MASSIMO TORRIANI VALENTINO DEL CASTELLO - Copyright 2014

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wild west chronicles new scenarios & new squads MASSIMO TORRIANI VALENTINO DEL CASTELLO - Copyright 2014 Translation: Andrew Carless Photos: Massimo Torriani Layout: Andrea Carzaniga Scenery: Viktor Towers, Forge World, Pegasus Hobbies The miniatures were painted by: Massimo Torriani, Cinzia Bianconi Miniatures: Black Scorpion Miniatures www.blackscorpionminiatures.com All rights reserved June 2014 No part of this book may be reproduced by any means, including mechanical and/or electronic methods, without the author s prior written permission. For updates: www.torrianimassimo.it

The scenery you ll need: See map. If you want a gunfight that is less faithful to the historical events then replace some buildings with woods, and imagine that you re simulating a gunfight in a woody region (maybe Canada, etc). Table size: 90cm x 90cm Set-up Prepare the battlefield with a village in the middle as shown on the map. Add other elements of scenery (fences, barrels etc) to make more varied terrain and to give the Squads some cover. After placing all the scenery both players roll 2d6 and add their leader s VT to see who wins the Initiative. Background description: It s time to settle some old scores! Only one Squad will be left standing at sun-down Duration: The scenario lasts until one of the two Squads is completely eliminated (all men are out of action or the Squad Routs). Deployment See map. Special rules None. Gunfight at the OK Corral Victory Conditions Primary Objective for both: Eliminate the entire enemy Squad. This objective is worth 50 Experience Points. Secondary Objective for both: Put the enemy Squad leader out of action. This objective is worth 10 Experience Points (as well as his value divided by 10). Colt 45

Gunfight sfida at all ok the OK corral Corral: map

EARPS Consisting of: Wyatt Earp, Virgil Earp, Morgan Earp, Doc Holliday Breakpoint: - (they must all be put Out of Action) The Squad can buy up to 2 Wait Actions (see special rules) for +40 Wyatt Earp 5 Revolver, Knife gunslinger, leader, lucky, marksman (pistol), move & 120 fire (pistol), veteran Virgil Earp 4 Revolver, Knife gunslinger, marksman (pistol), veteran 70 Morgan Earp 4 Revolver, Knife agile, gunslinger, marksman (pistol) 65 Doc Holliday 5 Shotgun, Revolver, Knife doc, gunslinger, marksman (rifle), marksman (pistol), 160 move & fire (pistol), veteran Wyatt Earp can add Binoculars to his equipment for +20 Wyatt Earp can replace his Revolver with a Colt Buntline Special Revolver for +5 points: in this case Wyatt Earp can t use a second Revolver or the quick fire characteristic. Wyatt Earp, Virgil Earp and Morgan Earp can add a Shotgun to their equipment for +40 Wyatt Earp, Virgil Earp and Morgan Earp can add a Breech-loading rifle to their equipment for +10 Virgil Earp and Morgan Earp can buy the move & fire (pistol) characteristic for +15 All members of the Squad can add a second Revolver to their equipment for +10 All members of the Squad can replace their Revolvers with Heavy Revolvers for +5 All members of the Squad can buy the mounted characteristic for +15 All members of the Squad, if mounted, can buy the expert rider characteristic for +10 All members of the Squad can buy the eagle eye characteristic for +5 SPECIAL RULES: Wait Actions: when the player is building his Squad, he can buy Wait Actions. In this case the player will use a dice to keep count of them. During the Action Sequence, he can turn the dice over to the next lowest number and pass, forcing the opponent to play again. At the end of the turn the Wait Actions are renewed and can be used again next turn. Type Colt Buntline Special Revolver Close 20 cm Normal 21-40 cm RANGED WEAPONS TABLE Range Long 41-60 cm Extreme 61-80 cm Rate of fire +2d6 - NE NE 1 melee weapon Characteristics

