Desperados, Dudes & Deputies

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1 Desperados, Dudes & Deputies A modification 1 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) General Game Materials: Rule Booklet Miniature Character Sheets 24 Character Type Badges: x3 Con Artist/Cardsharp, x3 Gunslinger, x3 Greenhorn/Civilian, x3 Mounaineer/Trapper, x3 Rider, x3 Rifleman, x3 Sharpshooter, x3 Shootist, x3 Tough Wanted Poster Play Order Board 21 Numbered Movement-Plotting Cowboy Boot Counters Movement Rate Counters: 12 Serpentine, 12 Walk, 12 Run, 12 Trot, 12 Gallop 30 Poker Chips 8 White, 14 Blue, 8 Red for Fancy Shootin (Special Actions) Deck of Playing Cards Materials Each Player Should Bring Flexible Tape Measure Dice (per player): 20-sided (d20) and x12/ 6-sided (d6) Miniature(s) Pencil 1 Version 3D.8, 7/7/12 P a g e 1

2 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 Phase I: Round Em Up Three things happen in this phase: A) Players retrieve any counters, markers or tokens from the board from the previous turn or that are no longer in effect. Single-use tokens are removed from play entirely. B) Minis with debilitating conditions (eg System Shock) that expired at the end of the previous turn are restored to active status. C) Round Em Up Rolls are made to serve as play order determination, aka initiative. 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. Basic Rule - Invoking Initiative The game plays more quickly when initiative is ignored and players activity during Phases in 3D is conducted simultaneously. Thus, the game starts with initiative suspended. However, this rather P a g e 2

3 informal system also allows for one player to observe other players choices before committing his or her Mini Character(s) to actions, potentially granting that player an advantage. To counteract this, players DO NOT ignore initiative during a turn in which one or more players declare that they want to observe the play order established by the Round Em Up Subphase. This is called Invoking Initiative. Initiative may be invoked by any player AT THE START OF ANY OF THE PHASES IN A GAME TURN. Damage effects in Phase V. - the Reckonin Phase - are simultaneous so invoking initiative is unlikely to have an impact during this phase. Basic Rule - One Regular Action Each mini character may perform ONE Regular Action during a turn. Below is the list of the 14 Regular Actions from which mini characters may choose a Regular Action to perform in a game turn: MOVE ONLY ACTIONS 1. Standard Move or Ride 2. Climb, or Climb + Walk OR Run Move Requires a successful Bravado Roll or Move Action is lost for that turn. A Mini Character that succeeds at a Bravado Roll for climbing may move vertically up to 6. A Mini Character may NOT attack in the same turn that he or she Climbs. A player may combine a Climb Move with a Walk or Run Move. If the character succeeds in the Bravado Roll, his or her mini character may Climb up to half the number of inches remaining from the Move Roll after the horizontal movement, to a maximum of 6 of Climb. 3. Sneaky Move Limited to Walking pace on foot only (no horseback). Sneaking requires that the Mini Character maintain base contact with covering terrain, without losing contact for more than 2 at a stretch, for the entire executed move. Also requires a successful Bravado Roll. Whether the Mini Character succeeds or fails at the Bravado Roll, movement is halved during that turn. 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 Mini Characters whose line of sight passes through covering terrain. 4. Mount or Dismount a Moving Animal or Vehicle Requires that the Mini Character use the Run movement type and make a successful Bravado Roll. If the Bravado Roll is unsuccessful the Mini Character attempting this action must stop his move at the point of intersection with the moving target. If the Bravado Roll is successful, the Mini Character may mount the animal or vehicle. 5. Running Leap Requires that the Mini Character use the Run movement type and make a successful Bravado Roll or the Mini Character attempting this action must stop his move at the starting point for the attempted leap. If the Bravado Roll is successful, the Mini Character may leap up to 4 horizontally and up to 1 1/2 vertically. MOVE PLUS ACTIONS 6. Move or Ride plus Fire Gun 7. Move or Ride plus Reload 8. Move plus Brawl (aka Charge) 9. Disengage from Brawl Requires a successful Bravado Roll. A Mini Character that succeeds at Disengaging from a brawl may ignore all attempts to Hamstring him or her during the current turn. STATIONARY ACTIONS 10. Stationary Hide P a g e 3

