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Desperados, Dudes & Deputies Brings Cinematic-Style Wild West Gunfights To The
Desperados, Dudes & Deputies Brings Cinematic-Style Wild West Gunfights To The
A modification1 of the Desperado game rules by Steve Bean modified from a previously modified version by Bob Burke
Special thanks to Tom Rogers
Desperado developed by Leonard Albright, James Albright, Tom Kelly & Chip Mann
Original version published in 1992 by Monday Knight Productions
Desperados, Dudes & Deputies brings cinematic-style Wild West gunfights to the
miniatures table in 1:32/54mm scale (measurements are also provided for 28mm scale)
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Version 3D.8, 7/7/12
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Object of the Game
Typically, the object of Desperados, Dudes & Deputies is to be the last man standing in a team-based or
free-for-all Wild West gunfight. Scenario-based play will often present alternate victory conditions such
as exiting minis off the board or finding counters and moving them off the board to represent the loot
from a bank robbery, train robbery or gold mine.
USING DICe
Desperados, Dudes & Deputies utilizes one polyhedral die common to role-playing and minis skirmish
games – the icosahedron, or 20-sided die, referred to as a d20 – and six-sided dice, referred to as a d6,
common to family board games and gambling games. In the game, the six-sided die is used to generate
number ranges other than 1-6, most importantly 1-2 and 1-3. When the game calls for a six-sided die to
be used to generate the number range 1-2, it is referred to as a d2. To use a d6 as a d2, roll the d6 – if the
roll is a 1, 2 or 3, treat it as a roll of 1; if the roll is a 4, 5 or 6, treat it as a roll of 2. When the game calls
for a six-sided die to be used to generate the number range 1-3, it is referred to as a d3. To use a d6 as a
d3, roll the d6 – if the roll is a 1 or 2, treat it as a roll of 1; if the roll is a 3 or 4, then treat it as a roll of 2;
if the roll is a 5 or 6, treat it as a roll of 3.
tURN SUMMARY
Desperados, Dudes & Deputies is a turn-based game with a minced sequence of play. The pace of game
play is kept brisk through mechanics that enable players to act simultaneously during the five phases that
make up the turn:
I. Round ‘Em Up Phase - Clean-up, Recovery and Initiative
II. Ill Intent Phase – Declare intended movement for that turn
III. Hightail It Phase – Execute movement
IV. Do Unto Others Phase – Conduct combat and determine damage
V. Reckonin’ Phase – Damage takes effect
Each player rolls a d20 for EACH of his or her Minis (The Greenhorn/Civilian Character is
comprised of two Minis, each of which must have its OWN initiative). Any ties are diced-off. A
ranked order or play is determined from this set of rolls. This ranked order is recorded on the
Play Order Wanted Poster and displayed for all players to see.
OPTIONAL: Play order may be determined by having players draw a card randomly from a
deck of playing cards, then rank ordering players according to their cards from high card (Ace is
high) to low card. Note that suits are ranked (in descending order): Spades, Hearts, Diamonds
and Clubs. Thus the highest card in a deck is the Ace of Spades and the lowest card is the Two
of Clubs. This ranking ensures that there will be no ties.
STATIONARY ACTIONS
10. Stationary Hide
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Requires covering terrain and a successful Bravado Roll. A Mini Character that succeeds at a Bravado
Roll for sneaking and who does not attack during the turn cannot be the target of attacks from any Mini
Characters.
11. Stationary Gun Firing
12. Stationary Reload
13. Stationary Brawl
14. Stationary Physical/Motor Skill Task (eg saddle a horse, play the piano)
Mini characters may perform one or more Special Actions during the game, and may attempt multiple,
different Special Actions within a single turn, but may NOT perform more than one successful Special
Action in any single turn. Special Actions are listed and described in Section XX, below.
Picking up an object, drawing or holstering a weapon, mounting or dismounting a stationary horse and
other simple tasks DO NOT require an action. More complicated tasks are covered under the Stationary
Physical Task action, above.
EXAMPLE #1 At the beginning of a turn, a player decides - without telling the other players anything – that her
character will make a Running Charge at an opposing player’s mini. The player reveals the Running Charge in
the Ill Intent Phase by placing her Mini Character’s Cowboy Boot Counter on the target. But in the Hightail it
Phase, the player rolls her movement dice in the and coming up short on movement to engage the original target
in hand to hand comba. So in the oO Unto Others Phase, the player decides she wants her mini to shoot a pistol
at the target of the charge. Since nothing about a failed Charge precludes this, the player may make the attack,
applying a Running Movement Rate penalty (along with any other modifiers) to the attack.
