Broken Wheel County Aquila nuova |
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.
Flinched = 5+ superficial Wound, 3+ Flesh Wound 1ds, 2- Sore Wound 2ds
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 himself!
Flesh = -1 to movement, (2 double) 1 to firing or throwing hit chances & 1 in melees. Flesh Marker
Rough Bandaging D6 4+ 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 4+ ds improved 1, Healer treated D6 3+ ds improved 1.
Serious = -3 to movement, (6 double) 3 to firing or throwing hit chances & 3 in melees. Red Marker
Rough Bandaging D6 4+ ds improved 1, Healer treated D6 3+ ds removed. Can speak.
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 1away & +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
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 | 6 | 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
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.
Horse Values = 2xD10 x10 + 50$
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 | 0 | -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.
Flinched = 5+ superficial Wound, 3+ Flesh Wound 1ds, 2- Sore Wound 2ds
Superficial = clothes and minor skin damage but apart from requiring CDT OK.
Ds rounds to Bandage, D6 +F 1 if done by self, +1 by healer = 4+improves 1ds
Flesh = ds 1 to move (2 double), hit chances, melee & CDT throws. Flesh Marker
Sore = ds-2 Green Marker. Costs 1 Fatigue point per move until bandaged
Serious = ds-3 Red Marker. Fallen but can speak. Costs 2 Fa Pts until bandaged
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
Deliberate Riding Down mounted 8 move at least, D6 +2 - foot D6 = 5+ downed, 3+ staggered, 2- OK
Downed D6 5+ CDT only, 3+ CDT & ds-2, 2- stunned, D6 each move 5+ Groggy ds 1, 2= again, 1 dead!
Staggered 5+ OK, 3+ CDT only, 2- CDT & Groggy ds-1 needing D6 each move 5+ OK.
CDT Combat Decision Testing Table
Only LEA characters can order others in combat situations. Second characters become LEA if original LEA lost.
D6 + CDT Character Value + F inc wound Ds, Groggy 1, Shaken -1
Each friend down, routed or surrendered within 6-1, fit friend within 3 +1
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 Inactives Obedient 4+, Shaken 3, Panicked 2, Terrified 1-
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 1850s. 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 umpires 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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