4 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. Basic Rule - Flexibility Players in 3D are meant to have some flexibility in reacting to what is happening in the game. Therefore, several guidelines apply to actions: A) A player does not have to specify or make public the action he or she intends a Mini Character UNTIL he or she executes it, B) A player MAY change an action he or she intended for a Mini Character so long as that Mini has NOT performed any actions that turn which would violate the conditions of the new action. 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 Basic Rule - The Bravado Roll Some Regular Actions actions - and all Special Actions - are difficult for a Mini Character to perform successfully. To determine whether a Mini Character can succeed at difficult actions, a Bravado Roll is made. The player controlling the Mini Character needing a successful Bravado Roll rolls 2d6 and adds any applicable modifiers. If the modified Bravado roll is equal to or greater than 8, the Mini Character succeeds. Phase II: Ill Intent During this phase, players plot the movement they intend their characters to complete during the turn. 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 Wound or a Seriously Wounded Mount will be P a g e 4

5 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. 1:32 Scale 28mm Scale Basic Movement Types and their Rates (Given in number of d3 or d6 inches) On Foot On Horseback In a Vehicle (Wagon or Coach) Hobble 2d3 Hobble 2d3 Walk 4d3 Walk 4d3 Walking Team 4d3 Run 8d3 Trot 8d3 Trotting Team 8d3 Gallop 16d3 Galloping Team 12d3 Hobble 2d2 Hobble 2d2 Walk 4d2 Walk 4d2 Walking Team 4d2 Run 9d2 Trot 9d2 Trotting Team 6d2 Gallop 10d3 Galloping Team 8d3 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. Evasive Movement aka Serpentine A player may choose to have a Mini Character that he or she controls use Evasive Movement (aka Serpentine) in conjunction with a Movement Rate. Evasive Movement makes a Mini Character harder to hit with gunfire. Evasive movement can ONLY be used in combination with THREE of the FIVE basic Movement Rates: Run, Trot & Gallop. Evasive Movement CANNOT be used in combination with Restricted Movement (see below). 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 P a g e 5

6 Mini Character plots intended movement as normal. In the subsequent Hightail It Phase, Hamstring attempts are resolved BEFORE any other movement, regardless of initiative. Phase III: Hightail It (Move) Phase Resolving Hamstringin Attempts Attempts to Hamstring another Mini Character are the first things resolved in the Hightail It Phase. Players using their Mini Characters to Hamstring other Mini Characters make their movement rolls. It should be noted that a Charge (Move + Brawl) is Difficult Movement and therefore halves the result of the dice roll. If the roll provides sufficient inches of movement to allow base-to-base contact between the Charging mini and the target mini, the target is hamstrung and CANNOT move that turn. In the event that his or her mini is Hamstrung, a player MAY change his intended action to a Disengage from Brawl so long as that Mini has not performed any actions that turn which would violate the conditions necessary for the Disengage from Brawl attempt. 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. Basic Rule Whole Inch Movement Increments Things like Difficult Movement and Evasion/Serpentine may result in adjusted movement rate rolls containing fractions. Movement must always be made using whole inch increments. If an roll adjustment results in a fraction, ROUND DOWN to the nearest whole inch. Deviating from Intended Movement Move execution CANNOT deviate MORE than 30 degrees to either side of the path of travel between the starting point and the destination Cowboy Boot Token. If the plotted move involved sharp turns or moving around corners, then new deviation limits are in effect each time the plotted move changes direction 45-degrees or more. EXAMPLE During the Ill Intent phase, the player controlling the Shootist at the bottom of the diagram decides to Run him around the corner and places his #17 Cowboy Boot Counter accordingly. At the same time, the player controlling the Greenhorn in the upper right corner of the diagram chooses to have his Mini Character run straight down the street and the player places his #8 Cowboy Boot Counter accordingly. When P a g e 6

