Professional Documents
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Deadlands - The Deadlands Epitaph
Deadlands - The Deadlands Epitaph
Devil’s Night
A Chilling Adventure:
Guess Who’s Coming to
Donner
Regular Features:
According to Hoyle
For Fistfull of Dollars
The Big Picture
The Medicine Bag
Varmints
™
Contents
The Big Picture (page 2) The Medicine Bag: Voodoo
Voodoo
Written by: John Goff & John Hopler
(page 30)
Deadlands created by Shane Lacy Hensley Deadlands, Weird West, Dime Novel, the Great Rail Wars, Lost Colony,
Pinnacle Entertainment Group, Inc. Showdown, the Deadlands logo, and the Pinnacle logo areTrademarks of
P.O. Box 10908 Pinnacle Entertainment Group, Inc.
Blacksburg, VA 24062–0908
© 2000 Pinnacle Entertainment Group, Inc.
www.peginc.com or deadlands@aol.com
(800) 214–5645 (orders only) All Rights Reserved.
Printed in the USA.
Visit our web site for free updates!
Good to see you again—or for the first time keeping with the season, details the finer
if you’ve not had the opportunity to take a points of undertaking and gravedigging in the
gander at an Epitaph before this one! Weird West. On top of all that, we’ve got
Since this issue is the one hitting the According to Hoyle covering the Lost Colony
shelves closest to our favorite holiday— CCG, HOE fiction from John Hopler, a new
Halloween, if you couldn’t guess—we’ve comic, and a couple of other suprises!
devoted as much of it as possible to the First, we need to pay credit where credit is
darker side of Deadlands. due. We listed Jay Kyle as the sole author of
Like there’s much in the way of a light side last issue’s adventure, Biodome 2. He’s asked
to it anyway... we acknowledge the contribution of Matt
In these pages, you’ll find Guess Who’s Steflik in the concept and design. Done!
Comin’ to Donner—but it’s just for Marshals.
That’s because it’s an adventure that’s suitable
for either the Weird or Wasted West with a
little modification. Just from the title alone,
Weird West Roundup
you can probably take a guess at the general Things are getting stirred up west of the
idea behind that one! Mississippi worse than a nest full of pit wasps
In this issue’s Medicine Bag, we’ve included and somebody’s going to get stung real soon!
a passel of new voodoo spells that we If you’ve been following along so far, you
couldn’t fit into Hexarcana. For you Marshals, already know that California is on the verge
Varmints! has a few new creatures to keep of a big referendum, deciding for either the
your heroes on their toes—or at least a scarf Union or Confederacy—or maybe just calling it
around their necks. quits with both and striking out on its own!
A new semi-regular feature, For a Fistful of One way or the other two of the three
Dollars, gives players and Marshals alike a factions are going to lose, and you can bet
look at how folks make a living in Deadlands. neither is likely to roll over and give up on the
The first installment of this feature, in ghost-rock rich region without a fight.
Epitaph: 4
Epitaph
Trboule Down South While this statement is certainly in keeping
with our earlier reports of financially dire
As if folks in the Golden State—or at least circumstances in the New Orleans-based
what’s left of it—didn’t have enough on their company, whispers suggest a more sinister
minds, everyone’s favorite one-legged general, motive. Although these are completely
Santa Anna, is getting a little pushy along the unsubstantiated, some sources suggest that
Mexican border. Baron LaCroix may have made arrangements
Reports of large troop movements south of with Santa Anna himself!
Arizona and California reached this office over If so, the railroad’s sudden inability to
the past few weeks. Apparently, the infighting guarantee further operation takes on a new
in the area convinced Santa Anna the time light...
was right to make his move.
His first target seems to be the only Ill Wind from the North
community of any size in the area, the Free
City of Lost Angels. The Union may take pleasure in the
Folks in Yuma, Arizona, claim that the Confederacy’s current dilemma, but it has
Mexican Army has so plagued the Ghost Trail problems of its own.
that it’s nearly impossible for a caravan of any Chafing at British possession of Detroit,
size to reach Lost Angels now. Granted, Union General Maniha spent the winter
Reverend Grimme’s self-proclaimed “free city” quietly pulling units from stations along the
isn’t exactly a favorite vacation spot, but as Canadian border. Over the months, he
the saying goes, “The enemy of an enemy is a clandestinely pieced together a force of three
friend.” Although many in the region may find divisions of infantry and several artillery
the idea of allying with the Reverend’s batteries to support it.
fanatics unpleasant, it may prove to be Carefully timing his attack to fall between
unavoidable for now. the first thaw and spring rains, Maniha
Rumors of a closed-door alliance between assaulted the British positions. Unfortunately,
Lost Angels and the Confederacy are already his intelligence was out-dated and drastically
circulating in Yuma, where the meeting underestimated the enemy strength in the
supposedly took place. city. Apparently, over the winter months, the
British had reinforced as well.
