BOOT HILL
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BOOT HILL, 2E: TABLE OF CONTENTS
INTRODUCTION
THE GAME
GAME MATERIALS & EQUIPMENT
HOW THE GAME IS PLAYED
TIME & GAME SCALE
Tactical Tabletop Play
Campaign Play
BASIC RULES
SETTING UP GAME CHARACTERS
DETERMINATION OF INDIVIDUAL ABILITIES
Speed Table
Gun Accuracy/Throwing
Accuracy Table
Bravery Table
Experience Table
IMPROVING CHARACTER ABILITIES
Initial Modification
Survival Modification
EQUIPPING THE CHARACTER
Price Chart
BASE NUMBERS (FIRST SHOT & "TO HIT")
First Shot Determination
Hit Determination
TURN SEQUENCE
Game Turn Sequence Outline
MOVEMENT
COMBAT
WEAPONS
Weapons Chart
OBSERVATION & SIGHTING
TARGET SELECTION
Field of Fire: Shotgun
Field of Fire: Scatter
Gun
FIRST SHOT DETERMINATION
First Shot Determination
Chart
HIT DETERMINATION
Hit Determination Chart
WOUNDS
Shotgun/Scatter Gun Effects
Table
Wound Chart
BRAWLS
First Blow
Punching
Grappling
Brawling Effects Charts
(Punching Table, Grappling Table)
Example of a Brawl
ADVANCED RULES
SIMULTANEOUS MOVEMENT TURN SEQUENCE
ADVANCED MOVEMENT
Hidden Movement
Vehicle Movement
ADVANCED COMBAT
Fire During Movement
Fire at Mounted Targets
Arched Arrows
MINOR CHARACTER MORALE
Minor Characters
Cavalry
Indians
OPTIONAL RULES
ALTERNATE FIRST SHOT DETERMINATION
SHARPSHOOTING
STUNNING
Stunning Chart
INTOXICATION
PROFESSIONAL GAMBLERS
DYNAMITE
Injury From Dynamite Explosion
MISFIRES
Misfire Table
STRAY BULLETS
GATLING GUNS
Gatling Gun Table
CANNONS
Cannon Fire Table
CAMPAIGNS
CAMPAIGN GAME SUGGESTIONS
The Referee
The Campaign Scenarios
The Maps
Campaign Time
Moves On The Campaign Map
Roles & Objectives
Records
POSSES
TRACKING
Tracking Chart
AGING & PHYSICAL CHARACTERISTICS
HEALING WOUNDS
THE COST OF LIVING
Cost of Living Table
MISCELLANEOUS CHARACTERS
Miscellaneous Characters Chart
THE FASTEST GUNS THAT EVER LIVED
Fastest Guns That Ever Lived Chart
Doc Holliday +
APPENDICES
APPENDIX A: THE CODE OF THE OLD WEST
APPENDIX B: THE GUNFIGHT AT THE O.K. CORRAL
(TRAINING GAME)
The Characters
Example of Play
APPENDIX C: THE BATTLE OF COFFEYVILLE
The Characters -- The Dalton Gang
APPENDIX D: CAMPAIGN SCENARIO I --
PROMISE CITY, 1876
Fictional Non-Player
Characters Chart
APPENDIX E: CAMPAIGN SCENARIO II --
PROMISE CITY & EL DORADO COUNTY, 1890
APPENDIX F: DESIGNING YOUR OWN SCENARIOS
APPENDIX G: LOOT
APPENDIX H: COMBINING BOOT HILL WITH OTHER GAME SYSTEMS
APPENDIX I: STANDARD BUILDING INTERIORS
APPENDIX J: REFERENCE SHEETS*
APPENDIX K: BOOT HILL CHARACTER RECORD SHEET*
* These pages at the rear of the booklet are perforated for easy removal.
FOREWORD
These rules are aimed at enjoyment on a plane unusual
to wargaming, the individual and the personal. Rather than
commanding hordes of troops, players typically have but a single figure,
their "character". With these figures the
players recreate the individual gunfights, saloon brawls, and Wild
West action as handed down to us from the pages of
history -- and the celluloid of Hollywood westerns. Generation after
generation of American youth has grown up with
tales of cowboys, Indians, Indian fighters, and outlaws to entertain
them -- first in dime novels, then in movies, and now
through television (although the book and movie are still there also).
