"So Carnehan weeds out the pick of his men, and sets the two of the Army to show them drill and at the end of two weeks the men can manoeuvre about as well as Volunteers. So he marches with the Chief to a great big plain on the top of a mountain, and the Chiefs men rushes into a village and takes it; we three Martinis firing into the brown of the enemy".
Kipling "The Man Who Would Be King"
For me, as a solo player, the narrative is always key, but I accept some find the mechanics interesting as well, so each move has both - you can read one or the other (or both), as required..😁
For the dramatis personae I refer you to the previous post [clicky].. the scene opens with the three good guys exiting the cantina after a quick meal...
Move 1:
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| Characters/order of activation: Jebb (7♤), Clay (4♡), the Deputy (3♤), Weaver (3♧), Shotgun (2♤) and then the Marshall (2♡) |
- Jebb (7♤) gets 3 actions as a result of the 7.. moves, aims, and fires at the Deputy who attempts to 'get the draw on him' but fails (NB. Jebb gets +1 for trigger finger) but Jebb then throws snake eyes and misses - Horse spook test no effect
- Clay (4♡) moves to join Jebb and also fires at who fails to 'get the draw on him' too and for his pains the Deputy is hit in the leg - Horse spook no effect. The deputy passes his lily liver test (what in 'Ruthless' is the morale check😁) he also has a +1 bonus for the Marshall's 'commanding presence' trait.
- the Deputy (3♤) - fires twice at Jebb hitting once and only grazing him - horse spooks no effect - Jebb fails his test and becomes lily livered
- Weaver (3♧) fires twice at the Deputy - hitting once but only grazing him - horse spooks no effect - the deputy again passes his lily liver test
- Shotgun (2♤) runs up the stairs on the outside of the cantina - leans over and gives one barrel at Jebb - hits him but only grazes him - horse spooks no effect- Jebb is already lily livered so no need to test again
- the Marshall (2♡) is last to react but fires twice - first at Jebb - the shot misses but spooks the horses, causing the wagon to jerk forward 2", and the cash box to slide off the back onto the ground (two 1's in succession on D6s!) - which reveals Clay as a target, so his second shot is at him grazing Clay, and causing the horses to spook again (another 2"). Clay fails his lily liver test
- the Deputy (K♧) moves into the cantina and fires at Jebb from the side window hitting him in the leg - he is already lily livered so no need to test again, and the horse spook test has no effect
- the Marshall (7♢) has 3 actions as a result of the 7 and fires two times at Clay before following the Deputy into the cantina - he hits Clay twice but only grazes him - he is already lily livered so no need to test again, and the horse spook test has no effect
- Weaver (5♢) fires twice at Shotgun on the roof of the cantina - Shotgun counts partial cover - he hits once but only grazes him.. Shotgun passes his lily liver test - no horse spook test required as they are too far away
- Jebb (4♢) - fails to recover from being lily livered and as a result must move immediately to cover - once there he snaps off a shot at long range and further negative modifiers at Shotgun and not surprisingly misses - no horse spook test required as too far away
- Clay (3♡) - passes his lily liver test and recovers but is alone in the open so moves to cover with Jebb, he fires at long range at Shotgun and misses - no horse spook test required as too far away
- Shotgun (2♧) - fires off his last barrel at Weaver - only grazes him - and drops down behind the parapet wall to reload - the horse spook test has no effect - Weaver fails his lily liver test
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| Characters/order of activation: the Marshall (A ♤), the Deputy (A♢), Clay (A♧),Weaver (10♧), Shotgun (9♤) and finally Jebb (8♧) - yellow pins for lily livered, and the clear pin for the strongbox |
- Ace heavy turn.. and yes I did shuffle them.. 😁
- the Marshall (A♤) - at the right of the two windows - fires twice at Weaver in partial/soft cover - hitting him twice in leg and chest - Weaver already lily livered - the Marshall is out of bullets for his revolver - no horse spook test required as too far away
- the Deputy (A♢) - at the left of the two windows also fires twice at Weaver in partial/soft cover - also hitting him twice - in the arm, and for a second time in the chest, killing him outright - no horse spook test required as too far away
- Clay (A♧) swaps cards with Jebb as the Ace is also a 'recover from lily livered' card
- Jebb (now A♧) gets an automatic recover from lily livered and moves twice to the front horse of the wagon
- Weaver (10♧) - dead - though the Deputy and the Marshall don't know it yet
- Shotgun (9♤) - loads both barrels (action) and raises his head over the parapet to see what's going on (action)
- Clay (now 8♧) - joins Jebb at the front of the wagon
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| Characters/order of activation: Jebb (Q♢), the Marshall (K♢), Shotgun (8♡), the Deputy (5♤) - Weaver (red pin) is dead |
- Jebb (Q♢) - uses both actions to walk the horses backwards towards the cantina (and the strong box!) - had to play the movement distance by ear as it's not stated, but I assume that with two moves, and the fact that the wagon had only spooked forwards 4" that would be good
- the Marshall (K♢) - spends his two actions reloading
- Shotgun (8♡) - exits the cantina by the terrace door, and the door at the back and run across the open ground up the stairs to the terrace of the second house
- the Deputy (5♤) - also spends his two actions reloading
- Clay (2♢) moves to the back of the wagon - in cover to keep an eye on the front door of the cantina - he takes the action to reload
