The Lone Star Rules


A set of solo-play rules for use with your favourite Old West Rules By Ruggero Romano and Vittorio Favetti

1. Foreword
1.1 Objectives
1.2 References
1.3 How to use "The lone star" rule set
1.4 Scale and miniatures

2. Basic principles of the rules
2.1 Characters
2.2 Characters classes
2.3 Actions and attitudes

3. Non-player controlled character (NPC)
3.1 NPC actions and attitudes table
3.2 Changing from the status of NPC to ACC or HPC
3.3 Movement of NPCs out of enemy's sight
3.4 Situations that may give alternative behaviour for NPCs

4. Automatic Controlled Characters (ACC)
4.1 ACC actions and attitude table
4.2 Forced movement due to special scenario rules
4.3 Movement of ACCs out of enemy's sight
4.4 Situations that may give alternative behaviours for ACCs

5. Human controlled characters (HPC)

6. Sequence of play (for NPCs and ACCs)

7. Design your own scenarios
7.1 Foreword
7.2 How to build the teams
7.3 Maps
7.4 Special rules
7.5 Victory conditions

8. Scenarios
8.1 "The Good, the Bad and the Ugly"
8.2 "The intruders"
8.3 "The night camp"

9. Final notes
9.1 Author notes
9.2 Acknowledgements


1. Foreword

1.1 Objectives

Our objective was to build a "solo" gaming rules set, useful for Old Western Skirmish games.

We hoped to create a quick and easy game-system for playing with characters controlled by tables and dice, enabling you to play against opponents who will react realistically, and to make this set of rules suitable with several different commercial sets of 'Old West' rules. They are NOT intended as a stand-alone set, merely as an aid for 'solo' gamers.

You will have to judge if both these conditions have been met. In any case, we hope that "the Lone Star Rules" will inspire others to develop further ideas for solo wargaming.

1.2 References

We used several rulesets during the designing and playtesting phases.

Most of these rulesets use dice or cards system to define initiative, reaction, moving and fighting game phases.

We decided to use a polyhedral dice system as the basis of "The Lone Star Rules,' but it is possible to convert them for multiple D6 or card systems.

The distances & ranges (for gunfighting & movement) are similar to those in many other skrmish rules. (You can replace them with those of your own favourite rules.)

The movement system of "the lone star" rules is however, quite different: We will define only the major principles leaving details to the players (so you can make minor modifications to fit with your preferred or standard ruleset).

1.2 How to use "The lone star" ruleset

As with any set of 'solo' rules, a certain amount of 'common sense' will be involved.

The 'artificial intelligence' of the rules-controlled characters will always have it's limitations, and situations will arise that are not covered by the rules.

During the playtesting phases we detect some errors and not-so-real situations (and we tried to correct the rules to avoid them), but there are always unpredictable situations .

When this happens, apply your common sense and honesty as if you were the referee in a multi player game; making fair & honest choices.

You will want to make changes here & there to make the rules fit in with your own preferred rules set: It may seems obvious, but we encourage you to make changes in the rules to enhance playability and fun, or to give more realism. After all, when you're 'solo' gaming, the person you have to please is yourself! For this reason, some areas have been left 'vague' as they will already be covered in the rules you're using.

1.4 Scale and miniatures

We recommend 25-30 mm miniatures for use with these rules, although 20 mm. (1:72) plastic miniatures are also available and suitable.

Much larger and smaller scales could require heavy adjustments to the rules: In any case, use the figures appropriate to your rules'

Each miniature is placed on a single base.

We suggest using two figures (1 foot, 1 mounted) for each character.

We use light card or plasticard bases, 2cm square for foot miniatures and 2 x 4.5cm rectangular bases for mounted. Foot figures are mounted facing a corner, and the opposite corner is removed to mark the back of the character.

Example

In the below picture the clipped side is the rear, the opposite is the front of the figure.

The two right and left edges are useful to identify the "field of vision" of the character.

2. basic principles of the rules

2.1 Characters

There are 3 kind of characters:

Human Controlled player (PC)

The figures directly controlled by the player.

Actions and strategy are decided by the human player

Automatic controlled chararcters (ACC)

The actions for such characters are decided by means of an "artificial intelligence" system regulated by dice.

Non-player controlled characters (NPC)

These characters are not directly involved with the action in the scenario: They are used to simulate bystanders and common citizens.

These characters are moved by dice systems.

In each scenario there will be (at least) two parties (one for the Human player, the other made by ACCs) and it may be possible, there are also some NPCs.

The side with the lower number of characters will be the PC side.

The action and moving system for NPCs and ACCs is intended to simulate "logical" behaviour, i.e. an outlaw will shoot against a lawman even if there are innocent bystanders along the line of fire. On the other hand a sheriff will try to avoid this situation

It is very difficult for a clerk to shoot against outlaws, standing the reaction fire and, probably he will fly away; in the same situation a cavalry veteran will stand (because he is more accoustomed with dangerous situations).