Reinforcements? After three days of hard fighting, Maniha’s
battered forces were forced to retire, leaving
What few troops are in the area are the British in control of the city. The Union
currently involved in trying to maintain order not only failed to retake Detroit, but the
in the wake of California’s “referendum fever.” attack has depleted its forces along the rest of
And, depending on how the vote goes, those the Canadian border!
units may find themselves defending “foreign Word has filtered down from whiskey
soil!” traders that the British government has
It’s unlikely the Confederacy will be able to breathed new life into the Canadian
move substantial troops into the area quickly transcontinental railroad. The track-laying
enough to thwart Santa Anna’s inital advance operations have begun in earnest through
if he does make a move. western Ontario.
As yet, no railroad has reached the area, To date, the numerous lakes and rivers and
with Bayou Vermillion, stalled west of thick forests of that area have seriously
Tombstone, coming the closest. With typically hampered travel to the western half of
poor timing, Bayou Vermillion recently issued Canada. However, with the backing of the
a statement that unless the Confederate most powerful nation on earth, it’s unlikely
government is willing to grant a loan, it the situation will persist much longer. It
cannot guarantee that its trains will continue seems likely the Union faces the possibility of
running—even in emergency. a two-front war in the near future as well.
Epitaph: 5
Epitaph
calmed down some, the soldiers came out of
High Tales of Hell on hiding in the mountains and were welcomed
as protectors by the small group of people
Earth living in Grenada.
The killings in this small town have
baffled those trying to solve them. There
doesn’t appear to be any connection between
Locusts Attack the three victims, but the one thing in
common between all of the murders is that
An enormous swarm of locusts descended each of the victims felt as if they were being
upon the small survivor settlement of watched for days before the killings took
Batesville, Kansas. The insects destroyed place. All of the victims also reported that
crops in the field, devoured most of the things had been moved around within their
town’s stored food, and generally made a houses. Nothing was stolen; things were
nuisance of themselves. Only the timely simply rearranged as if the killer wanted his
arrival of a Convoy truck laden with food victim to know that he had been there. The
allowed the town to avoid starvation. third victim was murdered in her home
The inhabitants of the town believe this despite the fact that two armed guards were
modern day plague was the work of Thorax, posted outside.
an insect shaman who had passed through The inhabitants of Grenada welcome any
the town only a week before. No one knows outside assistance with solving these
why the shaman would inflict such a murders. However, the town’s leader, Major
punishment on their town, because although Niles Blakeley, stated, “We want all to know
they weren’t overly receptive to his message that there is no evidence to suggest that
of insect supremacy, the man was not these murders were committed by Jack the
mistreated while in town. Ripper. He has not returned from the dead
The angry survivors are offering a reward and his disembodied spirit has not possessed
of 500 bullets and as much corn liquor as a a member of this community. Frankly, I must
hero can drink to anyone who can find say I’m offended that whenever a murder
Thorax and return him to the town for trial. occurs with an Englishman in the vicinity,
Judge Harrison of Batesville prefers that the you Yanks automatically assume that Jack
man be brought in alive, but no questions the Ripper is involved. You Americans have
will be asked if he turns up dead. produced many more serial killers than have
ever been encountered in the British Isles
and I think it presumptuous that…”
Mysterious Murders For an idea of what may be behind these
The survivor town of Grenada in Northern gruesome murders, check out the upcoming
California also has its share of woes. There is Waste Warriors supplement.
a killer in the town and he has already
struck three times. Purity of Essence
Grenada is an unusual town for NorCal in
that more than 80% of its inhabitants are They say bad news comes in threes, so
former British soldiers. They were part of the here’s one last town that’s had a run of bad
big Canadian offensive that pushed down I-5 luck.
in the spring of ’81. Their position was The town of Clarksville, Missouri was a
overrun by a Northern Alliance counterattack nice place to live—at least as far as bleak,
in August of that year, but this resourceful blasted, post-Holocaust survivor towns go.
band evaded capture behind enemy lines The pride and joy of Clarksville was its
until Judgment Day occurred and all brand-new (thirteen years ago) water
organized fighting stopped. Once things had treatment facility. This facility was capable of
Epitaph: 6
Epitaph
sucking in water from the Ol’ Muddy and
remove 99.99% of all the toxins and bacteria
in the water. It also had a fluoridation
capacity.
The survivors in Clarksville kept the place
running after Judgment Day. Before the Last
War, drinking water straight from the
Mississippi was a bad idea; these days it’s
downright suicidal when you consider all of
the stuff that has leached into the water from
industrial sites and been thrown in by toxic
shamans. To make matters worse, undead
from across the river have been using it as
their own private swimming pool recently.
Therein lies Clarksville’s problem. Some
undead swim better than others, and many
have been swept downstream by the current
only to be sucked into the intake pipes of
the town’s facility. The townspeople have
been unable to clear the latest clog because
a small horde of undead has gathered
around the pipes. Over-sized catfish have
also been spotted in the area. The
inhabitants of Clarksville are looking for
experienced divers to clear this clog—
compensation rates are negotiable.
Epitaph: 7
Guess
Who’s Comin’ to
Donner?
Breaking Bottles
Hastings is well aware of the danger
the Donner ghosts pose for him. He
am far more.’ I knew him then, immediately focuses on any hero who
and would have kilt him, save damages the bottle tree. There are
hunger had sapped my strength.” seven bottles on the tree.