SO while the "western" is by no means unique to us,
this form of Wild West action is.
Before play begins, the participants will roll percentile
dice to determine certain characteristics of their figure. His
reflexes, aim, courage, and previous experience will all have direct
bearing on the outcome of any confrontation which
ends with smoking six guns. The players then go about the actions appropriate
to their chosen roles in the game -- or
the roles assigned to them by the game referee -- more or less letting
the nature of the Wild West take its course. Within
a turn or two things begin to happen, and before long all hell
has broken loose. In fact, Clint Eastwood westerns are
somewhat mild compared to a typical BOOT HILL game! These games can
be played as single events, each unrelated to
the next (except for the experience which the charactersf might have
gained, or the substitution of a new personal figure
due to the incarceration or demise of a former one during the course
of the previous game). It is better if games are
strung together as an epic of action, with the whole taking place in
some general locale and past happenings being
SPEED
Die Score | Description | Ability Score |
01-05 | Slow | -5 |
06-10 | Below Average | -2 |
11-20 | Average | 0 |
21-35 | Above Average | +2 |
36-50 | Quick | +4 |
51-65 | Very Quick | +6 |
66-80 | Fast | +9 |
81-90 | Very Fast | +12 |
91-95 | Lightning | +15 |
96 | Greased Lightning | +18 |
97 | Greased Lightning | +19 |
98 | Greased Lightning | +20 |
99 | Greased Lightning | +21 |
00 | Greased Lightning | +22 |
GUN ACCURACY (Includes All Firearms) and
THROWING ACCURACY
(Includes Knives, Spears, and Bows)
Die Score | Description | Ability Score |
01-05 | Very Poor | -9 |
06-15 | Poor | -6 |
16-25 | Below Average | -3 |
26-35 | Average | 0 |
36-50 | Above Average | +2 |
51-65 | Fair | +5 |
66-75 | Good | +7 |
76-85 | Very Good | +10 |
86-95 | Excellent | +15 |
96-98 | Crack Shot | +18 |
99-00 | Deadeye | +20 |
Note: Roll twice on the above chart, once for Gun Accuracy and once
for
Throwing Accuracy, recording each ability score separately.
STRENGTH
Die Score | Description | Ability Score |
01-02 | Feeble | 8 |
03-05 | Puny | 9 |
06-10 | Frail | 10 |
11-17 | Weakling | 11 |
18-25 | Sickly | 12 |
26-40 | Average | 13 |
41-60 | Above Average | 14 |
61-75 | Sturdy | 15 |
76-83 | Hardy | 16 |
84-90 | Strong | 17 |
91-95 | Very Strong | 18 |
96-98 | Powerful | 19 |
99-00 | Mighty | 20 |
BRAVERY Ability Score
Die Score | Description | Speed Modifier | Accuracy Modifier |
01-10 | Coward | -4 | -6 |
11-20 | Cowardly | -2 | -3 |
21-35 | Average | 0 | 0 |
36-65 | Above Average | +1 | +3 |
66-80 | Brave | +2 | +6 |
81-90 | Very Brave | +3 | +10 |
91-98 | Fearless | +4 | +15 |
99-00 | Foolhardy | +5 | +15 |
EXPERIENCE
Die Score | Previous Number
of Gunfights |
Ability Score
Accuracy Modifier |
01-40 | None | -10 |
41-60 | 1 | -5 |
61-75 | 2 | -5 |
76-85 | 3 | 0 |
86-90 | 4 | 0 |
91-93 | 5 | +2 |
94-95 | 6 | +2 |
96 | 7 | +6 |
97 | 8 | +6 |
98 | 9 | +8 |
99 | 10 | +8 |
00 | 11 or more | +10 |
Original
Dice Score Rolled |
Modification |
01-25 | Add 25 to percentile score |
26-50 | Add 15 to percentile score |
51-70 | Add 10 to percentile score |
71-90 | Add 5 to percentile score |