Please be advised that some uncertain situations may happenso use common sense to resolve any doubtful case.

2.2 Characters classes

NPCs and ACCs are divided into six classes (please see the table below)

Class description rules examples
Townsmen Very poor (or no) practice with weapons.

In dangerous situations they can easily go into panic reactions.

They must have the lowest levels of ability and reactions during fighting (they normally acts after more experienced gunfighters)

Use penalties for fighting, initiative and defense as in the standard ruleset used

Explanation:

For different values dice wargames use low value dice.

For card games, use delay cards for these characters..

Clerks

Barmen

Saloon girls

Barbers

Squaw

Peons

Cowboys They have average confidence using weapons, but they did not excel in any peculiar ability (but riding ;they are very good in this ability).

Under some circumstances, especially if they are wounded, they could go in panic.

No specific limit in moving action; average capabilities for weapons use and fighting

Explanation:

For different values dice wargames use low value dice only for fighting (or shooting abilities)

For card games, use delay cards or low values cards for shooting and fighting.

cowboys

sod busters (countrymen)

stagecoach driver (not the guard)

deputies (with very few experience)

army rookies

Lawmen & soldiers They use weapons often and have good confidence in fighting. Good shooting ability and average initiative and reaction.

Explanation:

For different values dice wargames use high value dice only for fighting (or shooting abilities)

For card games use no delay cards or penalty for shooting. Use medium-high values for cards regarding readying of weapons and reaction

Sheriffs

Soldiers

bandidos

stagecoach guards

Outlaws & bountykillers Skillful with weapons, they are very quick in cocking and aiming during gunfights,but they have not very high accuracy in shooting. They must have very good capabilities for speed of reaction, initiative and fighting.

Their ability in shooting is medium

Explanation:

For differnt values dice wargames use high value dice only for initiative and reaction.

For shooting abilities use medium value dice.

For card games put more cards into the deck to increase the possibility for them to be the first charcachters to get the initiative.

Use delay cards for aiming or penalties in accuracy of shooting (shifting the damage on the impact tables for example)

This class is made to consider not the boss of the gang (as jesse James) but he ordinary outlaws under his command.

Outlaws

gamblers

bounty killers

comancheros

Heroes & legends These charachters have extraordinary abilities with weapons, they are very quick and skillfull.

Their behaviour is always "cool" even under fire

Use the best values for fighting abilities, initiative and shooting accuracy

Explanation:

For different values dice wargames use the highest value dice for initiative, reaction and shooting...

For card games put more cards into the deck to increase the possibility for them to be the first characters to get the initiative.

Using the impact tables to determine the results of a shot shifts the standard results toward the heavier ones (or to the lethal shots).

They don't pay any penalties shooting and moving at the same time.

Historical heroes (as Wild Bill Hickock, Wyatt Earp, Billy the Kid)

Experienced sheriffs and outlaws

Veterans (army)

(also movie stars as "The man with no name" should be in this class)

Indians Redskin warriors (they have good confidence using weapons and arms, but very low technical knowledge about fire arms) They have good initiative values and medium ability with weapons.

If they use bows, lances, axes, knifes they have excellent capacities in fighting.

Explanation:

For different values dice wargames use high value dice only for initiative and reaction.

For shooting abilities use medium value dice, but if they use bows, lances.. use high values for fighting.

Use also good values for riding (it will be needed).

For card games put more cards into the deck to increase the possibility for them to be the first charactersto get initiative.

Use heavier damage (than standard) if not-firearms are used in fighting).

You can, obviously, include other peculiar abilities and special features.

During the game each character follows the standard procedures for fighting (i.e throwing dice, verifying the damage on the target or miss,etc), but the human player has in charge the throwing of the dice (or the picking up of the cards) for every character, HPC, ACC and NPC.

2.3 Actions and attitudes

NPCs and ACCs can perform actions.

The basic actions are :

movement

shoot

reload

The possibility to perform such actions (and the way to do that) are referred to the attitude of the characters and restricted by the rules of the game.

ACCs and NPCs have one of the following attitudes for each round:

neutral

defensive

aggressive

The attitude and the class of NPCs or ACCs define the actions: we will explain in the next paragraphs how the system works

3. Non-player controlled character (NPC)

Innocent bystanders, citizens, shootists not directly involved with the scenario are included in this definition (as we already said): in this chapter we will explain the attitude and actions for these characters.

3.1 NPC actions and attitudes table

This table shows what kind of actions will be performed by NPC, referring to their class and their attitude.

Class Type of action DEFENSIVE attitude

D

NEUTRAL attitude

N

AGGRESSIVE attitude

A

movement NPC goes back facing the enemy, for ½ of his max. allowable movement.

If he is wounded will go in panic (flys away)

NPC stands without moving

If he is wounded will go in panic (flys away)

NPC advances to the nearest enemy using ½ of his max. allowable movement.

If he is wounded he will stand without moving.

