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Written By:

Shane Lacy Hensley, John R. Hopler, John Bayou Vermillion Goff, Matt Forbeck,
And a Cast of Thousands

Interior Art By:


Paul Daly, Kim DeMulder, Dave Dietrick, Barry Doyle, Geoff Hassing, Chris Libey,
Ashe Marler, Andy Park, Charles Ryan

Logos: Chris Libey, Charles Ryan, & Ron Spencer


Special Thanks to: Thousands of Rail Wars fans who demanded the return of our award-winning game!

Deadlands created by Shane Lacy Hensley.

Dedicated to:
This Product is Free from Pinnacle
Pinnacle Entertainment Group, Inc. Entertainment Group. It May be Freely
P.O. Box 10908 Distributed with No Alterations.
Blacksburg, VA 240620908 Enjoy!
www.deadlandsl.com
(800) 2145645 (orders only)

Visit our web site for free updates!

Deadlands, Weird West, Dime Novel, the Great Rail



Wars, the Deadlands logo, all characters and
likenesses herein, and the Pinnacle logo are
Trademarks of Pinnacle Entertainment Group, Inc.

2000 Pinnacle Entertainment Group, Inc.


All Rights Reserved.

Printed in the USA.


Introduction:
Welcome to the Weird West
Welcome, partner! High Noon is a rip- The following chapter delves into the
snortin fast and furious miniatures background behind all this mayhem. If
game set in what we like to call the youre already familiar with the Weird
Weird West. Its a world where the Civil West, you can skip right on to Chapter
War drags on into the current date of One.
1877. California fell into the sea back in If you want a truly detailed account
68, creating a Great Maze of towering of the Weird West, you need to pick up
sea-canyons and exposing a superfuel the core books from our sister game,
called ghost rock. This miraculous Deadlands: The Weird West, available at
stuff has led to all kinds of wacky any decent game store, as well as on
inventionsfrom flamethrowers to our very own Weird Website
steam tanks. (www.deadlands.com).
The Reckoning that started all this Thats enough gabbin, friend. Lets get
mayhem has given rise to humanitys to talking about why the Wests so darn
worst fears: monsters, haunts, and spirits weird.
torn from nightmares and legends given
life. Werewolves are real, vampires stalk
the night, and zombies erupt from the
graveyards.
How the West Got Weird
The heroes who fight against these On July 4th, 1863, an event called the
terrors are brave souls indeed. Deadly Reckoning unleashed evil spirits into
gunfighters, mad scientists with infernal the world. These spirits, called
devices, mysterious hucksters casting manitous by the Indians, feed the raw
hexes powered by demons, and the energy of human fear to greater
righteous blessed fighting back the mastersthe Reckoners.
forces of darkness with hickory sticks These ancient and mysterious
and hoglegs. creatures take some of the energy fed to
Sometimes, if theyve got enough them and return it to the world,
sand, these desperate heroes can even sparking the occasional creation or
come back from the grave! inspiration of sinister monsters,
fanatical cultists, and pure horrors, been able to cast simple enchantments
essentially planting seeds of fear that before, but the flood of supernatural
would produce even more fear later on. energyand the ability to freely
The incredible energy unleashed by converse with the spirits and the
the terrible battles of the American Civil manitousgave incredible power to
War caused any number of strange those who had even the slightest arcane
horrors to rise in their aftermath. affinities.
Though kept quiet from the public, the Gradually, men and women began to
commanders realized something strange develop and enhance their magical
was afoot and delayed their offensives powers. The blessed call upon the power
time and time again. This gave the of the Almighty Himself. Shamans trade
waning Confederates a much-needed favors with nature spirits in exchange
break that has stalled the conflict into a for supernatural abilities. Hucksters
sort of cold war, with occasional learned Edmund Hoyle had coded the
offensives flaring only every other year secrets of magic in his original Hoyles
or so, particularly around election time. Book of Games. Now they use the
By 1868, the West was weird. Horrors knowledge to cast spells in flurries of
lurked in every dark corner. Only a few spiritual poker cards. Even mad
know the truth about the Reckoning, scientistswho believe their power
but everyone knows the shadows are a comes from scienceactually draw
little darker than they used to be, and inspiration from the whispers of the
the ghost stories told around their manitous for their infernal devices.
campfires are a little more real. Most of those spellslingers and mad
scientists use their powers for good, or
at least for personal gain with few cruel
The Return of Magic intentions. But there are others who do
One of the strangest effects of the far worse things with this power.
Reckoning was the return of spiritual Witches, warlocks, cultists, evil priests,
energymagicto the world. The houngans, and worse have all arisen in
strongest shamans and mystics had the Weird West. Though their beliefs are
many, their powers actually come from
the Reckoners themselves.
A shaman named Raven is one such
twisted soul. It was he who freed the
4 High Noon manitous. Later, he used his dark powers
to shatter the coast of California.
Great Quake
The Great Quake struck the west
coast in 1868, shattering California into a
High Noon 5
labyrinthine maze of sea canyons.
Thousands died and tens of thousands
were left isolated and alone in this now-
desolate wasteland. But in the wake of The Great Rail Wars
the Great Quake, a new mineralcalled
ghost rock because of the eerie, Six companies proved contenders in
groaning vapors it produces when the race to the coast. They were not
burnedwas discovered in the fractured friendly competitors. The race West was
cliff faces of the Maze. It proved to be expensive. The railroads needed spurs to
a superfuel. Those who experimented every valuable stop along the way.
with it, dubbed mad scientists by the When Rail Gangs competed for the
press, could make incredible devices same right of way, battle ensued,
years ahead of their time. The Maze starting what the papers came to call
flooded with hundreds of wild-eyed the Great Rail Wars.
academians and thousands of desperate At first, the Rail Gangs were filled
miners hoping to get rich by finding the only by grim gunmen and desperate
next great vein. outlaws, but some of the Rail Barons
commanded darker forces. Soon, their
armies were augmented by the walking
Ghost Rock dead, devil bats, and even hulking
Ghost rock was later found elsewhere mechanical men.
as wellthe Black Hills, the Wasatch The Barons were careful to keep such
Mountains around Salt Lake City, and bizarre monstrosities away from towns.
even what were formerly thought to be If civilians ever discovered a railroad
coal reserves Back East. In fact, it had allied itself with such dark powers,
seemed the stuff popped up anyplace it it would lose both passengers and
could cause trouble. cargoes. When someone occasionally
