ok
so started the modifications
first off. i revised the shooting chart and added some more guns.
here is the rules for the new rifles.
Repeating rifles and revolving barrel rifles
Repeating rifles and revolving barrel rifles follow a similar procedure to normal shooting the only difference is that they get more shots and a different hit and wound value.
A repeating rifle can have the miniatures attack value + 2 shots per turn.
A revolving barrel rifle can have the miniatures attack value + 4 shots every turn.
Any roll of a 1 on a revolving barrel rifle chokes up the gun and it may not shoot that turn. Regardless of how many other high rolls you got. These guns, just like Gatling guns can potentially make or break the game.
An example of shooting phase with a revolving barrel rifle>
- John is a sheriff and has 3 attacks. With a repeating rifle he has 5 attacks per turn.
- John wishes to shoot at an oncoming horde of Indians. He takes aim and picks out 5 Indians in range.
- Upon rolling to hit he scores only 3 4+’s. two Indians get off scot free.
- The Indians then roll there saves. Only one Indian makes his save of a 5+.
- The sheriff then rolls his wound dice. He wounds both rolling one 5 and one 6.
During a small posse game (10 or less) this kind of kill count could lean the game in your direction completely.
and the revised explosives rules:Dynamite, shotguns & snake oil
To fire a shotgun you need to
- roll 1d6
- If a 1 is rolled it back fires and the shotgun bearer loses 1d6 halved (rounded up) wounds without any saves.
- If a 4+ is rolled he/she places the shotgun template in front of them and anything in the range of the template suffers one wound (with a 5+ save)
(even allies).
For dynamite you need to
- roll 1d6
- If a 1 is rolled the dynamite template is placed directly on the miniatures head (centre point) and all within the template suffer 1 wound with a 6 (on 1d6) save.
- If a 5+ is rolled, the dynamite can be thrown up to 2d6 in cm. The blast template is then placed down and all within the template suffer one wound (with a 5+ save) anyone who survives the blast is knocked down and can’t shoot or move anymore this turn. They may get up next turn at the beginning of there movement.
The rules for snake oil are the same as dynamite but the burning snake oil remains on the ground throughout that and the next turn. Anyone who moves onto or over it gets wounded on a 6. this is the after effect of snake oil.
any other comments appreciated. to anyone who read the part about a summary sheet. i have given up as word really doesn't seem to like the way i want to lay it out.
thanks
TW