The Davis County War.

A Campaign for the Great Rail Wars
by Geo. Gibson

BACKGROUND: Davis County is in the midst of a power struggle. The Parnell-Morgan faction represents itself as the "Law and Order" group, though the forces behind it are really the two wealthiest men in the area. Ben Parnell runs a large store and controls the local bank. Until recently, he held a monopoly in the area, either owning outright or having controlling interest in, every business of worth. Royal Morgan is the largest rancher in the county, a Cattle Baron in every sense of the word; his spread is run as his own private kingdom.

The MacDougal-Fisher faction is led by "Silver" Belle MacDougal and the two Fisher brothers. They have a simple objection to the power that Morgan and Parnell wield in the county: it isn't theirs. MacDougal's new store is now competing with Parnell, who has started to see business drop off. Rumor has it that MacDougal is also making a fine profits on the sale of rustled cattle at the expense of Royal Morgan. Chief among the suspected rustlers are Heck Fisher and his brother Tom. Heck is well-known as a dangerous gunman and duelist, while his brother is more easy-going, but still a bad man to cross. Their Sombrero brand is oddly close to Morgan's Horseshoe brand.

Recently, MacDougal has gotten word that Parnell and Morgan have been secretly negotiating with a rail line which is approaching the town of Davis. In exchange for right of way, the two will receive exclusive rights to ships goods or cattle in or out of the county. This news has MacDougal worried; if true, Parnell can drive her out of business and Morgan can ship his cattle out with fewer losses to rustlers. A hasty conference with her partners resulted in two actions. First, the smaller ranchers were told of the impending deal that would help Morgan while denying them the right to ship their cattle without long drives North. Second, a message was sent to a friend of MacDougal's in another rail line, offering an alliance. An Enforcer has been dispatched to render quiet assistance in delaying the further construction of the rival line.


Second Edition Notes

For the second edition of Rail Wars, use the same statistics, weaponry, etc. for the heroes. The bounty and cost for the new edition are listed in parenthesis (after the original values). The method used to arrive at these numbers was suggested to me by Dave Ross, and can be seen on the Flatlands site. As always, feel free to change, fold, mutilate or spindle.


CHAPTER ONE: "A Rainy night in Davis"

The strangers that have been working with Parnell and Morgan came into town about dusk. They carried with them the body of Mississippi Tom Fisher, Heck's brother. Earlier this afternoon, the Enforcer for the rival rail line arrived in town. He (or she) was meeting with Belle MacDougal when word was brought that Parnell was putting Tom's body on display in front of his store "to show what we do to rustlers in this county."

Tom was pretty popular among MacDougal's supporters and the general populace. MacDougal can't take this lying down, and she doesn't intend to: Heck is out of town, she figures that she can still use Tom's "murder" to stir up the townspeople against her rivals. Getting the body back is important, too. Heck will be mad enough to learn of the killing, but if the corpse isn't recovered he'll be uncontrollable.

SETUP: Use the map to set up the town of Davis. Don't forget the bystanders. In addition, there is a Sawbones in the Doc's Office, a Muckraker at the Newspaper and a posse of Gunmen in the Trail Dust Saloon. Until they are recruited (see below), they are bystanders. Sheriff Pepper and his posse of deputized Gunmen watch from the Jail.

TROOPS: Each side has a posse of hired Gunmen and gets 125 points to buy their Enforcer and his bodyguards. the Parnell-Morgan faction also gets Ben Parnell; the MacDougal-Fisher faction has "Silver" Belle MacDougal. Neither side may buy "unnatural" troops like Walkin' Dead, Devil Bats and the like, as it would turn the townsfolk against them.

DEPLOYMENT: The Parnell-Morgan faction starts no more than three inches from the Parnell store. The MacDougal-Fisher group starts within three inches of the MacDougal store.

BONUS: Place a figure, counter or marker on the porch of the Parnell store. This represents the body of Mississippi Tom Fisher. Whichever side has the body in their possession at the end of the battle gains 50 extra Bounty Points. The body can be moved by any model with a strength of 6 or more, though the model suffers a -2 to all attack rolls while doing so.