7 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. Measuring Deviation: The Finger Spread Players may use a 30 degree template to guide the allowable deviation of the Mini Character s executed move from their plotted move, but a simpler method more in line with the beer-and-pretzels flavor of 3D is the finger spread method. There are two variations of the Finger Spread: 1) Make a relaxed V, victory, or peace sign with your hand (don t stretch your muscles or the V will be too wide). Place your hand over the mini so its center is in the valley where the first and middle fingers meet. Aligning your index finger with the original path of travel, a 30 degree arc is indicated by the line along your middle finger. 2) Hold your four fingers together with your thumb pointed out sideways (not shown in diagram). Place your hand over the mini so its center is in the valley where your thumb joins your hand. Aligning your index finger with the original path of travel a 30 degree arc can be determined by drawing a straight line from the center of the mini to the outside corner of the tip of your ring finger or to the point where your third and fourth fingers meet. 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 P a g e 7

8 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. Phase IV: Do Unto Others (Combat) Phase A player may attack as many times as allowed by the weapons he or she is wielding. A player MUST declare each attack, though if a Mini Character has more than one attack per turn, the player may resolve one attack before declaring the next one. 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. P a g e 8

9 Ranged Weapons Characteristics Table Weapon Reload Rate # of Attacks Each Turn Pistol 2 After 6 consecutive attacks Scattergun 2 After 2 consecutive attacks Shotgun 2 After 2 consecutive attacks Carbine 1 After 8 Consecutive attacks Lever-Action 2 After 12 Repeating Rifle consecutive attacks Rifled Musket 1 After 6 Consecutive attacks Derringer Recurve Bow Knife, Thrown Tomahawk, Thrown Lance, Thrown # of Reloads per Game Real-World Examples 3 Colt 45 Peacemaker Remington New Army 4 Sawed-off Double-Barrelled 12- Gauge 4 Double-Barrelled 12-Gauge 2 Sharps Carbine Spenser Carbine 0 Winchester Model Henry Repeater Enfield Rifle, cal Hawken Rifle Weapon Attack Table, Ranges and Targeting Roll Range Modifiers Ranges: Scale Point Blank Short Medium Long Extreme Pistol 54mm mm Scattergun 54mm N/A N/A N/A N/A N/A N/A 28mm N/A N/A N/A N/A N/A N/A Shotgun 54mm mm Carbine 54mm mm Lever-Action Rifle 54mm N/A N/A mm Rifled Musket 54mm N/A N/A mm Grenade-Like 54mm N/A N/A mm N/A N/A P a g e 9

10 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 3 rd 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 Greenhorn/Civilian Any weapon Rider Shotgun, Lever-Action Repeating Rifle Rifleman Carbine Sharpshooter Carbine, Rifled Musket Tough Carbine, Pistol -1 to die roll for Walk-rate move Stacks up to a -2 for a Runrate move with that weapon Determining Wounds from Combat RANGED WEAPONS - When a player successfully hits with an attack, he or she rolls 2d6 on the Hit Location Table and a d3 to determine how many wound points the hit inflicts in that location. BRAWLING (hand-to-hand combat; see below) When a player successfully hits in Brawling, he or she rolls 2d6 on the Hit Location Table and inflicts one wound point (plus bonus for Advanced Weapon, if applicable) to that location. Hit Location Table (roll 2d6) Roll Location Arm Torso 9 Arm 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

11 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. To determine where the dynamite lands off-target the player rolls a d6 for direction using the scatter diagram pictured at right: 6 1 Target 2 Then the player rolls 3d3 (2d3 in 28mm scale) to determine how many inches away in the direction indicated by the off-target roll the dynamite lands. When dynamite explodes, it does damage to ALL characters and structures within 6 according to the table, below: 5 Location 4 Thrower 3 Exploding Dynamite Damage Table In the Open In an Enclosed Space Single Stick d3 d3+2 Bundle d3+2 2d3+2 Brawling (Hand to Hand Combat) Players may also have their Mini Characters engage in hand-to-hand combat, aka Brawling. In order to Brawl, a player s mini must be touching the base of the target mini. A Mini Character engaged in Brawling automatically has cover against ranged attacks. 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. P a g e 11