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| Characters/order of activation: Marshall (A♡), Clay (K♡), Shotgun (Q♡), Jebb (J♡), the Deputy (J♧) - Weaver (red pin) is dead |
- Marshall (A♡) - runs out of the back door used by Shotgun, and across to the far corner of the house opposite to see if he can get a clear line of sight
- Clay (K♡) - uses both actions to pick up the strong box and place it back in the wagon
- Shotgun (Q♡) - moves to the back corner of the terrace and fires at Clay (partial cover/short range), but only grazes him - horse spook test has no effect - Clay just passes his lily liver test
- Jebb (J♡) walks the horses forward 6"
- the Deputy (J♧) - moves to the door and fires at Clay in the open, hits him in the arm - Clay passes his lily liver test - no horse spook test required too far away
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| Characters/order of activation: Jebb (Q♤), the Deputy (J♢), Clay (10♢), Shotgun (8♢), Marshall (4♤) - Weaver (red pin) is dead |
- Jebb (Q♤) walks the horses forward 6" - they are at the table edge
- the Deputy (J♢) - fires twice more at Clay in the open, who tries to get the draw on him - neither get +1 for shooting skills as the shooting is not aimed or long range so straight dice roll - Clay wins hits him and inflicts a serious wound knocking the deputy unconscious - no horse spook test required too far away
- Clay (10♢) - uses his remaining action from 'getting the draw' to move to the nearest cover
- Shotgun (8♢) - runs down the stairs and across the open ground and fires at Jebb - long range (-1) and misses - no horse spook test required too far away
- Marshall (4♤) - runs across the open ground to get clear line of sight and fires at Jebb - and also misses!
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| Characters/order of activation: Marshall (J♤), the Deputy (Q♧), Clay (10♡), Jebb (7♡), Shotgun (8♢) - Weaver (red pin) is dead |
- Marshall (J♤) - fires twice at Jebb - grazes him and also hits him in the leg - the horses spook but also so abruptly they cause the strong box to fall off the back of the wagon again! (I kid you not - 1 on a D6 twice in succession, for the second time in the game!)
- the Deputy (Q♧) - recovers consciousness (successful die roll)
- Clay (10♡) - moves twice to the back of the wagon
- Jebb (7♡) - recovers from being lily livered and then moves to the strongbox
- Shotgun (8♢) - reloads and moves to the side as the Marshall is blocking line of sight
- Whatever happened on this move unless the bad guys got the strongbox off the table by the end of it, they would lose..
- Clay (K♤) - fires twice at the Marshall, but misses both times - the horse spook tests have no effect
- Shotgun (10♤) - fires off both barrels at Jebb - hitting him twice but only grazes.. Jebb fails his lily liver test
- Marshall (9♢) - also fires twice at Jebb - hitting him twice - one of which is a sever would that knocks him unconscious - the horses spook - and move forward enough to exit the table
- the Deputy (6♤) - moves to the centre of the yard to clear his sights and fires once at long range at Clay but misses
- Jebb (4♧) - fails to recover consciousness..
- Clay and the boys were SO close! I thought it was all over for them by turn 3 and then Jebb pulled it out of the hat and gave us the close result we got..
- Yes I know the good guys could have shot the horses - but that wasn't going to happen - this is Hollywood for goodness sakes, and they were the good guys! 😁
- A first for me - this entire scenario was generated from ChatGPT - all I asked for was "a simple Western skirmish scenario with two to three characters a side for the Ruthless ruleset" and it came up with this.. I don't think 'Ruthless' is well enough known for the AI to come up with the specific characterisations but it did have a go (from what I can tell I think AI was using 'Red, Dead, Redemption' instead) and the characterisations were mostly generic enough I could retrofit them to 'Ruthless'. Those that weren't generic enough I tweaked - in fact one of them, 'Commanding Presence', was so good that I may add it to 'Ruthless' permanently.
- Butchers bill:
| NB. This is missing the 'severe wound' Jebb picked up on the last move/turn.. oh, and he's a prisoner so in reality the Outlaws lost two... |
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On my way to the pub the other day I had reason to pass one of the multitude of open green spaces in Portsmouth and happened to notice it was called "Ravelin Park" - aha, thought I - that'll be something to do with the Old Portsmouth fortifications that I bored you with last winter...
Time for some maps... we love a map...
Note the Park and the associated House and their proximity to Landport Terrace.. which allows us to locate the specific Ravelin the park is named for on the 1860 map as Landport Street and Terrace are indicated...
..so it was named after the "East Ravelin". The ravelin is long gone, but the clues remain - fascinating, eh, and another word added to the English/fortspeak dictionary..
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"Mr Bailey retired with Poll [Paul] Sweedlepipe as soon as possible; but some little time elapsed before he could remove his friend from the ground, owing to the impression wrought upon the barber's nerves by Mrs Prig, whom he pronounced, in admiration of her beard, to be a woman of transcendent charms." (from "Martin Chuzzlewit" by "Charles Dickens")
...now tell me Dickens didn't like a good chuckle... 😄
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'Laters', as the young people are want to say...










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