The first group to truly realize ghost discovers the true nature of the Rail
rocks potential for destruction was the Wars, the Rail Barons enforcers silence
Confederate army. They developed new them quickly. Only a rag called the
and terrible weapons at their secret Tombstone Epitaph dares report the
base in Roswell, New Mexico. In 1870, truth. Unfortunately, the public is eager
Rebels armed with flamethrowers and to read this tabloid, but scoffs at the
rocket packs, backed by massive steam wild stories that appear within its
tanks and flying machines, raided the pages.
Union capital in the famous Battle of
Washington. The bluebellies eventually
won their capital back, but the nature of
warfare had changed forever.
The Story Has Only Begun
A stable supply of ghost rock was the The fearsome battles of the Great Rail
key to victory. President Ulysses S. Grant Wars have now engulfed the Weird West
declared that the first company to build in a firestorm of blood and profits. Its
a transcontinental railroad to the Maze time to choose sides, partner.
would receive the exclusive government The next few chapters tell you how to
contract for ghost rocka prize worth play the Great Rail Wars in miniature. To
billions. The Confederate government actually play, youll also need the Great
quickly followed suit, and the race to the Rail Wars Army Book, also available
coast was on. No one guessed the completely free on Pinnacles Weird
trouble this would cause. Website, www.deadlands.com.
But they realized their mistake a few
years later when the Great Rail Wars Happy Trails!
came to full steam and did to the West
what the Civil War had done Back East.
Chapter One:
Setup
Welcome to Deadlands: High Noon, What You Need to Play
partner. We hope this little journey into
the world of Weird Western miniatures This is the High Noon: Great Rail Wars
will be the most thrilling ride youve Rulebook. This book covers all the rules
ever been onat least on a tabletop! you need to fight one of the greatest
Weve tried our best to make this the conflicts the Weird West has ever seen,
fastest, wildest miniatures game youve as well as complete statistics for the
ever seen. If youve played other games troops who fight it, their ghost-rock
like this, we think youll find High Noon powered weapons of war, arcane spells,
is similar enough that you can hop right and even the bizarre creatures some of
in and start playing, and different the gangs use to terrorize their foes.
enough that youll be comparing other What we cant give you as a
games to this one from now on. download you have to rustle up on your
To get started, read through this book own. In particular, you need:
to see just how we do things out here in Troops: Pinnacle makes both lead
the Weird West. Dont worryits a fast, miniatures (available only from our
fun read. Well have you up on the website) and Cardstock Cowboys. If
tabletop blasting Perdition out of your youre using Cardstock Cowboys, youll
best friends in no time. want the Deadlands: Starter Pack and
Those of you who are familiar with the Legends of the Great Rails Wars
the Deadlands roleplaying game already expansion. See the Smith & Robards
know quite a bit about the world and Ordering Center at www.deadlands.com.
characters behind all this madness and Dice: Every player needs a handful of
mayhem. If youre new to the Weird dice in the standard gaming sizes.
West, dont worry, well bring you up to Thats d4s, d6s, d8s, d10s, d12s, and d20s.
speed shortly. Battlefield: A playing area, such as a
So strap on your six-guns, partner. Its table or a patch of floor. We recommend
time to ride. a space thats four feet wide by eight
feet long. If youve got more space
available, use it, partner.
Scenery: Youll need some scenery
for your troops to fight over, like trees
Scenario Descriptions
from a model railroad set, hills made There are four basic types of
out of styrofoam, or some rocks like scenarios. All of these have a standard
you gather from right outside your door. format for telling you how to get started.
Poker Chips: Fate plays a strong Setup is where you find special
hand at High Noon. To represent it, we terrain pieces needed for the scenario. If
use poker chips. Specifically, you need it says to generate the rest of the
20 white, 10 red, and 5 blue chips. If terrain normally, you and your friends
these arent available where you live, use can simply put out whatever terrain you
gaming beads instead. As long as you happen to have on hand.
can drop your tokens in a cup and draw Troops tells you if you must have
from them randomly, youre in fine any particular figures in your Gang. In
shape. predesigned scenarios, it might list your
Poker Cards: Each player also needs entire force plus any named characters.
a deck of poker cards. Leave the two Deployment tells you where the
Jokers in each deck, and mark one as players may place their troops at the
the Red Joker and one as the Black beginning of the game. For most games,
Joker. Be sure to look for the official each player should roll 1d20. The lowest
Deadlands double poker decks at your rolling player sets up first, placing his
local Smith & Robards game along any table edge in a space
(www.deadlands.com in case you forgot about 2 long and 8 deep. No other
it, tinhorn!) players zone may start within 12 (thats
one foot, partner) of his Deployment
Zone. Once the low-roller has chosen
Step One: Create The his zone, the next lowest-rolling player
may choose, and so on. Dont place any
Battlefield troops until everyone has chosen their
starting area, however.
Once youve read the rules and know In defensive games, one player may
how to play, you need to create your place his forces in the center of the
battlefield. If youre going to play a table, but still no more than 12 from
predesigned scenario (several are any other players Deployment Zone.
available on Pinnacles Weird Website), Special Rules describes any out of
simply copy the map as best you can. the ordinary rules that are in effect
Otherwise, roll or choose one of the during the fight.
scenarios below, set up any special Bonus tells you how to get extra
terrain it calls for, then you and your Bounty Points over and above the usual
friends can place whatever other terrain points given for causing casualties. Not
you feel like over the rest of the game all scenarios have Bonuses.
table. Multiple Players gives you some tips
on how to run the game with more than
two players.
Scenarios
Last Thing Standing!
Gangs in the Weird West are meaner
d6 Scenario than rattlers and twice as slippery.
1-2 Last Thing Standing When these sidewinders meet, the lead
3-4 Raid! starts flying.
5 Scavenger Hunt Theres nothing fancy about this
6 Twisted Tale scenario. The side with the most Bounty
Points wins.
Setup: Roll a die. On an odd number,
there is an unfortunate town in the
center of the board.
8 High Noon Troops: 500 points or more each.
Deployment: Standard.
Bonus: There are no special
objectives other than to put down every
varmint in sight.
Multiple Players: This one works
High Noon 9
great for teams or as a free-for-all.

Bonus: See the Strange Locale tables,


Raid! partner.
A cowhand cant get a decent rest in Multi-Player: A Scavenger Hunt is
the middle of a range war. In this the perfect set up for a free-for-all!
scenario, one Gang has holed up in a
town when another launches an attack.
The defender in this scenario gets
Twisted Tale
25% more points to buy troops with Twisted Tales are scenarios outside
than the attacker. the usual find the bad guys and plug
Setup: Roll 1d6. On an odd result, the em routine. These are unusual
attack takes place at night. missions that tell a story of the Weird
Deployment: The defender sets up West in all its gory glory.
first anywhere in the middle of the Youll find a number of them on our
board, no closer than 8 to any other Weird Website from time-to-time, and
players Deployment Zone. the book Fistful o Ghost Rock (now out
The attacker deploys in any of the of print but you might find one in your
standard Deployment Zones. He may local game store) features 3 whole
split up his troops and attack from campaigns. Another campaign book is
several sides if he chooses. Raid on Roswell, available for free
Special Rules: None. download on the web.
Bonus: Every time a player uses an Setup: See the scenario for details.
Area Effect template, roll 1d10. On a 10, Deployment: See the scenario.
the attack has hit an innocent Special Rules: Per scenario.
bystander, causing the careless gang to Bonus: Again, see the scenario.
lose 1d6x10 Bounty Points. Multi-player: At the risk of being
Multiple Players: If there are redundant and repeating ourselves, see
multiple players, one side should be the scenario, partner.
placed in town, the attackers are also
allied, though allies may not share
Deployment Zones (the troops of two
different players cannot walk onto the
Step Two:
board from the same zone). Hire Troops
Once the table is set up, its time to
Scavenger Hunt buy troops. Start by having everyone
The Gangs are always looking for announce which Gang theyll be playing.
valuable ghost rock strikes, treasures, or Buying troops in High Noon is very
magical relics to give them an edge. simple. Simply look over your Gangs
When two or more Gangs go after the troop list in the Great Rail Wars Army
same treasure, theres going to be blood Book. For most games, each player
and grieving widows for some, cigars should have at least 500 points worth of
and dime novels for the rest. troops. Medium-sized games feature 750-
Setup: Place a Strange Locale (see 1000 points worth of troops per side,
Appendix E) in the center of the table. and large games start the bidding at
Deployment: Each players troops set 2000 points worth of sidewinders.
up in a standard Deployment Zone. Each group or troop represents
Special Rules: The first troop to either 5 figures (Posse), a single figure
reach the Strange Locale discovers what (Single or Hero), or a Crew of some sort.
awaits inside. Beware! The things that The number of figures in a Crew varies.
lurk inside ancient ruins, haunted mines, Check the troop description in the Great
and Indian burial grounds rarely Rail Wars Army Book to find out how
welcome visitors! many figures make up the Crew.
Traits

Name
Strength Smarts Vigor
Gunmen d6 d6 d6
Shootin Fightin Guts
d6 d6 d6

Weapon Range ROF Dam


Pistol 12 2 2d6 Weapons
Rifle 24 1 2d8
Shotgun 24 1 Spec.
Special Abilities: None
Number
Posse Special Abilities

5 50
Cost Bounty

Enforcers Name is, well, what we call this


particular rascal.
You can hire any of the troops Traits are a rating of the troops raw
regularly available to your Gang, though abilities: Strength, Smarts, Vigor, Shootin,
you must include at least one Hero. This Fightin, and Guts. These are expressed
is the leader of this mission, called the as a type of die, from a lowly d4 up to a
Enforcer. If you have multiple Heroes, d12 (the higher the better, partner)..
name one of them as the Enforcer. Number tells you how many figures
are in the troop, either Single (1), Hero (1),
Posse (5), or Crew (Variable).
Experienced Troops Special Abilities are unusual tidbits
Some gangs come in both regular and about the troop that dont fit anywhere
experienced versions. If youd like to buy else, like whether or not these goons
experienced troops, simply pay that cost. are undead or have the scout ability..
Theres no limit on how many of your Weapons are the means the troop has
troops can be experienced in a regular to shoot at or fight with other troops.
game. Its your Gangs moneyspend it Basic means the troop can have any
how you want. mix of pistols, rifles, or shotguns you
choose. In many Posses, for example, 2
pistols, 2 rifles, and 1 shotgun is a
Troop Sheets standard mix (so thats how we package
Once youve selected your troops, our metal miniatures). You can change
copy each of them down on a standard this to 5 shotguns, 4 rifles and a
Troop Sheet (provided at the end of this shotgun, or whatever mix you decide
book). Give each troop its own card on best suits your battle-plan. All basic
the sheet as youll be placing counters weapons are pretty much equal
and cards upon them. When youre done, depending on the terrain and how you
place your Troop Sheets face-up. Its use themso feel free to mix them as
now public knowledge what unsavory best suits your particular gang.
types have signed on to your Gang. Cost tells you how many points it
costs to add this troop to your army.
The cost is for the whole Posse, Crew, or
Single figurewhatevers listed.
Bounty lists how many Bounty Points
10 High Noon your opponent earns when she puts
down a figure from this troop. Pay
attention, cause this is the good stuff.
Each enemy figure your boys put down
is worth a bounty as well.
High Noon 11
Allies
The Gangs are often forced to forge fight. You also need to place one or
temporary alliances with their foes more Fate Chips (of any color) under
against even more powerful rivals. These your bribe and place it on the table.
truces last about as long as the battle, When everyones done, reveal all the
but during that time, a solid ally can choices.
mean the difference between victory and The player who bid the most for any
defeat, or even life and death. particular gang or faction gets them as
There are two types of Allies: rival allies. Count white chips as 1 point, red
gangs and independent factions. Rival chips as 2, and blue chips as 3. No
Gangs are other Rail Gangs that arent chips, no allies, amigo.
currently involved in your battle. What Should two players tie for the same
we mean is that if youre playing Union faction, theyre both out of luck.
Blue and another feller is playing Dixie All Fate Chips bid for allies are lost,
Rails, Wasatch, Bayou Vermillion, Iron whether you get them or not.
Dragon, and Black River are available as If you win, by the way, you dont have
allies. to actually hire any allied troops. Its
Independent factions are forces like perfectly legal to bribe a rival to stay
those of Reverend Ezekiah Grimme, out of the way until this fight is over.
Danites, or the various Indian Tribes.
Youll see some of these rascals as the
Rail Wars roll on.

Hiring Allies
Up to 1/4 (25%) of your army may be
allies. If youve got a 1000 point army, for
instance, you can spend 250 on various
allies.
Ally Leaders: Allied troops must
have their own Hero to lead them. This
individual keeps the rest of the rabble
(monsters in some cases!) in line. The
Hero can be an unaligned character (a
Hired Gun) or one from the allied Gang.
He cannot be a Hero from another Gang.
Chaos: A player may only have
troops from one other Gang. He cannot
hire troops from two or more different
Gangs besides his own. Its hard enough
to keep two groups from plugging each
other. Any more than that is impossible.

