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Broken Wheel County

Rules

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Broken Wheel Wild West Rules

Copyright J.L.Mumford 2007

Permission is given to copy for personal use to play wargames.

Background

These were written to simulate skirmish and role playing actions in the late 1850’s to 1860’s Wild West.

Move Sequence 1) Any Initiative throws 2) Movement 3) Speak, fire, reload or fight with the actions spread between four rounds (rd). Combat Decision Testing (CDT) will be taken when required.

Movement rates men 5.0 > 7.5 inches, women 4.0 > 6.5 inches, running double. Hvy load -1 inch.  Ridden horses 6 > 11, coaches 8 > 12, wagons 5 > 8 inches.

Mounting & Dismounting

Mounting AvD +Ag each round needing 3+ to mount Mounting block or assisted mount +2

Dismounting D10 + Ag = 4+ 1round, 1+ 2 rounds, 0- 3 rounds

Obstacles open or secure door -1", through window or low obstacle -2", stairs take –0.5" per round, bad CC Bipeds -0.5” per round, Quadrupeds –1” per round. High Obstacles D6 + Ag (Agility value) = use four rounds then abandon attempt, 2 fail try again next move, 3 take 4 rounds, 4 take two rounds, 5+ take one round.

Injuries from falling GM or opponent throws a D10 + F+ ground strike.

F moving 6"+ +1, moving 12" + +2, rider falling +1, each additional 1" depth +1, down very steep incline -2, down steep incline -4.

Ground strikes, pit spikes -2, rocks -3, stony ground -4, normal ground -5, ploughed or sand -6, mud or marsh -7. Result read against Dead/Crippled/wounded values.

Spotting concealed persons or animals

D6 or MD used, distances can be varied or ignored at the Games Master's discretion.

Light Concealment (LC), means behind folds in the ground, partly hidden by tree trunks or rocks.

Hidden (Hi), is concealed behind substantial bushes, rocks or buildings.

Well Hidden (WH), is concealed in long prepared hides in dense bushes or buildings (loopholes).

Keen sighted relates to elves long sight or +2 tracking experts.

For a moving party only one dice is thrown per move relating to the nearest or most likely observer. Once any of a group of persons or creatures has been spotted, others of the party alerted by the observer may dice individually to also spot adding one to their dice. (Most likely so as to fire.) If spotted creatures move position for better concealment throw as for furtive movement.

D6 +F = table chance of spotting.  F= Observers moving cautiously (Mo -2") +1, Observer keen sighted +1, Observers moving 8"+ -1, Observers mounted -1, Alerted +1, Concealed creatures making moderate noise +1. Loud noise +2 (Shots). Creating a flame or light automatically reveals hidden position.

Spotting Table D6 + F Range 2"   Range 6"  Range 12"  Range 24"
Lightly Concealed      2+  4+  6+  8+
LC Furtive movement 1+  3+   5+   7+
LC Firing missiles   0+  2+ 4+  6+
Hidden 3+  5+    7+ 9+
Hi Furtive movement 2+ 4+ 6+  8+
Hi Firing missiles 1+ 3+  5+ 7+
Well Hidden 4+  6+ 8+  10+
WH Furtive movement 3+ 5+      7+ 9+
WH Firing missiles 2+  4+  6+ 8+

Hearing Ranges   U = understood H = heard Enclosing Walls halve distances

Whispers U 1", H 3". Normal speech U 6", H 12". Shouts U 12", H24" Screams & shots H36". 

Bugle Calls U 30” H 36” Drums H 48”. Sleepers D10 wake on loud 6+ normal 8+, furtive 9+.

Searching or scalping a character

To find anything valuable on a person dead or alive or to remove a scalp takes AvD rounds.

Money carried dicing For random amounts.