COWBOYS Consisting in: Frank McLaury, Tom McLaury, Billy Clanton, Ike Clanton, Billy Claiborne Breakpoint: 2 All members of the Squad can buy the bad reputation characteristic for a total cost of +40 The Squad can add a Stranger for +75 Frank McLaury 4 2 Revolvers, Knife, Lasso cut-throat, gunslinger, leader, move & fire (pistol), veteran 100 Tom McLaury 3 2 Revolvers, Knife cut-throat, gunslinger 55 Billy Clanton 3 Revolver, Knife gunslinger, move & fire (pistol) Ike Clanton 3 Knife gunslinger, veteran 40 Billy Claiborne 3 Revolver, Knife cut-throat, gunslinger 45 Frank McLaury can add Binoculars to his equipment for +20 All members of the Squad can buy the marksman (pistol) characteristic for +10 All members of the Squad can buy the move & fire (pistols) characteristic for +15 Billy Clanton and Billy Claiborne can add a second Revolver to their equipment for +10 Ike Clanton can add a Revolver to their equipment for +10 All members of the Squad can replace their Revolvers with Heavy Revolvers for +5 All members of the Squad can add a Repeater carbine to their equipment for +15 All members of the Squad can add a Breech-loading rifle to their equipment for +10 All members of the Squad can buy the mounted characteristic for +15 All members of the Squad, if mounted, can buy the expert rider characteristic for +10 55 Stranger 3 Repeater carbine, Revolver, Knife gunslinger, stealthy 75

The scenery you ll need: 3/8 buildings. Table size: 90cm x 90cm Set-up Prepare the table by putting a town in the middle of the table. Other scenery (fences, barrels, etc.) can be placed after building the town. Once all the scenery is in place and you ve chosen the two Deployment Areas (see Deployment), roll 2d6 and add your leader s TV to choose the side you ll deploy on. Background description: One of your Squad has been challenged to a duel by a member of a rival Squad. But it won t be that easy to gun him down! Neither Squad are ready to lose their man without a fight. Duration: 10 turns. Gunfight at down Deployment The two Squads deploy no further than 20cm from the edges of the main road (North and South sides if the road runs North-South, otherwise East and West). One member of each Squad is the dueller and must be placed on the road exactly 15cm from his Squad s Deployment Area and therefore exactly 20cm from the other dueller. Each Squad can decide which man to put on the road amongst those with the gunslinger characteristic. If the Squad doesn t have men with this characteristic then choose any other man. You are not allowed to choose infiltrators or stealthy men as duellers. If the chosen model is mounted he must be deployed without his horse (you can t use it in this scenario). In any case use normal deployment rules. Special rules The duellers can only use pistols or revolvers on the first turn and if they don t have these weapons then they can t use Fire or Move & Fire Actions. The duellers can be used normally from the second turn onwards. Victory Conditions Primary Objective for both: Kill over half of the enemy Squad (using the points values of each model). This objective is worth 50 Experience Points. Secondary Objective for both: Put the enemy s dueller out of action. This objective is worth 10 Experience Points (as well as his points value divided by 10).

PINKERTONS Consisting of: 1 Pinkerton Special Agent, 0-10 Pinkerton Agents, 0-1 Infiltrated Pinkerton Agent, 0-4 Informants, 0-1 Doctor All members of the Squad can buy the bad reputation characteristic for a total cost of +40 Pinkerton Special Agent 5 Revolver agile, gunslinger, leader, move & fire (pistol), veteran 95 Pinkerton Agent 4 Revolver gunslinger, move & fire (pistol), veteran 75 Infiltrated Pinkerton gunslinger, infiltrator, move & 4 Revolver Agent fire (pistol), veteran 90 Informant 2 Revolver agile, local knowledge (buildings) 30 Doctor 3 Knife doc, veteran 45 The Pinkerton Special Agent can add Binoculars to his equipment for +20 The Pinkerton Special Agent can buy the marksman (pistol) characteristic for +10 The Pinkerton Special Agent can add a second Revolver to his equipment for +10 The Pinkerton Special Agent can replace his Revolver with Heavy Revolver for +5 The Pinkerton Special Agent can replace his Revolver with a Double-action Revolver for +10 The Pinkerton Special Agent can add a Breech-loading rifle to his equipment for +10 The Pinkerton Special Agent can add a Repeater carbine to his equipment for +15 The Pinkerton Special Agent can add a Shotgun or a Sawn-off shotgun to his equipment for +40 Each Pinkerton Agent (including the Infiltrator) can add a second Revolver to his equipment for +10 Each Pinkerton Agent (including the Infiltrator) can replace their Revolver with a Heavy Revolver for +5 Up to three Pinkerton Agents (including the Infiltrator) can replace their Revolver with a Doubleaction Revolver for +10 Up to three Pinkerton Agents (including the Infiltrator) can add a Breech-loading rifle to their equipment for +10 Up to three Pinkerton Agents (including the Infiltrator) can add a Repeater carbine to their equipment for +15 Up to three Pinkerton Agents (including the Infiltrator) can buy the marksman (rifle) characteristic for +10 Up to two Pinkerton Agents (including the Infiltrator) can add a Shotgun to their equipment for +40 An Informant can add a Breech-loading rifle to his equipment for +10 Shotgun

