by Stephen Lawrence
When there was no official law (or there may as well have been none), the men of the American West could and did take justice in their own hands. A band of outlaws has hit the wrong town--the particular offense doesn't really matter, killed someone in a robbery or misused a female, outcome is the same: a posse of vigilantes has run them to ground. They must now decide whether to run for it, or fight it out, with death or a rope waiting failure. TERRAIN- A 5'x9' board(Minimum) of flat terrain broken by areas of rocky ground and pate of woods. There should be a small house or cabin and a team and outbuilding at some point cover).
Weapons
Enter Turn 1 on either end of the board. Free Gallop on Turn 1. May run for it or hole up. Major Victory to exit with all members alive and no pursuit.
Weapons
2) Hangin Hal - Henry Repeating Rifle. Pistol Knife 3) Bill Bob- Henry Repeating Rifle., 2XPistol Knife 4) Wild Bill - Breechloading Rifle. Pistol. Knife 5) Hardshot Dahley - Sharps - Buffalo Gun. Pistol. Knife 6) Montana Mike - Breechloading Rifle. Pistol. Knife 7) Kansas Keith - Henry Repeating Rifle. Pistol. Knife 8) Yonan Kid -Breechloading Rifle. Pistol. Knife Enter turn 1 moving only half a move. If you choose to Gallop, enter on same board edge as the outlaws. Major victory is to kill or capture all the outlaws while losing two or less men. SPECIAL NOTES: 1) BUFFALO CHIPS: The three Hunters with Buffalo Guns are Marksmen. The Indian Leaders MUST count coup or lose their status. Taking one of the pack horses counts as a coup of one point value. 2). JUSTICE FRONTIER STYLE.: "Deadeye" Dale and "Hardshot" Dahley are both Marksmen. Back to Warpaint Scenario 1: Buffalo Chips
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |