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Kerhohuone

Kerhohuone on avoinna seuraavasti:
MA: 17.30 ->
KE, TO: 17.00 ->
LA, SU: 12.00 ->

Isäntä on avaamassa ovia yleensä n. 2 tuntia aloitusajasta, ota tämä huomioon kun saavut paikalle. Pelata voi pidempäänkin. Soita isännälle että pääset alaovesta sisään. Kerhohuoneen isäntien yhteystiedot

Kategoriat (Jutut)

Juttuarkisto

Old West lännenpeli

Näillä säännöillä pelattiin.

Tässä nopeatempoisessa pelissä asesankarit ja lainsuojattomat, kohtaavat toisensa villinlännen maisemissä, kaivosten kasinoiden ja kapakoiden keskellä.

Kerholla on pelattu sekä yksittäisiä Old West pelejä että kampanjoita. Kiinnosteneille ja halukkaille kerholla annetaan myös perehdytystä peliin, tervetuloa kokeilemaan (sovi etukäteen). Lue lisää edellisestä perehdytyspelistä  osoitteesta http://www.nopat.fi/2010/tapahtumat/old-west-alamo-peli/

Kerhohuoneen lännenkampanjat

Kampanjassa pelaajan hahmot kehittyvät ja ukoille voi ostaa lisää varusteita. Edellisen Wienertownin herruudesta käydyn 1881 kampanjasivut löydät alta.
http://www.nopat.fi/2009/sotapelit/old-west-kampanja/

Figuurit

Lännen ukkoja on hyvin saatavilla netistä. 15 ukkoa on sopiva määrä, alkuposessa on harvemmin 9 enempää. Old west miniatyyrivalmistajia on listattu alle:

Huom, eri valmistajien figuilla on koko eroa. Black scorpion ovat isoimmasta päästä 32mm ja SHQ & Dixon pienimmästä 25mm. Jos useampaa valmistajaa haluaa ostaa kerralla, se onnistuu esimerkiksi näissä saksalaisissa nettikaupoissa:

Eläimet

Netistä löydettyjä lisäsääntöjä erilaisille eläimille joita voi käyttää pelikenttää täydentämässä.  Eläimistä on listattu  alla statit ja erikoisominaisuudet. Kiitos Marko.

BEAR

  • M:8, S:-, F:6, ST:6, G:5, A:3, W:2, P:4
  • Run Off: Animals leave the table at shortest possible route and at double speed, if they fail a Pluck test.
  • Enraged: A Bear’s Pluck becomes 7 if wounded.

RATTLER

  • M:3, S:-, F:3, ST:3, G:3, A:1, W:1, P:3
  • Nest: To represent a nest use a marker, any model moving in 6″ of the marker will be attacked on a 6+ roll by the player (may use fame). Spotting roll gives the player a chance to try to hit it in close combat or to shoot at it once. Rattler is hard to hit by shooting and player has to make a 4+ In The Way –roll before rattler can be shot at. If the player is attacked, then roll to wound using a strength of 3. If this wounds, the model is injected with venom, and will take an extra wound at the beginning of each turn on a 5+ (may use fame).
  • Run Off: Animals leave the table at shortest possible route and at double speed, if they fail a Pluck test.
  • Panic horse: All riderles horses will Run Off if they spot a rattler. Horses ridden will need to make a roll from the Thrown Rider –Table.

WOLF

  • M:10, S:-, F:5, ST:3, G:3, A:1, W:1, P:3
  • Run Off: Animals leave the table at shortest possible route and at double speed, if they fail a Pluck test.
  • Cavalry: Pack of wolves benefit from the Cavalry special rule (Frontier, p.10) representing the ability of packs to bring down bigger animals.

MOUNTAIN LION

  • M:8, S:-, F:5, ST:4, G:3, A:2, W:1 P:5
  • Run Off: Animals leave the table at shortest possible route and at double speed, if they fail a Pluck test.
  • Pounce: When a Mountain Lion first moves into close combat (does not apply if the opponent moved into it), it does so by leaping onto the enemy, attempting to drag it down. For the first round of such a combat, the Mountain Lion’s Fight skill is doubled (F:10).
  • Lion or Tiger: Add 1 to Strength, Grit, and Wounds.

ALLIGATOR

  • M: ?, S:-, F:3, ST:5, G:5, A:1, W:2, P:7
  • Run Off: Animals leave the table at shortest possible route and at double speed, if they fail a Pluck test.
  • Aquatic: Alligators may move across all watery terrain at no movement penalty.

ELEPHANT

  • M:6, S:-, F:3, ST:7, G:6, A:1, W:3, P:5
  • Run Off: Animals leave the table at shortest possible route and at double speed, if they fail a Pluck test.
  • Trample: In the first round of a close combat that an Elephant has moved into (does not apply if the opponent moved into it), it’s Fight skill is doubled (F:6) and it may re-roll failed rolls to wound, if it wins the combat.

RHINO

  • M:6, S:-, F:3, ST:6, G:5, A:1, W:3, P:5
  • Run Off: Animals leave the table at shortest possible route and at double speed, if they fail a Pluck test.
  • Trample: In the first round of a close combat that a Rhino has moved into (does not apply if the opponent moved into it), it’s Fight skill is doubled (F.6) and it may reroll failed rolls to wound if it has won the combat.
  • Enrage: A Rhino’s Pluck becomes 7 if wounded.

GIANT CONSTRICTOR

  • M:3, S:-, F:3, ST:4, G:3, A:1, W:1, P:5
  • Run Off: Animals leave the table at shortest possible route and at double speed, if they fail a Pluck test.
  • Surprise!: Giant Constrictors tend to attack by dropping on unwary prey and using surprise to stun their opponent until they can get their
    deadly coils in place. Do not place the Constrictor on the board. Instead place a marker to show where the big snake is lurking. Any model coming within 6″ of the marker is likely to be attacked. Roll a D6. On a roll of 4-6 the model may pass unmolested, but on a roll of 1-3 place the Constrictor on the table in contact with the model and proceed with combat as normal.
  • Constrict: If a Constrictor wins combat, do not roll to wound. Instead, it has wrapped it’s coils around the victim, and proceeds to squeeze. The victim may do nothing unless saved by another model, and if not rescued by the end of the game, you can assume he’s been swallowed and is now digesting in the big snake’s belly (remove him from your roster). If attacked by another model while holding a victim, the Constrictor automatically loses combat.
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