Townsmen Shoot NPC cannot shoot NPC cannot shoot NPC shoots at the nearest enemy
reload NPC cannot reload and goes in panic NPC cannot reload NPC can reload
movement NPC moves to the nearest covered position at the max.allowable movement

If wounded he goes in panic

NPC stands without moving

If wounded he moves to the nearest covered position at ½ movement

NPC moves to the enemy at ½ movement

If wounded he stands without moving

Cowboys Shoot NPC cannot shoot NPC cannot shoot NPC shoots at the nearest enemy
reload NPC can reload only if he is under cover (behind a wall, around a corner)

If wounded it takes twice the normal time to reload (normal time is 1 turn)

NPC can reload

If wounded it takes twice the normal time to reload (1 turn)

NPC can reload

If wounded it takes twice the normal time to reload (1 turn)

movement NPC stand without moving

If wounded he moves to the nearest covered position at ½ movement

NPC stands without moving NPC moves to the enemy at 2/3 of his movement .

If wounded NPC moves to the enemy at ½ of his movement.

Lawmen & soldiers Shoot NPC shoots at the nearest enemy, but he must subtract 1 at the result of the dice .

If wounded he shoots with a value dice lower than the standard value

Or

He shoots with ­1dice (example if NPC is not wounded , standard condition, he will use all his dice and he will decrease the result by 1.

If he is wounded he will use a number of dice = number of dice of the standard condition ­1)

NPC shoots at the nearest enemy if the line of fire is not blocked (1); if the line of fire is blocked he cannot shoot.

If wounded he must subtract 1 at the result of the dice.(In any case he can shoot only if the line of fire is not blocked)

NPC shoots at the nearest enemy.

If wounded he shoots with ­1d (lower dice value or 1 dice less than the standard condition, as explained in the defensive attitude column)

reload NPC can reload only if he is under cover (behind a wall, around a corner)

If wounded it takes twice the normal time to reload (1 turn)

NPC can reload

If wounded it takes twice the normal time to reload (1 turn)

NPC can reload
movement NPC stands without moving

If wounded he moves to the nearest covered position at ½ movement

NPC stand without moving NPC moves to the enemy at 2/3 of his movement .

If wounded NPC moves to the enemy at ½ of his movement.

Outlaws & bountykillers Shoot NPC shoots at the nearest enemy, but he must subtract 1 at the result of the dice .

If wounded he shoots with a value dice lower than the standard value

Or

He shoots with ­1dice (example if NPC is not wounded, standard condition, he will use all his dice and he will decrease the result by 1.

If he is wounded he will use anumber of dice = number of dice of the standard condition ­1)

NPC shoots at the nearest enemy

If wounded he must subtract 1 at the result of the dice.

NPC shoots at the nearest enemy.

If wounded he shoots with ­1d (lower dice value or 1 dice less than the standard condition, as explained in the defensive attitude column)

reload NPC can reload only if he is under cover (behind a wall, around a corner)

If wounded it takes twice the normal time to reload (1 turn)

NPC can reload

If wounded it takes twice the normal time to reload (1 turn)

NPC can reload
movement NPC stands without moving

If wounded moves to the nearest covered position at ½ movement

NPC moves to the nearest enemy at ½ movement.

If wounded he stands without moving

NPC moves to the nearest enemy at full movement

If wounded he moves to the nearest enemy at ½ movement.

Heroes & legends Shoot NPC shoots at the nearest enemy .

If wounded he shoots with a lower value dice than the standard value

Or

He shoots with ­1dice (example if NPC is not wounded, standard condition, he will use all his dice and he will decrease the result by 1.

If he is wounded he will use anumber of dice = number of dice of the standard condition ­1)

NPC shoots at the nearest enemy

If wounded he must subtract 1 at the result of the dice.

NPC shoots at the nearest enemy.

If wounded he shoots with ­1d (lower dice value or 1 dice less than the standard condition, as explained in the defensive attitude column)

Reload NPC can reload

If wounded it takes twice the normal time to reload (1 turn)

NPC can reload

If wounded it takes twice the normal time to reload (1 turn)

NPC can reload
movement NPC moves to the nearest covered position

If wounded he stands without moving

NPC moves to the nearest enemy at 2/3 of movement

If wounded he moves to the nearest enemy at ½ movement

NPC moves to the nearest enemy at full movement

If wounded he moves to the nearest enemy at 2/3 movement

Indians Shoot NPC shoots at the nearest enemy

If wounded he shoots with ­1d

(the same rules previously explained for cards or multiple dice rules are used)

NPC shoots at the nearest enemy

If wounde he shoots with ­1d

(the same rules previously explained for cards or multiple dice rules are used)

NPC shoots at the nearest enemy

If wounde he shoots with ­1d

(the same rules previously explained for cards or multiple dice rules are used)

Reload NPC can reload

If wounded it takes twice the normal time to reload (1 turn)

NPC can reload

If wounded it takes twice the normal time to reload (1 turn)

NPC can reload

(1) Graphic example to explain the concept of line of fire blocked

(1)

S (neutral attitude) cannot shoot at B, because the girl G blocks the line of fire. B (outlaws class) has not such restriction, so he could shoot at S (or also at G if he wants or if required by scenario special rules)

The term "panic" means that the "panicked" character is forced to leave the game area at the maximum speed, toward the nearest edge. He will not return in game any more.