Bidding For Allies


Quite often, several players want to
buy allies from the same Gang. Heres
how you decide who gets the first shot
at hiring them.
Everyone who wants to buy allies
says so. Then each player writes down
the Rail Gang or faction theyre
attempting to bribe into helping them
Chapter Two:
The Rules
Were about to show you how to blast If your die roll meets or beats the TN,
your foes to Hell (and sometimes back), the troop succeeds in whatever it was
but first we need to explain how the trying to do. If the roll comes up less
basic mechanics work, what those than the TN, the troop failed.
funny numbers on the Troop Cards Raises: Rolling 4 points higher than
mean, and what those cool poker chips the Target Number, such as rolling an 8
are for. when you only needed a 4, can
sometimes gain you an advantage of
some sort. Getting a raise when one of
Skill Checks your figures is trying to recover from
Eatin Dirt, for instance, lets him not
Lets start with those fancy numbers only get up, but act that round as well.
on the Troop Cards. Well start with Trait Check the rules for whatever youre
and skill checks. trying to do to see if a raise has any
When you are told to test a troops special effects.
Traits, such as make an Easy (4) Guts
roll, roll the die listed under Guts on
the Troop Card versus the Target
Modifiers
Number (or TN, for short) listed in Die rolls can be modified by certain
parentheses. There are only two Target situations. The most common modifiers
Numbers in High Noon: Easy and Hard. are added or subtracted in combat.
Firing at a prone figure, for instance,
incurs a 1 penalty. These are added or
Target Numbers subtracted directly from your die roll.
For example, say your Hero is taking
a shot at a sniper lying prone in the
Difficulty TN distance. The TN for long range is 8, and
Easy 4 you roll an 8. Normally, this would hit,
Hard 8 but since you must subtract 1 from
your die roll, the shot misses.
Aces are the red-headed stepchildren Fate
spat upon Gods Green Earth.
The more mathematically adept of At the beginning of the game, put all
you out there may be wondering just these chips into a cup of some sort. We
how you can beat a TN of 8 if you have call this the Fate Pot cause were funny
a d4 or d6 Trait. Never fear. Weve got that way. Whenever youre told to draw
you covered. If you roll the maximum on a chip, grab one randomly from the pot.
a die, called an Ace, you get to roll that No peeking, sidewinders!
die again and add it to your total. At the beginning of the game, every
Say you need an 8 and youre rolling a player draws three Fate Chips.
d6. If you get a 6, then you roll again
and get a 2, your total is 8.
If you get an Ace on your reroll, you
Callin on Fate
can roll that again too, and so on. A d8 Fate Chips are used to give you rerolls
roll of 8, then another 8, then another 8, and keep your most valuable troops
then a 3 is (8+8+8+3=) 27. alive. They can only be used on Trait
No Aces: Aces only count on Trait checks. They may never be spent on
and damage rolls. Dont use them on damage, rolls on special tables, or the
special tables or running rolls. like.
Let us repeat that one cause weve
sure answered enough mail about it in
Fate Chips the past: You may not spend Fate
Chips on damage rolls!
Fate Chips are what we call your The exact function of each chip
poker chips, gaming stones, or whatever depends on its color.
youre using. You should have 5 blue, 10 White Chips: White chips let you
red, and 20 white (or whatever colors reroll a die and try again, keeping the
you happen to have in the same mix). As best of your rolls. You may spend a
you might have guessed, blues are best, white chip, roll, spend a chip again, etc.
red chips are second-best, and whites until you are satisfied.
Red Chips: Red chips let you reroll a
die and add the result to your current
total. For example, if you rolled a d6 and
got a 3, you could spend a red chip to
14 High Noon roll again. If you got a 4, youd have a
total of 7. The catch is that anytime you
spend a red chip, your opponent gets to
draw a chip from the Fate Pot for
herself. (In multiplayer games, only one
randomly chosen foe gets to draw.)
High Noon 15
Blue Chips: Blue chips work just like
red chips, but when you use them, your
opponent doesnt get a draw from the
Fate Pot. Use these carefully, since they Fortune and Calamity
only come along every so often.
Other Limits: You must spend any Red Jokers represent some sort of
white chips before using a red or blue Fortune on the battlefield. Black Jokers
chip, and you can only use one each of represent Calamities. Drawing either one
a red or a blue chip on any roll. Got during a battle means good luck for
that, compadre? You cant spend a red or someone, and bad luck for another.
a blue and then use a white to reroll it. Whenever a troop is dealt one of
You have to spend any whites before these cards, roll 2d6 on the Fortune or
you jump to reds or blues. Calamity Table (at the end of this
chapter) to see what happens!
Besides any other results, a Red Joker
Playing the Game always allows the troop to go first in
the upcoming Action! Phase.
In High Noon, we impose a little law A Black Joker is always discarded,
and order on the otherwise Wild West and the action is lost.
by breaking each turn up into two
distinct and separate phases: Draw! and
Action! Read on, hombre, and well tell
you how they work.
Action!
Once all the cards are dealt in the
Draw! Phase, its time to move on to the
Draw! Action! Phase.
To start, count down from the Ace.
The beginning of each turn is called Any troops with Aces take their actions,
the Draw! Phase. Dont go reaching for then troops with Kings act, then those
your pistol, partner. We mean draw as with Queens, and so on, down to the
in from a deck of cards. These cards Deuce (one last time, thats a 2, partner).
determine when each troop acts in the Troops act whenever their cards
upcoming turn. Aces act first, then comes up. In a single action, a troop
Kings, then Queens, and so on, all the may move and: fire, cast a spell, or use a
way down to a lowly Deuce (two). More special ability.
on this in a heartbeat, muchacho. If a troop ever gets a second Action
Each player gets her own deck of Card somehow (usually the result of a
poker cards to draw from. In large supernatural effect or a lucky Fortune
games, you might need more than one roll), he gets to act and move normally
deck for each player. (If a player needs on each card.