EXAMPLE #2
For each Mini Character a player controls that he or she chooses to Move as part of its Regular Action
that turn, the player chooses the Movement Rate at which it will move during the turn, ie Walk or Run
on foot, Walk, Trot or Gallop on horseback or Walk, Trot or Gallop if driving a team of horses attached
to a wagon or coach. A character with a Serious Leg Wound or a Seriously Wounded Mount will be
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forced to use the Hobble rate. Once a player has chosen a Movement Rate for a Mini Character, he or
she places a Movement Rate Counter that matches the movement rate selected face down on the
character’s Character Sheet.
The distance a Mini Character actually moves will be determined by rolling dice and may be further
affected by Difficult Movement (see below) and Evasive Movement (see below).
After choosing types of movement for Mini Characters, players mark the intended destinations for their
Mini Characters using the Numbered Movement-Plotting Cowboy Boot Counters. Destinations must be
within the outside limit of the Movement Rate selected for the turn, eg if a player selected Walk
movement for a Mini Character then the destination marked for that character cannot be more than 12
inches away. Players should also take note of any Restricted Movement involved in their planned move.
EXAMPLE A player wants his 54mm Tough to run up to a door 12” away and kick it down. Since kicking down a
door is Restricted Movement, the door has to be within half of the possible movement distance for Run. Since half
of the movement distance for run is 16”, the player’s declaration is valid. The player places his Cowboy Boot
Token by the door.
A player must declare that his or her Mini Character is using Evasive Movement during the Ill Intent
Phase. The Player places a Serpentine Counter by the Mini Character to indicate Evasive Movement.
Using Evasive Movement changes the dice rolled to determine how far that Mini Character can move in
the subsequent Hightail It phase.
Hamstringin’
When a player wants one or more Mini Characters he or she controls to use a Charge Move to engage an
opposing Mini Character in hand-to-hand combat AND prevent that Mini Character from simply
running away, he or she may attempt to Hamstring the opposing Mini Character. If the Hamstring is
successful, Hamstrung Mini Character may not move regardless of initiative.
To declare a Hamstringin’ attempt, the player simply places the Movement-Plotting Cowboy Boot
Counter for the Mini Character attempting the Hamstringin’ on the target Mini Character. The target
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Mini Character plots intended movement as normal. In the subsequent Hightail It Phase, Hamstring
attempts are resolved BEFORE any other movement, regardless of initiative.
Executing Moves
In the Hightail It Phase, players execute their plotted moves. Players flip the movement rate counter
(Hobble, Walk, Run, Trot or Gallop) on their character sheet face up and then make a Movement Roll
for that Mini Character rolling the number of dice appropriate to the Movement Rate they selected,
according to the chart above. The sum of the numbers rolled on the dice is the MAXIMUM number of
inches the player may move his or her Mini Character towards its Cowboy Boot Counter. If a player has
placed a Mini Character’s Cowboy Boot Counter more than 2” away, that Mini MUST move at least 2”.
Otherwise, a player may stop a Mini Character’s move anywhere along its legal movement path. A
player CANNOT move a Mini Character beyond or past its Cowboy Boot Token when moving along its
plotted move. However, an allowable deviation or special action may allow a player to move a Mini
Character beyond its Cowboy Boot Counter.
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the Hightail phase starts, both players decide that they want their Minis to take cover behind the stacks of barrels closest to
each of their Minis rather than shooting it out in the open. Assuming the player rolls enough inches of movement on his
movement roll, the Greenhorn can make this deviation to his plotted move because the barrels are within the allowable 45
degree arc to either side of the plotted move. The Shootist cannot move behind the barrels near him because they are outside
of the allowable 45 degree arc. Note, however, that, before reaching the corner where the player originally planned a hard
right turn, the Shootist could move to the other side of the far barrels within his allowable deviation, assuming the payer
rolled sufficient inches of movement with his movement roll.
Difficult Movement
Difficult Movement requires a player to halve the results of the movement roll made for that move.
There are several types of Difficult Movement:
Mounting/dismounting a horse and moving both the horse and rider in a single phase (eg approaching a
tethered horse, mounting, then riding off on the horse). Both the rider and horse must move at Walking pace
during that turn and BOTH movement rolls must be halved.
Carrying a heavy load (eg a wounded comrade, large bags of money/gold, a keg of blasting powder)
Forcing open a locked or stuck door or window
Climbing over a fence or short wall (more than 2” and less than 4” tall)
Charge: Run and make a Brawl Attack
Evasive Movement
A player who declared Evasive Movement for a Mini Character in the Ill Intent phase must adjust his or
her Movement Roll for that Mini Character during the Hightail It phase. A 1/32 scale Mini Character
using d3s for movement and performing Evasive Movement subtracts 1” from the Movement Roll total
for every d3 rolled. A 28mm scale Mini Character using d2s for movement and performing Evasive
Movement subtracts 1/2” from the Movement Roll total for every d2 rolled.