It takes seven successful Fair (5)
Allow the party 30 minutes to search shootin’ rolls with a rifle or pistol, or 4
the cabin (three search rolls per hero). with a shotgun to break all the bottles.
After this, Hastings arrives at home, A cowpoke trying to break them by
such as it is. hand can break one an action, as long
as he’s within reach of the tree.
Here’s Lansford! Thrown weapons follow the same rules
as rifles or pistols.
Hastings, sensing the arrival of the Once all the bottles are broken, the
posse in the area, has returned early ghosts are released. A pale green haze
from his nightly hunt. The monster was swirls from the shards of glass. Within
not totally unsuccessful before the fog are the hollow-eyed and
returning, for slung over its shoulder is emaciated faces of the Donner dead.
the body of Kingsley. Hastings stares in horror as tendrils
If the posse brought Kingsley along, lash out toward him. Within moments
hes found another poor sap for the he is totally enveloped within the haze.
larder gibbering in the woods not long The specters begin to devour both
after the party left the camp site. Hastings body and the manitou
inhabiting it. Any posse member
watching this must make an Incredible
(11) guts check.
18 Marshal Once Hastings has been destroyed,
any zombies he raised or animated
parts fall lifeless to the ground.
Lansford Hastings
Hastings now resembles a bloated, 8’
tall human. The manitou’s essence has Guess Who... 19
so filled his physical form that it is
swollen almost to bursting. His skin is
bluish white and cracked from the cold first two levels of wound modifiers
that constantly surrounds him. and Wind loss, as if he were
Dark blue lines outline Langsford’s undead.
frozen veins. His teeth are uniformly Zombie Parts: His power is limited to
pointed and even, his lips are split in the corpses of either cannibals or
numerous places. His eyes are coal their victims. Hastings also
black save for tiny red sparks at the possesses the unique ability to
center. animate portions of corpses killed
When he speaks it is in the by cannibals. He can affect twice
manitou’s voice, deep and rumbling, as many of these as normal,
trailing off into the tinkling of breaking complete zombies (i.e. 2d6). These
icicles. portions all have the same
statistics, although the flavor
Profile: Lansford (sorry) of each varies—after all,
Hastings parts is parts.
Description: See above.
Corpor eal: D:2d6, N:2d8, Q:3d8, S:2d12,
Corporeal:
V:3d12
Dodge 2d8, fightin’: brawlin’ 4d8, sneak Profile: Frozen Dead
6d8, throwin’: bolts o’ doom 3d6 Corporeal: D:2d6, N:2d6, Q:2d6, S:3d10,
Mental: C:3d8, K:2d8, M:3d12, S:1d10, V:2d10
Sp:2d10 Climbin’ 1d6, dodge 2d6, fightin’:
Faith: black magic 4d8, guts 4d10, brawlin’ 3d6, shootin’: pistol, rifle,
overawe 4d12 shotgun 2d6, sneak 3d6
Pace: 8 Mental: C:2d10, K:1d6, M:1d6, Sm:1d6,
Size: 8 Sp:1d4
Wind: 22 (see below) Overawe 5d6
Terror: 11
error: Pace: 6
Special Abilities: Size: 6
Armor 3 Wind: 14
Black Magic: Bolts o’ doom 2 Terr or: 9
error:
(appear as torrents of snow Special Abilities:
emanating from Hastings arm. Armor: -4 (Light). Their frozen flesh
Swirling in the snow can be seen is hard and resilient.
transparent skull-like shapes), Damage: Bite (STR) or icy claw
zombie 3 (see Zombie Parts for (STR+1d6). The zombie can use one
details). or the other, not both.
Damage
Damage: Claws (STR + 1d6), or bite Fearless
(STR) Gear: Although sometimes armed,
Immunity: While his dark protection these frozen dead are armed with
makes him very tough, a straight- only their claws and teeth
shooting posse can drop him—for a Immunity—Fir
Immunity—Fire: e: Frozen dead take
little while. Only the ghosts of the only half damage from fire and
Donner party trapped in the bottle fire-based attacks due to their
tree can permanently put him iced-up bodies.
down. Otherwise, he quickly melts Undead: Focus: Head.
into the snow, only to rise again Description: These escapees from the
the next night. grave are blue-skinned from their
Night V ision
Vision
ision: Langsford can see frozen flesh and are missing bite-size
normally in all but total darkness. hunks of flesh in several places. The
Unnatural Har diness: Although
Hardiness: cold has frozen their faces into a
“alive,” Hastings ignores stun, the rictus of death.
After Dinner Mints
After defeating Hastings, posse
members suffering from his influence
recover, provided they have not already
given in. The heroes still have to eat to
recover any Wind lost to starvation, but
any sort of food now sates their
hunger.
The party can locate another five
workmen with a day or two of
searching the area around the lake.
The men are unnerved and take a
good deal of coaxing to come out from
hiding. Further searching turns up only
the half-eaten remains of the less
forntunate members of the crew.
The trip back to Johnson’s trading
post is long and arduous thanks to the
heavy snowfall, but otherwise
uneventful. From there, it’s a relatively
easy journey to Virginia City; the snow
didn’t reach too far down the slopes of
the mountain.