more than 27 cards at the beginning of Ties: If two troops have the same
each turn, add another poker deck for card, the highest suit acts first. The
every 27 cards she needs. And hey, order of suits, from highest to lowest is
thanks for buying so many figures!) reverse alphabetical:
Deal one Action Card face-up onto
each of your Troop Cards on the Troop
Sheet. Thats when each of those troops
will act, and why you should make sure
Suit Order
youve filled out a card for every Posse
even if you have several of the same
type. Spades
After everyone has completed all their Hearts
actions for the turn (after the Deuce), Diamonds
shuffle the cards and start all over. Clubs
Suit & Ties: Were not talking about
your Sunday-go-to-meetin clothes,
Moving Troops
friend. Were talking about ties with Individual figures can move any way
cards of the same suit and number. they want. A figure can start facing
If two troops have the same card and north, move a few inches and turn
the same suit, they must roll a contest south, fire, then turn north and move
of Smarts. The winner (the troop with again with no penalty to its movement.
the highest roll) goes first. That means None of the turns or actions slow the
zombies (God love em) and the like are figure down in any way.
a little slower on the draw than some Posse Power: Each figure in a troop
twitchy gunslinger. of 5 is also free in how it can move,
Only roll one die for each troop, no except that it must stay within 4 of at
matter how many figures are in it. Dont least one other figure in the troop. That
make the Smarts check until the Action doesnt mean every cowpoke in a posse
Card comes up. We like the suspense. has to be within 4 of everyone else,
just anyone else in his posse. Got it?
Getting Left Behind: If a figure is
Movement ever separated from its troop (usually
because its squirming in the dirt from a
All troops can move up to their Pace. belly-wound), it must use its full
Unless the Troop Card says otherwise, movement to get back with its
humans have a Pace of 6 and horses compadres the next chance it gets. A
have a 15. Weird critters have a Pace figure thats Eatin Dirt (see Damage)
score listed in their troop lists. Some of doesnt have to crawl toward its
those bizarre varmints can really companions, but it can if the player
skedaddle when they get going! wants it to. Should several figures in a
troop get separated, they need to move
toward the majority. If a troop is
separated evenly, you can choose which
figures move toward the others. Dont
Facing get all complicated on us, amigoes.
Moving Backwards: Most of the
A figures front is whichever way his body time, figures wont need to move
is facing. For most cowpokes, figure the backwards because they can turn during
direction the chest is pointing in is the front. their movement at no cost at all. If it
Anything behind the characters chest is ever becomes an issue, though, a figure
behind him. can move backward as if each inch was
Critters and other monsters (usually) have actually two (which works just like
facings too. You just need to figure out what Rough Ground).
the front and back arcs are based on the
model itself. Just try to make it as obvious Running
as possible so theres no confusion.
Figures can attack and act on anything in Sometimes your troops need to
their front arc. skedaddle faster than their Pace
For those technical players out there, otherwise allows.
figures have a 180 front arc. If youre really Troops can run by sacrificing any
picky about these kinds of things, you can other actions (like shooting) to get an
paint your bases to show a figures precise extra d6 of movement. The only
facings (though we dont recommend it, exception to this is that a running troop
tinhorn). may still make a hand-to-hand attack,
but only at the end of its movement. See
A figure can attack the Fighting section for details.
anything in its front arc, as If there are multiple figures in a troop,
shown in this diagram. roll for them all at once. They all get the
Anything to its rear is same running bonus.
safefor the moment. Horses: Troops on horseback can
sacrifice their other actions to get an
extra d10 of movement.
Rough Ground
Theres a lot of treacherous ground in
the Weird West. Rocky fields, muddy
High Noon 17
streams, steep slopes, and tangled scrub
all slow a cowpoke down.
All of this is collectively labeled players have agreed a surface is really
Rough Ground. When a troop moves flat, should the TN be Hard (8).
through it, each inch of actual Each figure who fails the roll takes
movement counts as two inches. damage as shown on the Falling Table
You and your compadres need to below. A figure that was already 6 up a
decide which of your terrain pieces cliff, for example, falls from 6 if he
counts as Rough Ground, but the failed the next climbing roll.
following should always fall under this Climbing Pace: Those who make the
rule: forests, wadable water, really steep roll move as if on Rough Ground.
hills, and fields full of crops. Climbing figures cannot run or attack.
Contraptions: Horses, rigs, and
wheeled guns cant climb. Honest!
Obstacles
Getting over obstacles slows a fellow
down. A cowboy hopping a barbed-wire
Jumping
fence too fast might find himself singing Not every fool who hits the ground
Home on the Range in soprano. did so accidentally. Lets talk about that,
It costs 3 of movement to get over amigo. A figure that deliberately jumps
obstacles that are chest-high (relative to takes less damage, as shown on the
the figure) or lower. Larger obstacles up Falling Table. Figures can leap up to half
to the figures height cost 6 of their Strength in inches horizontally.
movement. Death From Above: A figure who
Slow Pokes: If a troop doesnt have jumps on another from above makes a
enough Pace to top an obstacle in one Fightin roll against his opponent as
turn, it can keep working at it until it usual. If he fails, he lands beside the foe
makes it. For example, a troop with a and takes jumping damage as usual
Pace of 3 that needs to get over a high (and this ends his action). If he wins, he
obstacle (requiring 6 of movement) takes half the usual jumping damage
needs to use two turns worth of and adds +4 to his hand-to-hand
movement. If the troop decides to quit damage roll. Halve the dice before
partway over an obstacle, it costs half rolling, not the total.
as much movement to get back (round
down) as it did to get that far in the first
place.
Contraptions: Rigs and wheeled
guns cant scramble over obstacles of
any height.