The speed of his flight is reduced if the character is wounded.

The direction of flying away is the shortest one (among the possible ones) or the fastest one (if the shortest way has obstacles).

The attitude of NPCs is the same for every NPC (of the same class) character in play; it is determined throwing dice at the beginning of each round.

At the first round each NPC starts with neutral attitude; from the second round you need to verify if a change of attitude is necessary or not.

Throw a D6 dice : if the result is 4 (or higher) you need to change attitude using the table below (less then 4 no attitude change is needed).

Using a D10 dice (or randomly choosing among ten pieces of paper numbered 1,2,3) you can see which is the attitude for each NPC, for his class.

Please remember:

p= panicked

d=defensive

n=neutral

a=aggressive
class 1 2 3 4 5 6 7 8 9 10
Townsmen p d d d d n n n n a
Cowboys d d d d n n n n a a
Lawmen & soldiers d d d n n n n a a a
Outlaws & bountykillers d d d n n n n a a a
Heroes & legends d d n n n a a a a a
Indians d d d d n n a a a a

We strongly suggest to take note of the attitude of each NPC, writing it on a piece of paper

Please remember that you can start with NPCs with different attitudes if the special rules for the scenario describe these conditions (i.e.: NPC Indians may start in aggressive attitude if they are playing an attacking role).

3.2 Changing from the status of NPC to ACC or HPC

If an NPC is directly menaced or attacked by a another (ACC or HPC) character , he could change to a different status, against the character that attacked him.

There are two different situations:

1. NPC menaced by an other character (namely to be under the menace of weapons of another character, as may happens during a bank robbery for the bank clerks)

This changing of status is possible only for NPC of the following classes: outlaws, lawmen, heroes, Indians.

To verify if the change is possible, throw a dice: any result 5 or 6 makes the change possible and the NPC becomes an ACC (or HPC, depending on situations).

This rule would simulate the reactions against a menacing situation made by weapons-confident people (we "think" that the normal reaction for common people eventually involved with a gunfight should be fly away or hide ..).

2. NPCs directly attacked by another character (namely to be shot )

In this situation every NPC could change status regardless of his class: throw a d6 and any result of 6 makes the change possible; you must repeat the throwing of dice for each next turn, for the attacked NPCs.

This situation shows how can be possible that also common citizens may react when their lives are endangered, under direct attack (it is not a generic menace or flying bullets during a "some business resolution", but it is a real attack . The dice throwing want to put a certain random events and the repeating of throwing each turn wants to simulate a delayed possible reaction, for example after having absorbed the shock of being shot !).

EXAMPLE "A"

The scenario is "Bank robbery": the teams are "Desperados" (2 HPCs) and the sheriff's posse (with one sheriff and two deputies).

There are 3 NPCs :the bank clerk (townsmen class), one bank customer (townsmen class) and a cavalry sergeant (heroes class): this last is mounted outside the bank in the street.

Inside the bank the desperado menaces the clerk and the customer to make the robbery, but these NPCs cannot change status because they are townsmen class and are not directly attacked (only menaced by the outlaw).

Trying to escape after the robbery, the outlaws must avoid the shots from the sheriff and the deputies.

One of them shot and killed one of the outlaws' horses.

The"downed" outlaw shots against the cavalry sergeant to steal his horse and flee: now it is necessary to see if the NPC sergeant reacts or not.

Throwing a D6 dice the result is 6: now the sergeant is an ACC and will go acting as this status requires.

EXAMPLE "B"

During a gunfight between Emmett Dalton (outlaw ACC) and sheriff Brady (HPC) at the "Roundup Saloon", the barman Jones (NPC townsmen) is caught in the crossfire; he is crossing the direct line of fire, so he is under attack from Dalton (even if the main target of Dalton is the sheriff).

Throwing the dice the result is 6: from now on the barman is an HPC and will be under the complete control of the human player.

Please note that the reaction of the barman happens without knowing if the shot will hit him or not

3.3 Movement of NPCs out of enemy's sight

If the NPC cannot see (or hear) enemies or is not alerted by any dangerous situations (shots heard just around the corner) his movement is defined by two dice: a d6 dice for "speed" and a d8 (or eight random piece of paper with numbers written on) for direction.

The result of the d6 throw tells you how many inches the NPC will move, and the d8 tells the direction, as showed in the following table;
1 Straight ahead
2 Turn right of 45° and complete the movement
3 Turn right of 90° and complete the movement
4 Turn right of 90°, make ½ movement, turn again right of 45° and complete the movement
5 Turn of 180° and complete the movement
6 Turn left of 90°, make ½ movement, turn again left of 45° and complete the movement
7 Turn left of 90°and complete the movement.
8 Turn left of 45° and complete the movement

At the end of the movement check if the NPC can see any enemy or menacing character: if so the attitude changes immediately to defensive (and remains this way until the next round).