EXAMPLE In the Ill Intent Phase, a player declares that his 1:32 scale Mini Character is Running AND
performing Evasive Movement. The player places a Serpentine Counter next to the Mini. During the Hightail It
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Phase, that same player rolls 8d3 for the Run Movement Rate, then subtracts 8” from the roll total. Thus if the
player’s Movement Roll is a 17” he or she may move the Mini Character up to 9”.
In order to be able to attack another Mini Character with a Ranged Weapon, a player’s own Mini
Character MUST be able to see the target. Being able to see the target is called having line of sight
(LOS). Line of Sight is determined by What-You-See-Is-What-You-Get (WYSIWYG, pronounced
“WIZZY-wig”): If a player sighting at the eye level of his or her Mini Character can see approximately
25% or more (the equivalent of MORE than a full arm) of the Mini Character he or she wishes to target,
then that Mini Character has Line of Sight. If ANY portion of the target Mini not counting hands and
feet is obscured by cover, then the attacking Mini applies the -1 Cover modifier to the attack roll. Mini
Characters engaged in hand to hand combat have cover.
To be able to attack another Mini Character with a firearm, a player’s own Mini Character ALSO MUST
be within the range limit of the weapon being used. Ranges for weapons and the bonus or penalty to the
attack roll are given in the table, below. While these ranges are about 1/3 the potential ranges of the
weapons they represent, studies of policeman have shown that firing in combat situation reduces the
effective range of even these experienced combat shooters to this range.
Basic Rule – “On the Edge” Range Measurements Favor the Attacker
Sometimes when measuring ranges, a measurement will be right on the edge between two range
categories.
An attack MUST be declared BEFORE range is measured using a measuring tape. Range is measured
between the two closest edges of the bases on the attacking and targeted minis. If the actual range
exceeds the weapon’s range, the attack automatically MISSES.
Mini Characters using firearms that allow more than one attack in a single turn may fire at MORE
THAN ONE target IF the additional targets are within a 30-degree arc on either side of the Mini targeted
by the first attack.
Combat with firearms in 3D is resolved using a single d20 die roll. For each attack, a player rolls a d20
and adds and/or subtracts all applicable modifiers. In the event of a contradiction between Character-
Specific Modifiers and other attack modifiers, Character-Specific Modifiers take precedence.
If a player rolls an 11+, modified, the attack is successful. A roll of 20 ALWAYS hits and a roll of 1
ALWAYS misses, even if the modified results would indicate otherwise.
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Ranged Weapons Characteristics Table
Weapon # of Attacks Reload Rate # of Reloads Real-World Examples
Each Turn per Game
Pistol 2 After 6 3 Colt 45 Peacemaker
consecutive attacks Remington New Army
Scattergun 2 After 2 4 Sawed-off Double-Barrelled 12- Gauge
consecutive attacks
Shotgun 2 After 2 4 Double-Barrelled 12-Gauge
consecutive attacks
Carbine 1 After 8 2 Sharps Carbine
Consecutive attacks Spenser Carbine
Lever-Action 2 After 12 0 Winchester Model 1894
Repeating Rifle consecutive attacks 1860 Henry Repeater
Rifled Musket 1 After 6 1 1853 Enfield Rifle, 185
Consecutive attacks 50 cal Hawken Rifle
Derringer
Recurve Bow
Knife, Thrown
Tomahawk, Thrown
Lance, Thrown
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Attack Modifiers, Firearms
Condition Condition Defined Modifier
Second Shot with Same Gun -1 to die roll
Target in Cover or Concealed Line of sight passes through cover or concealing terrain -1 to die roll
Target engaged in Brawling Target is in cover
Off Hand Shot Gunslinger firing second weapon during same turn -1 to die roll
Attacker executed a Run-, Trot- -1 to die roll
or Gallop-rate move this turn
Target performing Evasion/Serpentine -1 to die roll
Target Evading -1 to die roll
Hampered (Serious Arm Wound) All Wound Point Circles in Arm filled -1 to die roll
Target Zeroed-In Applied on 3rd consecutive turn target has not moved >6” +4 to die roll
Target experiencing System Shock Target took a Serious Torso Wound last turn +4 to die roll
Character-Specific Conditions Character(s) Modifier
Expert Shooter Shootist +2 to die roll
+3 (single shot)
Single Shot Bracing Bonus (Range Rifleman +1 to die roll
Specific) Sharpshooter
Mediocre Shooter Greenhorn/Civilian -1 to die roll
Unfamiliar Weapon Greenhorn/Civilian Lever-Action Repeating Rifle -1 to die roll
Rifleman Pistol
Sharpshooter Pistol
Severe Movement-Rate Penalty Conman/Cardsharp Scattergun -1 to die roll for
Greenhorn/Civilian Any weapon Walk-rate move
Rider Shotgun , Lever-Action
Repeating Rifle Stacks up to a
Rifleman Carbine -2 for a Run-
Sharpshooter Carbine, Rifled Musket rate move with
Tough Carbine, Pistol that weapon
Dynamite
Dynamite can be used as a grenade-like missile in 3D. Unlike other ranged weapons, dynamite has a
fuse that burns down to cause it to explode. When it explodes, it does damage not only to a single target
but to every mini character and structure in its blast radius.