The railroad is disturbed by the
events in the pass, but is nonetheless
grateful that the hereoes were
successful. They offer a $100 bonus to
each member—provided the posse
swears to secrecy.
Although no one quite believes any
wild claims of cannibal snowmen or
Animated Parts ghostly whiskey bottles, it’s obvious
that something went terribly wrong
Corporeal: D:1d4, N:1d6, Q:1d4, Q:1d6,
with the work party in Donner Pass. It
V:2d8
would certainly complicate matters for
Fightin’: brawlin’ 2d6
the Denver-Pacific if it were to have to
Mental: C:1d6, K:1d4, M:1d4, Sm:1d4,
explain why its workers were eating
Sp:1d4
each other!
Pace: 4
The railroad has suffered a brief
Size: 2-3
setback in its plans. However, as a
Wind: 12
number of the main competitors are
Terr or: 9
error:
interested in the progress of the
Special Abilities:
Denver-Pacific, it is doubtful that the
Damage: Flail/Bite/Kick (STR)
westward drive will be long delayed.
Fearless
Immunity: Animated parts are
immune to stun, the first two Bounty
levels of wound modifiers, and
Saving Elias: 1 white chip.
Saving
Wind loss, just as if they were
Figuring out the bottle tree was
normal undead.
Hastings’ w eakness
weakness
eakness: 1 red chip to the
Description: Per the name...
hero who does.
Rounding up surviv or
survivors: 1 red chip.
ors:
Defeating Hastings: 1 blue chip. Also,
Defeating
each surviving member has earned a
point of Grit. A Legend Chip goes
20 Marshal into the pot for ending a decades
long menace.
Bad Moons Risin’ 1878
1876 2094
Full Moon New
Ne w Moon
Full Moon Ne
Neww Moon
January 11 (Tues) January 26 (Wed)
January 1 (Fri January 16 (Sat)
February 9 (Wed) February 25 (Fri)
January 31 (Sun) February 15 (Mon)
March 10 (Fri) March 25 (Sat)
March 2 (Tues) March 16 (Tues)
April 8 (Sat) April 24 (Mon)
April 1 (Thur) April 15 (Thur)
May 8 (Mon) May 23 (Tues)
April 30 (Fri) May 14 (Fri)
June 7 (Wed) June 21 (Wed)
May 30 (Sun) June 13 (Sun)
July 6 (Thur) July 21 (Fri)
June 28 (Mon) July 12 (Mon)
August 5 (Sat) August 29 (Sat)
July 27 (Tues) August 11 (Wed)
September 3 (Sun) September 17 (Sun)
August 26 (Thur) September 9 (Thur)
October 3 (Tues) October 17 (Tues)
September 24 (Fri) October 9 (Sat)
November 1 (Wed) November 16 (Thur)
October 23 (Sat) November 8 (Mon)
December 1 (Fri) December 15 (Fri)
November 22 (Mon) December 7 (Tues)
December 30 (Sat) —
December 21 (Tues) —
1877 2095
Full Moon Ne
Neww Moon
Full Moon Ne
Neww Moon
— January 14 (Sun)
— January 6 (Thurs)
January 29 (Mon) February 13 (Tues)
January 20 (Thur) February 4 (Fri)
February 27 (Tues) March 15 (Thur)
February 19 (Sat) March 6 (Sun)
March 29 (Thur) April 13 (Fri)
March 21 (Mon) April 4 (Mon)
April 27 (Fri) May 13 (Sun)
April 19 (Tues) May 4 (Wed)
May 27 (Sun) June 11 (Mon)
May 19 (Thur) June 2 (Thur)
June 25 (Mon) July 10 (Tues)
June 17 (Fri) July 1 (Fri)
July 25 (Wed) August 9 (Thur)
July 17 (Sun) July 31 (Sun)
August 23 (Thur) September 7 (Fri)
August 15 (Mon) August 29 (Mon)
September 22 (Sat) October 6 (Sat)
September 14 (Wed) September 28 (Wed)
October 22 (Mon) November 5 (Mon)
October 13 (Thur) October 28 (Fri)
November 20 (Tues) December 4 (Tues)
November 11 (Fri) November 27 (Sun)
December 20 (Thur) —
December 11 (Sun) December 26 (Mon)
Varmints!:
Bloodsuckers
Profile: Upir
Corporeal: D:3d6, N:2d8, S:4d12+6, Q:4d10,
V:3d12
Climbin’ 2d8, dodge 3d8, fightin’:
brawlin’, wrasslin’ 5d8, sneak 3d8
Mental: C:2d8, K:2d6, M:3d6, Sm:3d6,
Sp:3d10
Area knowledge: local region 4d6,
overawe 3d6
Pace: 8
Size: 6
W ind: 22 the victim’s Vigor. The victim
Terr or: 9
error: suffers the difference in Wind,
Special Abilities: should she lose. If the victim goes
Damage: Claw (STR) bust, her neck is broken, killing
Fearless her instantly. A successful opposed
Gaze: The upir can spend a Blue Fate test of Strength (and an action)
Chip and an action to meet an breaks the upir’s grip.
opponent’s gaze with its own stare. Undead: Focus—Head. Only an iron
The victim must make an opposed spike driven through the upir’s
roll of Spirit against the upir. If she skull permanently destroys it.
loses, she suffers a Heart Attack as Completely burning the body has
described on the Scart T able in the
Table the same effect.