3.4 Situations that may give alternative behaviour for NPCs

3.4.1 Alternative targets

If an NPC has two (or more) possible targets at the same distance, throw a d6 dice for each targets.

The highest result will determine which target will be shot first.

3.4.2 Alternative escapes and choice between shooting or moving away

Under fire, the NPCs that must find a cover, will choose the nearest cover and the easiest way to reach it.

The NPCs that has the possibility to choose between move to a covered position or shoot against the enemy, must throw a d6: if the result is 5 or 6 they will shoot. Otherwise they will run for cover without shooting.

4. Automatic Controlled Characters (ACC)

One of the fighting team is always an ACC team.

The ACC plays with much more influence by " distance " from the enemy and attitude, as you can see in the next paragraphs

4.1 ACC actions and attitude table

In the table you can see the actions for ACCs in relation with distance from the enemy and attitude.

You must throw a d6 dice to identify the attitude for each different ACC at the beginning of the round.
Simulated distance beyond

25

meters

from

25 to

18 m

from

17 to

12m

from

11 to

1 m

Under

1 m

distance on the playtable

(inch)

oltre 24" da 23"

a 18"

da 17"

a 12"

da 11"

a 1"

min 1 "
Distance on the playtable (cm) 60 da 57

a 45

da 44

a 30

da

29

a 3

min di

3

d6 result 1 2-5 6 1-2 3-5 6 1-2 3-4 5-6 1-2 3-4 5-6 1-3 4-5 6
attitude d n a d n a d n a d n a d n a
Townsmen 5 4 0 5 0 2 5 5 8 5 5 8 9 9 7
Cowboys 4 4 0 4 0 0 5 7 7 5 7 6 9 8 7
Lawmen & soldiers 0 0 0 0 0 2 5 7 0 7 0 6 8 7 7
Outlaws & bountykillers 0 0 0 0 0 2 5 7 0 7 0 6 8 7 7
Heroes & legends 0 0 0 0 0 1 7 7 0 8 6 6 7 7 7
Indians 2 2 0 0 0 2 5 7 7 7 0 6 7 7 7

In each square of the table there is a number: the number is the note number that says how the ACC will act. Here is the explanations of each single note:
nte number Movement Shoot Re-load
1 Move at full speed to the enemy Fire at the enemy only if you have a long range weapon ready at fire (rifle, spencer carbine, winchester, henry rifle, single shot muzzle loaded springfield ). Can reload
2 Stand withou moving Fire at the enemy only if you have a long range weapon ready at fire (rifle, spencer carbine, winchester, henry rifle, single shot muzzle loaded springfield ). Can reload
3 Search for covered position Fire at the enemy only if you have a long range weapon ready at fire (rifle, spencer carbine, winchester, henry rifle, single shot muzzle loaded springfield ). Can reload
4 Stand without moving Cannot shoot Can reload
5 Search for covered position Cannot shoot Can reload
6 Move at full speed to the enemy Can shoot or attack Can reload
7 Stand without moving Can shoot or attack Can reload
8 Search for covered position Can shoot or attack Can reload
9 Move AWAY from the enemy at full speed ; if is possible move to a covered position Cannot shoot Cannot reload as long as he is in a covered position
0 Move at full speed to the enemy Cannot shoot Can reload.

Apply every restriction for wounded characters if necessary (reduced movement, impact hit shifted to minor damage or decreased shooting precision, delayed reloading).

Shooting and fighting modifierss are immediately applied.

Example:

You have a team with 2 ACCs : the shopkeeper Bob (townsmen) and the cowboy Garth (cowboys class).

The HPC team is made of two bandits robbing the city bank: the scenario begins with the outlaws coming out from the bank doors, fanfiring in the air Bob is standing in the front of his shop (at 17 inches of play table distance from the bank)

Throwing the d6, Bob gets a the result of 3, his starting attitude is "n" (=neutral): to see what Bob will do read the note number 5 (as the table reports).

Also Garth is at 17 inches from the bank and he makes a 3 too! But Garth will act as the note 7 reports.

Due to initiative Garth will act first, followed by one of the outlaws, then the second outlaw and finally Bob.

Note 7 says that Garth will stand, but he will shoot:.and so it is. Garth's shot kills his opponent, so the first outlaw falls dead and he cannot do anything; now it's the turn of the second (human) outlaw.

The bandit fanfires first at Garth and then at Bob: the result is a miss to Garth, but Bob receives an hit in his right hand, so he can shoot with the other hand (but this doesn't affect the movement to a covered position).

4.2 Forced movement due to special scenario rules

It can happen that special rules are prescribed for the scenario.