Climbin
Higher obstacles can be climbed if
Falling & Jumping Damage
youre really desperate. Think hard on
this, because youll very likely lose some
of your troops. Falling Jumping
To climb, each figure in a troop Height1 Altitude2 Damage Damage
makes a Strength roll for every 6 of 1-3 Low 1d6 0
vertical height. The TN is almost always 3-6 Low 2d6 1d6
Easy (4) as there are usually hand-holds 6-12 Medium 3d6 3d6
in rock-faces, gutters or window ledges 12+ High 6d6 6d6
on buildings, and so forth. Only if a
scenario tells you otherwise, or all 1
Read Height as from 1 up to 3, from 3 up to 6, and so on.
2
Altitude is used with flying rigs. See the Derailed Supplement.
Pop-Up Attacks: If you want to have
Going Prone a figure hide, rise up, shoot (or perform
Sometimes even the bravest cowpokes some other action), and then hide again,
have to duck. Troops can go prone thats called a pop-up attack. The
whenever they want. Standing up costs modifiers are covered under Shooting.
2 of movement, however. Just be aware that the only way an
Lay any prone figures face-down to opponent can take a shot at a troop
show that they are prone (face-up who pops up is with a Hold maneuver
means theyre Eatin Dirtdescribed later (described next).
on). As youll see under Shooting,
enemies shooting at prone troops must
subtract 1 from their attack rolls.
Use common sense to determine
Horses
whether or not something can go prone. This being the West, there are lots of
Horses, animals, automatons, gun crews, folks riding around on horses. Heres
and the like just arent capable, or arent how to handle these noble critters.
savvy enough to know when a hunk o Horses have a Pace of 15. They are
lead is heading their way. also fleet-footed, meaning that they roll
Point Blank Range: A prone target 1d10 when running instead of 1d6.
doesnt gain any benefit if the bad guys Troops with horses can mount and
are standing right on top of him. Troops dismount one time each in a single
within 3 of a prone target can ignore action. That means a Gunman who gets
this modifier. on his horse, rides a ways, then
Prone in Melee: Troops caught on dismounts, cant mount his horse a
their belly when an opponent rushes second time this action.
into hand-to-hand automatically stand Mounting and dismounting costs 2 of
up and fight. movement, both for the horse and the
Crawling: Prone troops may crawl as rider.
if their Pace was half its normal value. Horses cant be used activelythe
Yes, that means a troop who ran while owner cant move them or have them
crawling could move half his Pace plus attack. They just sit there without a
half the roll of a d6 (round up). rider in contact with the animal.
On defense, they have the following
statistics: Strength: d8; Smarts: d4; Vigor:
Hiding d8; Shootin: ; Fightin: d4; Guts: d6.
To hide, simply position your figure in They Shoot Horses, Dont They?:
or behind whatever cover is available. If Anytime a mounted figure is shot by a
the figure cant be seen, it cant be shot burst-effect weapon (like a flamethrower
at. Indirect weapons such as or shrapnel round), the horse is hit too.
flamethrowers and explosives might still If the attack came from a direct-fire
do the job, but otherwise it cannot be weapon like a pistol, rifle, or shotgun,
targeted. and even then your figure assume the rider is the victim unless
usually gets cover (see Shooting). the attacker specifically targets the
Unfair Knowledge: Assume the horse (its the low-down, dirty, horse-
enemy knows your hidden troops are in shootin skunks choice).
there somewhere. Your opponents can Bounty: Killing a horse is never
act on the knowledge (because players worth Bounty Points. It just doesnt
cant help but see your figure), they just make the headlines.
cant directly target it. Only with
bushwhackers does the enemy truly not
have any idea where the figures are (and
Hey! Wait for Me!
the players wont either). When a riders horse is killed or run
off, the rest of the posse often cant
wait for the unmounted loser. As usual,
this fellow needs to do his level-best to
keep up with the rest of his amigoes as
18 High Noon soon as possible.
Eatin Dirt: A mounted cowpoke
who Eats Dirt does not fall onto the
ground. He simply slumps in the saddle
and allows Trigger to carry him on with
High Noon 19
the rest of the posse.
Riderless Horses: When a figure
dismounts, his horse stays where he it must use its held action before the
leaves it. It can be attacked and killed, extra action comes up or lose the Hold.
or even stolen by other figures as long Timing: If troops on Hold want to
as they have the horse ridin special interrupt other troops Hold actions,
ability. everyone involved must make Smarts
Fear: If a creature with fear or terror tests. Start with the last troop to declare
gets within sight and 6 of a riderless it is coming off Hold, then the next
horse, the animal immediately moves player rolls, and so on.
directly away from the threat at its full The troop with the highest result goes
running speed. first, then the next highest, and so on.
Regardless of who won, everyone
involved loses their Hold action.
Holding Actions
Sometimes troops want to wait and
see what happens before they cut loose
with their hoglegs. Maybe theyre
covering their buddies dashing across
Main Street, or maybe theyre waiting for
a pack of stinking zombies to come
busting through the barn doors at them.
A troop that hasnt moved and takes
no other action can place a Hold
counter on its Troop Card.
At any point until its next action
even in the middle of another troops
actionthe troop can discard the Hold
counter and claim its held action.
Holding troops can fire their weapons
or move up to half their normal Pace
without penalty. The troop can even
move into contact with another troop
and start fighting. They can even run,
but you must halve their running bonus
too (round down).
If a figure on Hold moves and then
fires, subtract 1 from its Shootin roll
for the hasty shot. This penalty doesnt
apply to hand-to-hand attacks.
Posses: All the figures in a posse
must not move or act to take a Hold.
Similarly, if any figure uses the held
action, the entire unit loses its Hold
counter. In other words, individual
figures in a Posse or Crew cant Hold
while others act.
Holding Holds: A posse that hasnt
used its Hold action in the Draw! Phase
does not get a new Action Card. A troop
can never Hold multiple actions. If it
gets an additional Action Card from
some other troops Fortune or Calamity,
A figure can only fire on a target to
Shooting its front, and only at targets it can see.
High Noon uses true line-of-sight (see
Troops armed with ranged weapons the sidebar, amigo), so hunker down and
can make shooting attacks. Amazing, eyeball the shot it if you have to).
huh? Those without must whip out their Since each action is only a few
knives and check out the Fighting seconds of real time, you must point out
section. all your targets for each troop at once.
A figure can make a Shooting or a Once youve nominated targets and
Fighting attack in one action, but not started rolling dice, you cant add in
both. The attack is always made to the other attackers. This keeps you from
figures front. waiting to see if your pistolero kills one
enemy before saying who your rifleman
in the same posse is shooting at. Youve
Picking Targets got to decide for them all at once. Name
Picking targets aint like picking your a posses targets, resolve its hits, then
nose, hombre. So pay attention. move on to the next Action Card.
Troops can fire at any point in their
actioneven in the middle of movement.
Troops with multiple shots may fire
Range
each shot at any point in their move. Once youve declared your troops
When its your troops turn to sling targets, you next measure the range
some lead, tell your opponent that your from the shooters to the targets. (You
thugs are going to fire, and then point cant measure the range first, amigo.)
out their prospective targets. Anything up to and including half the
weapons Range statistic is short range.
Anything up to and including the Range
is long range. Anything over that is out
of range and cannot be targeted.
If the target you named is out of
range, youve wasted the shot. Again, no
Line of Sight fair measuring beforehand.
The TN depends on the range. Roll
For the most part, a cowpoke must be able to each figures Shootin die, add or
see a target before he can attack it. This is called subtract any modifiers, then compare
having a line of sight. the result with the proper TN, as shown
High Noon uses true line of sight. You can below.
figure out if your figure can see a target by
hunkering down to the table and looking for
yourself. If your Gunman can see over the Range TNs
Clockwork Tarantula in front of him to the
zombie beyond, he can fire away. Similarly, if a
huckster sees a Witch firing balls o doom from a
second-story window, he can cut loose on her Range TN
with a soul blast, though in this case shed get Short 4
hard cover for the window frame. Long 8
Most of the time, determining line of sight
should be pretty clear. If theres ever a Rate o Fire
disagreement, you can run a tight string from the
attacker to the target, or use a laser pointer or All weapons in The Great Rail Wars
even a homemade periscope if you have them have a rate o fire, or ROF. This is how
(lots of miniature gamers do these days). If not, many times a figure can fire it on a
dont let a silly dispute ruin your game. Roll a die. single action.
On an odd result, the shot is blocked. On an even In general, pistols have an ROF of 2,
result, the attacker has line of sight. while rifles and shotguns have an ROF
of 1. Certain special weapons (like
Gatling guns) have an ROF of 3.
Multiple Shots: A figure planning to
fire multiple shots must declare all its
Shooting Modifiers
shots before resolving any of them.
Multiple shots may be split among
targets, and may be resolved at different Situation Modifier
points in the attackers movement. Target prone 1
Target behind light cover 1
Target behind hard cover 2
Modifiers Pop-up shot 1
There are many factors that can affect Shooting at a popper 1
your cowpokes ability to hit his target Shooter is mounted 1
when firing his hogleg. Lets take a look Shooting two guns:
at the most common. Regular hand 1
Off hand 2
Cover around the corner or looks out over that
There are two types of cover: light window sill.
and hard. Since neither party gets much chance
Light cover comes from concealment to aim at each other, however, both the
and thin obstacles. A figure half- popper and anyone shooting at him
obscured by scrub, a sparse forest, or a must subtract 1 from their Shootin
rail fence can claim light cover. A troop rolls.
firing at a target in light cover subtracts
1 from its Shootin roll.
Hard cover is bestowed by larger,
Prone
thicker obstacles such as building A figure lying on its belly (or on its
corners, windows, or trees. A shot at a back if its wounded but not quite dead
target in hard cover subtracts 2 from yet), is harder to hit than a standing
the Shootin roll. target.
In either case, if the shooter Troops must subtract 1 from their
circumvents the cover (by moving Shootin rolls when firing on a prone
around the back of a cowboy lurking target. Troops Eatin Dirt get this bonus
behind a stone wall, for example), it too.
doesnt count anymore. The cover must You can ignore this if the attacker
come between the shooter and his gets within 3 of a prone opponent. At
target at the time the shot is actually that point, laying down just means a
fired for it to affect the die roll. cowpoke doesnt have as far to fall.

