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Bayushiseni

Warlord Wild West and other issues

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Hello. My name is Joaquim and this is my first post in this forum, althought I've been lurking here for quite a while. I'm from Portugal and I've been playing Warlord for some time now.

 

I love wild west games and I've played a few but I always flet that they lacked something. I read Cowboys & Gunslingers and I was drawn to it instantly.

But I had to add some details that I think that belong to this particular system. Some s abilities and the Leader and Troops rules. I've played twice since and it worked pretty well. Please let me know your oppinion about it.

 

Abilities

 

Leader

A leader can lead troops (0-3) (0-5) (0-8) and add +1 to their DIS.

 

Horse Ride

A model can ride a Horse. The stats are the same. MOVE becomes always 9. It adds 1 to his DV and substracts 1 to his RAV while in the back of a Horse. It takes one action to mount and dismount.

 

Born in a Saddle

The figure is complete at ease when mounted in a Horse. It doesn't subtract to his RAV and mounts and dismounts as a free action.

 

Fast Draw

When firing or making a Defensive Shot, this model strikes first. The damage it makes will be done before the adversary fires.

 

Troops

 

Cowboys

Rank: Troop

DT: 0/1

Move: 5/4

DIS: 6/5

DV: 8/7

EXP: 2/1

SA: Tough/1, Born in a Saddle

MAV: 3/2

#MA: 2

RAV: 4/2

#RA: 1

SA: Rng(4), Ammo/12, Reload/2 or Rng(12), Ammo/15, Reload/2

 

Gunslingers

Rank: Troop

DT: 0/1

Move: 5/4

DIS: 6/5

DV: 9/8

EXP: 2/1

SA: Tough/1

MAV: 3/2

#MA: 2

RAV: 4/3

#RA: 2

SA: Rng(4), Ammo/12, Reload/2 or

RAV: 4/3

#RA: 1

Rng(12), Ammo/15, Reload/2

 

Outlaws

Rank: Troop

DT: 0/1

Move: 5/4

DIS: 5/4

DV: 9/8

EXP: 2/1

SA: Tough/1

MAV: 4/3

#MA: 2

SA: Bloodlust

RAV: 4/3

#RA: 2

SA: Rng(4), Ammo/12, Reload/2 or

RAV: 4/3

#RA: 1

Rng(12), Ammo/15, Reload/2

 

Deputies

Rank: Troop

DT: 0/1

Move: 5/4

DIS: 6/5

DV: 9/8

EXP: 3/2

SA: Tough/2

MAV: 4/3

#MA: 2

RAV: 4/3

#RA: 2

SA: Rng(4), Ammo/12, Reload/2, Disarm or

RAV: 4/3

#RA: 1

Rng(12), Ammo/15, Reload/2, Disarm

 

Rangers

Rank: Troop

DT: 0/1

Move: 6/5

DIS: 7/6

DV: 9/8

EXP: 3/2

SA: Tough/2, Ranger/4

MAV: 4/3

#MA: 2

RAV: 4/3

#RA: 2

SA: Rng(4), Ammo/12, Reload/2, Disarm or

RAV: 4/3

#RA: 1

Rng(12), Ammo/15, Reload/2, Disarm

 

And that's it for the Cowboys and Gunslingers for now.

 

As for Galactic Warlord ;) I've been struggling with scifi weapons and abilities. I'd like to have your ideas on this. Not weapon ranges, or special abilities, but modifiers to RAV. Should RAV be only accounted on the figures capacity or weapons should modify this?

 

Thanks in advance and a Happy New Year for you all.

 

 

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Welcome Joaquim!

 

I like the SA's with the horses, I think it would add a nice dimension to the game. I don't really like Fast Draw, but I was never really a fan of First Strike either.

 

I really need to see if my gaming group with try Cowboys & Gunslingers.

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Well Jeff you know I am always up for something new and I am sure I could get travis to join in as well.

 

As for the abilities I have to say I like them although the horse sounds like a piece of gear that you could shift from one figure to another which I can see being useful.

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Thanks for your reply.

I wasn't thinking to use the horses as a piece of gear, more the possibility of mounting and dismounting during game play.

I also wanted to create weapons templates, so that you could add it to the figures templates.

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After playing a game last night, with Leaders, Solitaires and troops, I found the need for more special abilities and some more "characters".

 

Abilities

 

Sharpshooter

A model with this SA ignores its opponent’s Deflect and Stealth SAs when making ranged attacks.

 

Stealth

Models with this SA cannot be targeted by ranged attacks from farther than 12” away. If a Stealth model provokes Defensive Shots, those shots can be taken using the defending model’s normal range. Models with Stealth do not block LOS for any models more than 12” away from them.

 

Tactician

A model with this SA grants you a bonus card for your Draw Deck. A player may choose whether or not to include any bonus cards at the start of each Initiative Phase. When the model with this SA is destroyed, remove the bonus card during the End Phase.

 

Unhindered

A model with this SA can make ranged attacks while in B2B with enemy models. It cannot shoot any of the models it is in B2B with. Using this ability does not provoke Defensive Strikes from any models it is in B2B with.

 

Troops

 

We also came with a new troop type:

 

Mountainman

Rank: Troop

DT: 0/1

Move: 6/5

DIS: 7/6

DV: 9/8

EXP: 3/2

SA: Tough/2, Ranger/4, Stealth

MAV: 3/2

#MA: 2

RAV: 3/2

#RA: 2

SA: Rng(4), Ammo/12, Reload/2,

RAV: 4/3

#RA: 1

Rng(18), Ammo/1, Reload/1, Pierce

 

Finally one question:

 

What should be the range of the saw-off shotguns?

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Hi Bayushiseni,

 

You have some interesting ideas. I designed Cowboys & Gunslingers as just a quick play game, but you aren't the first to want to expand it. Probably the biggest reason I've never tried to expand it to include troops like in Warlord is that I don't have access to the Warlord points generator. I just had players pick their cowboy/cowboy based on looks, not any specific point values.

 

In the shootout games I ran I used stats for the horses pretty close to what you came up with. The same went for when the players tried to handle a wagon. I would treat horses as equipment.

 

Born in the Saddle looks like a neat S.A. I don't dislike Fast Draw, but it would be a huge bonus for the model that had it. I'd be willing to playtest it though.

 

Sawed off Shotguns use a spray template for their range.

 

I have data cards for just about every cowboy model and lots of conversions I did. Drop me a PM with your e-mail address and I will send you a pdf of them.

Edited by Castlebuilder
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Thanks, Castlebuilder.

 

I'd like to have those stats.

I'm starting to work on Indians.

And on a Sci-fi mod for warlord.

Tomorrow I'll try to play another Cowboys & Gunslingers game.

I love this game. Thanks for creating it.

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