Deadlands : Legends of the Weird West

All those smaller skirmish games that pop up

Deadlands : Legends of the Weird West

Postby oldscool » Tue Feb 21, 2012 11:59 pm

ok so some of you may have heard me mention this project and some may have seen us trying it out this evening. basically i love the Legends of the Old West rules and wanted to write my own expansion to allow the rules to be used for the Deadlands setting.
so fast and fun system for battling rival posses using every thing from gunslingin to crazy mad science and magic. also as posses onle contain at max 16 models its also quite cheap to put together a force.

Rules Version 1.2
Roster Sheets

those are the work in progress rules (note i haven't written up either hired guns or legends yet but there coming soon). also please excuse the spelling errors i know there in there.

here are some of the gangs iv done so far

Texas Rangers
Image

The Blessed
Image
Last edited by oldscool on Thu May 03, 2012 3:05 pm, edited 4 times in total.
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Re: Deadlands : Legends of the Weird West

Postby oldscool » Wed Feb 22, 2012 12:05 am

some figs that would be suitable for Deadlands minis

first off obviously there's the Reaper Deadlands line
http://www.reapermini.com/OnlineStore/Savage%20Worlds/latest
also there chronoscope line has some nice cowboy stuff and a few other things that may be suitable
http://www.reapermini.com/Miniatures/chronoscope/

Artizan has a great line of western figs (personally recommend these highly)
http://www.artizandesigns.com/list.php?man=3&page=1

Old Glory USA (there UK store douset carry these annoyingly) has a good line in there American experience line
http://www.oldgloryminiatures.com/categories.asp?cat=122
and there Cowboy wars line is also good as each pack has both a mounted and dismounted version of the figs
http://www.oldgloryminiatures.com/products.asp?cat=444

Lead Adventure carry a good range of Steampunk figs that would be suitable for mad scientists
http://www.lead-adventure.com/index.php?cPath=2&osCsid=a8ceafe1a34b3d65549d201cfb4ae5ab

Crusader Minis have a small but fun range
http://www.crusaderminiatures.com/list.php?cat=3&sub=8&page=1

Blue Moon produce a nice (if a bit tall) range of western figs, also tom has these in stock if you want to check these out
http://bluemoonmanufacturing.com/index.php?cat_id=19

Black Scorpions Tombstone range is also really nice if a little on the large size (there the upper end of the 28mm scale)
http://www.blackscorpionminiatures.com/index.php?cPath=28

Perry miniatures do some nice ACW rioters and also union and confederate infantry (in plastic if you want) that are very suitable
http://www.perry-miniatures.com/index.php?cPath=23_32&page=3

Brigade games carry a some other western figs
http://www.brigadegames.com/American-West--Western_c_40.html
and some nice Steampunk stuff
http://www.brigadegames.com/Parroom_c_9.html
http://www.brigadegames.com/VSF--Steampunk_c_49.html

Knuckleduster miniatures have a nice range of western figs (no personal experience with these guys but they look quite good)
http://www.knuckleduster.com/store/cart.php?target=category&category_id=42

there's loads of places that do ACW figs one i recommend thou is Renagade (mark as some of there stuff and they look good)
http://www.renegademiniatures.com/am_civil.htm

and last but not least theres Foundry and there huge western line (expensive but the quality is very high)
http://wargamesfoundry.com/historical_ranges/single_packs/old_west/
and there ACW line
http://wargamesfoundry.com/historical_ranges/single_packs/american_civil_war/
and a Victoriana line that may have some suitable figs
http://wargamesfoundry.com/historical_ranges/single_packs/victoriana/


Obviously there's the old Rail Wars figs but i dont know where stocks those anymore and I'm sure there's more out there but hopefully that should get folks started
if anyone knows of any other good ones please post them up
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Re: Deadlands : Legends of the Weird West

Postby oldscool » Tue Mar 06, 2012 2:14 pm

quick update the link to the rules now works again after the mediafire one sort of died
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Re: Deadlands : Legends of the Weird West

Postby oldscool » Wed Apr 04, 2012 5:15 pm

I'v updated the rules with some of the feedback i got form playtesting

'Iv also rewrote the Iron Dragon list and Added in the new Walking Dead posse list and added a whole host of undead powers for when your heroes become Harowwed

and i'v also posted up a link to where you can get a copy of the roster sheets for the game
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Re: Deadlands : Legends of the Weird West

Postby oldscool » Mon Apr 16, 2012 2:47 pm

new senario
The Night Train

Two posses are battling it out at night when suddenly a mysterious train with a bloodthirsty cargo arrives in town.

The Gaming Area
Use a 2' x 4' board for this scenario. There should be a railway track running along the centre of the board.

Starting Positions
Each player rolls a D6. The player with the highest score chooses whether to deploy first or second. The player who deploys first chooses one of the 2' board edges and deploys their posse within 6” of the table edge. Their opponent does the same on the opposite short board edge.

The Drop
Standard: Roll (or use cards) to determine the drop as normal.

Winning the Game
The game ends when one posse fails its head for the Hills test.