SPECIAL: A three-quarter moon peeks through the drizzle to help illuminate the battle, along with the lights from the town. Ranged attacks suffer the following penalties: from 1" to 12": -1; from 13" to 24": -3. It is not possible to see beyond 24", unless shooting at a figure within a lit building. All buildings are lit unless a figure takes an action to put out the lights (it is also an action to turn the lights on, if desired). Shots at illuminated figure suffer only a -1 penalty for the drizzle.

If a Hero enters the Trail Dust, Newspaper or Doc's Office, he may attempt to recruit the troop within. To do so, he must make a Hard (8) Smarts test. Success means that the troop joins the hero's side, and can be dealt action cards as normal next turn. If the test is failed, the troop refuses to join, though the Hero can attempt to try again on his next Action card. For each attempt after the first, there is a cumulative penalty of -2 to the test. If the die roll ever comes up as a natural "1", the troops joins the other side.

Sheriff Pepper and his deputies cannot be recruited. He doesn't much care for either side, and will only interfere if bystanders are killed. He will then join the other side. If both sides kill bystanders, he and his men become Rogues.

The Cast

Ben Parnell
Traits: Strength: d6, Smarts: d8, Vigor: d6, Shootin': d8, Fightin': d6, Guts: d10
Edge: Level-Headed
Hindrance: Big 'un
Gear: Shotgun, Cudgel (STR+1)
Speed: 2
Cost/Bounty: 50 (20)

"Silver" Belle MacDougal
Traits: Strength: d6, Smarts: d10, Vigor: d6, Shootin': d8, Fightin': d6, Guts: d8
Edge: The Voice
Hindrance:Cautious
Gear: Pistol, Bowie Knife
Speed: 2
Cost/Bounty: 50 (20)

Sheriff John Pepper
Traits: Strength: d6, Smarts: d6, Vigor: d6, Shootin': d10, Fightin': d6, Guts: d8
Edge: Law Man
Hindrance: Geezer
Gear: Pistol, Bowie Knife
Speed: 2
Cost/Bounty: 50 (30)
Special: In this battle Sheriff Pepper and his men are worth no bounty, as killing the local law could hurt your side's image.


CHAPTER TWO: "Skirmish at Coyote Pass"

Heck Fisher has been brought word of Mississippi Tom's demise. Furious, he lashes out at the closest target: the survey camp for the approaching spur line. Swiftly rallying neighbors, relatives and the hired guns of his allies, he rides out to exact bloody revenge for his brother's killing.

SETUP: Roll terrain up as a Mountainous Region. In the center of the board is the survey camp. It should consist of four or five tents, plus stray pieces such as lumber, barrels and a wagon or two (if available).

TROOPS: The attacker gets Heck Fisher, a posse of mounted gunmen and 150 points of railroad troops. The defender gets 150 points of railroad troops and 3 Surveyors. The Surveyors have d6's for all of their traits, except for d8 Smarts. They are single figures, armed with pistols and having a Speed of one; each is worth 25 Bounty.

Neither side may buy their Enforcer or any troops from the first battle.

DEPLOYMENT: The defender sets up first; none of his figures may be placed further than 4" from the camp. The attacker chooses a table edge and marches onto the board as usual. He may designate flanking forces.

Heck Fisher
Traits: Strength: d6, Smarts: d6, Vigor: d8, Shootin': d10, Fightin': d6, Guts: d8
Edges: The Stare, Two-Fisted
Hindrances: Obligation: Feudist (NOT a role-playing hindrance. As long as Royal Morgan is visible, Heck must concentrate his attacks against him. If Morgan is dead, out of range or not visible, treat this as Vengeful.)
Gear: Two Pistols, Bowie Knife
Speed: 2
Cost/Bounty: 55 (25)


CHAPTER THREE: "The Siege of the Sombrero"

Royal Morgan, angered at the armed defiance to his will, is determined to destroy the rustlers once and for all. He figures that, once he kills Heck Fisher, the MacDougal woman won't stop running 'till she falls into the Maze. the Cattle Baron calls out his hands and the hired guns of the railroad to burn down the Sombrero Ranch.