Marshal’s Handbook. Vulnerability: Poppy seeds. If
Nocturnal: The nachtzehrer is only confronted with a line or trail of
active at night. Sunlight causes it poppy seeds, the upir must make
no harm, but it is dormant an Onerous (7) Spirit roll to cross it.
(comatose) during daylight hours Otherwise, it must either go
unless aroused. Then, it is -4 on all around or turn back.
Trait and Aptitude rolls. Description: The upir looks much like
Strangle: The upir’s incredible it did in life. However, its eyes never
strength allows it to crush its blink and two distinct curls appear in
victims’ throats or break their its hair. After feedings, its skin takes
necks. With a raise on a fightin’ on a reddish cast, but is otherwise
attack, the upir grabs its foe’s neck slightly paler than in life. The upir
and begins to strangle. Roll an does cast a reflection when
opposed test of its Strength versus confronted with a mirror.
The Medicine Bag:
More Voodoo
Gris-Gris
Roth stepped down from the cab of armored truck lurched forward and
the semi and turned back to give his then slowly picked up speed. Sam
companion, the Templar Samantha waved to the machinegun crew perched
Stark, a hand down. atop the rig’s trailer behind the welded
“I’m capable of walking on my own,” gun shield. They waved back and the
said Sam as she batted his hand away. truck receded down the highway to a
“I’ve even been known to talk and string of whistles and good-natured
chew gum at the same time.” The catcalls.
petite Templar dropped to the ground “Fans of yours?” asked Roth. Sam
and then reached back up into the didn’t reply, she simply punched the
truck for the pair’s gear. With a loud gunslinger in the shoulder and busied
grunt and a strong tug, she pulled both herself with her gear.
of their packs from the cab. Roth shrugged into his pack,
Momentarily off balance, Sam staggered adjusted the straps, and then reached
backwards, and then, regaining her beneath his black trenchcoat to make
poise, she held Roth’s gear out to him. sure that the shoulder holsters carrying
The gunslinger accepted it with a his twin Tokarevs hadn’t become
bow while trying not to grin. “I’m sorry tangled with them. He picked up his
Your Graciousness, I was only Northern Alliance assault rifle and
attempting to help.” slung it, muzzle down, over his right
Sam shot Roth a quick glare. “Thanks shoulder.
for the ride, Bug,” she said to the truck Damn, he thought, it feels good to
driver. “If all goes well, we’ll be waiting be wearing some fresh clothes. While
for you right here when you swing the pair traveled east with the
back this way in a week. Good luck!” Convoy truck, they had been able
The Templar slammed the cab door to trade with the crew for some
shut and stepped back. Amidst the new duds. Roth picked up
sound of grinding gears and a blast of a pair of fatigue
oily black smoke from its stacks, the pants with
suspenders, a handful of black T-shirts, dilapidated house on a slight rise above
an H&K Shooting Team sweatshirt, and, the west bank of the Mississippi River.
luxury of luxuries, some new, never- The yard was overrun with weeds and
before-worn underwear. Sam bartered knee-high grass and a battered Buick
for some new blue jeans and a few with flat tires slowly rusted into scrap
sweatshirts to keep her warm in the in the carport. The only signs of
cool, late-October temperatures. Roth habitation were the matted grass near
also suspected that she had bargained the front door and a cleared strip that
for some of the men’s underwear, as had been hacked through the weeds to
the only female undergarments on the completely encircle the house. As Roth
truck had come from a lingerie store and Sam moved closer they could see
and fell well within the “butt floss” that this area was filled with an
category. intricate pattern created with painted
As he waited for Sam to finish rocks. A crudely-constructed wooden
adjusting her gear, Roth reached into ramp provided access over the rocks to
his coat pocket for his most prized a path worn in the grass.
trade of the trip: a small bundle of Roth unslung his rifle and crouched
fresh, honest-to-God cigars. He clipped behind a small tree. To his right, he saw
the end from one with the razor-sharp Sam do the same with her Mac-10.
folding knife he carried on his belt and “Hello in the house,” yelled the
fired it up with his trusty Zippo. He gunslinger. When there was no
took a long drag and released a large response, Roth hollered again—no
cloud of smoke in a satisfied sigh. answer.
Damn, it had been a long time. Just as the gunslinger began to creep
A fit of overly dramatic coughing forward, the front door opened and the
erupted behind him as the light muzzle of a rifle appeared. Roth could
autumn breeze carried the smoke in just make out a form in the darkness
Sam’s direction. “You know,” she said in beyond the doorway. “Who goes there?”
that God-you’re-being-such-a-child tone yelled a voice from within the house.
of voice that implied his IQ was one “My name’s Roth, and that’s Sam over
point above idiot, and which she there,” responded the shootist. “We’re
seemed to reserve just for him, “those looking for Bill and Mike Ryan of the
things cause cancer.” River Watch.”