Dynamite is treated a single Stick or a bundle. A Mini Character may light and throw a single stick of
dynamite in a turn. A Mini Character may spend an entire turn to prepare a bundle of dynamite, which
can then be lit and thrown in the following turn.
P a g e 10
When a player chooses to have his or her Mini Character throw dynamite, the player marks a target
point on the board using that Mini Character’s numbered Cowboy Boot Token. The player then rolls a
to-hit roll treating the throw as any other ranged attack.
Simultaneously, the player rolls a Bravado Roll to determine how well his or her Mini Character timed
the fuse. Bravado Rolls for timing the fuse on dynamite are made with a +1 bonus by all characters. If
the Bravado Roll succeeds, the dynamite explodes after it hits the target. If the Bravado Roll fails, then
the player rolls a d6. On a 1-2 the dynamite explodes halfway to the target point. On a 4-6, the dynamite
will explode on the second turn following (allowing other characters the chance to pick it up and throw
it elsewhere)
If the to-hit roll is successful, the dynamite lands on the target point. If the to-hit roll is unsuccessful, the
dynamite lands in a different spot on the board.
1
To determine where the dynamite lands off-target the player
rolls a d6 for direction using the scatter diagram pictured at right: 6 2
Target
Then the player rolls 3d3 (2d3 in 28mm scale) to determine Location
Unlike firearm attacks, Brawl attacks do not suffer a penalty from being combined with the Run
Movement Rate. A combined Run + Brawl attack is called a Charge and is one of the Basic Action
options.
A Mini Character can make one Brawl attack in the Do Unto Others Phase unless the Mini Character has
a Characteristic that states otherwise.
To determine whether a Brawl attack is successful, the player controlling the attacking Mini Character
makes a Bravado roll for that Character and factors in any applicable modifiers from the table below. If
the Bravado roll is successful.
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Brawl attack hits inflict one wound point of damage on a randomly determined location. An Advanced
Weapon wielded by a Trained Brawler inflicts +1 damage for a total of 2 wound points in a random
location.
EXAMPLE
Unwounded character – Head
Character is wounded for two wound points
from a gunshot in the Do Unto Others Phase – Head
Player indicates that wounds take
effect in the Reckonin’ Phase -- Head or Head
Serious Wounds
At the end of the Reckonin’ Phase, if ALL the wound point circles associated with a particular hit
location (ie Head, Arm, Leg, Torso) are filled, that location has a Serious Wound.
P a g e 12
Total Wounds
If the “TOTAL” wound section below the specific hit locations is filled, the Character is dead and
removed from play.
Characters
W
Whhiittee = Special Action attempt (No modifier to Bravado Roll) or +1 to Bravado Roll for Difficult Movement
Red = Special Action attempt with +1 Modifier to Bravado Roll or +2 to Bravado Roll for Difficult Movement
Blue = Special Action attempt with +2 Modifier to Bravado Roll or +2 to Bravado Roll for Difficult Movement
Each Character Type starts the game with the selection of Special Action Chips indicated in that
Character’s Character Type Profile, below. By agreement, players may increase the number of Special
Action Poker Chips used in the game, taking note that adding more chips is likely to lengthen the time
required to finish the game.
List of Special Actions (In Alphabetical Order)
1. Aim for Vitals
Success: Mini Character rolls d3+1 to determine wounds for one attack.
2. Ain’t Lookin’ for No Trouble
ALL Characters receive a +1 to their Bravado Roll for this Special Action.
Success: All Mini Characters targeting this Mini Character with Brawl Attacks during the current Do
Unto Others Phase are -1 on their Bravado Roll to hit. This Mini Character may ignore the effects of one
successful Brawl attack that hits him or her during the current Do Unto Others Phase. A Mini Character
that succeeds at this Special Action during the Ill Intent Phase may ignore any successful Hamstringin’
inflicted on him or her and still benefits from the other bonuses during the Do Unto Others Phase.