Sometimes the rules describe a "forced" movement condition that we called "planned moving".

Under the special rules of the scenario the planned movement is not detailed, but reports only some information like "the bandit enters into town from the eastern side and move to the saloon at half speed" or " the cavalry patrol dismounts at the border of the canyon and 2 men advance inside the canyon by foot".

Some deregulations may happen if the actions described in the tables for ACC could be senseless in the situations of the scenario..we try to explain with the following example:

Example

The Dalton Gang (4 outlaws ACC) wants to robber the town bank.

The scenario rules says that the Dalton move mounted as far as the bank entrance, coming from the western side of the town.

Then the first two outlaws must dismount, enter into the bank office and steal the money .

After the robbery all the outlaws must escape from the same side they entered.

The victory for the Dalton Gang is to escape with the money, so when they meet the opposite team (the sheriff's posse) they must to change their movement in a way that makes them to reach their main goal, namely they move at full speed AWAY from the enemy (sheriff's men) even if the action ACC tables says to move TO the enemy.

The "planned moving" is defined by mean of:

in/out side of the map for ACC team

pre-defined routes

no-passage zone for horses, wagons, people

4.3 Movement of ACCs out of enemy's sight

At the beginning of the showdown it may happen that the ACC team could not see enemies (NPCs are not enemies until they are shot at).

In such a situation use the "planned moving" of the scenario.

If no "planned moving" exists use the same procedure for movement of NPCs out of the sight of enemy.

At the end of each round check for the possibility of seeing enemies (using the standard rules of the ruleset used).

4.4 Situations that may give alternative behaviour for ACCs

4.4.1 Alternative targets

If an ACC has two (or more) possible targets at the same distance, throw a d6 dice for each targets.

The highest result will determine which target will be shot first.

4.4.2 Alternative escapes and choice between shooting or moving away

Under fire, the ACCs that must find a cover, will choose the nearest cover and the easiest way to reach it.

The ACCs that has the possibility to choose between move to a covered position or shoot against the enemy, must throw a d6: if the result is 5 or 6 they will shoot. Otherwise they will run for a cover without shooting.

This rule is not for the heroes and legends ACCs :they can shoot and move at the same time without penalties.

4.4.3 Movement at full speed to the enemy and possibility to shoot

When the action table for ACC says to advance at full speed to the enemy and shoot this means that the character must make the movement first than stop and finally shoot at the enemy (heroes and legends can choose any sequence and are nor restricted by this rule).

This rule may appear not conform to the "game philosophy", that wants that a character takes penalties in moving and shooting in the same time.

The sequence (move to the enemy-stop-shoot) was designed to enhance "realistic" situations, where the shootist tried to get closer to increase the chance to make a fatal hit to the enemy

4.4.4 Mounted ACC

If an ACC starts the scenario mounted, he will stay mounted as long as one of the following situations happens:

the horse is wounded or killed

the ACC must to hide himself behind a cover not sufficient to cover him if mounted.

The character must to pursue an enemy inside a building (restricted to horse; big stables are not restricted at mounted characters)

The "planned moving" described special conditions (example: the ACC moves mounted to the saloon, then he dismounts and enters the saloon.)

If a character starts the scenario dismounted, he can mount if any of the followings happens:

the character fall panicked and he could fly faster riding away

the character must pursue a flying mounted enemy

if the "planned moving" says so (example: the outlaws try to escape after the robbery mounting their horses )

ATTENTION : these rules must be applied also at NPCs if any mounted one is present (or if necessary during the game).

5. Human controlled characters (HPC)

The human player acts exactly if he would have joined with other human players in a multiplayer game.

(The difference is that the other "human" player is the ACC system of the game).

No HPC can change to ACC or NPC.

You can put special scenario rules also for the human player (example: "planned moving" that compel the human player to follow tracks inside a possible ambush canyon could add "some pepper" to the game).

It may happens that some special rules for HPC cause that the player must perform some rounds only with ACCs or NPCs, without moving his own characters.

This can sound absurd, but, due to the automatic movement, the characters (NPCs and ACCs) may move in different positions each time you play that scenario (and this can affect the result too)

Example

The sheriff O'Neall is the only HPC in the game.

The special scenario rules say that he will remain into his office as long as he hear the sounds of a gunfight (due to a bank robbery on course).

If no NPC or ACC shoots during the assault to the town bank the sheriff will remain in the office ( quietly sleeping).

So please advised : pay attention when you design your own scenarios ! In such a situations leave the sheriff go out in the streets for a patrol tour,after the first 3 turns (so he could see the bandits and join the battle even if no bullet has flied yet).

6. Sequence of play (for NPCs and ACCs)

Each rulsett has a starting phase per round in which it is possible to determine who will act first.

This phase can be made by mean of dice, cards, or other: it doesn't matter (it depends on the used ruleset)

The only one thing to remind is:

each character (HPC,or ACC or NPC) must to be considered in this phase.

