Those Daring Banditos and their Infernal Machines

A Twisted Tale of the Great Rail Wars

An Enforcer for a rail line has just gotten a new Steam Wagon added to his forces. The notorious Bandit chief El Gigante has heard of this fantastic contraption. Surely everyone will be even more afraid of him when they find out he has this! All that remains is to acquire it in a time-honored fashion ...

SETUP: In the center of the board is Buzzard Gulch, a medium town (at least 5 buildings). Set up the rest of the table as Rocky Desert.

This is a night battle, so vision is limited to12” and all ranged attacks have a -2 penalty to hit.

TROOPS: The Attacker has a El Gigante (use the Gunslinger, but his Edge is Brawny and his Hindrance is Ugly as Sin) and 200 points of Hired Guns. He may not take Scouts or Rigs. He may also buy one or two Rig Crew at 10 points each.

The Defender has 300 points to buy his Enforcer and troops. He also has a Steam Wagon and crew for free. He may not take Infiltrators, Bushwhackers or other rigs.

Neither side may buy Gatling Guns or Cannon.

DEPLOYMENT: The Defender’s forces are deployed in the town. Models may not be placed more than 4” from a building and no more than one Posse and one Individual or Hero may begin in the same building. The Steam Wagon begins in a corral or barn on one end of town and the crew in a building on the other end. One model from each posse may be designated as a Sentry. Mark their ‘Post’ with a counter or other marker (see Special Rules for Sentry information and Raising the Alarm). Sentries may be placed up to 8” from their posses; this must still be within 4” of a building.

The Attacker marches onto the board from any edge. Units may enter from different edges. At the beginning of the game, the Defender does not know that he is under attack, as the bandits are attempting to sneak up on the town.

SPECIAL RULES: Sentries and their Posts: Until the Alarm is given, Defending troops may not move except for Sentries. Sentries may move, but must remain within 4” of their posts. When a Sentry’s card comes up, he may make a Smarts test to detect enemy models in line of sight. This counts as his action and is a Hard (8)roll, modified as below:

Attackers are: Die Roll Modifier
in Plain sight (no cover) Automatically detected
in Cover no modifier
Sneaky, Prone (cumulative) - 2
Mounted + 2

Note that if any Defending model has LOS to an Attacker in plain sight the Alarm is considered given. Any Defending troop (one test per posse, not including Sentries) may test if Attacking models move within 6” of their position. (They may still be able to hear enemy movement).

The Alarm: Once the Alarm is given the Defender’s troops may act as normal. Sentries must rejoin their units (or vice-versa). The Alarm is given if: 1) Attacking troops are spotted; b) there are any gunshots; c) the Steam Wagon is started; d) any other loud noise (explosions, spells, etc.).

BONUS: If the Attackers can drive the Steam Wagon off the table by the end of the game they gain 100 bounty points or 150 points if El Gigante is riding it.



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