91-00 | Add nothing |
-
Current Dice Score | Modification to Dice Score |
01-51 | Add 3 |
51-70 | Add 2 |
71-90 | Add 1 |
91-95 | Add 1/2 |
96-00 | Add nothing |
PRICE CHART
Item | Abbreviation | Cost | Availability | Weapon Speed |
Hunting Knife | KN | $1.00 | ------ | Average |
Single Shot Derringer | 1D | $5.00 | ------ | Average |
Two-Shot Derringer | 2D | $15.00 | after 1870 | Average |
Cap & Ball Revolver (6 shot) | CBR | $20.00 | ------ | Below Average |
Single Action Revolver (6 shot) | SAR6 | $30.00 | after 1869 | Fast |
Single Action Revolver (5 shot) | SAR5 | $26.00 | after 1869 | Fast |
Double Action Revolver (6 shot) | DAR6 | $28.00 | after 1869 | Average |
Double Action Revolver (5 shot) | DAR5 | $25.00 | after 1869 | Average |
Fast Draw Revolver (6 shot)** | FDR6 | $40.00 | after 1870 | Very Fast |
Fast Draw Revolver (5 shot)** | FDR5 | $35.00 | after 1870 | Very Fast |
Long Barrel Revolver (6 shot) | LBR | $35.00 | after 1870 | Below Average |
Shotgun (single barrel) | 1SG | $20.00 | ------ | Slow |
Shotgun (double barrel) | 2SG | $30.00 | ------ | Slow |
Repeating Shotgun (6 shot) | 6SG | $75.00 | after 1885 | Slow |
Scatter Gun (double barrel) | SCG | $40.00 | ------ | Below Average |
Civil War Type Repeating Rifle (7 shot) | CWR | $25.00 | ------ | Slow |
Civil War Type Repeating Carbine (7 shot) | CWC | $20.00 | ------ | Slow |
Repeating Rifle (15 shot) | 15R | $50.00 | after 1872 | Slow |
Repeating Rifle (9 shot) | 9R | $40.00 | after 1872 | Slow |
Repeating Rifle (6 shot) | 6R | $30.00 | after 1872 | Slow |
Repeating Carbine (12 shot) | 12C | $48.00 | after 1872 | Slow |
Repeating Carbine (9 shot) | 9C | $38.00 | after 1872 | Slow |
Repeating Carbine (6 shot) | 6C | $28.00 | after 1872 | Slow |
"Buffalo" Rifle (1 shot) | BR | $30.00 | ------ | Very Slow |
"Army" Rifle (1 shot) | AR | $20.00 | ------ | Very Slow |
Holster & Gun Belt | - | $5.00 | - | - |
Rifle Sheath | - | $4.00 | - | - |
Ammunition (except Shotgun loads) | - | $2.00 per box of 100 | - | - |
Shotgun loads | - | $2.00 per box of 25 | - | - |
Saddle, Bridle, & Pads | - | $40.00 | - | - |
Poor horse | - | $20.00 | - | - |
Fair horse | - | $50.00 | - | - |
Good horse | - | $100.00 | - | - |
Excellent horse | - | $150.00 | - | - |
Mule | - | $20.00 | - | - |
Oxen | - | $25.00 | - | - |
** Includes holster and belt in price.
Weapon Speed Class | Speed Modifier |
Very Slow | -10 |
Slow | -5 |
Below Average | 0 |
Average | +5 |
Fast | +8 |
Very Fast | +10 |
On Foot | - | Mounted | - |
Crawling | 2 | Walking | 8 |
Walking | 6 | Trotting | 16 |
Running and dodging | 12 | Galloping | 32 |
Running | 24 | - | - |
BOOT HILL, 1E CONVERSION: PRELIMINARY NOTES
1. ABILITIES
2. RACES
3. CLASSES
Bandit
Barbarian
Bounty Hunter
Fighter
Barbarian Cleric
Cleric
4. ALIGNMENT
5. SKILLS
6. EQUIPMENT (1sp = 1$)
Hunting Knife = 1 sp
Single Shot Derringer = 5 sp
Two-Shot Derringer = 15 sp
Cap & Ball Revolver (6 shot) = 20 sp
Single Action Revolver (6 shot) = 30 sp
Single Action Revolver (5 shot) = 26 sp
Double Action Revolver (6 shot) = 28 sp
Double Action Revolver (5 shot) = 25 sp
Fast Draw Revolver (6 shot) = 2 gp (incl. holster and belt in price)
Fast Draw Revolver (5 shot) = 35 sp (incl. holster and belt in price)
Long Barrel Revolver (6 shot) = 35 sp
