Wargame Mechanics Index

The Rules With No Name

A Fate Deck with class-gated interrupt cards, plus duck-backs and fast-draw duels, recreates Western-movie gunfights rather than simulation.

A cinematic Wild West gunfight skirmish game in which each model is a named character classed as Citizen, Gunman, Shootist or Legend. Characters act when their card is drawn from a Fate Deck, and class-gated action cards can be claimed and held to take free turns at any moment. Shooting rolls a number of d6 set by range and modifiers, looking for 6s, with a choice between deliberate fire and reckless 'blazing away' that risks running out of ammo or jamming. Hits are resolved by location and effect into grazes, flesh and serious wounds, knockdowns and knockouts. Optional rules add fast-draw duels, nerve, hatred and fear, experience and skills, Indians, muzzle-loaders, shotguns and detailed horse handling.

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Mechanics 25 · 4 distinctive

Ranged Combat

3fire
Challenges, Duels & the Fast DrawFast-draw duel

Characters can call out opponents to a duel, or react to a draw out of turn, with a dice-off deciding who fires first.

How it works

A challenged character within 18 inches must accept or be hated and lose experience. Duellists may only pass, close or draw. Each rolls Fast Draw dice by class (Citizen 3 up to Legend 6), adjusted for wounds and facing, and the most 6s (then 5s, and so on) fires first; ties fire simultaneously. The exchange repeats until one falls, and the winner gets two immediate actions. A character may also declare a fast draw out of turn when an enemy in arc draws.

The character who rolls the most 6’s fires first, if both duellists roll the same number of 6’s, they fire simultaneously.
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2fire
Out of ammo, jams and Fix gunAmmunition & fire limits

Rolling 1s when blazing away empties or jams the gun.

How it works

If 1s equal 6s, the shot hits but the gun is out of ammo. More 1s than 6s is a miss and out of ammo, needing a Reload action. Two or more extra 1s jams the gun, and a Fix gun roll clears it on 5-6, fails on 3-4 and destroys it on 1-2. Optional muzzle-loaders need a shared Reload card face up before their firing card can be returned. Shotguns are always out of ammo after firing.

If two or more 1’s than 6’s are rolled the gun is jammed, he misses and the gun must be fixed before he can fire again.
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2fire
Cover and clear shotsLine of sight & cover

Cover protects specific body parts, and flimsy cover may be penetrated.

How it works

Firing round a corner exposes head and chest (plus arms depending on weapon), and the head is always visible unless ducked back. Hits on protected parts behind solid cover only force a duck back. Wooden walls are penetrated on 1-2. Brush gives -1 die, and other characters can block and take hits. Outdoors, a d6 must beat the total density of scrub and woods on the line of fire to get a clear shot at all.

If he is only behind something like a wooden building wall or fence, then throw for each shot that hits cover: 1, 2 - shot penetrates, target hit, subtract one from the damage dice
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2fire
Shooting: deliberate fire or blazing awayDice pool fire

The shooter rolls a range-based number of dice looking for 6s, either deliberately (one hit max) or blazing away (multiple hits, ammo risk).

How it works

With deliberate fire, any 6 is a single hit, and the character may Aim first (+6 dice rifle, +4 pistol, if he acts again before the target moves); Citizens cannot fire deliberately. Blazing away adds dice (+1 breech-loader, +2 repeater, +3 pistol) and each 6 hits, up to 1, 2 or 3 hits by weapon. A shooter left with zero or fewer dice may still try a lucky shot: three dice needing two 6s.

Blazing away: Each 6 rolled gives him a hit on his target, except that breach loaders may only hit once, repeating rifles up to twice, and six shooters up to three times.
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2fire
Hit Location & EffectHit location

Each hit rolls d6 for location and d6 for effect, or draws a shooting chit.

How it works

The locations are head, chest, right arm, left arm, belly and legs; effects range from graze through flesh and serious wounds to knocked down, knocked out or dead. Location matters: arm wounds stop shooting or reloading, belly and serious leg wounds stop movement, and leg flesh wounds cost a movement die. A deck or box of 36 shooting chits can replace the roll.

Either throw two dice, the first for location, and the second for effect, or draw a shooting chit
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2fire
Range ChartRange bands

Dice by range band peak at medium for pistols and long for rifles, and fall at point blank.

How it works

Pistol dice are 2 at point blank (2 inches), 3 close (6), 2 medium (9), 1 long (12) and -1 extreme (24). Rifle dice are 1, 2, 3, 2 out to 24 inches, then 0 in sight. The designer explains the drop at close range as the difficulty of tracking a moving target up close.

Perhaps I’d better justify my reducing the number of firing dice at closer ranges.
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1fire
Drunk / Deranged trait (random target)Fire strikes unintended targets

A drunk character may be forced to fire at a randomly selected target, friend or foe.

