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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:

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:

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

Bushwackers and the “Object of the Game” (know strange locals, special characters, ghost rock, etc…) must be 12” apart to start the game.

Fighting:

Shoot with pistols in a fight, the other player get +2 in next fighting roll.

Withdrawing:

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:

Cannon: Max 1

Vehicles: Need to total less than or equal to 50% of your Army Points

Hero: Max 1 per posse

Allies: (using different Baron's armies) is ok. See GRW rule book for details, excluding the "what other people are playing" restrictions.

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.

**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.

Heroes and Vehicles – you need Artillery and/or Drivin’ (both the same as your shoot’in die) OR you are just riding

Heroes and spells – once you select your 4 spells that’s them for the campaign (no switching)

Others: As needed

Hero Generation:

Base Cost 20

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.

Arcane edge +25 (includes 4 spells or 1 gizmo with mechanically inclined)

Other edges +5 (max of 4 edges)

Two hindrances -5

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.

Undead +10

Death to a hero:

You can draw one card after death to see if you come back harrowed with a joker.

Failing that a gold coin you can bring the hero back.

After that you just buy and build a new one with the next battle’s army points.

Gold Coins:

Each player starts with 2 gold coins.

There may be situations in the battles that players can earn gold coins.

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:

By special event only.

Attaching a hero to a troop:

Draw cards for hero and troop. Keep one card for the action for hero and troop.

Black Jokers have to be kept.

Draw a pair of Jokers, you keep both.

Benefits, you can use the hero’s Guts for Guts Checks; hero’s Smarts for ties on Action Cards and Holds actions.

Campaign points:

15 points wins the state

Four+ person battle- First 4pts, Second 3pts, Third 2pts, Fourth and below 1pt

Three-person battle- First 3pts, Second 2pts, Third 1pt

Two-person battle- First 2pts, Second 1pt

* if the player in first beats the next place player by more than double points, +1 campaign point

Purple Chip:

There is one purple chip in the chip bag, it can be drawn just like any other chip.

The purple chip is used just like a white chip, except the "posse" or "single" troop rolls on the following table.

 

d12

 

1

A Worm Rises up and swollows a hero of your choosing, hero must make Hard Strength roll or be put down.

2

Player gets 2 Fate Chips (put the purple chip in the bag after this draw)

3

Stampede – a posse of cattle* controlled by the player appear.

4

Militia posse of gunmen* controlled by the player appear.

5

Undead Gunslinger* controlled by the player appear.

6

Inspiration: reroll 1s for next 1d4 turns – all troops.

7

Sand: 1d4 turns roll vigor twice – all troops

8

Good Press +10% bounty hunter points at end of game

9

Curse of Fate – you may dictate one of your opponent’s rolls anytime

10

Jackalope* controlled by the player appear.

11

Wizard – d6, d10 Smarts, d8 Guts, Shotgun, Soul Blast, Missed Me!

12

Choose one from this table.

 

*gets to act now, starts next to purple chippin’ troop

Burger King/Wild Wild West Spider by:Doug

Mechanical Spider

Durability: d8

Size: +1

Pace: 4/8/16

Crew: 3

Special:

  • Armor 2

  • Malfunction d6

Cost: 55

Weapons:

  • Front - light or steam - 180 deg

  • Back - light or steam - 180 deg

Upgrades:

  • Armor

  • Heavy-Duty Brakes

  • High-Pressure Pistons

  • Improved Turret

  • Reinforced Frame

  • Tracked

  • Tweaked

  • Wheel (leg) Guards

Malfunction: See Steam Wagon

Collision Rule by:Rich and Scott

Add the difference in size of the vehicles to the damage dice dealt by the bigger vehicle, and subtract it from the smaller one.

So, a vehicle would do (Pace)d6+(Size difference)d6+Armor.

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.