Poor civilians & soldiers D6 -3 dollars, if not -$ D% cents. Average civilians & Sergeants D6 -1 dollars, D% cents. Gangsters, Officers & middle class civilians D10 dollars D% cents. Gang Leaders & prosperous civilians 2xD10 dollars D% cents. Ranchers & rich civilians 2xD10 dollars D% cents

Melees basic Melee strengths marked on card men -1>+2, women -3>0. 4 rounds of melee per move

Characters have a choice of Fighting, Mauling, Brawling or Dodging in melee. They can change their option from round to round if the character is under control (C).

Mounted bonus of +1 when Fighting or Brawling

Fighting means trying to kill opponent

Brawling means trying to stun opponent

Mauling means trying to overpower an opponent by wrestling to hold helpless or to throw

Dodging means trying to foil the attackers intent without striking back.

Riding Down means attempting to ride a horse over a foot figure, where any damage is done by the mounts hooves. In this case the foot figures Melee score –4 gives any strike against the rider unless dodging when normal competition rules apply. Riding down D6 +F –4 = 0- missed, 1+ add bludgeoning strike –2.

Factors: charging more than 4” +1 Moving less than 4” –1, Cavalry horse +1.  

Meleeing is done by throwing D6 + Me + any weapon or other Factors each in competition.

Factors, full surprise +2, half surprise +1 height advantage +1, tired –1, weary –2, shaken -1, groggy -1, enraged +1, any wound deductions, Dodging +1, Picking up weapon –1.

Fighting =1+ wins obtaining relevant piercing strike effect, 0 drawn no advantage, -1- receive effect

Fighting weapons swords, axes, knives and other piercing weapons.  

Brawling = 1+ wins obtaining relevant bludgeoning strike effect, 0 drawn no advantage, -1- receive effect

Brawling weapons are clubbed firearms, clubs, bottles, fists etc:

Mauling = +1 gains advantage of +1 next round, +2 advantage of +2, 3+ opponent held helpless a round and must have a CD Test, 4+ held 2* rounds & CDT or optional Thrown 1” & CDT, 5+ 3* rounds & CDT or Thrown 2” & CDT, 6+ helpless & CDT –3 or Thrown 3”.

·         surplus rounds can be utilised by one act, such as gagging or tying hands, operations that require a second assailant when character held helpless. If held helpless, -1 to next melee round.

Thrown  strikes D6 – 3 + inches thrown = Minus values unaffected melee on. 0 attacker adds 1 to next round. +1 Flinches, +2 Staggers, +3 Downed, +4 Stunned. Thrown  = bludgeoning strike, into wall +1.

 Mauling weapons, rope +1, sack +1, whip +1for holding helpless only.

Dodging = +1evades & +1 next round, + 2 1”away & +1 next round, +3 2” away and +2 next round, +4 3” away and +3 next round, +5 4” away and + 4 next round.  

 Dodging weapons handful of dirt +1, sachet of pepper +2.

Finishing This is where a brutal character attacks his stunned or helpless opponent and gets a free D6 strike each round.

Odds mean of Dice +2 for 2, 3 for 3 etc to one. If odds win dice for which gets strike in.

Piercing Weapon Strikes, swords 0, axes +1 (–1 to use), Lances +1, Daggers –1, knives -2, Bayonets 0

Piercing weapon Hit Effects a Combat Decision Test (CDT) is thrown if  character is to fight on.

D6 + st (Piercing strike value at that range)= 5+ Flinch, 3+ Stagger, 2- Down

Victims Saving Throws ds = deductions to movement, firing and melee

Shields when taking a hit the carrier throws a D6 needing 4+ to add 1 to saving throw.

Flinched = 5+ superficial Wound, 3+ Flesh Wound –1ds, 2- Handicapping Wound –2ds

Staggered = 5+ Flesh Wound –1ds, 3+ Sore Wound –2 ds, Serious Wound –3 ds CDT -2  

Downed = Sore Wound –2 ds, 3+ Serious Wound ds CDT -3, 2- Inert possibly dead.

