So, I've been on the road training for a new job and moving for the past four months. This has meant zero gaming, and no work at all on SnS, etc. I decided to rectify that a bit this weekend by hosting a game, and then running a solo game for a battle report. It felt good to get out the tables and set them up in my nearly empty new apartment. As usual this is a long and detailed report...so...grab a stiff drink before you start.

Powder for Boots
A Shoot N' Skedaddle Game Report
Background: William Marshall Prescott, better known as "Boots" (a nickname earned for his expensive penchant for fine footwear) had been on a bloody tear across Southern Arizona for nearly six months. His gang of riotous outlaws had earned a reputation for train robberies. U.S. Marshal Hampstead and his posse are newly arrived from Texas. A squealing gang member has revealed Boots plan to blow up a railroad bridge near Drake's Branch. Seizing the initiative, Marshal Hampstead secures all local stores of gunpowder and mining dynamite. Boots, through his own sources has gained knowledge that the last wagon-load of powder is heading for the Sheriff's office in Drake's Branch for secure storage. He aims to steal the wagon right out from under Marshal Hampstead's men.
Setup: This game will be handled as a normal Shoot N' Skedaddle game with a number of special rules. Each posse/gang will be drawn as eight characters. The Lawmen must nominate one character as an scout rider, one character as a wagon driver and one wagon escort (all mounted). Any blue-card Lawmen will deploy inside the Sheriff's office. Additional posse members may be placed around town - they'll be moving randomly as sentries until the Outlaws reveal themselves.
The Outlaws will deploy within 6" of the board edge on the Northern half of the table. Two Outlaws must be nominated as raiders. They will also be mounted. The raiders and lawmen wagon/scout/escort will all begin the game off-board.
Objective Cards: Each special deck will include Objective A, B, and C cards. Regardless of which side draws the card, the following occurs:
Objective A: The wagon arrives with its escort. The wagon will be placed at the southern board edge on the main road. These characters now enter play. The second "Objective A" card is ignored and another card may be drawn.
Objective B: The two mounted Outlaw raiders arrive on the Northern board edge on the main road. These characters now enter play. The second "Objective B" card is ignored and another card may be drawn.
Objective C: The Scout rider returns. The scout may be placed on any road leading into the town. Once this scout reaches the Sheriff's office, all Outlaw disguises (except Soiled Doves/Thieves) are removed and the Lawmen all activate in response.
Sentries/Lawmen: Any blue-card lawmen must be deployed inside the Sheriff's office (or off-board). These characters may not activate until someone shoots.
The remaining posse members are deployed throughout town. Until the shooting starts or the scout reveals the Outlaws, when a sentry activates, roll a D6:
1: The sentry does nothing.
2-5: The sentry moves D6" in a random direction.
6: The sentry may move his normal Move value in the direction of your choosing.
Sentries which move within 2" of an Outlaw may perform an action to interrogate them (if still disguised). The Outlaw must pass a Guts test or reveal himself. Note that once any Outlaw is revealed or shots are fired all characters enter the game normally. Sentries become normal and Lawmen in the Sheriff's office become normal.
If a sentry is attacked in close combat and is killed the sentry may not alert anyone. Once a sentry runs or flees combat and is not killed the sentry may immediately shout alarm and alert the posse.
Victory Conditions: The Lawmen win the scenario if they are able to move the barrels into the Sheriff's office and successful defend them from the Outlaws. Barrels require an action to pick up, and an action to set down. A character may not run whilst carrying a barrel. There are three barrels. If slain, a character drops the barrel where he is. If a barrel sustains two wounds from dynamite, it will explode itself as a stick of dynamite. Barrels may only be carried on foot or by wagon/cart.
The Outlaws win if they get two or more barrels of powder off the North edge of the board.
If any victory conditions are not met, but the other posse/gang is completely eliminated the game is a draw.
Posse/Gang Draws: I drew a posse and gang of eight characters each. The Lawmen drew the Business Tycoon allowing an additional Hired Gun, so their posse would be nine strong to start the game.
Lawmen:
1) Townsperson with 2x Heavy Sixguns
2) Hired Gun with Buffalo Gun
3) Business Tycoon with Derringer/Carbine
4) Indian Scout with Carbine
5) Trail Boss with Lasso/Shotgun
6) Pony Express Rider with Dynamite and 2x Heavy Sixguns
7) Texas Ranger with Knife and Lever Action