How it works

A Drunk (Deranged) figure throws each turn; on a 1 or 2 he throws again on a sub-table. Result 3 makes him stagger one die forward, turn in a random direction and fire at a randomly selected target, friend or foe, if one is available. Result 2 is the same but he fires at any enemy target that presents itself.

as 2 above, but must fire at a randomly selected target (friend or foe) if one is available.
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Forces & Unit Definition

1force
Character classesTroop quality grades

Citizen, Gunman, Shootist and Legend classes set dice pools and behaviour.

How it works

Class modifies shooting and fighting dice (Citizen -1, Shootist +1, Legend +2), sets nerve and fast-draw dice (3-6) and decides which action cards a character can claim. Citizens must move the full rolled distance and cannot fire deliberately. Indians use Young Blood, Warrior and Mighty Warrior classes with extra action cards outside town.

Citizen: ordinary citizens who have never been in a gunfight and are likely to be in a state of considerable panic.
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1force
Character cardsUnit cards & rosters

Each model has a named character card that records kills, skills and wounds.

How it works

Character cards double as the Fate Deck activation cards. Wound and skill chits are stuck onto the card, and the deck built from a collection can be used to pick characters at random.

A good way to record damage to your character is to prepare a card for him, and when he takes a wound, simply attach the Shooting Chit to the card
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1force
Skills & AttributesSpecial traits & abilities

Characters gain keyword skills, many of which can be doubled.

How it works

Skills include Agile, Ambidextrous, Bossman, Brawler, Charmed, Crack shot, Deadeye, Drunk, Hard as nails, Lucky, Nerves of steel, Quick shot, Stealthy, Tough, True Grit, Wildman and Yellow. Asterisked skills can be gained twice for double effect. Skills are rolled, drawn from chits, or given by the GM to fit a model's look. Indians have their own list, including Mystic Warrior visions.

“Double” skills: those skills marked with an asterisk can be gained twice, the second time doubles the effect (Very Strong, Very Terrifying etc).
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Morale & Cohesion

3morale

Characters develop hatred or fear of specific opponents, which changes their dice and compels behaviour.

How it works

Backshooters and those who refuse challenges become hated, and when wounded a character rolls d6: a 1 means he fears his tormentor, a 6 that he hates him. Hatred gives +1 die against that foe, forces acceptance of his challenges and compels firing at him. Fear gives -1 die and a nerve test when challenged; surviving that challenge makes the character Fearless. A character with both hates or fears 'extremely' (+/-2 dice) once resolved.

Whenever a character is grazed or wounded by an opponent, throw a dice: a one means he now fears his tormentor, a six means he now hates him.
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2morale

Characters in cover who are hit, grazed or shot at must duck back and spend an action recovering.

How it works

A covered character who is grazed or wounded, or whose cover stops a shot, ducks fully behind cover. He must then use an action to recover, and one action recovers from any number of wounds and duck backs. Shooting at a known lurker behind cover always hits the cover but still forces a duck back, so it serves as covering fire.

Duck backs are an important feature of these rules; you can use the duck back rule to pin and neutralise your opponents and provide realistic covering fire for your friends.
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1morale

Badly hurt characters, or those who see half their friends go down, must roll at least one 6 on their nerve dice.

How it works

A character tests when 'hurt real bad' (Citizen any wound, Gunman two, Shootist three, Legend three including a serious one), when half his friends go down, or at the GM's call. He rolls 3-6 dice by class, -1 per flesh wound, -2 per serious wound and +1 if his side is winning. With no 6 he must hide, run or surrender.

He must throw at least one 6, otherwise he has lost his nerve, and starting on his next turn, must hide, run or surrender, as appropriate.
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Command & Control

1cmd
Group Movement / BossmanLeader effects

Optional groups move together on the leader's card until the first shot; Bossman boosts friends' nerve.

How it works

At the start, characters can be grouped under a leader, and only the leader's card goes into the deck. It can move the whole group as a body until the first shot, when the other cards are shuffled in. The Bossman skill (Warleader for Indians) adds nerve dice to his side, +3 within 6 inches, but his failure gives friends -3.

When a leaders card is drawn it can either be used to allow him to make an action as normal, or to allow the whole group to move in the same direction as a body.
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1cmd

An optional gamesmaster controls bystanders, judges cover and fumbles, and resolves complex situations.

How it works

The GM runs bystanders, adjudicates which body parts cover protects, may add fumble events on four or more 1s, decides whether rear approaches are noticed, and may modify dice as appropriate. A GM can also run tough Legends against a group of players.

In addition, you might like to feature bystanders: non-participants whose actions are controlled by the gamesmaster.
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Resolution Engine

1engine
Fistful of diceSix-sided dice core

All resolution is pools of d6 looking for 6s.

How it works

Shooting, fighting, nerve and fast draw all roll a number of d6 set by class and modifiers, and success is rolling 6s. Location and effect tables and simple d6 checks fill in the rest.

You will need something to note your characters’ wounds down on and plenty of ordinary six sided dice!
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1engine
Firing dice modifiersModifier stacking

Situational modifiers add or remove dice from the pool rather than changing the target number.