Piercing Wound Classifications

Superficial = clothes and minor skin damage but apart from requiring CDT OK.

Deduct 1 from bandaging dice if it is done by the wounded person.

Flesh = -1” to movement, (2” double) –1 to firing or throwing hit chances & –1 in melees.  Flesh Marker

                Rough Bandaging D6 5+ ds removed, Healer treated D6 3+ ds removed.

Sore = -2” to movement, (4” double) –2 to firing or throwing hit chances & –2 in melees.  Green Marker

                Rough Bandaging D6 5+ ds improved 1, Healer treated D6 3+ ds improved 1.

Costs 1 Fatigue point per move until bandaged

Serious = -3” to movement, (6” double) –3 to firing or throwing hit chances & –3 in melees. Red Marker

                Rough Bandaging D6 5+ ds improved 1, Healer treated D6 3+ ds removed. Can speak.

Costs 2 Fatigue points per move until bandaged

 Inert = Unconscious, if examined D6 3+ bleeding needs bandaging or will die in 2x D6 moves , 2- obviously dead. Blue Marker

 Fatigue Rules

A fatigue point is consumed when a character runs (Charges) or fights in melee per four rounds (1 move).

With the character values (eg: man 2/4/6 or woman 1/3/5) the first figure gives the moves of extra exertion possible until tired when –1 to moves, melee and firing hit chances. The second moves at tired until weary at –2 to moves, melee and firing hit chances. The third the total moves of extra weary exertion possible until collapse. In the case of Fatigue points being drained by blood loss the character will die the amount of last value moves after collapse. Collapsed characters fall to the ground unable to move but may speak.

Stampede Double move most logically direct way away from the Terror Infliction. Riders on stampeding steeds D10 +F +1 each subsequent move, Demoralised –1, Terrified –2, Paralysed –4

= 6+ regain control, 3+ stampede another move, 2- thrown

                Steeds & beasts stampeding, need 8+ (+1 each subsequent move to halt & browse.)

Thrown or Fell Off Opponent or GM throws D10 + F + ground strike

                Fell prostrate or fainted 0, Thrown +1, Moving 6”+ +1, Moving 12” + +2

                Ground strikes: stony ground –4, normal ground –5, ploughed or sand –6 marsh –7.

Browsing steeds For characters to take control or mount un-tethered steeds.

D10 +F Owner +2, +1 expert rider, average rider 0, novice –1, inexpert rider –2

A rider can mount without problem if someone else is controlling the steed

Steed  To mount To control  To evade 3”   To gallop off
Ass  5+  3+ 1+ 0-
Mule  6+ 4+  1+ 0-
Pack horse  6+ 3 2+ 1-
Hack horse 5+ 3+ 1+ 0-
Cart horse  4+ 2+ 1- 1-

Bludgeoning Weapon Strikes fists -3, handbag -4, club -2, whip -4, Lt pistol –3, Mm pistol –2, carbine –2, Rifle –1 (-1 melee dice) Thrown 1” –3, Thrown 2” -2, Thrown 3” –1, Thrown into wall +1. 

D10 + Th +F for hits, Target behind Light cover –1, Heavy Cover –2, Target Moving 3”+ –1, T Moving 8”+ -2, 15”+ -3, Large livestock +1 to hit chance but –1 to strike value

Score needed for a hit  4  5   6 7  
Range in inches 3”  11” 18  
Pebble -3    -3  -4  -4 Bludgeoning Strike value added to D6 for effect
Bottle  -4 -4 -4 NA  
Rock  -2   -2  -3 NA  
Large Rock  -1 -2 NA NA  

Melee Bludgeoning Effects attackers excess points = Diff + Weapon strike

Minus values unaffected melee on. 0 attacker adds 1 to next round. +1 Flinches, +2 Staggers, +3 Downed, +4 Stunned

Flinched CDT needed

Staggered CDT –1 & -1 to next round of melee

Downed CDT –2 & -2 to next round of melee

Stunned Unconscious, throw a D10 each round, 9 to recover to groggy (-1 in melee) then D10 each move needing 7+ to recover to normal.  

