Wild West Chronicles.pdf

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wild west
chronicles
MASSIMO TORRIANI – VALENTINO DEL CASTELLO - Copyright 2014
We would like to thank our play-testers for all of their help:
Adriano Giacomo Losi, Andrew Carless, Massimo Pinna,
Massimo De Luca and the Mediolanum Wargames Club
Translation: Andrew Carless
Photos: Massimo Torriani
Layout: Andrea Carzaniga
Scenery: Viktor Towers, Forge World, Pegasus Hobbies
The miniatures were painted by: Massimo Torriani, Cinzia Bianconi
Miniatures: Black Scorpion Miniatures
www.blackscorpionminiatures.com
all rights reserved
Printed by: Zev Multimediale - Vicenza
January 2014
No part of this book may be reproduced by any means, including mechanical
and/or electronic methods, without the author’s prior written permission.
For updates: www.torrianimassimo.it
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WILD West Chronicles
is a wargame for two players (or more) that simulates
skirmishes and gunfights set in the Wild West. Dice will introduce that element
of luck that, in real-life, is the difference between glorious victory and miserable
failure. But luck won’t be enough to win; every number in the tables is the result
of a huge amount of playtesting and realistically simulates an armed encounter.
We advise you to read the rules right through at least once before playing.
introduction
PreFAce
The game-mechanics we have used in
Wild West Chronicles
are based on our
years of experience developing
os:WWII
(Squad-level skirmish battles set in the
Second World War) and
os:modern War.
The scenarios in these rules (as well as
those you can download from
www.torrianimassimo.it)
contain precise objec-
tives; sometimes you’ll need to meet these objectives in a set number of turns,
but other times the scenario will end if some special conditions are met (the en-
emy rout, a prisoner escapes…). In the Squads section you’ll find a wide selection
of colourful characters to play with - command a Squad of Lawmen, Outlaws,
Indians, Cavalry or even simple Townsfolk. The rules and examples refer to two
players but the game also works perfectly for bigger gunfights with more players
(each one in charge of his own Squad or maybe just a handful of men). The Ex-
perience section provides some simple rules to help you manage the development
of your Squad over several games.
So what are you waiting for? The wild frontier awaits!
GAMe coMPonents
Apart from the rules you’re reading, let’s have a look at what you’ll need to play.
Dice:
Dice are at the heart of this game, and we use six-sided dice
for nearly everything. We normally refer to these as d6, so one
dice is 1d6, two dice are 2d6 and so on. In the game you’ll often
have to roll one or more dice to see what has happened. Normally
you have to work out the total of the single rolls and subtract
some penalties that may derive from special situations. Some-
times you’ll be asked to roll 1d3. Just roll a d6 and work the result out as follows:
1 or 2 = 1; 3 or 4 = 2; 5 or 6 = 3. You’ll also need a ten-sided dice (d10), but only
to see the deviation of
burst weapons
(e.g. Sticks of dynamite)
tape measure:
All measurements in the game are
in centimetres and movement, weapons ranges
and explosions are measured with a simple tape
measure. You can only measure distances after
saying what you intend to do.
tables:
We’ve gathered together all the tables on a
separate Playsheet to ease their consultation dur-
ing play.
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models:
Plastic or met-
al miniatures will rep-
resent the men in your
Squad. Every man must
stand on a 2.5cm-diam-
eter base while
mounted
models use 4cm bases.
To ease their identifica-
tion each model must
be equipped exactly as
shown in the Roster and,
if possible, must be iden-
tified by his name (e.g.
John Smith).
markers:
During play you will use various markers to
show special situations (Turn
Over, Hidden, Wounded,
and
Ammo).
These markers will be explained later in the rules.
Wargames table:
This is a wargame so you won’t be using a map or a chess-
board, you’ll have to prepare a battlefield. The number of scenery elements that
you should use will depend on the type of scenario that you want to play. For
a classic Wild-West setting a ranch, some fences, a stable and a few wooded
or cultivated areas will suffice, but you’ll need a few buildings if you’re setting
the gunfight in a frontier town.Generally the battlefield should be balanced and
should not favour either of the two players; a good system is to allow one player
to set up the table and then let the other player choose the side he’ll deploy his
men on. We suggest you use a 90cm x 90cm table but a smaller 80cm x 80cm
is fine too. If you decide you want to simulate a larger encounter with more than
fifteen models per side then you may need a bigger table.
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