch

5

Light wound

Kick

7

1-7 light, 8-0 serious

Club

5

1-7 light, 8-9 serious, 0 Critical

Knife

7

1-5 light, 6-8 serious, 9-0 Critical

Grapple

7

Special.

 

Punches and kicks don't cause real damage, but you should roll for

shock effect as normal. A successful grapple means that the target has

been overpowered and can be disarmed or disabled.