Firing rules D10 + Character Mar value + Factors. Throwing D10 + Throwing ability +F

Firing is worked out from apparent round positions after moving. Characters involved in a melee cannot fire. Firing into Melees D6 each miss, 2- hit friend. Ranges are measured head to head.

Firing Weapons Most of the weapons are cap and ball and slow to reload. 

Assuming the weapon is already loaded using snap shots a bullet can be fired each round. For deliberate fire a round is taken aiming before each shot. Rested weapons add one to the hit chance. Moving more than 2” in the move minus one, more than 5” –2 more than 9” –3, more than 14” –4. 

Reloading times vary as to weapon and Re ability of the character.

D10 + Mar +F for hits Snap shots –2, deliberate 0, rested +1, Any 0 thrown means a miss-fire, muzzle loaders D6 + 2 rounds to clear & reload revolvers normal reloading.    

Target behind Light cover –1, Heavy Cover –2, Target Moving 3”+ –1, T Moving 8”+ -2, 15”+ -3.

Firing from horseback –1. Large livestock +1 to hit chance but –1 to strike value

Hits on riders, +1 to hit chance, D10 6+ the hit is on the rider, 5- the hit is on the mount.

D10 throws needed for a hit 4 5 6 7 8 9  
Range in inches 3" 6" 11" 18" 28" 42"  
Lt Pepperbox –1 for hit    -2 -2 -3 NA NA NA  Piercing  Strike values
Mm Pepperbox pistol –1 for hit -1 -2 -3 NA NA NA  
Derringer 0 -1 -2 NA NA NA  
Lt Revolver 0.2+ -1 -1 -2 NA NA NA  
Mm Revolver 0.3+ 0 0 0 -1 NA NA  
Hvy Revolver 0.4+ range +1 +1 +1 0 NA NA  
Lt Carbine 0 0 0 -1 -2    
Carbine +1 +1 +1 0 -1    
Rifle   +1 +1 +1 +1  +1 0  
Buffalo Gun +2 +2 +2 +2 +1 +1  
SB Pistol –1 to dice for hits  -1 -2 NA NA NA  
SB Musket –1 to dice for hits  +1 +1 +1 +1 0 0  
Blunderbuss  +3 +1  -1 NA NA NA  
Shotgun +2 +1 0 -2 NA NA  
Indian Bow  -1 to dice for hits    -1 -1 -2 -3 NA NA No misfires!
Thrown Knife -2 -3 NA NA NA NA No misfires!
Thrown Dagger   -1 -2 NA NA NA NA No misfires!
Thrown Tomahawk   0 -1 NA NA NA NA No misfires!
Thrown Lance   0 NA NA NA NA NA No misfires!

Reloading Firearms Rules

Modified from character to character and weapon but in general Gunslingers and Frontier Folk can load one bullet & cap per round whilst Rookies and Bystanders take two rounds and Inactives three.

Quickest on the draw?

For this sort of situation assuming that two or more ‘shootists’ are firing in the same round, each dices D6 + Ref value. –1 if drawing from a flap topped holster. Result gives sequence of shots which may still be simultaneous.

Combat Decision Testing (CDT)

CDT is thrown for when ordered to put self in danger, when hit (as above), when an initial shooting is within 12", A scream from a non enemy within 6", When a friend routes within 6", Friend seen surrendering or Friend down possibly dead within 6”

D6 + Factors fire-armed +1, each controlled armed comrade within 3" +1, Groggy -1, wounded -1

Each comrade downed or surrendered within 6"-1.Each comrade seen apparently dead -1 during action.

Results as marked on back of card. C= Controlled, O= Obedient S= Shaken, P= Panicked T= Terrified,

Controlled, means will do as the player wishes

Obedient, means that the character will do anything the player wishes short of initiating a combat.