After that the sequence of initiative is made, for every NPC (or ACC) turn you have to:

1. check the attitude (n, d, a, or panic), and check also if a change of attitude must be made

2. make the automatic movements and actions for that character

3. resolve any fire action (if any) for that character (namely if the action is "can shoot" the character, NPC or ACC, will shoot at his target)

4. apply the results of fire.

Then go on with the next

7. Design your own scenarios

7.1 Foreword

Playing a solo wargame is much more heavier than playing in a standard two players game: the player has to make actions also for every NPC and ACC in the game.

So we suggest to design only two teams scenarios and to keep low the number of NPC.

The number of ACC should be not very high: we think that 10 ­12 characters (in total, HPC, ACC, and NPC) are the best . (Please read the scenarios enclosed to find some examples).

7.2 How to build the teams

Once you have written (or thought about) a plot for the scenario and defined how many characters will be present, start with determine the personal features for each character.

First the HPC side: this team has always less characters than the ACC side.

Use your preferred ruleset to "raise" this team

Then choose from the character table the ACC team members; we suggest that this team has (maximum) 2 characters more than the HPC side.

A larger number of ACC might give an unbalanced scenario, perhaps challenging, almost certainly frustrating

You can choose a larger number of ACC if they are chosen from lower classes than HPCs.

Example

For a well balanced scenario in which the HPC side is made up of one character with feature like "heroes", the ACC should made with 2 characters (1 from heroes class and 2 from cowboys class), or 3 ACC chosen from the class "outlaws".

Finally choose the NPCs involved in the showdown: no special suggestion now (use your taste and common sense to avoid to overcrowd the "scene"): normally 4 NPCs are enough

7.3 Maps

Design your maps taking in count any building, hill, river and what else can cause movement and fire restrictions.

You have to define the in/out side for each team, the restricted zones (impassible rivers, roughs.)

7.4 Special rules

We strongly suggest to write any special rule for the scenario and to take it close at hand for every need of checking (usually the rules are different from scenario to scenario and it could be difficult to keep in mind them all).

"Special rules" mean any condition that may affect visibility (smoke, fog, nighttime), terrain (wet, snow, frozen areas,), alarm conditions (shots, dynamite blasts, fire, .).

Especially the alarm conditions may be very important because can affect the attitudes of the characters (example: "every NPC changes his condition to defensive at the first gunshot")

7.5 Victory conditions

Victory conditions must be cleared and defined for both the teams (or for each team if more than two).

These conditions can consider killing all the enemies, money earned (or stolen), time expiration (stand against the attack of outnumbering enemies for at least "n" rounds then "cavalry arrives"!!!).

Others victory conditions may specify that the winner has to control special zones or buildings

"The sky is the limit" and the victory condition could be even to survive flying away from the battle!

8. Scenarios

Here enclosed you may find some scenarios: some of them were playtested several times, some others only once or twice but we think that they could be the starting point for developing your own ideas.

8.1 "The Good, the Bad and the Ugly"
Foreword There are hundreds similar showdowns like this..but we put this inside this rule set because it's an easy way to learn the rules .

This is the final scene of the movie.

Teams A. HPC=1 character ("Heroes")

B. ACC=1 character ("Heroes")

C. NPC=1 character ("Outlaws")

Map and deploying Each character is standing at 12 " from the others (like the corners of a triangle with equal sides).

There are no obstacles, nor covered positions

Special rules Alarm conditions : NPC and ACC starts with aggressive attitude
Victory conditions Last man standing will be the winner
Options Put each character at 6" from the others

Both the "teams" B and C are ACC

Playtesting This scenario was played several times and we noted that it is very balanced

It is mandatory to identify the "first" target for each NPC and ACC character (in this situation tossing the coin is sufficient).

Another chance is the co-alliance of the 2 ACC characters (if you have chosen to have both Band C side as ACC) against the human player; they could easily kill the HPC (if he is not the first to shoot) then they try to kill each other :it is useful to learn the mechanism of solo playing.

We saw that a good key to win is using fanfire because also light wounds inflicted to the enemies give a good advantage for the next rounds.

8.2 "The intruders"
Foreword Two cavalry scouts arrive near an abandoned stronghold During the patrol they were attacked by an Indian warband .
Teams A. HPC=2 characters (Sgt .Warren ­weapons: a Spencer carbine and a Colt 44 . Private Williams -weapons : a Spencer carbine and a Colt 44)

B. ACC=characters as follows:

Chief Loco class heroes ­weapons: a Winchester 44, a knife, a tomahawk

warrior Chato class Indians-weapons: a Sharp rifle, 2 knives

warrior Zeke class Indians-weapons: a Spencer carbine

warrior Snake class Indians-weapons: lance, bow and arrows

Map and deploying The cavalry men are deployed at 5" from the main stone building, behind ruins (hard cover). Their horse are behind the stronghold-farm (almost 12" from the men)

Apache warriors, all mounted, enter the map from the eastern edge aat at least 15" of distance from the soldiers.