Shotgun (single barrel) = 1 gp
Shotgun (double barrel) = 30 sp
Repeating Shotgun (6 shot) = 75 sp
Scatter Gun (double barrel) = 2 gp
Civil War Type Repeating Rifle (7 shot) = 25 sp
Civil War Type Repeating Carbine (7 shot) = 1 gp
Repeating Rifle (15 shot) = 50 sp
Repeating Rifle (9 shot) = 2 gp
Repeating Rifle (6 shot) = 30 sp
Repeating Carbine (12 shot) = 48 sp
Repeating Carbine (9 shot) = 38 sp
Repeating Carbine (6 shot) = 28 sp
"Buffalo" Rifle (1 shot) = 30 sp
"Army" Rifle (1 shot) = 1 gp
Holster & Gun Belt = 5 sp
Rifle Sheath = 4 sp
Ammunition (except Shotgun loads) = 2 sp per box of 100
Shotgun loads = 2 sp per box of 25
Saddle, Bridle, & Pads = 2 gp
Poor horse = 1 gp
Fair horse = 50 sp
Good horse = 5 gp
Excellent horse = 150 sp
Mule = 1 gp
Oxen = 25 sp
<all of the following prices are in silver pieces ($p) : USA silver dollar>
CLOTHING
Hat = 2
Shirt = 1
Vest = 1
Trousers = 2
Socks = .25 per pair
Boots = 10
Chaps = 5
Spurs = 7 per pair
ENTERTAINMENT & MISCELLANEOUS
Tobacco = 0.10 per plug
Whiskey = 0.10 per shot or 2 per bottle
Beer = 0.05 per mug or glass
Shave and haircut = 0.25
Bath = 0.75, with fresh water 1
Steers:
as calf = 5
as yearlings = 10
at Kansas railhead = 30
Doctor's services (3 per visit minimum)
bullet removed = 0.25
bullet hole patched = 0.50
broken bone set = 0.50
broken bone splinted = 0.75
buckshot removed = 2
lacerations stitched = 0.50
concussion treated = 0.50
powder burns treated = 1
other burns treated = 2
leeching = 0.25
amputation = 5
diseases* treated = 2
LODGING
Sleazy hotel = 0.25 per night
Average hotel = 0.75 per night
"Deluxe" hotel = 2 per night
Corral space for horse = 0.25 per day (free at deluxe hotel)
Rooming house = 1 per day, meals incl.
FOOD
Coffee = 0.30 per pound
Bacon = 0.20 per pound
Beef = 0.07 per pound
Flour = 0.04 per pound
Cheap meal = 0.25 per pound
Mess kit = 2
Canteen = 1
Survival rations (hardtack, beans, beef jerky, etc.) = 1.50 per day
<note at PH?>
WAGES AND SALARY
Cowboy = 30 per month
Cowboy foreman = 45 per month
Guard at a territorial prison = 3 per day
Coroner = 5 per inquest
Lawmen = 75 per month, plus 2 per arrest leading to conviction
Deputies = 50 per month, plus arrest bonus as above
Justice of the Peace:
Fines = 2 to 20 for disorderly conduct
Court costs = 2 to 5 for above
Marriages = 5
Bartender = 50 per month
Waitress/saloon girl = 17.50 plus tips per mo. and room/board
Hired gunfighter = 5 per day plus expenses
Teamster = 40 per month
Civilian scout for the army = 75 per month
Undertaker = 20 per burial
Midwife = 3.50 per delivery
NPCs
Clay Allison
Apache Kid
Cullen Baker
Sam Bass
Charlie Basset
"Billy the Kid", "Kid Antrim", "Billy Bonney"
Billy Breakenridge
Curly Bill Brocius
Bill Brooks
Henry Brown
"Black Face Charlie" Byrant (Doolin Gang)
Frank Canton
Bill Carver (Wild Bunch)
"Butch Cassidy" (George Parker) (Wild Bunch)
Augustine Chacon
Ned Christie
Billy Claibourne
Billy Clanton
Ike Clanton
N.H. "Old Man" Clanton
Jim Courtright
"First Nose" George Curry (Wild Bunch)
"Kid Curry" (Harvey Logan) (Wild Bunch)
Bill Dalton (Doolin Gang)
Bob Dalton (Doolin Gang)
Emmett Dalton (Doolin Gang)
Frank Dalton
Grat Dalton (Doolin Gang)
Bill Doolin (Doolin Gang)
"Arkansas Tom" Dougherty (Doolin Gang)
Morgan Earp
Virgil Earp