3. Burst of Speed
Success: This Mini Character may add two dice to his or her Movement Roll this turn. The roll is
adjusted according to Movement Rate as follows: -2” for Hobble, -1” for Walk, 0 for Run or Trot, +2” for
Gallop.
4. Call Someone Out
An opposing Mini targeted by this Special Action must be within 30” of the Mini Character attempting
this Special Action and the Mini Character attempting this action must be aware of the general location of
the opposing Mini targeted by the action.
Success: Next turn, the opposing Mini Character must plot a move in a direct line to the nearest point out
of cover within 16”of the Character Mini using Call Out.
5. Dive for Cover
Success: Damage from the next firearm attack that hits the Character is reduced by d3 points.
P a g e 13
6. Fire Restricted Weapon
Success: Mini Character may use a restricted weapon for one turn’s worth of attacks.
7. Get the Drop
Success: The Mini Character attacks before all other Mini Characters this turn and if one or more attacks
are successful the damage from the attack(s) is applied immediately. If more than one Mini Character
succeeds at Getting the Drop on the other Characters in the same turn, the order in which the effects of
these Special Actions is resolved is determined by the Round ‘Em Up Roll for that turn.
8. Guide My Hand
Success: A player may reroll one failed attack roll made during that turn. The reroll receives a +1 bonus.
9. Have a Look-See
Success: The Mini Character can ignore its plotted move during the next Hightail It Phase.
10. Haymaker
Success: One of the Mini Character’s Brawl attack inflicts +1 Wound Points. Thie player controlling this
Mini Character may choose to apply this extra Wound Point to either the Head or Torso Hit Location
without rolling on the Hit Location Table.
11. Patch Up Wound
A Mini attempting to Patch Up Wounds on himself or another Mini Character CANNOT choose any
other action to perform in conjunction with Patch Up Wound that turn EXCEPT the following: Standard
Move (Hobble, Walk, Run), Climb, Walk and Sneak, Hide in Place, Mount or Dismount a Moving
Animal or Vehicle, Running Leap, Stationary Physical/Motor Skill.
Success: Patch Up Wound restores d3 wound points in locations of that player’s choosing. No more than
one wound point may be restored in any single hit location.
12. Sucker Punch
Success: A Mini Character may make an extra Brawl Attack during the current turn’s Do Unto Others
Phase.
13. Trick Shot
A Trick Shot is any attempt by a Mini Character to use a firearm to achieve in-game effects that DO NOT
cause direct damage to another Mini Character. Examples include: Shooting a gun out of someone’s
hand (which makes the gun inoperative), severing a noose rope with a gunshot, severing a winch cable to
drop a large object on another Mini Character, etc. Trick Shots receive a base -1 penalty to the Bravado
Roll before other modifiers are applied.
Weapons & Ammunition
Each Mini Character is allowed ONE Primary Ranged Weapon and ONE Backup Ranged Weapon
PLUS a bonus backup Pistol or Derringer. The character sheets provide a chart with three rows to use to
list the ranged weapons carried by a character.
Characters may also carry ONE hand to hand weapon such as a knife, club, bayonet or
tomhawk/hatchet. This weapon, along with any other basic equipment (rope, lantern, bedroll, etc.)
should be recorded by the player in the Equipment & Loot section of the character sheet.
Ammunition supply is presented abstractly in 3D. The Ranged Weapons Characteristics Table indicates
how much ammunition a Mini Character has for each weapon by identifying how many reloads are
available for each type of weapon. Once a player has used up all the reloads for an individual weapon,
that weapon has NO MORE ammunition unless the player has the Mini Character scavenge a new
weapon or ammunition from a dead Mini Character.
In 3D, horses are treated as a separate Mini Character which human Mini Characters ride or otherwise
interact. There are three different categories of horse in 3D, with these categories representing
differences in quality, training and “personality:” broken-down nag, average and legendary. A horse is
assumed to be average unless specified otherwise.
Statistics for horses are provided in the Character Profiles and Character Sheets section, below.
A tethered horse will panic – rearing and kicking. Any Mini Character within 2” must make a Bravado
roll. If the roll fails, that Mini Character is subject to a Brawling Attack from the panicking horse.
A loose horse will bolt, galloping in a random direction determined using the scatter diagram for
grenade-like missiles. If the bolting horse’s path of travel intersects an impassable obstacle before the
horse has used up all its inches of movement, roll for a new direction on the scatter diagram until a
traversable direction is indicated.
