WESTERN GUNFIGHT
SKIRMISH RULES

By Kevin White

Each character or unit has two basic fighting factors - hand to hand (h) and firing (f). Work these out by throwing two average dice, one plus and one minus. This means it's possible for your characters/units to have minus fighting factors. Scale: 1cm = l yard (25mm), 1" = 1 yard (54mm)

Gunfire
WeaponShort RangeMedium RangeLong Range
Pistol102060
Carbine2480200
Shotgun1040110
Rifle30100200
Bow1565120

Throw 1D6:

    +/- Fighting factor (f)
    +1 Short range
    -1 Long range
    -1 Target in cover
    - wounds (see below)
Total of 4+ is a hit. Throw another D6.
    1,2,3 = Light wound
    4,5 = Heavy wound
    6 = Dead!

Light wound -1 to both fighting factors.

Heavy wound -2 to both fighting factors; no movement.

Hand to hand fighting is done on a man to man basis. Throw 1D6 for each character, then +/- fighting factor (h).

    Difference of 1 continue the fight
    Difference of 2 loser knocked out
    Difference of 3 loser dead

Movement: Up to 9" (I use 54 mm figures).

Command and control. Make up to three cards for each character. Decide which of your characters are novices, average or expert.

Experts and averages can move and fire.

Novices can move or fire.

Each expert has three cards with his name on, each average and novice has two. All Indians get three cards regardless of their status. This reflects their superior speed over settlers and soldiers. They do have to be rated as expert, average or novice and the normal restrictions apply.

Add one card with the word STOP. Shuffle the cards and off you go. When you turn up a character's card he can perform an action. He can move 3" or fight or both depending on his status. When the STOP card comes up, shuffle the deck and start again. Sometimes some tricky decisions have to be made. There you are comfortably hidden out of sight when your card is turned up. There is no one for you to fire at, so you could move, but it's 6" to cross the street. Will you risk going for it? The next card could be you again or it could be someone else's turn. It's surprising how frustrating this system can be, particularly if you have a favourite character!



More Western Gunfights and Rules

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Copyright 1996 by Solo Wargamers Association.