Mounted Attackers Two Guns


Its hard to aim when your horse is Figures with two pistols can fire both.
bouncing all over Creation. Mounted They can even fire both guns up to their
attackers subtract 1 from their Shootin maximum ROF and split the shots up as
rolls. A figure can dismount to avoid they choose.
this penalty. The player must declare (before
shooting) if the figures going to fire
both guns. If he does, all the first
Pop-Up Attacks pistols shots are made at 1, and the
Sometimes a figure might want to seconds are at 2.
pop up out of cover, fire, and then Two-Fisted: The two-fisted Edge
return to cover. Thats perfectly legal and allows a gunslinger to ignore these
a smart way to keep from getting a modifiers. See Appendix A for details.
cowpokes noggin blown off.
The only way the enemy can shoot
someone doing a pop-up attack is with
Firing into Melee
a Hold action. Then it can plug the By and large, the Rail Gangs treat
sneaky varmint in the punkin (thats the their troops as cannon fodder. This
head, partner) as soon as he comes means firing into a wrasslin match
where the shooter might hit his own
buddy isnt really a problem. Say a Fighting
Gunman is tangling with a couple of
mean Nosferatu. His buddy, bravely If your troops dont have a ranged
watching nearby, isnt likely going to weapon, they need to whip out their
wait and see who wins before he starts knives (or claws or fangs!) and start
fanning his hogleg. carving.
When shots are fired into a melee, A figure is considered in hand-to-
see if the shot hits first. If it does, roll hand combat when its base touches an
randomly among all possible enemy figures base.
combatants to see who got hit. When contacted, prone figures
Area Effect: Area-effect weapons, automatically stand to fight, and figures
such as cannons and some spells, hit hit in the rear automatically turn to
everyone within the template as usual, face their opponents.
friend or foe. A figure in hand-to-hand combat
Large Opponents: Use a little makes its attack on its action. The
common sense when firing into a melee figure and its opponent each roll their
with opponents of mixed sizes. A Fightin die. If the defenders Fightin
Wendigo thats twice as large as a total is higher than the attackers, no
normal human-sized figure should damage is done. If the attackers total is
count as 2 targets when determining higher, he has scored a hit and should
who catches a round. now roll damage (see Damage).

Charging
There is no actual charging
maneuver in High Noon, other than that
a figure can run and still make a
Fightin attack in one action. This is an
exception to the normal rule on
running, which says you must sacrifice
your other actions for the extra
movement.
Firing at Chargers: Opponents can
fire on charging troops if theyre Holding
an action. If a Holding troop interrupts
an opponents move, the defending troop
may fire if they havent already done so
this action. Finally, the chargers may
have to make a Guts check if any of
them is Put Down (see Guts) on the
way in.

Fightin with Pistols


A figure can use its pistol in hand-to-
hand, and it uses its Shootin skill as
usual. The gunslinger can even take two
shots, as usual.