“Really?” replied Roth in mock The rifle barrel wavered slightly and
surprise. “Given the fact that the Four then resumed its aim in Roth’s
Horsemen are walking the Earth, the direction. “Come on across the ramp,
dead won’t stay buried, and there are but keep your weapons lowered,” said
five biker gangs and at least one the voice.
cyborg that want me dead—that I know Sam and Roth moved slowly across
of—I’d say if I live long enough to get the ramp, keeping their weapons
cancer…” pointed groundward as instructed.
“Whatever,” interrupted the “Okay, now drop your guns and step
exasperated Templar. “Just stay back from them,” said the voice. Once
downwind of me. Now let’s go find the pair had done so, two men, both in
those River Watchers.” their early twenties, stepped from the
house. One carried a high-powered
* * * hunting rifle, the other covered the pair
with a pump-action shotgun. Both of
It only took the pair about an hour to the men were of average height and
find the location marked on the map had close-cut blonde hair. It was
they had been given: A small, obvious from their similar facial
features that they were brothers.
“I’m Mike,” said the one with the
rifle. “That’s Bill. Whaddaya want with
us?” The man addressed Roth, but his
Assault Rifle
Rifle: Gear; Uncommon Q: Tech Sgt. Hendricks gets Gear ffor or
Cost: 5; Attack: +1; Damage: 2; one CC less than listed. Does this lo wer
low
Toughness: -; Bonus: 2; Gear. Firearm. the cost of Gear he starts with, or onl onlyy
Automatic. Gear he gets after the start of the
”Now THIS is a weapon! Puts down all game? It sa ys ‘Gear attached to’ rather
says
but the most stubborn xenos!” -Norton than ‘Gear being attached to.’
A: Yes it lowers the costs of Gear he starts
Die is now worded so that the skinny can with. It only works on Gear being attached to
only get the bonus from a combat hit: him however. So if you put a Laser Scope on
his Officer’s Pistol you have to pay full price
Die
Die: Skinny Power; Rare Cost: 0; because it is attaching to the Officer’s Pistol
Bonus: 6; Skinny Power. Free Action: and not to Tech Sgt. Hendricks.
Turn after a successful hit to give this
Skinny +3D for this round of combat. Q: I notice that ther e ar
there e v
are ery ffe
very ew
”Did you see that?” -Norton faction-specific Units. Most can be used b y
by
an
anyyone. Is this the norm ffor
or the game, or
Chanouk
Chanouk, like all anouks, should only be is it just a matter of the set being on the
able to use anouk gear. small side?
A: We kept the faction-specific cards low
Chanouk
Chanouk: Drifter Troop; Uncommon because you can’t play them at all if you are
Cost: 5; Attack: 3; Damage: 2; another faction. Even if it were a large set,
Toughness: 5; Bonus: 3; Troop (B). Land having a bunch of faction-specific cards
Transport 1 (Anouks only). May only would still make it hard to play with just a
use Anouk Gear. May not enter Space. few starters or boosters. Don’t worry though,
“Why shouldn’t you pet ‘em? Ask there will be plenty more faction-specific
Lefty.” -Ross Units in the following expansions.
Epitaph: 46
Epitaph
Q: Can troops carry any number of
Locations Gear?
Q: If I play a Location in an Area, can I A: They can have as much Gear as they
later discar
discardd it to play a dif
play diffferent
erent want but they can never have a duplicate
Location? Gear. So you can have the Officer’s Pistol,
A: You’re stuck with it until it leaves play First Aid Kit, Assault Vest, Laser Scope,
somehow. Commando SMG, etc. You can never have two
Officer’s Pistols on the same unit, though.
Gear Q: What Gear can and can’t be
Q: If I use Company Colors to boost the attached to T Trr oops/V ehicles? I w
oops/Vehicles? as
was
Toughness of m myy Units, and the
theyy take pla ying y
playing ester
yester da
esterda
dayy and m myy opponent kept
damage aboabov ve their normal T oughness,
Toughness, attaching Assault Rifles and Smoke
but belo
beloww the boosted T oughness, do the
Toughness, y
they Grenades
Gr enades to his Conv Converted Freighter
erted Fr eighters
eighter s,
die immediately after the combat ends? which seemed rather strange to me, but
Also, does the bonus only last during the I couldn’t see a rule against it. W Wee ended
combat, or does it last to the end of the up pla ying that “per
playing sonal Gear” could
“personal
Turn? onl
onlyy go on T Trroops, while car ds like the
cards
A: They don’t die after combat ends Compo Armor could onl y go on
only
because damage is removed when combat is Vehicles. Is this a corr ect interpr
correct etation?
interpretation?
over. It only lasts for one combat. A: Normally Gear can only be attached to
Troops (this excludes Vehicles since they are
Q: I assume I can onl y use Ha
only Havvoc not Troops). Cards such as Compo Armor and
Missile during a battle, and onl y target
only Reserve Tanks will say “Vehicles Only.” which
opposing Units. As Ha Hav
voc Missile is a means they can be played on Vehicles but
Free A
Free ction, strictl
Action, y speaking it isn’t
strictly not on Troops.