Warren Earp
Wyatt Earp
"Colorado Bill" Elliott
Jessie Evans (Billy the Kid's gang)
John "King" Fisher
George Flatt
Pat Garrett
Jim Gillett
"Cherokee Bill" Crawford Goldsby
"Deaf Charlie" Hanks (Wild Bunch)
Wes Hardin
"Wild Bill" Hickok
Doc Holliday +
Cash Hollister
Tom Horn
Temple Houston
Frank James (James gang)
Jesse James (James gang)
"Canada Bill" Jones
Sam Ketchum
Tom "Black Jack" Ketchum
Jeff Kidder
Ben Kilpatrick ("The Tall Texan") (Wild Bunch)
John Langford
Elza Lay (Wild Bunch)
"Buckskin Frank" Leslie
Lonny Logan (Wild Bunch)
"Wild Bill" Longley
"Rowdy Joe" Lowe
Chris Madsen
Bat Masterson
Ed Masterson
Jim Masterson
"Mysterious Dave" Mathers
Frank McLaury
Tom McLaury
John Meagher
Mike Meagher
"Old Bill" Miner
"Bitter Creek" George Newcomb (Doolin gang)
Print Olive
Bass Outlaw
"Big Nose George" Parrott
Bill Raynor
Johnny Ringo
Baldy Russell
Thomas Rynning
"Old John" Selman
Luke Short
Charles Siringo
John Slade
John Slaughter
Charlie Storms
Dallas Stoudenmire
Sam Strawhim
"Sundance Kid" Harry Longabaugh (Wild Bunch)
Heck Thomas
Ben Thompson
Billy Thompson
Bill Tilghman
"Mad Dog" Harry Tracy (Wild Bunch)
Matt Warner (Wild Bunch)
Ben Wheeler
Zip Wyatt
Bob Younger (James gang)
Cole Younger (James gang)
Jim Younger (James gang)
John Younger (James gang)
TABLE OF CONTENTS (2e)
INTRODUCTION
THE GAME
GAME MATERIALS & EQUIPMENT
HOW THE GAME IS PLAYED
TIME & GAME SCALE
Tactical Tabletop Play
Campaign Play
BASIC RULES
SETTING UP GAME CHARACTERS
DETERMINATION OF INDIVIDUAL ABILITIES
Speed Table
Gun Accuracy/Throwing Accuracy Table
Bravery Table
Experience Table
IMPROVING CHARACTER ABILITIES
Initial Modification
Survival Modification
EQUIPPING THE CHARACTER
Price Chart
BASE NUMBERS (FIRST SHOT & "TO HIT")
First Shot Determination
Hit Determination
TURN SEQUENCE
Game Turn Sequence Outline
MOVEMENT
COMBAT
WEAPONS
Weapons Chart
OBSERVATION & SIGHTING
TARGET SELECTION
Field of Fire: Shotgun
Field of Fire: Scatter Gun
FIRST SHOT DETERMINATION
First Shot Determination
Chart
HIT DETERMINATION
Hit Determination Chart
WOUNDS
Shotgun/Scatter Gun Effects Table
Wound Chart
BRAWLS
First Blow
Punching
Grappling
Brawling Charts (Punching Table, Grappling Table)
Example of a Brawl
ADVANCED RULES
SIMULTANEOUS MOVEMENT TURN SEQUENCE
ADVANCED MOVEMENT
Hidden Movement
Vehicle Movement
ADVANCED COMBAT
Fire During Movement
Fire at Mounted Targets
Arched Arrows
MINOR CHARACTER MORALE
Minor Characters
Cavalry
Indians
"Fastest Guns"
Dear sirs,
Upon reading issue #36 of The Dragon, I felt
it
necessary to offer my congratulations on a fine
publication. But praise is not my only reason for
this letter. I enjoyed the “Fastest Guns” segment
very much, but I have a suggestion. Why not include
supporting characters with some of your TV
and movie gunfighters? Gunsmoke has the likes of
Festus, Newly, and others. There were other prominent
gunmen on “Bonanza” other than the Canwrights.
What about Henry Fonda, and Jason
Robards from “Once Upon a Time in the West”? In
this movie I think Charles Bronson’s speed rating
should be much higher. Are you forgetting Dean
Martin (Five Card Stud, Sons of Katie Elder, etc.)
or even Shotgun Slade?! (Remember him?)
[...]
Mark white
Kodiak, Alaska
(Dragon #41)
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