Shaken on foot, means will not move more than 1” and is -1 in melee and firing hit chances for 4 rounds. May bandage wounds. Shaken mounted means with carry on a move & -1 if in melee or falling off mount.

Panicked means drop hand items, stand screaming two rounds and then dices for CDT again. Mounted gallop away for 2 rounds & CDT again.

Terrified means will run to safety if able or cower down prostrate, or surrender if not.  

Veterans C 3+, S 0+, T-1- Frontier Folk C 4+, S 1+, P 0, T -1- Rookies C 5+, O 3+, S 2, P 1, T 0- Bystanders C 5+, O 4, S 2+, P 1, T 0- Inactives O 4+, S 3, P 2, T 1-

Forcing or breaching Doors etc: One attempt per two rounds

Forcing means overcoming the locks, bolts or hinges on a door. Breaching means smashing a hole large enough to allow access. Each door thus has a forcing strength (FS) and a Breaching Strength (BS) the exceeding of either allows entry.

Locked Shed door type BS 5. FS small padlock 3, FS medium padlock 4, FS large padlock 5

+1 if other side from padlock. Locked Windowed door BS 5. FS 4 plus 1 per extra lock or bolt.

Normal internal door BS 6. FS 4 plus 1 per extra lock or bolt. Normal external door BS 7. FS 4 plus 1 per extra lock or bolt. Metal reinforced door BS 8. FS 4 plus 1 per extra lock or bolt.

Hand Forcing with shoulder or foot,

D6 + Me -FS of door, = +1 forced, 0 weakened -1 to FS, -3+ door holds, -4 hurts self unable to try again, -5- lightly wounds self -1" to move -1 to melee and firing unable to try again.

Tool Forcing with implement D6 +Tools Force Strike (TFS) -FS of door

= +1+ forced, 0 weakened -1 to FS, -3+ door holds, -4- tool broken.

Forcing Tool Factors, hammer -1, axe -1, fireaxe 0, screwdriver -1, jemmy +2, tyre lever +1, dagger -1, knife -2, sledgehammer 0.

Tool Breaching with implement D6 + Tools Break Strike (TBS) - BS of door

= +1+ breached, 0 weakened  -1 to FS, -3 door holds, -4- tool broken

Breach Tool Factors, Hammer 0, axe +1, Fireaxe +", jemmy 0 dagger -2, sledgehammer +2

Lock shooting shots within 1" from lock

D10 +Round Strike RS) = 4+ lock disabled, 2+ lock weakened +1 next shot, 1- unaffected

Round strikes, Light -1, Medium 0, Large +1, rifle +2, shotgun +3

Jumping out of Windows D6 thrown + Ag

Ground floor, 3+ move normal, 2 stumble deduct 2" from move, 1 stumble & stop

1st floor, 5+ -2 to move, 3+ stop, 2- sprain ankle stop & -2" to further moves

2nd floor, 5+ stop, 3+ sprain ankle stop & -2" to further moves, 2- break ankle & can only crawl at half move rate.

3rd floor, 5+ sprain ankle stop & -2" to further moves, 3+ break ankle stop & can only crawl at half move rate, 2- stunned and badly injured.

4th floor, 5+ break ankle stop & can crawl at half move rate, 3+ stunned & badly injured 2- apparently dead.

 Character Types

Veterans (Ve) are veteran fighting types used to constant fighting. Eg: Gun Fighters, Lawmen, some Indian Braves, veteran soldiers etc.

Frontierfolk (Ff) are armed people ready to fight if necessary, Indian Braves, ordinary soldiers, Cowboys, Miners, Outlaws, a few frontier women.

Rookies (Ro) are persons carrying weapons and intending to fight but with no experience.

Bystanders (By) are people not really intending to fight but who may become involved. May sometimes be armed or use improvised weapons if drawn into conflict.