7th CAVALRY Consisting in: 0-1 Lieutenant, 1 Sergeant, 0-1 Scout, 0-1 Indian scout, 4-12 Troopers, 0-1 Group of Troopers with Gatling gun Lieutenant 5 Heavy Revolver, Saber Sergeant 4 Scout 3 Indian scout 3 Carbine, Heavy Revolver, Saber Knife Tomahawk, Knife gunslinger, leader, marksman (pistol), seasoned fighter, veteran leader, marksman (pistol), seasoned fighter, veteran eagle-eye, infiltrator, local knowledge (woods), seasoned fighter eagle-eye, local knowledge (broken ground, woods), seasoned fighter, stealthy Carbine, Heavy Revolver, Trooper 3 seasoned fighter 50 Saber Carbine, Heavy Revolver, Group of Troopers with 3 Saber, Gatling gun (only seasoned fighters 200 Gatling gun (2) the gunner) The Lieutenant can add Binoculars to his equipment for +20 The Lieutenant can replace his Heavy Revolver with a Revolver for -5 The Sergeant and all Troopers can replace their Carbines with Repeater Carbines for +10 The Sergeant and up to two Troopers can buy the marksman (carbine) characteristic for +10 points each. The Lieutenant, the Sergeant and all Troopers can buy the mounted characteristic for +15 The Lieutenant, the Sergeant and all Troopers, if mounted, can buy the expert rider characteristic for +10 The Scout can add the mounted characteristic at no extra cost (but he loses the infiltrator characteristic). The Indian scout can replace his Breech-loading rifle with a Bow at no extra cost. The Indian scout can add the mounted, expert rider and indian tactics characteristics at no extra cost (but loses the stealthy characteristic). Each Trooper can buy the veteran characteristic for +10 Up to two Troopers can add Lassos to their equipment for +5 A Trooper can buy the doc characteristic for +15 100 90 60 85

US ARMY FORT DETACHMENT Consisting in: 0-1 Mounted Lieutenant, 1 Sergeant, 0-1 Trapper, 0-1 Indian scout, 0-12 Troopers, 0-1 Group of Troopers with Gatling gun Mounted Lieutenant 5 Heavy Revolver, Saber leader, gunslinger, marksman (pistol), mounted 100 Sergeant 4 Heavy Revolver, Saber leader, gunslinger, marksman (pistol), veteran 85 Trapper 3 eagle-eye, infiltrator, local Knife knowledge (woods) 55 Indian scout 3 eagle-eye, local knowledge (broken ground, woods), Tomahawk, Knife stealthy 80 Trooper 3 Breech-loading rifle with Bayonet 35 Group of Troopers with Heavy Revolver, Gatling 3 Gatling gun (2) gun (only the gunner) 170 The Mounted lieutenant can add Binoculars to his equipment for +20 The Mounted lieutenant can replace his Heavy Revolver with a Revolver for -5 The Mounted lieutenant can buy the veteran characteristic for +10 The Trapper can replace his Breech-loading rifle with a Buffalo rifle for +30 The Indian scout can replace his Breech-loading rifle with a Bow at no extra cost. The Indian scout can add the mounted, expert rider and indian tactics characteristics at no extra cost (but loses the stealthy characteristic). Each Trooper can buy the marksman (rifle) characteristic for +10 Each Trooper can buy the veteran characteristic for +10 Up to two Troopers can add Lassos to their equipment for +5 A Trooper can buy the doc characteristic for +15 Gatling Gun

