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Flyin Lead rules for 2013 - update


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#1 Target

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Posted 30 January 2013 - 05:00 PM

‘Flyin Lead’ RULES UPDATE FOR 2013

Hi all, you will see loads of new things added and a few changes to add to our awesome wild west game. The key one is the new grit and perks and the ammo limit so dudes need to buy their ammo too. This is to open up the trading side of the game and get more peeps into the idea that the money is everything. You can still barter however.

THE RULES

All Dudes start with 1 bandage/ 2 hits, Its consider all first hits ‘Just winged ya’ and a bandage is enough. On the second hit the dude needs to be seen by a Doc (red Bandage put on) or taken back to the ‘camp/HQ’ for a card draw to see if they’re gonna die/KIA from their wounds. Any player can heal the first hit by tying the injured player’s bandage to their arm. For in game reasons some players may get more bandages to use before a bead draw is needed.
• When shot the player calls out ‘I’M HIT’ and must fall to the ground. If they call for ‘HELP’ They must not be targeted and have surrendered out of the fight until healed (bandaged). Please try to re-act to location hits for effect.

• A shot player shouldn’t be targeted UNLESS they have called ‘I AINT DONE YET’ or try to crawl to safety. If shot whilst crawling you must call it, slump and stay on the ground for 10 seconds, then move off calling KIA. There is no limit to how far you can crawl however; you will bleed out in 5mins!
If they call out ‘I AINT DONE YET’ they may fire whilst prone or propped up next to a tree. If shot again, they will need a card draw and considered out of the game. You cant call this if its your last hit!

• Any dude can return to the camp or visit a Doc to be fully restored to full hits (all bandages taken off) but that will be at a cost.

• Dead players cannot give in game information to other players.

• If things are a bit you may take an immediate KIA! Just put your hand in the air and call ‘DEAD MAN WALKING’ and go get a card draw.

Getting back in the action

• If a dude can get to you they must tie one of your bandages to you wrist to make you live again. Moving wounded. One man with two hands or two men with one hand each can drag a wounded soldier to safety! (Docs have their own rule)

• All bandaging must be stationery and if either player is hit during the Medic or during the move, both must take another wound.

• A hit is anywhere on the body or the gun and ricochet must also be taken.

Explosive Pyro Affects
• Small structures 5m x5m Whole building is cleared – inside only
• Large buildings – 5m hard cover has affect including floor to floor stair wells and corridors.
• 5m away – hard cover has affect – outside only

All wounded players have five minutes for a fellow dude to get to them before they bleed out and need a bead draw or they can crawl!
CREW MAY STILL RETURN FIRE AFTER BEING SHOT UNTIL DEAD!

DYIN’
Its part of the game and dying means you lose everything you have made and start from scratch. You get 3 chances before you are Dead Dead Dead. This is NOT per event, but for the whole life of the character. Don’t get into fights you cant win and find out who has all the muscle in the camp before pissing off the wrong dude.

THE CAMP – Shingle Springs
This is the hub of every in Flying Lead and is where the game breaths from. Here you will find eatin and drinkin houses, offices, the bank and many more in game plot threads such as the wanted board. The camp cannot be attacked and it is classed as a safe zone unless ‘THE CAMP IS IN DANGER’ in which case, it will be goggles on until otherwise stated. All guns must be emptied or left outside camp in the shack whilst the camp is ‘AT PEACE’

Starting Load outs

1. Gunslinger
Starts with 2 Pistol permits.
Start with $100

2. Sharp Shooter – Cowboy/Rancher
Starts with a Rifle permit.
Starts with $100

3. Soldier - Serving
Starts with a pistol Permit
Gets an extra bandage/hit as their tough as nails.
Stars with $50

4. Lawman – Badge wearer/ Government officials.
Starts with a rifle and pistol permit.
Can form a posse – whilst in a posse all members can ignore the first bead draw if it ain’t perty!
Starts with $50

5. Doc
Call ‘SANCTUARY’. If the Doc can get to a wounded dude they can call ‘Sanctuary’, neither the Doc nor the wounded dude being rescued can be targeted until the Doc begins to heal the wound. (put a bandage on). The Doc cannot open fire whilst applying a bandage!
Moving wounded – Doc’s only need one hand to move a wounded dude to safety.
Doc can carry up to 3 red bandages on them in their medic bad; these bandages represent 1 healed wound. To heal a wound the medic takes off the white bandage of an injured Dude and hands it back to them, then replaces it with 1 of the red ones. Only a visit the Sutlers Store can replenish bandages at the cost of $5. By all means charge for your healin!
Starts with $50 and three red bandages.

6. Miners
Starts with a Permit to use Dynamite
Starts with a Permit for a Spade/Pick Axe
Starts with $50 - $100 dollars depending on the pull of a card, black is unlucky$50, red is lucky $100.

7.Injuns ‘Braves’
Permit to use bow and arrows
War Paint – When wearing war paint Injuns can ignore the first bead draw if it ain’t perty!
$15 worth of trade goods

8.Medicine man
Can only use a knife or tomahawk.
Life giver - by blowing smoke (needs a pipe) and chanting over a brave that has had a BAD bead draw, ignore the bead draw (this can only be done once per wound and takes 2 mins).
Starts with $20 worth of trade

All Injun chiefs will be played by crew.