12 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. Attack Modifiers, Brawling Condition Condition Defined Modifier Short, hand-held weapon Knife, club, pistol butt, broken whiskey bottle, etc +1 to die roll Heavy hand-held weapon Barstool, spear, swung rifle, etc to die roll Target Hampered or Hobbled Serious Arm Wound or Serious Wound +1 to die roll Attacker Hampered or Hobbled Serious Arm Wound or Serious Wound -1 to die roll Target succeeded at Ain t Lookin Target can ignore one successful Brawl attack during the current -1 to die roll for No Toruble Special Action Do Unto Others Phase Character-Specific Conditions Character(s) Modifier Untrained All except Con Artist/Cardsharp, Tough and Tribal Warrior -1 to die roll Trained in Brawling Tough and Tribal Warrior +1 to die roll Knife Fighter Con Artist/Cardsharp (must be wielding knife) +1 to die roll Damage-Modifying Conditions Condition Defined Modifier Trained Brawler with Advanced Weapons: Cavalry Saber, Fixed Bayonet, Tribal Warrior +1 DAMAGE Advanced Weapon Lance, Tomahawk Phase V: Reckonin (Apply Damage) Phase Mini Character Sheets feature a section for recording wounds. When the wound roll is made during the Do Unto Others phase, the player whose character is wounded marks the number of wound points in the row(s) of wound point circles appropriate to the hit location(s) struck by the attack(s) and also records the total number of wounds received in the TOTAL wound section below the hit locations. The player records wounds on the sheet during the Do Unto Others Phase by making a diagonal slash through a wound point circle for each wound point taken. This lets the player track wounds when they are rolled while remaining aware that any detrimental effects of those wounds do not take effect until after the Reckonin Phase. During the Reckonin Phase, a player changes wounds indicated in the previous phase to an X in the wound circle, or by blackening in the circle to indicate that wounds have taken effect. EXAMPLE Unwounded character Character is wounded for two wound points from a gunshot in the Do Unto Others Phase Player indicates that wounds take effect in the Reckonin Phase -- or Serious Wounds At the end of the Reckonin Phase, if ALL the wound point circles associated with a particular hit location (ie, Arm,, Torso) are filled, that location has a Serious Wound. List of Serious Wounds and their In-Game Effects Serious Wound Mini Character is dead and is removed from play Serious Arm Wound Mini Character is Hampered and must apply a -1 penalty to all Attack Rolls Serious Wound - Mini Character is Hobbled and can only use that Movement Rate Serious Torso Wound System Shock: Mini Character cannot act next turn Serious S**t! (All Arm AND all AND all Torso Wound Circles filled) - Mini Character is dead and removed from play P a g e 12

13 Total Wounds If the TOTAL wound section below the specific hit locations is filled, the Character is dead and removed from play. Characters Fancy Shootin (Special Actions) Fancy Shootin is the 3D term for extraordinary feats attempted by Mini Characters. Players may choose to have their Mini Characters perform Special Actions during a turn. Special Actions DO NOT count as a Mini Character s one Basic Action. Mini Characters may attempt more than one Special Action in a turn, but a Mini Character may NOT attempt the same Special Action two or more times in the same turn and once a Mini Character is successful at a Special Action he or she may NOT attempt further Special Actions. Mini Characters may attempt a Special Action AT ANY TIME during the turn, including between an attack roll and a wound roll. Special Action Chips In order to attempt a Special Action, a player s Mini Character must spend a Special Action Chip and make a Bravado Roll. Special Action Chips may also be spent to improve a Mini Character s chances of succeeding at a Bravado Roll associated with Difficult Movement. There are three different Special Action Chips: White, Red and Blue. Whhi ittee = 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

14 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 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. Scavenging Weapons and Ammunition A player can have a Mini Character that is in base-to-base contact with a dead Mini Character scavenge EITHER a weapon OR extra ammunition once each turn as a free action. If the Mini Character scrounges a weapon, then the exact condition of that weapon, in terms of remaining reloads, should be copied from the Mini Character s character sheet. If the Mini Character scrounges extra ammunition, he or she receives ONE RELOAD, UP TO A MAXIMUM OF SIX SHOTS. P a g e 14

15 Horses No Wild West-themed game would be complete without horses! 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. Horses & Gunfire Any horse not under the direct control of a Mini Character that is within 12 of a discharging firearm or within a 30-degree arc to either side of a line of attack between a shooter and a target will react to that gunfire. 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. endary-quality horses are not subject to these effects of gunfire. P a g e 15