How it works

Cover is -1 die, firing a pistol after moving -1, a rifle after moving -2, and two pistols or off-hand -3. A head wound or flesh wound on the firing arm is -1, and each serious wound -2. Backshooting is +3 and a knocked-down target +2. Class modifiers are Citizen -1, Shootist +1 and Legend +2. The same dice-adding approach applies to fighting, nerve and fast draw.

Modifiers: add or subtract the following NUMBER OF DICE rolled by the character
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Movement & Manoeuvre

3move

Horse movement and control depend on rider class, with loss-of-control rolls that can buck, rear or bolt.

How it works

Inept riders move the product of 2d6 straight ahead. Poor riders roll up to 6 dice, while Good and Expert riders roll up to 3 dice two or three times with 45-degree turns in between. Collisions, combat, jumps, trampling, wounds and triple 6s force a loss-of-control roll (fail on 1-3), leading to bucking, rearing or bolting. Mounted firing loses dice per movement die thrown, and riders can trample, strike passing blows or rescue comrades.

Inept: always throws two dice, multiplies them together, and moves that distance straight ahead, he may then turn through up to 45 degrees.
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2move
Move / Move & FireRandom movement distance

Characters roll 3d6 inches (2d6 if also firing) and move in a straight line.

How it works

The character picks a direction at the start and moves straight, with only small detours, ending facing the way he moved. Gunmen and better may move any distance up to the roll (minimum 3 inches); once gunplay starts, Citizens must move the full roll. Three 1s (two for Citizens) means the character falls over. Reposition allows a free 2-inch move.

Move: throw three dice, this is the maximum distance in inches that he can move, he may set off in any direction at the beginning of his move, but must move in a straight line
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Scenario, Campaign & Victory

2scen

Surviving characters are promoted between gunfights and gain skills from kills.

How it works

A Citizen who fires at an opponent becomes a Gunman; a Gunman who kills an armed man becomes a Shootist. A Shootist who kills or seriously wounds three armed men in one fight, or kills a Legend, becomes a Legend. Shootists gain a skill per fight with a kill and Legends per fight with a wound. Backshooting and refusing challenges forfeit experience (except for Evil characters), and seriously wounded characters miss gunfights.

Characters do not receive promotion to the next class during a game, they have to wait for their next gunfight.
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2scen
Starting PositionsPre-game sequence

Without a scenario, characters are placed as their cards are drawn, and the game starts on the Joker.

How it works

As each character card is drawn, the model is placed at least 6 inches from all enemies and closer to the nearest friend than the nearest enemy. When the Joker appears play begins, and later characters enter as their cards come up.

As soon as the Joker is drawn, the game starts, with those characters who have not yet appeared being placed on the table as above when their cards are drawn.
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Turn Structure & Sequence

3turn

Class action cards are claimed by better characters and held to give a free turn at any moment, even mid-turn.

How it works

A drawn action card is placed face up. The next player to draw a character card of at least that class takes it into his hand. It can then give a free turn to any of his characters of that class or higher at any time, even partway through someone else's turn. When several are played at once the superior card goes first, with Indian cards taking priority outside town. Optionally more sets can be added for big games.

He can use each action card to give a free turn to any of his characters of a class at least as high as that on the card at any time; even part way through someone else’s turn.
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2turn

Each character has a card in the Fate Deck and acts when it is drawn.

How it works

The deck holds one card per character, four class action cards (Citizen, Gunman, Shootist, Legend) and a Joker. A drawn character card gives that character one action and is discarded. The Joker reshuffles all discards, and any held action cards must be played immediately or discarded back into the deck.

The Fate Deck is used to determine which character takes a turn. A card (or chit or whatever) is turned, then: If it is a character card, that character immediately takes a turn
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Damage & Attrition

1dmg
Grazes, flesh and serious wounds, knockdownsIndividual wounds & injury

Characters accumulate graded wounds that reduce their dice and actions.

How it works

A wounded character must spend an action recovering before acting, and a knocked-down one must Get up. A knocked-out character must roll a 6 each turn to come round. Each serious wound costs a movement die and -2 firing dice. Wounds are recorded by sticking chits onto the character card.

Knocked out characters must attempt to throw a 6 each time they have a turn, until they succeed they may make no actions.
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Close Combat

1melee

The attacker rolls weapon dice looking for 6s, and the defender's 6s cancel them.

How it works

The Fighting Chart gives attack and defence dice and an effect table for each weapon (fist, pistol, clubbed rifle, Bowie knife, tomahawk and so on). Each uncancelled 6 rolls d6 for effect, from knocked down to terrible wound. If the defender rolls more 6s, the attacker is knocked down. Modifiers include side -2 and rear -4 attacks, wounds and class.

The attacker rolls the number of dice indicated on the fighting chart below, each 6 rolled is a potential hit. The defender then also rolls the number of dice indicated on the fighting chart, each 6 rolled cancels one of the attackers hits.
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