
Now, I don't like overly
complicated rules. I wargame for fun not as an exercise in mathematics or historical
accuracy. Therefore the set of rules used for the game had to be quick, easy
to learn and good fun. We chose to use an adaptation of one of our favourite
wild west skirmish sets, "Desperado", written by an uncommonly talented
American gentleman, Mr. Tom Kelly. These are a card based set of rules. Your
figure gets a certain number of action cards depending on how tough or experienced
they are. One card for "greenhorns" up to four cards for real hardcases.
The cards are shuffled and when your card is drawn you can perform an action.
So, more cards equals more actions. Available actions include moving, firing,
picking up items, etc.
Movement is based on a roll of varying numbers of D6. 2D6 to walk, 3D6 to run,
4D6 to sprint. The total of the dice roll is your maximum move in inches. Crossing
obstacles costs your lowest roll for small obstacles and your highest roll for
large ones. Shooting is based on a percentile system, modified for weapon type
and range. You may fire single shots or a three round burst, in which case your
chance to hit is reduced by 10% for each round after the first. If you hit your
victim you turn up a wound card and apply the damage result shown. This idea
was pinched from Foundry's "Street Violence" rules, if I remember
rightly. When a figure reaches a total of 100 damage points it bites the dust!
Obviously various nasty cards are included, such as head shots which kill instantly,
this ensures that people try to avoid being hit at all.
Test games proved to be very deadly affairs! There was some debate as to weather
to tone down the damage. This was decided against; basically if you are silly
enough to run around shooting guns at each other someone is going to get hurt...
| Game
rules, scenery and figures by Steve
Young, Roger Dixon, Big Jim Clarke and Adam Jenkins Pics by John Treadaway and Roger Dixon |