Experience
Survival: Each fighter that survives the game gains 1 experience point – this applies even if the fighter is taken out of action, so long as he survives and lives to fight another day!
Leadership: The leader of the victorious posse gains 1 experience point.
Kills: Fighters gain 1 experience point for every enemy model or vampire they personally put out of action.

Loot
The winning posse may roll an extra 2D6 for income and each posse may roll an additional D6 for each vampire killed

Special Scenario Rules

Night Fight
Any model shooting over half range only hits on a 6+. In addition, all Pluck tests have a target number of 12 including Head for the Hills tests.

The Night Train
At the start of turn 4 the Night Train arrives and begins unleashing its cargo. Place a train model in the centre of the board and each player may place 3 vampire models within 6” of the train. Should a vampire model be killed it will be placed in contact with the train by the player who has the drop representing another disembarking to join the hunt. Vampires move at the beginning of the turn before either player moves their models (unless the players spend Fame to make a heroic move). They move at their full movement towards the closest non Vampire model unless they have the opportunity to feed (see below).

Vampires have the following profile:

Vampire
S6+ F5 St4 G4 A2 W2 P4
Vampires attack with fangs and claws - they count as equipped with hand weapons
Special Rules
Vampiric
The vampire automatically passes all pluck checks. It has a movement value of 8” and ignores all terrain for the purposes of movement. Also if the Vampire is the target of the Holy Bible then rather than reduce its Pluck score you must remove a single wound exactly as damage.
Feeding
If a vampire takes a model out of action, do not remove the model from the game. Instead place it on the ground at the vampire's feet. If the vampire spends the next turn in contact with the downed model, it will regain 1 wound (this may not take it above it's starting value). Spirits, Machines, Daemons and Undead may not be fed upon. If played as part of a campaign then any model that has been successfully fed upon must reroll their recovery roll, always taking the lower result.
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Re: Deadlands : Legends of the Weird West

Postby oldscool » Thu May 03, 2012 3:05 pm

quick update
the subplot table has been amended to include more deadlandsish elements

and here is a new scenario

Tremors

The posse is under attack by a deadly Mojave Rattler. Fortunately some old coot has stashed explosives around the town

The Gaming Area
Use a 2' x 2' board for this scenario. There should be a several buildings with planks or ladders linking some of the rooftops.

Starting Positions
One player controls the posse and the other controls the Mojave Rattler. The Rattler starts within 4” of the centre of the board the posse set up on the rooftops of the buildings but no closer than 12” to the Rattler. 6 counters representing caches of explosives should be placed around the board on the ground.

The Drop
Standard: Roll (or use cards) to determine the drop as normal.

Winning the Game
The game ends when the posse fails its head for the Hills test or when the Rattler dies

Experience
Survival: Each fighter that survives the game gains 1 experience point – this applies even if the fighter is taken out of action, so long as he survives and lives to fight another day!
Leadership: The leader of the victorious posse gains 1 experience point.
Kills: The Fighter who kills the Rattler gains an extra 1 experience point and gains the automatically gains a point of fame and become a Hero if they are a Henchman

Loot
If the posse wins they may roll an extra 2D6 for income.

Special Scenario Rules

Explosive Caches
If a posse member ends is movement in contact with a explosives counter they may search the catch fo usable weapons remove the counter and roll a d6, on a 1-2 they find nothing, 3-5 they find a stick of Dynamite and on a 6 they find a single vial of Nitro.

The Rattler has the following profile:

Mojave Rattler
S4+ F6 St6 G8 A1 W8 P-
The Rattler attacks with its tentacles or its huge maw and counts as armed with a hand weapon
Special Rules
Underground Movement
The Rattler can submerge or emerge from the earth at the start of its movement. If the Rattler is underground it can move 12” pet turn. If the Rattler is above ground it can move 2” per turn. The Rattler cannot emerge if it is not under open ground. While the Rattler is underground it can only be attacked by explosives which suffer a -2 strength penalty due to the muffling effect of the earth on the blast.

Tremor Sense
If a posse member is on the ground the Rattler must make every effort to move towards that posse member. If there are multiple figures on the ground the player controlling the Rattler can chose who the rattler heads for.

Earthquakes
If the Rattler is underground it can cause earthquakes during the shooting phase provided it didn’t move more than 6” that turn. When the rattler causes earthquakes place a large blast template over the rattler, any model under the template is knocked to the ground (if mounter the horse bolts and the character makes a thrown rider check) any buildings or terrain under the template suffer d6 Strength 6 hits. If a building or piece of terrain is destroyed remove it form the game and any figures on that terrain or building must pass a thrown rider check as thou thrown form a horse. If the Rattler uses its earthquakes around a cache of explosives it will set them off in this case count this as a Nitro detonation centred on the cache.

Tentacles
If there is no model in base contact with the Rattler at the start of its shooting phase when its above ground the tentacles may make a ranged attack at the closest model within 8”. if the roll to hit is successful rather than rolling to wound place the hit model in base contact with the Rattler the two models will subsequently fight in the following fighting phase. If the Rattler wins the subsequent fight the victim counts as trapped for the purposes of rolling to wound as it is still tangled up in the Rattlers tentacles

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