limiting itself to combats or to targets
in the same ar ea.
area. Q: “T
“Trroops and V ehicles ma
Vehicles y sw
may ap
swap
A: Yes, it can only be used in combat. It Gear as an A ction, but this T
Action, urns the
Turns
says: “Free Action: Discard for an additional receiving car d.” Do T
card.” Trr oops and V ehicles
Vehicles
A3/D3 attack against a Vehicle, or A3/D1 swapping Gear need to be in the same
attack on any other Troop.” because it says it’s Ar ea? Can y
Area? ou sw
you ap multiple pieces of
swap
an “additional” attack you have to play it when Gear in one A ction, or just one piece at
Action,
your units are making their attacks. So not a time?
only do you have to use it in combat but you A: Y
You can swap any number of Gear
can’t use it unless it is actually your turn to cards from one unit to another as a single
attack. Action. The Units must be in the same Area,
the unit that receives the Gear must Turn to
Q: What happens when the combat is do so and must be a legal target for any of
over because of a Smoke Gr Grenade
enade? Ar Aree the Gear being swapped to him. In other
the attacker
attackers or
s fforced back to the e
orced exxact words you can’t transfer an Officer’s Pistol
Ar eas the
Areas y came fr
they om? Ar
from? e the
Are theyy ffor
orced to
orced from a Hired Gun to an Anouk Warrior (the
Retreat? Do they head to any adjacent Anouk Warrior may only use Anouk only
Ar ea in whate
Area whatev ver gr oupings that pla
groupings playyer gear).
decides (i.e., not the same groups they
wer e in bef
ere or
befor
oree the attack.)? I assume the Q: “Gear is placed directly on any
Def ender
Defender
enderss sta
stayy wher
wheree they ar
they e.
are. opriate T
appropriate
appr Trr oop or V ehicle (whether
Vehicle
A: Yes. Defenders stay and the Attackers Turned or Unturned).” Does this mean that
have to Retreat back to where they came Turned car
cards eceiv
ds can rreceiv e gear if it comes
eceive
from. from y
from our hand?
your
Epitaph: 47
Epitaph
A: Yes, you can place Gear cards from your
hand to a Troop or Vehicle even if it is
Actions
Turned. Q: If Blood BrBrother
others
others is played in a battle
play
with only one Hero on each side, what
happens. Does the combat stall until one
Combat side decides to retreat?
Q: When an enemenemy y mo
movves into one of A: If you are left with two Blood Brothers
your Locations that doesn’t ha ve an
hav anyy in a combat, it is over and the Attacker must
Units but has the Point Def Defenses
enses, is a Retreat (just like with Smoke Grenade).
battle automaticall
automatically y started betw een the
between
tw
twoo or is the Location fragged? Bloodthirsty
Q: Can Bloodthir sty be used after a
A: Yes, the battle is started up until you Troop V apes a Her
Vapes o, or onl
Hero, y if the
only y Frag
they
can get rid of the Point Defense. Since it has them? It sa ys Frag, but I w
says anted to make
wanted
combat stats your Units still have opposition s u rre
e.
even though there aren’t any enemy troops A: IIn order to Vape a Hero you have to
or vehicles in the area. Frag them first so you can use Bloodthirsty
even if the Hero you hit becomes Vaped.
Q: W ith a successful Smoke Gr
With Grenade
enade
Pull, wher
where e do the Units go—after all, Q: I assume Wasted Y Youth
outh will give
give
ther
there e can’t be mor more e than 4 in any one
any Occult to a TTrroop that does not ha
havve it
Ar ea? Do the attacker
Area? s lea
attackers ve or the
leav alr ead
alread
eadyy?
d e ffe
e n d e rrs
s? A: Yup it sure does.
A: The battle ends and since there are still
defenders alive the attacker is forced to retreat. Q: Does Sneak Attack o ovverride The
Kid’s ability to alw
alwaays attack fir st?
first?
Dav
Q: Da ve Ross had his Colt A: Nope, The Kid always goes first.
Peacemaker and a Commando SMG. He
w as ffacing
acing of
offf against Skaak and some Q: Can I take Fr ee A
Free ctions trul
Actions trulyy at any
any
other Units. DaDavve decides to use his time (f or instance, Ha
(for Havvoc Missile)? Can I
SMG and kills Skaak. Ha ving used the
Having fire one of
fire offf as soon as I attack an Ar ea,
Area,
SMG does Da Dav
ve still get the +1 Occult or do I hahavve to w ait until (A) it’
wait s m
it’s myy turn
fr om the Peacemaker in or
from der to try and
order to act or (B) I ha havve just taken an action?
Vape Skaak automaticall y?
automatically? A: You have to use them according to their
A: No. Skaak is getting Fragged/Vaped as game text. (See the question about Havoc
a result of the attack so you would not get Missile in the Gear section, earlier). Most of
the bonus of the Colt Peacemaker unless them are pretty clear, such as Parting Shot
Dave had used it instead of the Commando and Bloodthirsty which are triggered only
SMG. A Troop can only use or gain the when someone is Fragged.
benefits of one Firearm card at a time. Since
he chose to gain the benefit of the SMG, he Adventures:
cannot also use the Colt Peacemaker in the
same combat—even just the Occult bonus it Redbeard
Q: Redbear d is a Unique A dv
Adv entur
dventur
enture.e.
provides. Does that mean that y ou can’t try ffor
you or
As a side note, having Occult does not that A dv
Adv entur
dventur
enture e again after y ou
you
mean Skaak would be Vaped automatically. It successfull
successfully y complete it? Can y ou try ffor
you or
means he is Fragged automatically and you it a second time if y ou ffail
you ail the fir st time?
first
get to make an Occult Pull to see if you Vape A: Yup, if someone has beaten Redbeard no
him. If you don’t have Occult, Skaak would one else can go after him. If you (or another
not have to check for being Vaped at all player) fail in the first attempt you can always
because he is a Skinny and not a Hero. try again though.
Epitaph: 48
Epitaph
Chips can split that total of 6 hits up on any of the
Units in the Area. If it says “all” Troops take
Q: Can y ou discar
you discard d a Chip as a per son is
person that damage then each Unit would take 6
taking enough damage to Frag them to hits and you wouldn’t have to split it up.
reduce the damage enough to sa savve them?
Or can y ou onl
you y use Chips as a normal
only Q: When a carcardd states that it is a
Action in/outside of combat? Tr oop and a T ransport (like Chanouk),
Transport
A: They are Free Actions so you can use can the y go on other transports?
they
them as a Unit is taking enough damage to A: No, if a unit has the Transport ability it
Frag it and save it (just like the First Aid Kit). can’t be Transported by another card. The
exception to this is the Gear Vehicles which
General are covered in the rules.
Epitaph: 49
Deadlands Product List
Deadlands: the Weird West Weird West Dime Novels
SKU Price Title 9000 4.95 Perdition’s Daughter (Out of Print)
1100 25 Player’s Guide (hardback) 9001 4.95 Independence Day (Out of Print)
1101 25 Marshal’s Guide (hardback) 9002 4.95 Night Train
1003 20 Book o’ the Dead 9003 4.95 Strange Bedfellows
1004 20 Smith & Robards 9004 4.95 Savage Passage
1005 20 Hucksters & Hexes 9005 4.95 Ground Zero
1006 20 Rascals, Varmints, & Critters 9006 4.95 Forbidden God
1007 4.95 Twisted Tales 9007 4.95 Adios Amigos
1008 30 Great Maze (box) 9008 6.95 Skinners
1009 15 Marshal Law (Screen) 9009 6.95 Worms!
1010 20 Ghost Dancers
1011 20 Fire & Brimstone
1012 30 Fortress o’ Fear (box) Deadlands: Hell on Earth Roleplaying Game
1014 30 City o’ Gloom (box)
1015 20 Law Dogs (Out of Print) 6000 30 Hell on Earth (hardback)
1016 9.95 Road to Hell 6001 15 Radiation Screen
1017 9.95 Heart o’ Darkness 6002 20 Brainburners
1018 20 Tales o’ Terror 1877 6003 20 Children o’ the Atom
1019 20 Lost Angels 6004 9.95 Hell or High Water
1020 30 River o’ Blood (box—Out of Stock) 6005 25 Wasted West
1021 30 Boomtowns (box) 6006 4.95 Toxic Tales
1022 9.95 Marshal’s Log 6007 20 Road Warriors
1023 25 Doomtown or Bust 6008 20 The Last Crusaders
1024 9.95 Bloody Ol’ Muddy 6009 20 The Junkman Cometh
1025 20 Back East: North 6010 9.95 Something About a Sword
1026 20 Back East: South 6011 20 Monsters, Muties, and Misfits
1027 20 South o’ the Border 6012 20 Cyborgs
1028 20 Canyon o’ Doom 6013 25 Iron Oasis
1029 20 RVC 2: Book o’ Curses 6014 15 The Boise Horror
1030 20 The Agency 6015 20 Spirit Warriors
1031 15 Ghost Busters 6016 25 Shattered Coast
1032 20 Hexarcana 6018 15 Urban Renewal
1033 20 The Collegium 6019 20 Waste Warriors
1034 15 Rain o’ Terror 6021 15 The Unity (Coming)
1035 20 The Great Weird North (Coming)
1036 20 The Black Circle (Coming)
1037 15 Dead Presidents (Coming) Hell on Earth Dime Novels
9501 4.95 Leftovers
Weird West Cardstock Cowboys 9502 4.95 Infestations
9503 6.95 Killer Klowns
2701 19.95 Weird West Starter Pack
2702 14.95 Horrors
2703 14.95 Infernal Devices Hell on Earth Cardstock Cowboys
2704 14.95 Doomtown! (Coming)
2705 14.95 Great Rail Wars (Coming) 2801 19.95 Wasted West Starter
2706 14.95 Here Comes the Cav! (Coming) 2802 14.95 Horrors
2803 14.95 Road Wars!
2804 14.95 The Combine (Coming)
2805 14.95 Muties! (Coming)