This supplement was
written for the original version of Six Gun Sound. Players will find that most
of this material can be used as is in Six Gun Sound: Blaze of Glory. Feel free to alter anything here to fit your
view of the characters and situations presented here.
Brig. M. C. Monkey-Dew (retd.)
December
2011
The
following variant rules allow players to use Indians in the Six Gun Sound
campaign game. As they represent a large departure from the other characters they
have a lot of differing circumstances than the others. As such, if a player
chooses to use an Indian Player Character then ALL of the optional rules that
pertain specifically to them must be used.
Characters should be generated
using the standard 6GS rules. Remember the +2 Toughness for Indians.
CHOOSING
A PROFESSION
For the purposes of this game,
player characters will be considered Renegades. This allows players great
latitude of action without concern for the occasional years or relative peace
between the government, the settlers, and the tribes.
Characters may be either Plains Indians (Comanche, Kiowa,
Kiowa Apache, Arapaho, etc.) or South Western Indians (Jicarilla Apache,
Mescalero Apache, Kickapoo, etc.)
LIFE
AND TIMES
Not all of these are applicable to
Indian characters. Use your discretion. Note that
Plains Indians will automatically receive #6 “Have
exceptional horse” as their first result.
LOCALES
Plains Indians may operate in all
three locales. while Southwest
Indians are limited to the Southwest and Texas.
Locales Encounter
Modifiers
|
|
|
|
|
SW
|
Texas
|
Kansas
(and the IT)
|
Capture (Attacker)
|
+2
|
+1
|
-1
|
Capture (Defender)
|
0
|
0
|
0
|
Cattle Rustling
|
+1
|
+2
|
0
|
Indians
|
+2
|
+1
|
-1
|
Posse
|
-1
|
+1
|
0
|
ENCOUNTERS AND
PASSAGE OF TIME
Possible encounters for Indians are
listed above in the Locales Encounter Modifiers.
All Indian encounters take place
“On the Trail”
NON-PLAYER
CHARACTERS
All Indian NPCs will be rolled for
on the Warrior table.
Rangers will be rolled for on the Ranger
table.
Soldiers will be rolled for on the
Cowboy table.
AVAILABLE WEAPONS BY
TYPE
For each figure required in an
encounter roll 1d6 to determine what weapons are available.
Chief:
1 = bow
2-4 = rifle
5-6 = lance and pistol
Brave:
1 = bow
2-5 = rifle
6 = lance and pistol
Youth:
1-4 = bow
5-6 = rifle
Ranger:
1-3 = pistol
4-6 = rifle.
Soldiers will
carry both pistol and Trapdoor carbine or rifle.
ENCOUNTERS
CAPTURE (ATTACKER)
In this encounter the player’s band
will try and capture prisoners.
Follow the directions for a Capture encounter in the main
rulebook except:
Roll 1d6 at start to determine whom
the opposition will be.
1-3 Civilians
4-5 Cowboys
6 Indians
If the defenders are not Indians
roll another d6.
1-3 Defenders set up in a building
(shack, ranch house, etc.)
4-6 Defenders set up in a camp
(tents, wagon(s) etc.)
Indian defenders always set up in a
camp. Camps may have one tent or wagon for each two defenders or fraction
thereof.
CAPTURE (DEFENDER)
In this encounter the player’s band
is attacked while in camp.
Follow the directions for a Capture
encounter in the main rulebook except:
Roll 1d6 at start to determine the
attacker
1-3 Posse
4-5 Rangers
6 Soldiers
The defender sets up camp in the
middle of the table, one wcikiup/teepee for every two warriors or fraction thereof.
CATTLE
RUSTLING
The player’s band is the rustlers.
Play proceeds as described in the 6GS rule book except:
Roll 1d6 at encounter start to
determine the pursuit
1-3 Cowboys
4-6 Soldiers (Rangers in Texas)
INDIANS
The player’s band might find
themselves on either side of this encounter.
Roll 1d6 at game start
1-4 Player is the attacker
5-6 Player’s and is attacked by a
hostile tribe. Having determined which part the player’s band is to play,
proceed as in the 6GS-rule book.
POSSE
Vengeful enemies are pursuing the
player’s band. Play proceeds as per the 6GS-rule book except:
Roll 1d6 to determine the pursuit
1-3 Posse
4-5 Rangers
6 Soldiers
WINNING
THE CAMPAIGN
Southwest Indians receive points
just as other characters do.
Plains Indians receive points as
follows:
Every time a character counts coup on an armed enemy he
receives 15 points.
To count coup a character
must make a successful hand to hand attack on an enemy figure.
The attempt at coup
counting is declared before the attack die is rolled.
A
successful attack accrues points but does not harm the defender.
Coup may only be counted
once on any given enemy.
Every time a character kills an
armed enemy in an encounter he receives 5 points.
Points earned for successful encounters are awarded as for
other character types.
thanks for writing this up for 6GS. Will use it in my solo 6GS games.
ReplyDeleteMark