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Glossary/Index
Action
Bravado Roll
Difficult Movement
Do Unto Others Phase
Evasive Movement (aka Serpentine)
Fingerspread
Flexibility
Hampered
Hamstringin’
Hightail It Phase
Ill Intent Phase
Invoking Initiative
Line of Sight (LOS)
Move Only Action
Move Plus Action
Movement Rate, Gallop
Movement Rate, Hobble
Movement Rate, Run
Movement Rate, Trot
Movement Rate, Walk
Movement Roll
Numbered Movement-Plotting Cowboy Boot Counters
Reckonin’ Phase
Round ‘Em Up Phase
Round ‘Em Up Roll
Serious Wound
Seriously Wounded Mount
Serpentine (aka Evasive Movement)
Severe Movement-Rate Penalty
Special Action
Special Action Poker Chips
Unfamiliar Weapon
Wound Points
P a g e 16
Character Profiles
& CHARACTER SHEETS
P a g e 17
CON ARTIST/ CARDSHARP
Character NamE: ___________________________ Player Name: _____________________________
Primary weapons: Pistol, Knife Backup weapons allowed: Scattergun
Restricted weapons: Lever-Action Repeating Rifle, Shotgun, Rifled Musket, Carbine, Native Ranged
Characteristics:
Ace Up My Sleeve – This Mini Character may make one offhand attack per turn. To use this characteristic, one of the
weapons being wielded MUST be a Derringer (Stats provided below):
Weapons Characteristics Table
Weapon # of Attacks Reload Rate # of Reloads Real-World Examples
Each Turn per Game
Derringer 2 After 2nd consecutive attack 6 Remington 2-Barrel .41 Rimfire
Knife Fighter – This Character is trained in Brawling and receives a +1 bonus to Brawl Attack rolls when wielding a
knife.
Slippery Like a Snake – This Character receives a +1 bonus to all Bravado rolls made to perform Walk & Sneak and
Stationary Hide actions
Quick, Like Lightning – This Character adds +1” to his Movement Roll total for each movement die rolled.
Severe Movement Rate Penalty: Scattergun - This Character suffers a -1 penalty to firearm attack rolls made with a
Scattergun if he or she executed a Walk-rate move in the same turn. This Character suffers a -2 penalty to attack rolls
made with a Scattergun if he or she executed a Run-rate move in the same turn.
Weapons : Attacks 1st Reload Attacks 2nd Reload Attacks 3rd Reload Attacks 4th Reload
Scavenged
Weapon:
Scavenged
Weapon:
Wounds
Wounds:: Head Equipment & Loot:
ARM
Leg
TORSO
TOTAL
P a g e 18
Greenhorn/Civilian
Player Name: _____________________________
Primary weapons: Any ONE Firearm Backup weapons allowed: Any ONE Firearm
Restricted weapons: Native Ranged
Characteristics:
Two Mini Characters – This Character consists of two identical Mini Characters
Mediocre Marksman – This Character suffers a -1 penalty to all firearm attack rolls
Severe Movement Rate Penalty: Any Firearm - This Character suffers a -1 penalty to firearm attack rolls made with
any firearm if he or she executed a Walk-rate move in the same turn. This Character suffers a -2 penalty to attack
rolls made with any firearm if he or she executed a Run-rate move in the same turn.
Unfamiliar Weapon: Lever-Action Repeating Rifle -- This Character suffers a -1 penalty to firearm attack rolls made
using a Lever-Action Repeating Rifle
Low Wound Tolerance – Each of this Character’s two Mini Characters begins the game with one wound in each Hit
Location
Special Action Chips: None
Scavenged
Weapon:
Wounds
Wounds:: Head Equipment & Loot:
ARM
Leg
TORSO
TOTAL
Scavenged
Weapon:
Wounds
Wounds:: Head Equipment & Loot:
ARM
Leg
TORSO
TOTAL
P a g e 19
Gunslinger
Character NamE: ___________________________ Player Name: _____________________________
Primary weapons: Double Pistols Backup weapons allowed: None
Restricted weapons: Lever-Action Repeating Rifle, Scattergun, Shotgun, Rifled Musket, Carbine,
Native Ranged
Characteristics:
Two Weapon Shooting – This Mini Character may make one offhand attack per turn.
Expert Targeting – If this Character attacks with a firearm that allows more than one attack in a turn, this character
may choose targets that are NOT within a “fingerspread” (approximately 30 degree) arc to either side of the 1st target.