Prospector with Dynamite and 2x Sixguns
9) Townsperson with Sixgun

The Lawmen Posse ready for the delivery.
This was a really good draw for the Lawmen. Enough simple townspeople to be sentries and some really well armed and well-fighting characters. Also, drew three mounted characters which gave me a lot of flexibility if I wanted to mount more characters on the scout/wagon/escort roles. I decided to have the Texas Ranger drive the wagon (I decided to have his normal mount hitched to the wagon when it arrives), escorted by the Trail Boss (a really fearsome character). This gave me two really solid characters to defend the wagon when it arrived. I nominated a lowly Townsperson with Sixgun to act as the Scout (didn't want to remove any other good characters from the table). This also left me with the Pony Express Rider as a sentry - if I rolled a 6, he'd be very quick to move in the direction I wanted.
Outlaws:
1) Bad Man with 2x Heavy Sixguns
2) Soldier with Carbine
3) Hired Gun with Derringer/Knife/Shotgun
4) Townsperson with Knife and Muzzle Loading Rifle
5) Cowboy with Lasso and Muzzle Loading Rifle
6) Hired Gun with Lever Action
7) Crazy with Mare's Leg

Townsperson with Muzzle Loading Pistol

The Outlaw Gang ready for some thievin'.
This was a mediocre draw with some highlights. The soldier and pair of Hired Guns are excellent...the Crazy is a little unreliable but entertaining. Somehow this gang drew three of the four muzzle loading weapons in the entire deck (72 cards!). I think it'll be a tough fight. I took the Soldier and the Cowboy and placed them on horseback as the raiders. This is risky as they're both good competent fighters. However the Cowboy excels on horseback and the Soldier is an excellent shot, giving me a good mobile Carbine shooter.
Deployment: Because my Texas Ranger was off-board I was required to place no Lawmen characters in the Sheriff's office. I placed my remaining posses members throughout the town on my side of the board, hoping to provide additional cover for the wagon when it arrived. I spaced them out evenly around the main streets. Since they'd be moving randomly I wanted decent coverage. I placed the Outlaws in two groups of three, one on each side of the board, 6" from the table edge. If the shooting started I wanted the Outlaws to be able to overwhelm the Lawmen with gunfire.

The table before Turn One.

The Lawmen sentry unaware of the approaching Outlaws.
TURN ONE: I shuffled up the activation cards, placed two Aces in the deck for each side (Aces allow the player to draw from his/her special deck). The Outlaws advanced around the edges of the board and through town. The Hired Gun with Shotgun managed to run (fast!) twice in a row, placing him well down the table. The Crazy followed in his wake. In town another Hired Gun moved toward a building for a nice overwatch position. Across town the Bad Man managed to recruit another Townsperson to the cause - adding a Townsperson with muzzle loading pistol and dynamite to his gang. This now gave the numbers advantage in town to the Outlaws.

The Outlaws sneaking into position.
The Lawmen mostly meandered about aimlessly, though the Prospector and a Townsperson both managed to move with purpose toward some Outlaws. No Objective cards were drawn so by the end of the first turn the town was still going about its normal morning business. Gunshots had yet to wreck the calm.

A Lawmen sentry thinks he heard something...

The Prospector cuts off the Outlaw Hired Gun before he can get into position.
TURN TWO: Turn two was a close call. On three separate occasions a Lawmen wandered within 3" of an Outlaw (needing to be within 2" to interrogate them). In all three instances the Lawmen then turned around or the Outlaw scooted out of distance next activation. One of the Outlaw Townspeople stole a horse from a nearby hitching post. The Outlaws' newly recruited Townsperson snuck into the Sheriff's office. If undiscovered his plan was to begin closing and locking the heavy steel doors and cell doors inside the building, barricading himself inside and denying the Lawmen storage for the powder kegs.

The Business Tycoon almost interrogates an Outlaw!

The newly hired Outlaw Townsperson sneaks into the Sheriff's office, hoping to lock them out.
Around the Sheriff's office no less than three Outlaws hid on rooftops and inside buildings, waiting for the shooting to start. The Hired Gun and his Crazy buddy continued towards the table entrance for the wagon - both almost being discovered in the process. The streets were still eerily quiet...

Main Street is quiet, for now.

The Prospector loses track of that odd fellow who was running around...