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 characterÂ’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 characterÂ’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.