By Stephen Lawrence
The Magnificent Seven checks Morale individually. The Bandits check as units, and check individually only if the command check fails. The game begins with the Bandits spread around town, no more than four to a building, with the captive peons similarly disposed. Calvera is in the cantina. The Seven (minus Harry) position themselves as they please, and then roll 1d6 for their starting distance from the nearest building in inches. The Bandit player MUST now move two men from the house nearest to Vin, d6 inches (full move) toward Vin. Then Vin gets a free turn, and if either of the bandits survive, they may fire back. The action now starts normally. Harry will enter on Turn l+d6, mounted and ride to Chris' side. Lee may not fire until he rolls a 6 on his Morale Die, rolling each turn. If he is shot at he adds a +1 to the roll. If he finds himself at a building where peons are held captive, he adds a +1 to his die roll. Lee is always in Hard Cover until he passes his Morale Check. After he passes his check, he is a d10 thereafter for Morale. The peons check Morale when they no longer have a guard, one of the Seven rescue them, or other peon groups enter the fight. They gain a +1 bonus if there is no guard, a +2 bonus if rescued by one of the Seven, and a +2 for each other group of peons in the battle. These bonuses are cumulative and permanent ! Victory Conditions Magnificent Seven:
Vin Survives: +5 Chico Survives: +8 Others Survive: +1 Kill Calvera +10 Kill 50% or more bandits +5 Peons:
50% or more bandits kiklled +5 50% or more peons killed -5 Each of Seven killed -1 Calvera's Men
Kill others of Seven +2 Calvera killed -10 Each peon killed -1 Each bandit killed -1 Back to MWAN #85 Table of Contents © Copyright 1997 Hal Thinglum This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |