Unforgiven 1
Scenario
Gang 1: The
Law
Little Bill
Dagget Sheriff
Fatty
Rossiter Deputy
Andy Russell Deputy
Skinny
Dubois Citizen (bar
owner) has shotgun only.
They start
the scenario tooling up in the jailhouse, Skinny has just warned them about the
arrival of William Munny and he decides to join the posse to further ingratiate
himself with Little Bill. The Law must rid the town of the Outlaws and
Desperados before they kill the Cowboys. Skinny is a dubious fellow, and
anytime he is within close range of the two Cowboys throw a die, on a six he
will shoot at them in order to claim the reward and to hang with the
consequences, once he does this he will continue to hunt them down.
Gang 2:
Desperados
William
Munny Killer Nerve is reduced to +2, can
have a shotgun as well as his two pistols.
Ned Logan Boss can have a rifle as well
as his pistol.
The
Schofield Kid Bandit -2 for long range, he is
shortsighted.
The weapon
selections are more in line with the movie. They enter the town at one end of
Main Street.
Gang 3:
Cowboys
Texas Slim* Cowboy
Davey
Bunting* Greenhorn
Charley
Hecker Cowboy
Bucky Cowboy
Muddy
Chandler Cowboy
The Cowboys
start the game in their favourite saloon, they must protect Slim and Bunting or
lose the game.
Gang 4:
Outlaws
English Bob Gunslinger
W.W.
Beauchamp Dude
Pecos Pete Dude
El Loco Dude
This gang
also want the reward on the Cowboys, English Bob’s reputation has brought two
local ‘no goods’ to join him. They enter the table at the opposite end of town
from Munny.
DMH Cards:
Full decks
are used by each gang and each starts with three cards in their hand.
Plot:
I doubt
there are any Western fans who have not seen this movie, but if not then here
is the gist of the story. The whores of Carefree have offered a reward to
anyone who will kill two cowboys who assaulted one of their number and cut her
with a knife. This has attracted the usual bunch of hoodlums and killers intent
on claiming the reward. In order to do this the gang must kill both cowboys and
have at least one man standing at the end of the turn.
Special
Rules:
The Livery
Stable must be at the opposite end of the town from the Cowboys, if they get
there they throw a die, on a 5 or 6 horses are available, another throw on a D6
shows how many. It takes three actions to get a horse ready before mounting.
Unforgiven 2
Scenario
Gang 1: The
Law
Little Bill
Dagget Sheriff
‘Rooster’
Cogburn Marshall
Fatty
Rossiter Deputy
Quick Mike Deputy
‘Dude’
McGill Deputy
Skinny
Dubois Citizen (bar
owner) has shotgun only.
Texas Slim Cowboy prisoner
Davey
Bunting Greenhorn prisoner
They start
the scenario in the jailhouse, which is at the opposite end of Main Street from
the train station. The Law must get the two Cowboys to the train station and on
the train alive.
Gang 2:
Cowboys
Jess Harper Range Boss
‘Friendly’
Mayhew “Man with no Name”
Charley
Hecker Cowboy
Bucky Cowboy
Big Ben Cowboy
Muddy
Chandler Greenhorn
The Cowboys
start the game in their favourite saloon halfway to the train station, they want
to free their friends.
Gang 4: Banditos
El Arana
“The Spider” Honcho
Luis Aguilar Charro
Ramon Ayala Caballero
Diego Luna Caballero
Jorge Rivero Vaquero
Manuel Diaz Vaquero
News of the
reward has travelled all the way to the Border, the Spider and his men have
just arrived and are milling about in a different bar from the Cowboys, again
half way to the railway station.
DMH Cards:
Full decks
are used by each gang and each starts with three cards in their hand.
Plot:
The whores
of Carefree have offered a reward to anyone who will kill two cowboys who
assaulted one of their number and cut her with a knife. This time Little Bill
has moved quickly and arrested the Cowboys and wants to get them out of town, a
Marshall has arrived to take them to the County Jail.
Special
Rules :
The two prisoners are handcuffed together and a
lawman must be within 40cm of them at all times, they move with this lawman, if
not then they can try and run at the end of the move, they only have two
actions, move or recover. Anytime a lawman again comes within 40cm, they are
again prisoners. The prisoners have to be moved onto the train. Once the lawmen
reach the station, roll a die, the train turns up on a 1, each turn thereafter
add +1, so on the second turn a 1 or 2, then a 1, 2 or 3 etc.
Nice! I especially like the -2 for the Scholfield Kid! Good stuff George!
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