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The local Enforcer for one of the Rail Barons got word that an old prospector has stumbled on a stolen gold shipment hidden in the mountains by the notorious Slade Gang. After "persuading" the old coot to reveal its location, the Enforcer rounded up the boys (or things...) and set off to grab it for himself ... er, the boss. Unbeknownst to him, his rivals heard about it, too. They've followed him to the treasure cache and plan to wait until the work is done and then take it themselves. Unbeknownst to anyone else, the boss of the first Enforcer also got word about the loot. He (or she) has thoughtfully sent some extra muscle along as a nice reminder of who's in charge. SETUP: The board is set up as a Mountainous Region. Every section should have as much terrain in it as possible - at least 50% of the table should be covered. Reroll any 'Barren' results. In the exact center of the table should be an old mine or cave. If you don't have one, just take some black paper and make an entrance with it.
One player will be the defender (who has found the gold) and the rest are the attackers (who plan to take it). The attackers have no agreement amongst themselves and are free to blast each other to their heart's content. To chose the defender, take 4 red cards and 1 black. Each player pulls a card without looking; the lucky fellow who drew black is the defender. TROOPS: Each player gets 300 points to purchase his Enforcer and troops. The defender also gets a free posse of Scouts and a Scout Hero, Black Wolf. If there are only 2 attackers, he just gets the Scout posse. DEPLOYMENT: The Defender deploys first; he may not set up more than 6" from the cave entrance, except for the free Scout Posse and Black Wolf. They may set up as usual for Bushwhackers. The Attackers should each roll a d20 and the highest roll gets first pick of deployment points. These should be spread evenly around the long table edges. Attackers will march onto the board as usual; entering within 6" of their deployment point. Attacking Bushwhackers may not be deployed closer that 24" from the mine entrance, but otherwise act as normal. BONUS: At the entrance to the mine are two LOOT! counters worth 50 Bounty points each. To get the points, the counters must be carried off the board. Figures must be touching the counter and have a combined Strength of 8 to carry it. Unfortunately the gold is very heavy, so any models carrying it may only move at half Pace and running. SPECIAL: The Slade gang was wiped out in a gun battle with lawmen not long ago but the gold still belongs to them - just ask 'em! Roll a d6 at the start of the second turn; on a 1 or 2 the Slades come riding out of the mine. On a 3 or higher they emerge on the third turn. They want their dinero back, and head towards the nearest LOOT! counter. The Slades will attack the faction carrying their gold in favor of anything else, then other factions who have held the LOOT!, then at factions that have shot at them. If there are multiple targets of equal 'value' they blast the closest. Otherwise they run towards the LOOT!. If both counters are off the board they attack anyone out of pure spite, just like normal Rogues. If they get a counter they carry it back to the mine, then come back for the next. THE SLADE GANG (Rogue Posse of Ghost Riders) BLACK WOLF (Scout Hero sent by the Defender's boss) Later Note:A better way of using the Slade Gang would be to randomize where they appear. Give equal chances for everyone's deployment area, perhaps excluding the mine itself from the possibilities. This will give the center player a better chance of getting away, or at least help him last longer ... |
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The Great Rail Wars and all related material, names, etc. are copyright 2000 by Pinnacle Entertainment. Anything else is copyright 2000 by George Gibson. Badges? We don't need no stinkin' badges!