APACHES Consisting of: 1 Apache Chief, 0-10 Apache Brave, 0-1 Di Yin; 0-3 Groups of young Apache braves All members of the Squad can buy the bad reputation characteristic for a total cost of +40 Apache Chief 5 War Axe, Throwing knife Apache Brave 4 Bow, Tomahawk, Knife Di Yin 3 Tomahawk, Throwing knife, Knife agile, camouflage, eagleeye, leader, local knowledge (broken ground), marksman (rifle), veteran agile, camouflage, eagleeye, local knowledge (broken ground) camouflage, doc, eagle-eye, local knowledge (broken ground), sacred fury, veteran camouflage, local knowledge (broken ground) Group of young Apache 2 Spear, Tomahawk, Knife 120 braves (3) The Apache Chief can replace his Breech-loading rifle with a Repeater carbine for +5 The Apache Chief can replace his War Axe with a Saber for -20 The Apache Chief and each Apache brave can add the mounted, expert rider and Indian tactics characteristics for +30 The Apache Chief and each Apache Brave can buy the cut-throat characteristic for +5 The Apache Chief and up to two Apache Braves can add an Heavy Revolver to their equipment for +15 Up to two Apache Braves can replace their Bows with a Spear at no extra cost. Each Apache Brave can buy the marksman (bow) characteristic for +10 Each Apache Brave can replace their Knife with a Saber for +5 Each Apache Brave can buy the veteran characteristic for +10 Each Apache Brave can buy the marksman (tomahawk) characteristic for +10 Each Apache Brave can buy the move & fire (bow) characteristic for +15 Up to six Apache Braves can replace their Bow with a Breech-loading rifle at no extra cost. Up to six Apache Braves can replace their Bow with a Repeater carbine for +5 Up to six Apache Braves can buy the marksman (rifle) characteristic for +10 Up to four Apache Braves can add a Revolver to their equipment for +10 Up to four Apache Braves can buy the gunslinger characteristic for +10 Up to four Apache Braves can buy the infiltrator characteristic for +15 Up to two Apache Braves can buy the stealthy characteristic for +30 All models in the Groups of young Apache Braves can replace their spears with bows at no extra cost. SPECIFIC CHARACTERISTICS: Sacred Fury: If a Squad leader is put out of action and there is a model with this characteristic in the Squad then all models in the Squad who were in line of sight of the leader become fanatics until the end of the turn. Fanatic: A model with this characteristic ignores pinned result. When he performs an action he must always Run in a straight line towards the closest enemy model in line of sight. If an enemy model is within 15cm then he must Assault him. When he Assaults he can Re-roll 1d6 in the melee. If there are no targets in line of sight he can perform a Spotting Test. 125 70 75

COMANCHES Consisting of: 1 Comanche Chief, 0-10 Comanche Braves, 0-1 Comanche Scout, 0-1 Shaman; 0-3 Groups of young Comanche braves All members of the Squad can buy the bad reputation characteristic for a total cost of +40 Comanche Chief 5 War Axe, Throwing knife Comanche Brave 4 Bow, Tomahawk, Knife Comanche Scout 3 Tomahawk, knife Shaman 3 Tomahawk, Knife eagle-eye, expert rider, indian tactics, leader, marksman (rifle), mounted, veteran eagle-eye, expert rider, indian tactics, mounted eagle-eye, local knowledge (broken ground, woods), stealthy doc, eagle-eye, expert rider, indian tactics, local knowledge (broken ground), mounted, veteran camouflage, local knowledge (broken ground) Group of young 2 Spear, Tomahawk, Knife 120 Comanche braves (3) The Comanche Chief can replace his Breech-loading rifle with a Repeater carbine for +5 The Comanche Chief can replace his War Axe with a Saber for -20 The Comanche Chief and each Comanche Brave can buy the cut-throat characteristic for +5 The Comanche Chief and up to two Comanche Braves can add an Heavy Revolver to their equipment for +15 Up to two Comanche Braves can replace their Bows with a Spear at no extra cost. Each Comanche Brave can buy the marksman (bow) characteristic for +10 Each Comanche Brave can replace their Knife with a Saber for +5 Each Comanche Brave can buy the veteran characteristic for +10 Each Comanche Brave can buy the marksman (tomahawk) characteristic for +10 Each Comanche Brave can buy the move & fire (bow) characteristic for +15 Up to six Comanche Braves can replace their Bow with a Breech-loading rifle at no extra cost. Up to six Comanche Braves can replace their Bow with a Repeater carbine for +5 Up to six Comanche Braves can buy the marksman (rifle) characteristic for +10 Up to four Comanche Braves can add a Revolver to their equipment for +10 Up to four Comanche Braves can buy the gunslinger characteristic for +10 Up to two Comanche Braves can buy the move & fire (pistol) characteristic for +15 Up to four Comanche Braves can buy the infiltrator characteristic for +15 The Comanche Scout can add the mounted, expert rider and indian tactics characteristics at no extra cost (but loses the stealthy characteristic). All models in the Groups of young Comanche Braves can replace their Spears with Bows at no extra cost. 140 85 80 95

