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Filmsim Events proudly present ‘County Wars 4’…
A Flying Lead inspired game.
County Wars ‘Alabama Slammer’ Town of Body
The next event sees us at a town called ‘Body’. To supplement the mining strikes, this game will feature escaped convicts from the nearby jail. Convicts always have a bounty on them.
Also a new ‘Shoot out’ will be featured.
We will be running 4 teams this game, The Cowboys, Desperados and Bandits with Lawdogs being a separate thing now. All the usual shenanigans will be taking place too.
Its time to be a Huckleberry!!!
£75 prebook with a £35 part payment with the balance to be paid on arrival
£45 Saturday only day ticket with a £25 part payment with the balance to be paid on arrival.
Non-booked spaces subject to availability are £85
15 Cowboys
15 Lawdogs
15 Desperados
15 Bandits
Event story. to be continued from pt1
So what’s County Wars all about then?
County wars is a non stop weekend or rootin, tootin airsoft set in the wild west. We have chosen our game to be place around 1884 and will be set in different counties each game. All players will be part of a gang or posse and have a camp or hide out somewhere on site. The game is all about making money for the Boss, then pissing it up the saloon wall with whiskey and gambling in the evening. The Boss is the chosen head of the gang.
The games won’t be historically accurate all the time but will feature historical things from funs. Costume needs to be of a good standard and only Airsoft Guns and larp weapons are ok to use.
NO BLANKS unless worn for show and unloaded. We can help out with clothing and have some revolvers we can lend out for £25 for the weekend.
Weapons allowed
Revolvers in keeping with wild west
Lever action rifles
Single or side by side Shotguns.
Single shot, period looking bolt actions (meaning you can only load them with one round at a time)
Period looking larp weapons.
HARD RULES for combat.
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.
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 – wounds ya!
• 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 card draw or can crawl!
CREW MAY STILL RETURN FIRE AFTER BEING SHOT UNTIL DEAD!
THE TOWN
This is the hub of of ‘County Wars’ 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 Town cannot be attacked and is classed as a safe zone. Unless ‘THE TOWN IS IN DANGER’ All guns must be left outside camp in the shack whilst the camp is ‘AT PEACE’!!
THE CAMPS/HIDEOUTS
Camps/Hideouts are the base of operations for each Gang. These can be attacked and robbed. These are places where you can get returned to the game if shot out or simply plan your next action. All in game loot other than cash MUST be stashed until the end of the game. Then they can be returned.
DYING
If your reduced to zero hits and would die, you get a chance to pull a card from the deck at the bank. Red your dead, Black your back. Back still means you need to role play being shot the hell out of or stabbed, but you don’t loose everything and need to take it easy for the rest of the event.
If you DIE the bank secures all your wealth and you need to start again with a new dude.
Starting Load outs
To keep thing fair and fun, each player starts with a ‘loud out’. These loadouts can be added to as the game progresses but are ridged when a player begins. You can buy Permits from the bank or travelling salesmen (CREW). You simply cant carry any more then you have permits for.
1. Gang member – New recruit
Starts with 1 Pistol permits.
Start with $20
2. Sharp Shooter –Rancher
Starts with a Rifle permit.
Starts with $5
3. Lawman – Badge wearer/ Government officials.
Starts with a rifle or a pistol permit.
Starts with $20
4. Doc
Doc can carry 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 replen
By all means charge for your healin!
Starts with $20 and three red bandages. ONLY DOCS CAN TAKE BANDAGES OFF.
5. Miners – Must have 1 miner to take ore out of the ground.
Starts with a Permit to use Dynamite
Starts with a Permit for a Spade/Pick Axe (Larp)
Starts with $10
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 – $30
Melee – Knife/Tommahawk FREE up to 12inches
Melee – up to 2ft – £15
Melee – up to 3ft – £20
Melee – 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. The winning posse is the one with the most cash at the end of the game.
The Bank
Cash is made through doing Jobs, working strikes, trade, deeds, robbing 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 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. The bank has ledgers that can be used to OPEN accounts, this makes moving large sums of money a lot easier and also means we can keep an eye on the money in the game.
Upkeep.
All players 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.
Strikes
Strike or CPs are fixed locations that if a posse of 4 dudes, one being a minor, sits on the claim for 30 minutes, they can take a bag of ore to trade in at the bank. Red, ya got nothing, Black you get 10x the card value you pulled – 50% to the bank.
Panning – Cost 50% of what you make. All done on a cards draw.
Like mining you must spend an30 minutes before returning to the bank and then make a card draw to see if you got anything. Red, ya got nothing, Black you get 10x the card value you pulled – 50% to the bank.
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 in the manor of honesty jars…DON’T TAKE THE PISS!!
All pistols must be holstered and rifles put in a safe place outside of shooting times.
No heavy drinking and no drinking alcohol 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…
Ammo restrictions. REAL STEEL! 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.
No Guns can fire over 350fps.
Most importantly, have a bloody good time!!!