SETUP: Place the terrain as shown on the map

TROOPS: The defenders get a posse of gunmen and 125 points of railroad troops, plus any survivors of the previous battle. If Heck is dead, roll up a basic 50 point hero; one of his cousins will take his place. The attackers get Royal Morgan, two posses of mounted Gunmen and 250 points of Railroad lackeys in addition to any survivors from the second battle. Neither side may buy their Enforcer or any troops from the first battle.

DEPLOYMENT: The defender sets up first. All of his troops must start within the perimeter of the ranch (in the ranch house, bunk house, barn, corral, etc.). The attacker marches onto the board from Point A.

BONUS: If Morgan dies and Fisher lives, the defenders get 50 extra Bounty. If Fisher is killed and Morgan lives, the attackers get the 50 points. In addition, if one puts the other down, he gets to draw a Fate chip.

SPECIAL: At the end of the first and second turns, roll a d6. On a 5 or 6, the defenders receive 100 points of extra troops. These are neighbors investigating the shooting, railroad troops coming to reinforce the ranch, ranch hands coming back from watching the Sombrero's herds (well, someone's herds, anyway) and the like. The defender may not buy Bushwhackers or Infiltrators for his reinforcements. These may enter from any table edge on their first Action card as normal.

Royal Morgan
Traits: Strength: d8, Smarts: d6, Vigor: d8, Shootin': d8, Fightin': d6, Guts: d8
Edges: Tough as Nails, Dinero
Hindrances: Vengeful, Self-Righteous
Gear: Pistol, Bowie Knife, Horse
Speed: 2
Cost/Bounty: 55 (30)


CHAPTER FOUR: "The Battle of Davis"

Partisans from both sides have been moving into the area around Davis. Whomever controls the town controls the county, so this battle looks to be the last one of the war (if you don't count the odd revenge killing here and there). Besides, the fighting is starting to attract attention in the Capitol, and nobody wants the Army (or armies) showing up.

Sheriff Pepper (or his replacement if he's dead) has been watching the storm brewing and figures he's gonna have to take a side. The question is: which one?

SETUP: Use the map of Davis to set up the board (the same map as in the first battle). This time, however, there are no bystanders. Everyone who ain't shootin' has already headed for the hills.

TROOPS: Each side has their survivors of the first and third battles. If the MacDougal-Fisher faction didn't get some of their reinforcements last battle, they can use those points to buy extra troops.

If MacDougal, Parnell or Morgan are dead, they may be replaced by a 50 point hero (a son, daughter, foreman, etc.). If Heck Fisher or the Enforcer for either railroad is dead, promote a basic human trooper to take his (or her) place. The trooper keeps any special abilities and traits, but gains a randomly rolled edge and hindrance. Figure the cost and bounty as normal. This only applies to Heck Fisher if he doesn't have a living (or Harrowed) replacement from the last battle.

In addition, add 50 points of Hired Guns or local heroes to your force for each battle you have won. Most folks like winners.

Finally, each player should roll a d6. Add two if Sheriff Pepper sided with you in the first battle, and add one for each battle you have won. The player with the highest total gets Sheriff Pepper and his deputies (or at least, any survivors). If the totals are equal, roll again at the end of the first turn. The law dogs must be on a side by the beginning of the second turn.

DEPLOYMENT: Dice off to determine who sets up first.; high roll sets up second. The MacDougal-Fisher faction may set up anywhere East of the Newspaper Office; the Parnell-Morgan faction may set up anywhere West of the Doc's Office. Regardless of which side he's on, Sheriff Pepper and his men start in the Jail.

Note the locations of Bushwhackers after all other units are on the board. They may not be placed in a building where enemy troops start out.

SPECIAL: No fancy rules this time; just start shootin'!

Home Rail Wars Battles Rail Wars Main Page

The Great Rail Wars and all related material, names, etc. are copyright 2000 by Pinnacle Entertainment. Alright, Michelangelo - draw!