The Rail Barons have lots of secrets; every so often, someone stumbles across one of these. This makes the Rail Barons very unhappy, so their trusted employees try to cheer them up by killing the spy. Of course, the people who sent the spy would like to get him back in one piece; spies ain't cheap, after all. In this scenario, an escaped spy hides in a town while the forces of the Rail Barons try to find him so as to either rescue or kill him, depending. SETUP: Place a medium town with eight buildings in the center of the table. Don't forget the bystanders. Roll up the rest of the terrain normally. TROOPS: Decide on a points value for the battle. DEPLOYMENT: Each side marches onto the board from it's own area (see the rulebook, page 64). SPECIAL: Before the battle, each player rolls a d20. The player who rolls the highest is the Rail Baron who has been spied on. If the Spy is killed, he gets the Bonus. The player who rolled the lowest is the Spy's employer. He must rescue and protect the Spy to get the Bonus. Any remaining players must capture the Spy to grab the Bonus. In order to capture or kill the Spy, he has to be found. He is hiding in the town; whenever a building is first entered, roll a d8 and check the Occupant Table. Each result may only come up once, so if you get the same result again, take the next unused result below it. If there are no unused lower results, take the next higher (unused) result. Needless to say, if there is only one result left, that is the only possible result. OCCUPANT TABLE (d8) 1 Free Liquor! A nervous citizen offers you free whiskey; roll a Guts check for each living human figure that has entered the building. If they make an Easy (4) roll, nothing happens. If they fail, they spend their next Action drinking. If a one is rolled, the figure Eats Dirt (hic!). When they recover, they may act normally. Troops with Hankerin' automatically fail, but must still test to see if they overindulge. 2 Git out! A posse of rowdy cowboys objects to your presence and immediately opens fire. Treat them as Rogue Gunmen. 3 Hello? Nobody home. 4 Aieee! Terrified citizens flee and hide in the root cellar. 5 Doc's Office! For the rest of the battle, the Sawbones who lives here will use his actions to help the nearest living human figure who is Put Down or made to Eat Dirt. He counts as a bystander, so killing him costs you 10 Bounty. 6 Pick a card, any card ... A shady-looking Huckster bunks here. Draw the top card from your Action deck. If you draw a red card, he joins your side. If you draw a black card, he works for one of your opponents (determine randomly). Either way, he has one Held action this turn and draws as normal next turn. Use the generic Huckster card for him. 7 Loot! You find a LOOT! counter worth 25 Bounty points. 8 He's over here! The Spy is hiding out in this building. He is a Single figure with d6's for all of his traits, is Speed 1 and is Sneaky and Yeller. He is armed with a pistol. You can figure out how to kill him; if you want to capture him, you must keep 2 figures in contact with him. They can carry him about at normal pace, if need be. If one or both of his guardians are incapacitated (made to Eat Dirt, Put Down, Paralyzed, etc.) he uses any Hold actions to run for cover and hide (he is Yeller, after all). He will not run from his employer's forces. MORE THAN TWO PLAYERS: This makes the most sense if you divide into two sides, but if you want to do this as a free-for-all, go ahead. If you split into two sides, the attackers must kill the Spy and the defenders must rescue him. OPTIONAL MUTUAL SUICIDE PACT (SKEDADDLE!): When the chart tells you that you've found the Spy, roll a d6. On a 1-3, he's just your garden-variety spy. On a 4-6, it was all a trick, and you find the Gal with No Name instead. Once again, she's suckered the Rail Barons into killing each other. Treat her as a Rogue. She starts with one Hold action this turn and draws cards normally in each later turn. |
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