16 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

17 P a g e 17 Character Profiles & CHARACTER SHEETS

18 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 2 nd consecutive attack 6 Remington 2-Barrel.41 Rimfire Weapon Attack Table, Ranges and Targeting Roll Range Modifiers Ranges: Scale Point Blank Short Medium Long Extreme Pistol 54mm N/A N/A N/A N/A 28mm N/A N/A N/A N/A 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. Special Action Chips: One White, One Blue, One Red Weapons : Attacks 1 st Reload Attacks 2 nd Reload Attacks 3 rd Reload Attacks 4 th Reload ARM Equipment & Loot: TOTAL P a g e 18

19 Player Name: Primary weapons: Any ONE Firearm Restricted weapons: Native Ranged Greenhorn/Civilian 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 Backup weapons allowed: Any ONE Firearm 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 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 Character #1 NamE: Weapons : Attacks 1 st Reload Attacks 2 nd Reload Attacks 3 rd Reload Attacks 4 th Reload ARM Equipment & Loot: TOTAL Character #2 NamE: Weapons : Attacks 1 st Reload Attacks 2 nd Reload Attacks 3 rd Reload Attacks 4 th Reload ARM Equipment & Loot: P a g e 19 TOTAL

20 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 1 st target. Special Action Chips: Two Blue Weapons : Attacks 1 st Reload Attacks 2 nd Reload Attacks 3 rd Reload Attacks 4 th Reload ARM Equipment & Loot: TOTAL P a g e 20

21 Player Name: MOUNTAINEER/TRAPPER 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 Character NamE: Weapons : Attacks 1 st Reload Attacks 2 nd Reload Attacks 3 rd Reload Attacks 4 th Reload ARM Equipment & Loot: TOTAL ANIMAL Character TYPE: NamE: Primary weapons: None Backup weapons allowed: None Restricted weapons: ALL Characteristics: Low Wound Tolerance This Mini Characters begins the game with one wound in each Hit Location Hunter This Character is trained in Brawling and receives a +1 bonus to Brawl Attack rolls. Well Trained this Mini Character may select and execute an action each turn like other Mini Characters. This Mini Character CANNOT use the following action types: Move or Ride plus Fire Gun, Move or Ride plus Reload, Stationary Gun Firing, Stationary Reload, Stationary Physical/Motor Skill Task (eg saddle a horse, play the piano). If the Mountain Man with whom this Mini Character is associated is removed from play, this Mini Character is also removed from play. Preternaturally Intelligent This Mini Character may attempt to perform exceptional actions (eg fetching a specific item, chewing through bonds, unlocking a door, patch up wounds), as a Fancy Shootin Special Action. This Mini Character receives an additional +1 bonus to the Bravado Roll for these special actions on top of other bonuses. P a g e 21 ARM TOTAL

22 Rider Character NamE: Player Name: Primary weapons: Pistol Backup weapons allowed: Carbine, Shotgun, Lever-Action Repeating Rifle Restricted weapons: Rifled Musket, Scattergun, Native Ranged 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. Special Action Chips: One White, One Blue Weapons : Attacks 1 st Reload Attacks 2 nd Reload Attacks 3 rd Reload Attacks 4 th Reload ARM Equipment & Loot: TOTAL P a g e 22

23 Rifleman Character NamE: Player Name: Primary weapons: Lever-Action Repeating Rifle Backup weapons allowed: Pistol, Carbine Restricted weapons: Native Ranged, Rifled Musket, Scattergun, Shotgun 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 Pistol This Character suffers a -1 penalty to firearm attack rolls made using a Pistol Special Action Chips: Two White Weapons : Attacks 1 st Reload Attacks 2 nd Reload Attacks 3 rd Reload Attacks 4 th Reload ARM Equipment & Loot: TOTAL P a g e 23

24 Sharpshooter Character NamE: Player Name: Primary weapon: Rifled Musket Backup weapons allowed: Pistol, Carbine Restricted weapons: Lever-Action Repeating Rifle, Native Ranged, Scattergun, Shotgun 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 Pistol This Character suffers a -1 penalty to firearm attack rolls made using a Pistol Special Action Chips: One Red Weapons : Attacks 1 st Reload Attacks 2 nd Reload Attacks 3 rd Reload Attacks 4 th Reload ARM Equipment & Loot: TOTAL P a g e 24

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