Weapons : Attacks 1st Reload Attacks 2nd Reload Attacks 3rd Reload Attacks 4th Reload
Scavenged
Weapon:
Scavenged
Weapon:
P a g e 20
MOUNTAINEER/TRAPPER
Player Name: _____________________________
Primary weapons: Rifled Musket or Shotgun Backup weapons allowed: Pistol
Restricted weapons: Carbine, Lever-Action Repeating Rifle, Scattergun
Characteristics:
Loyal Animal Companion – This Character consists of two Mini Characters: the Mountaineer and an animal: dog,
wolf, raccoon, bear cub, mountain lion cub, large snake, falcon/eagle, etc. Animal Companion stats are found below.
Severe Movement Rate Penalty: Pistol - This Character suffers a -1 penalty to firearm attack rolls made with a Pistol
if he or she executed a Walk-rate move in the same turn. This Character suffers a -2 penalty to attack rolls made with
any firearm if he or she executed a Run-rate move in the same turn.
Survivalist – This Character is trained in Brawling and receives a +1 bonus to Brawl Attack rolls.
Special Action Chips: Two White
Scavenged
Weapon:
Wounds
Wounds:: Head Equipment & Loot:
ARM
Leg
TORSO
TOTAL
Characteristics:
Expert Mounted Shooter – This Character does NOT suffer the -1 penalty to firearm attack rolls when he or she
executes a non-Walk move in a turn so long as his or her move was made on horseback.
Giddyap! – This Character does not have to spend a Special Action Chip to attempt a Burst of Speed Special Action.
Moving Mount/Dismount – This Character does NOT treat “Mounting/dismounting a horse and moving both the
horse and rider in the same turn” as Difficult Movement.
Mounted Evasion/Serpentine – This Character does NOT change dice type when making Evasive Movement so long
as the movement was made on horseback.
Severe Movement Rate Penalty: Lever-Action Repeating Rifle - This Character suffers a -1 penalty to firearm attack
rolls made with a Lever-Action Repeating Rifle if he or she executed a Walk-rate move in the same turn. This
Character suffers a -2 penalty to attack rolls made with any firearm if he or she executed a Run-rate move in the same
turn.
Severe Movement Rate Penalty: Shotgun - This Character suffers a -1 penalty to firearm attack rolls made with a
Shotgun if he or she executed a Walk-rate move in the same turn. This Character suffers a -2 penalty to attack rolls
made with any firearm if he or she executed a Run-rate move in the same turn.
Weapons : Attacks 1st Reload Attacks 2nd Reload Attacks 3rd Reload Attacks 4th Reload
Scavenged
Weapon:
Scavenged
Weapon:
Wounds
Wounds:: Head Equipment & Loot:
ARM
Leg
TORSO
TOTAL
P a g e 22
Rifleman
Characteristics:
Single Shot Bracing Bonus at Long Range -- If this Character does not move during the turn, he or she receives a +1
attack modifier to attacks made at Long Range with a Primary Weapon
Expert Targeting – If this Character attacks with a firearm that allows more than one attack in a turn, this character
may choose targets that are NOT within a 30-degree arc to either side of the first Mini targeted
Severe Movement Rate Penalty: Carbine - This Character suffers a -1 penalty to firearm attack rolls made with a
Carbine if he or she executed a Walk-rate move in the same turn. This Character suffers a -2 penalty to attack rolls
made with any firearm if he or she executed a Run-rate move in the same turn.
Unfamiliar Weapon: Pistol – This Character suffers a -1 penalty to firearm attack rolls made using a Pistol
Weapons : Attacks 1st Reload Attacks 2nd Reload Attacks 3rd Reload Attacks 4th Reload
Scavenged
Weapon:
Scavenged
Weapon:
Wounds
Wounds:: Head Equipment & Loot:
ARM
Leg
TORSO
TOTAL
P a g e 23
Sharpshooter
Characteristics:
Single Shot Bracing Bonus at Extreme and Long Ranges – If this Character does not move during the turn, he or she
receives a +1 attack modifier to attacks made at Long and Extreme Range with a Primary Weapon
Severe Movement Rate Penalty: Carbine - This Character suffers a -1 penalty to firearm attack rolls made with a
Carbine if he or she executed a Walk-rate move in the same turn. This Character suffers a -2 penalty to attack rolls
made with any firearm if he or she executed a Run-rate move in the same turn.
Severe Movement Rate Penalty: Rifled Musket - This Character suffers a -1 penalty to firearm attack rolls made with
a Rifled Musket if he or she executed a Walk-rate move in the same turn. This Character suffers a -2 penalty to attack
rolls made with any firearm if he or she executed a Run-rate move in the same turn.
