Wednesday, June 03, 2020

Developing A Scenario (part four)

THE WAGON
The horse-drawn wagon is the key to the scenario.
It is travelling from Farmerville to the ranch with vital supplies, including dynamite.
Farmerville is to the east of the table, and the route the wagon takes is called Pitchfork Way.
My excuse for the unimaginative names ... they are on a signpost that came with one of the playsets
I have added timbers to show the route of Pitchfork Way on the table.
The timbers are lawn edging from a pound store
The wagon can move three squares while on Pitchfork Way and  while inside the ranch. The horses are used to the route and so will stay on it unless steered off, at which point each square requires two movement points.
One cowboy must be assigned to be the driver. He cannot fire a  weapon while driving but can melee if attacked in hand-to-hand fighting.
A second cowboy can ride shotgun and can fire forwards or sideways from the same square as occupied by the wagon's horses.
Up to two other cowboys can be placed in the wagon itself. Their presence is only revealed when they strip the wagon's canvas covering (this can be done by two men in one turn or one man in two turns) or fire straight backwards through the rear of the wagon. Once the covering is removed, occupants of the wagon can fire sideways or to the rear.
Anyone firing at the wagon must specify whether firing at the occupants of the front or rear half. Hits are determined in the normal way.
If a hit is scored on the front half, roll again with a 50:50 chance of the hit being on a horse or a man. If a horse is hit, the wagon's speed is reduced by a movement point; a second hit on a horse halts the wagon for the rest of the scenario. If a hit is scored on the rear half, roll again: 5 or 6, occupant hit; 1-4, no effect.
When a man on a wagon has been hit, roll to see what happens to him: 4-6, killed; 1-3, falls off the wagon to an adjacent square as far from the shooter as possible. There is no difference for being a rancher or a chief (in the event of the Indians capturing the wagon but later coming under attack).
The wagon can ride down any figure in its path on Pitchfork Way. Dice for the figure: 4-6, killed; 1-3, jumps to the side (if side square unavailable, can jump diagonally - is killed if no square available).
Any figure in its path but not on Pitchfork Way automatically jumps out of the way and is only killed if no square is available.
MORALE
The Indians flee to their village if both chiefs are killed (the wagon, if it has been captured, is abandoned).
The cowboys flee to their ranch if both ranchers are killed (the wagon is abandoned).
VICTORY CONDITIONS
The cowboys win if the wagon safely enters the ranch.

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