COMANCHEROS Consisting of: 1 Comanchero Leader, 0-6 Comancheros, 0-3 Renegade Indians, 0-1 Indian Scout, 0-3 Mexican Bandidos, 0-1 Doctor All members of the Squad can buy the bad reputation characteristic for a total cost of +40 Comanchero Leader 5 Revolver, Knife cut-throat, gunslinger, leader, marksman (rifle), veteran Comanchero 4 Revolver, Knife cut-throat, veteran 55 Renegade Indian 4 Indian Scout 3 Tomahawk, Knife Tomahawk, knife 100 agile, eagle-eye 60 eagle-eye, local knowledge (broken ground, woods), stealthy Mexican Bandido 3 Revolver, Knife cut-throat, gunslinger 45 Doctor 3 Knife doc, veteran 45 The Comanchero Leader can replace his Breech-loading rifle with a Repeater carbine for +5 The Comanchero Leader can replace his Knife with a Saber for +5 The Comanchero Leader and the Comancheros can buy the mounted characteristic for +15 The Comanchero Leader and the Comancheros, if mounted, can buy the expert rider characteristic for +10 Up to six Comancheros can buy the gunslinger characteristic for +10 Up to four Comancheros can buy the move & fire (pistol) characteristic for +15 Each Comanchero can add a second Revolver to their equipment for +10 Each Comanchero can add a Breech-loading rifle to their equipment for +10 Each Comanchero and each Renegade Indian can replace their Breech-loading rifles with a Repeater carbine for +5 Each Comanchero and each Renegade Indian can buy the marksman (rifle) characteristic for +10 Each Renegade Indian can buy the veteran characteristic for +10 Each Renegade Indian can add the mounted, expert rider and indian tactics characteristics for +30 Each Renegade Indian can buy the camouflage characteristic for +5 points each but only if they are not mounted. Each Renegade Indian can buy the marksman (tomahawk) characteristic for +10 Up to two Renegade Indians can add a Revolver to their equipment for +10 The Indian Scout can add the mounted, expert rider and indian tactics characteristics at no extra cost (but loses the stealthy characteristic). Each Mexican Bandido can add a second Revolver to their equipment for +10 Each Mexican Bandido can buy the extra rounds characteristic for +5 80

RESERVATION RENEGADES Consisting of: 1 Renegade Chief, 0-12 Renegade Indians, 0-1 Medicine Man All members of the Squad can buy the bad reputation characteristic for a total cost of +40 agile, cut-throat, leader, Renegade Chief 5 85 Knife marksman (rifle), veteran Renegade Indian 4 agile, cut-throat, eagle-eye 65 Tomahawk, Knife doc, cut-throat, eagle-eye, Medicine man 3 Revolver, Knife 65 veteran The Renegade Chief can replace his Breech-loading rifle with a Repeater carbine for +5 The Renegade Chief can replace his Knife with a Saber for +5 The Renegade Chief and each Renegade Indian can add the mounted, expert rider and Indian tactics characteristics for +30 The Renegade Chief and each Renegade Indian can buy the camouflage characteristic for +5 points each. (only if not mounted) The Renegade Chief and up to two Renegade Indians can add an Heavy Revolver to their equipment for +15 Up to two Renegade Indians can replace their Tomahawks with a Spear at no extra cost. Up to two Renegade Indians can replace their Breech-loading rifles with a Bow at no extra cost. Each Renegade Indian can buy the marksman (rifle) characteristic for +10 Each Renegade Indian can replace their Knife with a Saber for +5 Each Renegade Indian can buy the veteran characteristic for +10 Each Renegade Indian can buy the marksman (tomahawk) characteristic for +10 Each Renegade Indian can buy the marksman (spear) characteristic for +10 Up to two Renegade Idians can buy the move & fire (bow) characteristic for +15 Each Renegade Indian can replace their Breech-loading rifles with a Repeater carbine for +5 Up to six Renegade Indians can add a Revolver to their equipment for +10 Up to six Renegade Indians can buy the gunslinger characteristic for +10 Up to four Renegade Indians can buy the move & fire (pistol) characteristic for +15 A Renegade Indian can buy the infiltrator characteristic for +15 A Renegade Indian can buy the stealthy characteristic for +30