9.Trader
Starts with a permit for a shotgun
Starts with $150 worth of goods and $30 personal cash
FOR ALL TRADE IN GAME PRICES SEE THE PRICE LIST THREAD.

Dynamite
1 stick of Dynamite will injure (cause 1 wound) anyone within 5m of it. Mk5s only and they need to look like Dynamite!
For blowing stuff up a value will be allocated to how much Dynamite is needed, only a Miner can assess this ability.

Weapon Permits – you cannot carry a weapon unless you have a permit for it! RULE!! But can use one momentarily if in a fight (picked up melee weapon ONLY). See the Banker for permits.
Weapon Permits costs
Pistol - $30
Rifle - $50
Shotgun - $50
Bow - $25
Melee - Knife/Tommahawk FREE up to 12inches
Melee - up to 2ft - £15
Melee - up to 3ft - £20
Malee - over 3ft - £25

Larp weapons must look period, will be checked for safety and MUST NOT target the head! When hit with a larp weapon it is the same as being hit with a bullet and the dude ‘spang’d with a spade’ falls to the ground calling for help or will need help back to the camp.

How do you make Cash!!
All dudes start with some money and can use it for personnel gain or invest it with other dudes, for success and a win when a dude reaches $10,000 in wealth via cash or deeds they are made.

Cash is made through doing Jobs, working strikes, trade, deeds and of course gambling. All of these will be made available in the game for the taking. When you’re ready to cash up, the bank is always safe. The Sweetwater bank can’t be robbed as it’s a game mechanic, but that don’t mean other banks are safe from the clutches of Law Breakers. Lawbreakers against Sweetwater aren’t welcome in the outpost but that also doesn’t mean bad dudes or dudes with history from other places can’t come in. Just keep your nose clean when in our outpost!!!

If you DIE in the game all your wealth is secured by the bank and you need to start again.

Grit
New to Flying Lead, every game you survive a weekend you dude gets Grit and Grit can be awarded for completing Jobs or just being awesome. When you have enough Grit you can change the outcome of certain events.

Upkeep.
All White men have upkeep to meet every event (cost of living) Which is only $25 but if they spend all their money and can’t pay it at the end of the event they will be run out of town. Injuns have no upkeep.

Strikes
Strike Deeds are purchased or rented from the deed holder and then must be worked. Its takes 4 dudes being within 20 meters or the strike (one of them needs to be a miner) for it to be worked. Every hour that it is worked, gold can be recovered and taken for exchange into cash at the Camp. The amount of gold will depend on the strike and remember; unless you have sorted out protection for yourself it can be a long and dangerous journey. See the Banker for Deeds and gold returns.

Gambling
All Gambling must be done with in-game money, be it cards, dice or casino.
Players working together.
Groups will naturally form from mates and like minded dudes, however everyone needs a slice and no one works for nothing. Posse’s can be made and broken but don’t make a habit of it of you’ll find no one will work with you.

Real world stuff.
There may be themed saloons and kitchens being run off the backs of those doing it so please make sure you support them as much as poss. The food will be out of this world and booze will be served in keeping...yeeehaw. Real world money will be needed for this.

All pistols must be holstered and rifles put in a safe place outside of shooting times.
No heavy drinking during shooting time and anyone out of order or out of hand will go home and not be allowed back so be sensible guys ;(
All Airsoft guns must be unloaded and put away during the social nights. I for one will replace my Airsoft pistol with an unloaded blank firing revolver.

AMMO LIMITS
Every man starts the game with 20 shots – Bullets/shells for shotgun etc...

Weapons allowed.
Realistic Larp melee weapons are fine but need permits, the cost is based on size of the weapon.
Any period revolver, repeating rifle, bolt action rifle or shotgun (not pump) is fine. All must fire under 350fps! We would prefer under 300fps if poss!
Extended to this list is also any revolver that can look in place.
Sadly most of the guns for this period suck on price so we are trying to help as much as poss. Any Qs just ask.

Ammo restrictions. REAL STEAL! Means if your gun would only hold 6rnds then that’s all they can hold. NO speed loaders push the rounds in by thumb only.

Most importantly, have a bloody good time!!!



#2 Target

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Posted 18 September 2013 - 04:50 PM

Perks have now been removed as they didn't lend anything to the game.

 

Grit still stand though, as you can use grit to change certain events in the game;)



#3 DirtyDenn

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Posted 30 September 2013 - 01:44 PM

Was grit what chalk board in the saloon was all about?
peace sells, buy who's buying?

#4 chef77

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Posted 21 March 2015 - 12:01 PM

Are these the current rules?

#5 AdeUK

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Posted 22 March 2015 - 11:41 AM

Almost Stu, but there are lots of bits that seem to have changed and , talking to Josh yesterday, some things that weren't included. in the above....."Panning " Josh?

 

The dying /bandaging bit, character loadouts etc are the about the same though, which is what you really need to know initially. One thing that caught me out; you don't get three chances at dying with the card draw. If you pull a red card, you are dead. If you have Grit (one grit earned for every time you have survived a previous event weekend) you can use a Grit to have a another chance with the  card draw. Obviously you won't have any grit , this being your first event, so don't take any risks ;)

 

 I'll talk to you on Friday about a job, and the Banker will also go through things with you ;)


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