Map dimensions: 25-30" x 20" .

Please see the picture for deploying and notes that "casa" means "farm main building" and "ripari" means "covered positions".

The black dots are the soldiers, the greys are the Indians.

It is possible to reach the roof of the farm (climbing narrow stairs) spending an entire turn of game play after having gone inside the house.

Special rules Alarm conditions : ACC have"aggressive" attitude at the beginning of the game
Victory conditions Apaches win if they kill both the soldiers.

If both the soldiers succeed escaping alive the Apaches gain a marginal victory.

If during the game the soldiers (both alive) kill two Apaches throw two d6 at each round; with a result of double 6 the remaining warriors will leave the field (and this is a marginal cavalry victory).

Killing all the Apaches is a victory for cavalry (even if only one man stands at the end )

If only one soldier escapes it is a tie.

Options At the beginning of the play throw 3 d6: the total result is the number of turns that the main body of cavalry will take to reach the farm (and the 2 scouts):if even 1 of the 2 scouts is alive at this moment, the reinforce arrives and the cavalry wins the scenario.
Playtesting Shooting from their covered position the cavalry men kept the Indians far away (3 almost pinned and the fourth searching for cover behind a bush, the only covered position on the field to the Indian's enter side)

Finally a lucky shot from one of the warrior killed Sgt. Warren; for the remaining soldier there were two chances: a) keeping position trying to fire at the advancing (and now outnumbering Indians) or b) try to reach the house, climbing the roof and defend the new higher position.

He chose the second one.

He run to the door of the ruined farm, but without cover during his run, he was wounded.

The soldier succeeded in climbing upon the roof from an inside ladder: he stopped near the narrow passage to the ladder. He was able, from that higher position, to kill two Indians.

The remaining warriors reached the house and they climb the ladder jumping on the roof

The private received another wound but he could shoot killing the two enemies, even after received another wounding hit by the last warrior.

At the end of the battle there was only one man "standing" with both legs wounded and a further wound in the left arm (the last shots were fired with the Colt 44, the only gun he could use with the single unwounded arm).

8.3 "The night camp"
Foreword Two gold miners make camp for the night on a low rocky hill, inside Indian territory.

Indian warriors attack them during the night.

Teams A. Gold miners (HPC) : Skinner ­weapons: a Sharp rifle , a colt "dragoon".

Johnston -weapons: a winchester 44, a colt 45, a knife)

B. Warband (ACC)

Black Eagle (class heroes-weapons : 1 winchester 44, 1 tomahawk)

Broken Horn (class Indians- weapons: bow and arrows, 1 tomahawk)

Bird-Who-Jump (class Indians-weapons : 1 Spencer carbine, 1 colt 45, 1 knife)

Bad Moose (class Indians-weapons bow and arrows, 2 knives)

Map and deploying The area is a 30" squared zone.

The rocky hill stands on the southern ­east corner: on the top there is the miners' camp.

On the western slope there are some trees: the southern and eastern slopes are unpassable.

Indians will enter (on foot) from the northern or western side of the area (it is depending on the result of a d6 dice :1-2 all the Indians enter the northern side, 3-4 all the Indians enter the western edge, 5-6 two warriors each edge).

Special rules This is a nighttime scenario: visibility is reduced to 14" (and you can't shoot at what you can't see).

Indians have starting attitude "aggressive".

The miners are asleep; they will wake up only if a warrior makes any sound moving; throw two d6 dice for each Indian moved in the round: a double 1 wakes the miners.

Anyway the miners will wake up when the first warrior has reached a distance equal or less than 8" from them.

Victory conditions The last man standing decides the winning team

(No escape option is allowed: if it happens for the ACC characters the result is a tie).

Options Play the same scenario without nighttime rules
Playtesting The "real" game was over with the Indians as winners.

Only two warriors survived and one of those was badly wounded in the chest and both legs, leaving him immobile.

9. Final notes

9.1 Author notes

Almost all the main western rule sets divide the actions in fire and movement phases.

All these rule setst can be used with the "Lone star" rules: remember that the starting idea was to create a set of rules suitable for the most of the commercial wargame rules

You can meet any problems to convert the "Lone star" rules regarding the bonus and the penalties of the tables: maybe it would be necessary to fine tune this points for best performance in your game..we are carrying on the playtest phase and it seems that there is very little (or no) need of tuning.

Dividing into NPC and ACC characters was necessary to make easier to manage the game saving "realistic" situations (as in two players games).

The playtesting phases shows us that the system works quite well and it challenging to play, without slowing down the game.

9.2 A cknowledgements

Many thanks to all the friends :

Roberto Romano (my younger brother, for playtesting )

Vittorio Favetti (playtesting and conversion for compatibility with commercial rule sets)

Ruggero Romano would like to thanks Mr.Walt.O'Hara : some inspirations for this rule set came from ideas of Mr.O'Hara reported on the WEB.


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Contact the Author: Ruggero Romano