Inactives (In) are unarmed people who do not fight for tradition or disinclination. They will only dodge or surrender if meleed.

Leaders (LEA) can be any of the above but they have authority over some other characters.  

Characteristics of Figures listings

CDTs (Combat Decision Types) +2 > -2 Veterans (Ve), Frontierfolk (Ff) Rookies, (Ro), Bystanders (By) Inactives (In)

Move Rates men 4.0 > 6.5 inches, women 3.0 >5.5 inches Ridden horses R6 > 10,

Fatigue Fa Men 1/2/4 > 3/6/6 Women 1/1/2 > 2/5/5 Steeds 2/4/4 > 4/8/8

Ag Obstacle crossing Agility Ag Men –2 > +3 Women –3 > +1

Mar Marksmanship values +2 > -2

Th Throwing Ability values +2 > -3

Ref Reflex values –2 > +2 for first to the draw situations.

Me Melee Abilities, basic plus weapon factors, men -1>+2, women -3>0.

We st Weapon strike values piercing or bludgeoning types

Specimen Cards

Captain Laurel Stanley LEA Ve +1, Mo 5” R9”, Fa 3/6/6, Ag 0, Mar 0, Th 0, Ref –1, Me +1 = +1, sword +1 = +2 sword st +0. Speaks English, Spanish (P)

Mm revolver 3” 4+ st 0, 6” 5+ st 0, 11” 6+ st 0, 18” 7+ st –1, 5 shot 1 round to reload

Toothstone Ro Mo 6” R9”, Fa 2/4/4, Ag +1, Mar -1, Th 0, Re –1, Me +1 stone axe +1 = +2, +1 S. axe B st –1 breaching –1, Shield D10 7+ deducts 3 from strike in melee & 1 from missile hits.

Speaks Plains, Patch, Spanish (P), English (P)

Senora Esperanza Primera In 0 Mo 5”, Fa 1/3/3, Ag -1, Mar -2, Th -2, Ref -1, Me -2 = -2, hands B st –4

Beasts Firing Fright Resistance (Ffr) and Stampedes

If a firearm is fired, any beast within 12” must test for fright. Only one test per move, OK beasts do not have to test again in this action for Ffr. D10 + beasts FR +F = 5+ OK, 3+ Spooked, 2- Stampede.

Factors within 4” –1, already spooked –2, other beast within 6” stampeding –1, top rider +2 other rider +1.

Stampeding beast double move as near directly away from the sound as possible. D6 +2 if ridden needing 5+ to halt a move before coming under control as spooked beasts.

Spooked (Nervous) beasts halve speed.

Fright Resistance’s (FR)

Town Horses 0, Range horses +1, Cavalry horse +3, Indian Ponies +2, Team Oxen +2, Team horses +1, Buffalo +1, Cattle 0, Deer –2

Main differences in Rules from ME & Hoodsville

These are rules for individuals rather than units.

Four rounds to a move. Extra round needed for deliberate fire, snap –2 to hit.

Instead of Morale CDT Combat decision testing for whether character does anything!.

Whilst D10s remain for firing D6s are used in melee

Five type of melee objectives, Fighting (to kill or injure) Brawling (to stun) Mauling (to overpower) Dodging (to avoid suffering damage.) and Riding Down.

Combat Decision Testing Table

Only LEA characters can order others in combat situations.

D6 + CDT Character Value (+2 > -2)

Ve - Veterans Controlled 3+, Shaken 0+, Terrified -1-

Fr - Frontier Folk Controlled 4+, Shaken 1+, Panicked 0, Terrified -1-

Ro - Rookies Controlled 5+, Obedient 3+, Shaken 2, Panicked 1, Terrified 0-

By - Bystanders Control 5+, Obedient 4, Shaken 2+, Panicked 1, Terrified 0-

In I- nactives Obedient 4+, Shaken 3, Panicked 2, Terrified 1-

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