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Broken Wheel County

Aquila nuova

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The Peppercorn Settlement Election

Our Public Participation game

for 2008

FREE RULES

For This game

Peppercorn Election Abridged Rules

Copyright JL Mumford 2007

Permission is granted to copy for use in playing this game

Movements          Move sequence: 1. Any initiative throws, 2. Movements, 3. Speak, fire or melee spread between four rounds. CDT Combat decision testing will be taken when required. Over high fence –2”

Moves: men 6”, women 5”, riders 9”, wagons 5”, coaches 7” Characters are permitted to run 10” twice.

Mounting deducts 3” from a move and dismounting 2”. 1 round taken to open or close a normal door.

Spotting lightly concealed persons D6 3” 2+, 6” 3+, 11” 4+, 18” 5+, 28” 6+ Plus 2 if C.Ps firing

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".

Money Carried Leaders D6 +20 dollars D% cents. Other combatants & poor citizens D6 –4 dollars D% cents. Wealthy citizens D6 +4 dollars D% cents

Firing Firearms are cap and ball, slow to reload, one bullet per round, rifles two rounds.

Basic as marked on characters sheets. D10 + F (Factors) to obtain a hit. Factors are:

Rested weapon +1, deliberate (a round aiming) 0, snap –2, moving –1, mounted –1, (moving mounted –2), Target behind light cover –1, behind heavy cover –2, target moving 3”+ -1, Moving 8”+ -2.

Hits on riders beyond 6” D10 5+ on rider, 4- on mount. Any 0 = misfire revolvers 1 round and muzzle loaders D6 rounds to clear. Firing is worked out from apparent round positions after moving.

Piercing Hits the firer throws a D6 + Pst: 5+ = Downed, 3+ = Staggered, 2- = Flinched. 

Victim’s Saving throws D6 ds = Deductions from Piercing Wound Classifications

Deduct 1 from bandaging dice, if it is done by the wounded person himself!

 

Melees Characters basic Melee plus weapon strengths marked on character sheets. In melee make a choice of Fighting, (trying to kill) Mauling, (trying to knock unconscious), Brawling (trying to overpower) or Dodging (trying solely to avoid taking damage).  The combatants throw D6 +F + weapon in competition. Odds mean of Dice +2 for 2, 3 for 3 etc to one. If odds win dice for which gets strike in

Factors: Full surprise +2, Half surprise +1, Mounted +1, Height +1, starting from Down –1, Tired –1 Weary –2, Shaken –1, Groggy –2, enraged +1, Dodging +1. Picking up weapon –1.

   In any type of melee dice for dropped in hand weapons in a draw D6 2- = dropped

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

Fighting weapons swords, axes, machetes, lances, bowies, 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”.

Mauling weapons, Lariat +2 , rope +1, sack +1, whip +1for holding helpless only.

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.

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.

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

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, 0 in possibly fatal coma, 8+ to recover to groggy (-1 in melee) then D10 each move needing 7+ to recover to normal.    

Thrown Bludgeoning items 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  
Table, barrel etc -2        

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

Fatigue Rules

A fatigue point is consumed when a character runs 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.

Door Forcing D10 + Me value each round. Outer door 8+ forced open, 7, +1 to future attempts, any 0 hurt self  ds-1. Inner doors 7+ forced open, 6 +1 to future attempts.

Combat Decision Testing (CDT)

CDT is thrown for when first 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 routed, surrendered or down within 6",

D6 + Factors gun armed +1, each controlled armed comrade within 3" +1, Groggy -1, wounded –1, shaken –1 Each comrade downed or surrendered within 6"-1. Results =

Veterans (Ve) C 3+, S 0+, T-1- Frontier Folk (Fr)C 4+, S 1+, P 0, T -1- Rookies  C 5+, O 3+, S 2, P 1, T 0- Bystanders (By) C 5+, O 4, S 2+, P 1, T 0- Inactives (In) O 4+, S 3, P 2, T 1-

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 cowers down prostrate, or surrender if not.    

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 are accustomed & do not have to test again in this action for Ffr. D10 +F = 5+ OK, 3+ Spooked, 2- Stampede.

Factors firing within 4” –1, already spooked –2, other beast within 6” stampeding –1, no rider –2.

Stampeding beast 12” 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 & stampeding beasts not accustomed and must dice again hearing any further firing.

Spooked (Nervous) beasts halve speed! Need D10 4+ OK, 1+ still spooked, 0 stampede

Riders on Stampeding horse dice D10 = 6+ get under control 6” from start, 3+ stampede on 12”, 2- thrown. Thrown D6 6 OK, 5 shaken take CDT, 4 Staggered CDT –1 & ds -1 a move. 3 Downed CDT –2 & ds –2, 2 Downed CDT –3 & ds –3, 1 Stunned unconscious, throw a D10 each round, 0 in possibly fatal coma, 8+ to recover to groggy (-1 in melee) then D10 each move needing 7+ to recover to normal.

Jumping high fence on horseback D10 6+ -2” & OK, 3+ refused try again, 2- Thrown as above & horse departs.

Untethered horses It takes a round to tether or untether a horse to a hitching rail. If left untethered D10 each move = 7+ stays put, 5+ moves 3” forward, 2+ moves 3” away (especially from any firing), 2- moves 8” away from any firing.  

Horse Values = 2xD10 x10 + 50$

Weapons These attributes are all marked on the Peppercorn cards adjusted as to character

Piercing Weapon Strikes,

swords 0, axes +1 (–1 to use), Lances +1, Bowies –1, knives -2, Bayonets 0, machetes 0, tomahawks 0

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

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  

Piercing Hits D6 + Pst: 5+ = Downed, 3+ = Staggered, 2- = Flinched. 

Victim’s Saving throws D6 ds = Deductions from Piercing Wound Classifications

Ds rounds to Bandage, D6 +F –1 if done by self, +1 by healer = 4+improves 1ds

Melees Fighting to kill, Brawling to stun, Maul to overpower & Dodging. D6s

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

Melee Bludgeoning Effects attackers excess points = Diff + Weapon strike

Minus values unaffected melee on. 0 attacker adds 1 to next round. +1 defender 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 D6 each round, 1 in possibly fatal coma, 6 to recover to groggy (-1 in melee) then D6 each move needing 5+ to recover to normal.

Deliberate Riding Down mounted 8” move at least, D6 +2 - foot D6 = 5+ downed, 3+ staggered, 2- OK

CDT Combat Decision Testing Table

Only LEA characters can order others in combat situations. Second characters become LEA if original LEA lost.

Code of the Wild West

This is the code of behaviour followed by the racist, sexist and classist white settlers (Gringos, Palefaces, Whiteys or White-eyes) in the Wild West border lands of the 1850’s. In fact the code was liable to considerable variations from time to time and place to place. However on Code of the West decisions, the umpire’s word is final!

Classes

Gentlefolk: the rich plus persons of authority

Decent Folk: Tradesmen, shopkeepers, homesteaders etc of moderate wealth

Honest Folk: Employees, Labourers, cowhands, sodbusters, etc

Low life: Bar bums, roughnecks, Saloon girls, half-breeds, soldiers etc

‘Lesser’ ungodly races: Mexicans. Blacks and Injuns hostile or friendly!

Offences

Hanging Offences, Horse Stealing, Murder (shooting the unarmed or armed in the back), Claim stealing,

Jailing Offences, Cattle rustling, Manslaughter, Fraud, Extortion. Selling guns to Injuns,

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