Unfamiliar Weapon: Pistol – This Character suffers a -1 penalty to firearm attack rolls made using a Pistol
Weapons : Attacks 1st Reload Attacks 2nd Reload Attacks 3rd Reload Attacks 4th Reload
Scavenged
Weapon:
Scavenged
Weapon:
Wounds
Wounds:: Head Equipment & Loot:
ARM
Leg
TORSO
TOTAL
P a g e 24
Shootist
Characteristics:
Expert Shooter - +2 modifier to every firearm attack roll, increased to +3 if Mini Character makes only ONE firearm
attack that turn.
Weapons : Attacks 1st Reload Attacks 2nd Reload Attacks 3rd Reload Attacks 4th Reload
Scavenged
Weapon:
Scavenged
Weapon:
Wounds
Wounds:: Head Equipment & Loot:
ARM
Leg
TORSO
TOTAL
P a g e 25
Tough/ THUG
Characteristics:
Tough to Kill - Ignores the first Wound Point applied to each Hit Location
Severe Movement Rate Penalty: Pistol - This Character suffers a -1 penalty to firearm attack rolls made with a Pistol
if he or she executed a Walk-rate move in the same turn. This Character suffers a -2 penalty to attack rolls made with
any firearm if he or she executed a Run-rate move in the same turn.
Severe Movement Rate Penalty: Carbine - This Character suffers a -1 penalty to firearm attack rolls made with a
Carbine if he or she executed a Walk-rate move in the same turn. This Character suffers a -2 penalty to attack rolls
made with any firearm if he or she executed a Run-rate move in the same turn.
Weapons : Attacks 1st Reload Attacks 2nd Reload Attacks 3rd Reload Attacks 4th Reload
Scavenged
Weapon:
Scavenged
Weapon:
Wounds
Wounds:: Head Equipment & Loot:
ARM
Leg
TORSO
TOTAL
P a g e 26
TRIBAL WARRIOR
Character NamE: ___________________________ Player Name: _____________________________
Primary weapons: Bow, Lance Backup weapons allowed: Tomahawk, Knife
Restricted weapons: All Firearms
Characteristics:
Close Quarters Fighter – This Character may attack twice in a single Do Unto Others Phase if the Character has a
Brawl weapon in each hand
Edged Weapon Wielder – This Character is trained in Brawling and receives a +1 bonus to Brawl Attack rolls.
Native Weapons Master – This Character may wield the Recurve Bow, Thrown Lance and Thrown Hatchet. Statistics
for these ranged weapons are given below:
Weapons Characteristics Table
Weapon # of Attacks Reload Rate # of Reloads Real-World Examples
Each Turn per Game
Recurve Bow 2 After 12th consecutive attack 0
Lance, thrown 1 After 2nd consecutive attack 0
Hatchet, thrown 1 After 1st attack 0
Stealthy Hunter – This Character receives a +1 bonus to all Bravado rolls made to perform Walk and Sneak and
Stationary Hide actions
Hunter’s Speed – This Character adds +1” to his Movement Roll total for each movement die rolled.
Native Mounted Shooter – This Character does NOT suffer the -1 penalty to Native Ranged Weapon attack rolls
when he or she executes a non-Walk move in a turn so long as his or her move was made on horseback.
Moving Mount/Dismount – This Character does NOT treat “Mounting/dismounting a horse and moving both the
horse and rider in the same turn” as Difficult Movement.
Mounted Evasion/Serpentine – This Character does NOT change dice type when making Evasive Movement so long
as the movement is made on horseback.
Weapons : Attacks 1st Reload Attacks 2nd Reload Attacks 3rd Reload Attacks 4th Reload
Wounds
Wounds:: Head Equipment & Loot:
ARM
Leg
TORSO
TOTAL
P a g e 27
ANIMAL Character: HORSE, BROKEN-DOWN NAG NamE: ___________________________
Primary weapons: None Backup weapons allowed: None Restricted weapons: ALL
Characteristics:
Poorly Trained – This Mini Character CANNOT perform basic actions other than providing a Riding Movement
Rate for another Mini Character mounted on this horse. Mini Characters mounted on this horse CANNOT use
beneficial Characteristics (eg a Rider’s Giddyup! ability) and CANNOT attempt mount-specific Fancy Shootin’
Special Abilities.
Slow – This Mini Character subtracts -1” for each Movement Roll die from its Movement Roll total.
Panicky – Each time this Mini Character receives a Wound, it IMMEDIATELY bolts 2d6” (or its Hobbled
Movement Roll in inches if the Wound Hobbled it) in a random direction determined by rolling a d6: 1= straight
ahead, 2= 45 degrees forward and to the right, 3= 45 degrees backwards and to the right, 4= directly rearwards, 5 =
45 degrees backward and to the left, 6 = 45 degrees forward and to the left
Wounds
Wounds:: Head TOTAL
FORELEG
R Leg
TORSO