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The Great Rail
Wars at the Flatlands
home tools
links
Pictures gallery gallery2
Rob Lusk's Shane's Game
Campaign Pics GenCon 2002 A
B
Origins 2003
Halloween 2003
Campaign
home rules
map missouri
kansas colorado
maze newmexico
Misc. Rules:
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The new book takes precedence. For example,
dynamite 2d10 (vs. 2d8 in older books)
Gizmos – heroes can buy’em, troops can’t. You can get
just one. You can ally with Wasatch for X-Squads to get gizmos
for a troop. Dog’s of War will change this.
In a tie for a state, multiple players hold the state.
Relics – see main book.
Weapons – heroes can buy’em
Allies – each allied troop needs a hero to lead’em. See
the main book.
No Duels (we’ll do this in a scene sometime).
Campaign leftovers:
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A hard vigor roll brings Put Down troops and
vehicles back in for carry over games.
You can spend left-over chips.
Sawbones, Mechanically Inclined, Healin’ Hand, Reanimate,
etc… add +2 to five fitting survival rolls.
Bushwackers
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Bushwackers and the “Object of the Game”
(know strange locals, special characters, ghost rock, etc…)
must be 12” apart to start the game.
Fighting:
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Shoot with pistols in a fight, the other
player get +2 in next fighting roll.
Withdrawing:
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Up to ½ pace – nothing
Up to ½ pace and action (shoot, spell, etc…) – free
fighting attack for the other player
Up to full move plus run – free fighting attack for the
other player
Army Restrictions:
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Cannon: Max 1
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Vehicles: Need to total less than or equal to
50% of your Army Points
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Hero: Max 1 per posse
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Allies: (using different Baron's armies) is
ok. See GRW rule book for details, excluding the "what
other people are playing" restrictions.
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Horses: You can mount singles for 5 points or
posses for 10 points (undead for 15 -undead horses). Flame
throwers, sharp shooters, buffalo hunters, pyro,
demolitionist, hangin' judge, automatons, clockwork, wolves,
bats, acid spray, and other things of logic cannot be mounted.
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**Limbers (+10 points):
Limbering or Unlimbering costs 4" of movement. Limbers
have a Pace of 9" and +1d6 Running. Running is dangerous,
though - if a "1" is rolled on on the running die
& you aren't on a road, the gun is wrecked. Crew riding
the limber (all but one, who will be drving it) take 2d8
damage. You must unlimber to fire - 6 pounders can unlimber
and fire in the same turn, while 12 pounders (for
those of us still usin' them) cannot. We're not using these.
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Heroes and Vehicles – you need Artillery
and/or Drivin’ (both the same as your shoot’in die) OR you
are just riding
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Heroes and spells – once you select your 4
spells that’s them for the campaign (no switching)
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Others: As needed
Hero Generation:
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Base Cost 20
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Traits you draw 6 cards
(one for each trait).
- 2 = d4
3-8 = d6
9-J = d8
Q,K = d10
Ace and Joker = d12
- You can place'em where you need'em.
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Arcane edge +25 (includes 4 spells or 1 gizmo
with mechanically inclined)
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Other edges +5 (max of 4 edges)
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Two hindrances -5
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Edges and Hindrances for Heroes – you can
only chose from the lists found on pages 8 and 9 in the Cry
Havoc! book. The ones in italics are not useful in GRW, so you
can’t pick them. Nor can you pick “Roll two…”. There
was some error(s) on one of these charts, like italics vs.
non-italics, just use common intended sense.
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Undead +10
Death to a hero:
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You can draw one card after death to see if
you come back harrowed with a joker.
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Failing that a gold coin you can bring the
hero back.
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After that you just buy and build a new one
with the next battle’s army points.
Gold Coins:
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Each player starts with 2 gold coins.
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There may be situations in the battles that
players can earn gold coins.
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A gold coin can return a hero, posse (or the
part missing of the posse), or a vehicle and full crew back
from the dead between battles.
Experience:
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By special event only.
Attaching a hero to a troop:
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Draw cards for hero and troop. Keep one card
for the action for hero and troop.
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Black Jokers have to be kept.
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Draw a pair of Jokers, you keep both.
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Benefits, you can use the hero’s Guts for
Guts Checks; hero’s Smarts for ties on Action Cards and
Holds actions.
Campaign points:
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15 points wins the state
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Four+ person battle- First 4pts, Second 3pts,
Third 2pts, Fourth and below 1pt
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Three-person battle- First 3pts, Second 2pts,
Third 1pt
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Two-person battle- First 2pts, Second 1pt
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* if the player in first beats the next place
player by more than double points, +1 campaign point
Purple Chip:
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There is one purple chip in the chip bag, it
can be drawn just like any other chip.
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The purple chip is used just like a white
chip, except the "posse" or "single" troop
rolls on the following table.
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d12
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1
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A Worm Rises up and swollows a hero of
your choosing, hero must make Hard Strength roll or be
put down.
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2
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Player gets 2 Fate Chips (put the
purple chip in the bag after this draw)
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3
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Stampede – a posse of cattle*
controlled by the player appear.
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4
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Militia posse of gunmen* controlled by
the player appear.
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5
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Undead Gunslinger* controlled by the
player appear.
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6
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Inspiration: reroll 1s for next 1d4
turns – all troops.
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7
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Sand: 1d4 turns roll vigor twice –
all troops
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8
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Good Press +10% bounty hunter points
at end of game
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9
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Curse of Fate – you may dictate one
of your opponent’s rolls anytime
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10
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Jackalope* controlled by the player
appear.
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11
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Wizard – d6, d10 Smarts, d8 Guts,
Shotgun, Soul Blast, Missed Me!
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12
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Choose one from this table.
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*gets to act now, starts next to
purple chippin’ troop
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Mechanical Spider
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Durability: d8
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Size: +1
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Pace: 4/8/16
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Crew: 3
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Special:
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Cost: 55
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Weapons:
Upgrades:
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Armor
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Heavy-Duty Brakes
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High-Pressure Pistons
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Improved Turret
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Reinforced Frame
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Tracked
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Tweaked
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Wheel (leg) Guards
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Malfunction: See Steam Wagon
Collision Rule by:Rich and Scott
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Add the difference in size of the vehicles to
the damage dice dealt by the bigger vehicle, and subtract it
from the smaller one.
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So, a vehicle would do (Pace)d6+(Size
difference)d6+Armor.
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A Velocipede (size 0, 2 Armor), moving at Full
Steam hits a Steam Tank (Size +2, 6 Armor), going Quarter
Steam. The Velocipede does 1d6+2 damage to the Tank, and the
Tank does 5d6+6 to the Velocipede.
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