BOOT HILL



 
 
 
-
-
-
-
-
AD&D
-
-
-
The Ongoing Campaign

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

http://www.gogreengambling.com/wp-content/uploads/2012/09/Disadvantages-of-Gambling.jpg

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)




 



Ecology Fund

Reduce - Reuse - Recycle