Here Comes the Cavalry


The power and speed of a good horse
gives an attacker a bonus in hand-to-
hand combat.
Mounted attackers add +2 to their
damage rolls, even against other
mounted opponents.
Florentine
A figure with two weapons (such as
two knives) may make two Fightin rolls
High Noon 23
if the player chooses. In the old days,
they called this Florentine style.
The first attack in this style is made
at 1; the second is made at 2. Damage
If the fighter is in contact with
multiple foes, he may direct his attacks Now its time to listen to your
to any two of them. He can even turn to enemies squeal.
attack targets on either side on his
action.
Two-Fisted: A two-fisted gunfighter
Shooting Damage
can ignore all this nonsense and carve Once youve determined one of your
the Christmas goose with both hands thugs has actually hit the broad side of
and no penalties. the barn, you need to roll the weapons
damage. Like skill rolls, damage rolls are
open-ended. If you get an Ace, roll it
Multiple Opponents again and add it to the total. Now your
When a troop moves in for a hand-to- opponent must make a Vigor test. If
hand brawl, the figures are placed your damage roll is higher than his
wherever the moving player sees fit. If Vigor test, hes wounded (see Wounds).
she wants to gang three figures up on Fate Chips: Note that Fate Chips
one and ignore several others, thats her cannot be spent on Shootin damage
business. Of course, on the defenders rollsbut they can be spent on Fightin
turn, he may do a little rearranging of damage (see below).
his own.
Being buried under a flurry of fists,
claws, or knives isnt much fun. For
Shotguns
every opponent after the first in contact Shotgun shells scatter as they get
with a figure, it must subtract 1 from further away from the gun, and so do
its attack and defense rolls. damage a bit different than other guns.
Facing: An outnumbered figure can A shotguns range is 24. The base
direct its attack at any opponent to its damage of a shotgun is 3d6 for any
front. Models in its rear cannot be target within 6. For targets in the next
targeted, though it may turn to face any 6, the damage is 2d6. Any targets
figure it chooses on its action. (This is beyond that (which is long range) take
usually only important when a figure only 1d6 damage.
has more than one attack per action.)
Fighting Damage
Withdrawing Damage from a hand-to-hand
Troops who are really desperate to (Fighting) attack is equal to the
get away from the big bad man can turn attackers STR plus the weapons
tail and run for it. damage bonus. A figure with a STR of
Heres how being a yellow-bellied d6, for example, rolls 1d6 and adds the
coward works. The figure moves away weapons damage bonus (usually +1 or
normally, but each enemy figure in +2) to get his total damage.
contact with it gets one (and only one, Note that unlike other types of
even if frenzied) free attack before the damage, since a STR roll is involved
figure escapes. If that makes the figure (and Fate chips can be spent on Trait
Eat Dirt or Puts it Down, hes paid the checks), you could spend Fate Chips on
price for his yellow-bellied cowardice. the damage roll!
A figure that has just withdrawn from As with Shooting, the victim must
combat cant do anything else that make a Vigor check higher than the
action. damage total or hes in trouble (see
Wounds).
Wounds No Mercy
A figure thats Eatin Dirt is
So just how many chunks does a particularly vulnerable in hand-to-hand
buffalo rifle blow off the walking dead? combat. In fact, a Fighting attack on any
And how big a gash does a Bowie knife Action Card after the one in which the
cut in a Devil Bats hide? Well tell you, opponent was wounded automatically
compadre. Puts Down any figure thats Eatin Dirt.
Once youve rolled damage above a Even Heroes can be killed if theyre
targets Vigor roll, subtract the Vigor caught in this predicament.
total from the damage and find the Say two Gunmen from the same
difference on the table below. posse are carving up a huckster with
their Bowie knives. The first makes the
hexslinger Eat Dirt. The second cowpoke
Wound Effects cant kill him automatically, since his
attack is made on the same Action Card.
He can still attack the huckster
normally though. The huckster had best
Difference Result hope he has an action left this turn, or
14 Eatin Dirt goes before the killers in the next,
5 or more Put Down because if hes still Eatin Dirt when the
10+ Pushin Daisies Gunmen go again, either cowpoke can
(Heroes & Rigs) go for the No Mercy kill.
Shooting: You can shoot at a figure
Eatin Dirt too, but theres no extra effect
Eatin Dirt for it. Its just another chance to make
This result means the victim was the loser push some daisies.
forced to take cover, got his skin grazed, Guarding: The only way to prevent a
or maybe just banged his knee on the character who is Eating Dirt from being
way to the ground while avoiding some no mercied by the enemy is to move a
sidewinders attack. friendly figure in contact with the
Lie the figure on its back to show its wounded one. That way, any enemy
Eatin Dirt. Any Hold counters are lost, troops who want to finish off the
and on its next action, the figure must downed figure must fight the guardian
try to recover by making an Easy (4) instead. This counts even if the guardian
Vigor test. If successful, you can set the is at one end of a downed figure
figure back up on its feet if you like, but (assuming hes human sized) and the
it cannot move or attack on that action. attackers touch the other. Assume the
It may act normally on any later defender is standing over his fallen
actions. comrade and can cover him.
A really tough or lucky figure who
gets an 8 or better on the recovery test
can act normally right away.
Put Down
Crawling: Figures that can crawl may The tough hombres of the Weird West
do so after attempting to recover, know theyre going to Boot Hill
regardless of whether or not they were somedaymaybe soon. Most just hope
successful. This way a cowpoke whos theyre buried with their boots on.
made to Eat Dirt out in the open can A figure who is Put Down has taken
crawl toward safety to catch his wind, a real wound, one so bad its removed
count his bullets, and get back to from the table. The loser may not be
fighting. dead, but hes definitely out of the fight.
When Heroes are Put Down by a
damage roll of 5-9 points higher than
their Vigor total, they roll on the Critical
Hit Table instead (see below).
Vehicles that are Put Down suffer a
24 High Noon critical hit, as explained in the Derailed!
supplement.
Pushin Daisies
Heroes and rigs (again, see Derailed!)
that take 10 points of damage over their
High Noon 25
Vigor or Durability roll are automatically
Put Down. Theyre out of this fight
(though Heroes may come back Card (roll only after all attacks against
Harrowedsee Appendix B). it have been resolved). If the troop loses
an amigo on a later Action Card, they
have to test again.
Marking Wounds Halting a Charge: Also, a troop that
takes a casualty while moving into
Weve made it so that you dont have hand-to-hand combat must make an
to clutter your pretty, blood-soaked instant Guts check after any and all
battlefield with lots of counters and Hold actions are used to fire on it. If
markers. You can put those things failed, the troop stops in its tracks.
directly on the Troop Cards, instead. Otherwise, they can keep moving in to
Even better, for the most common attack. If the chargers lose a figure
wound results (Eatin Dirt and Put during the attack (which might happen
Down), you can use the figures if the defenders were Holding an action),
themselves to mark their condition. they must check again after the melee

Positions
Hero Critical Hits
Prone Lie the figure on its front
Eatin Dirt Lie the figure on its back
Put Down Remove the figure from 2d6 Location
the table 2 Flesh Wound! This hombres been hurt worse
shaving. Ignore the damage and immediately
take one free shot (or whack) at the varmint
Guts 3
who nicked him for revenge.
Groin! The Hero takes an embarrassing but
Most troops rustled into fighting for nonlethal hit. Hes Eatin Dirt until he makes a
the Gangs have stared the Reaper in his Hard (8) Vigor roll.
empty eyesockets before. The ones who 4 Weapon Arm! The character Eats Dirt and must
live to tell it are sometimes those smart subtract -2 from his Shootin and Fightin. This
enough to run away. is cumulative, so put a Winged! counter on his
Doing that takes Guts. Troops must card for each wound.
make Guts checks on two occasions: 5-9 Guts! The Hero Eats Dirt and is Put Down unless
when they lose one of their own and he makes an Easy (4) Vigor roll.
when one of their Gangs Heroes bites 10 Leg! The Hero catches one in the knee and
the dust. develops a serious hitch in his getalong. He Eats
Dirt and his Pace drops by 2 to a minimum of
1. Put a Lame! counter on his Troop Card to
Casualties represent the wound. A Hero can only have his
Figures in a troop that loses a figure movement reduced twice.
often start wondering about their own 11 Gizzards! Uh-oh! Something important got hit!
mortality. At the end of an action The Hero Eats Dirt and is Put Down unless he
segment in which a figure that was part makes a Hard (8) Vigor roll.
of a troop is Put Down, its troop must 12 Head Shot! The Heros head explodes like a
make an Easy (4) Guts check. Only one melon. Hes dead (permanently Put Down), and
Guts test is made for all the figures left has no chance of coming back Harrowed.
in a Posse or Crew.
Multiple Casualties: The troop must
only make one Guts check per Action is resolved.
This is the only way in which a troop Shaken
can be forced to make more than one
Guts check on a single Action Card. A Shaken troop is starting to lose its
nerve. The cowpokes arent ready to run
away yet, but their shaky trigger fingers
Death of a Hero and jumpy nerves are rubbing everyone
Most of the mercenaries hired by the in the troop the wrong way.
Rail Barons could care less what Place a Shaken marker on the Troop
happens to those outside their posse. Card. Until it rallies (see below), all of its
But even these folks flinch when a rolls are made at 1.
renowned Hero falls beside them. If a Shaken troop is forced to make a
Any troop within 6 of a Hero who is Guts check and fails, it becomes
Put Down must make an Easy (4) Guts Panicked.
check. Its hard for the average Gunman
to make a stand when a legend of the
Weird West gets gutted like a trout by
Panicked
some slavering horror. These troops are getting the Hell out
of Dodge. Get in their way and theyll
put a bootprint on your head as they
The Guts Check hightail it home.
A troop that makes its Guts check Panicked troops immediately run
suffers no ill effects. If the troops roll directly away from their enemies or the
fails, however, it becomes Shaken. source of their terror (even if theyve
Going Bust: If the troops Guts total already moved this turn). They stop
is 1 or less (after modifiers and Fate when they reach the board edge or a
Chips), it immediately becomes spot behind cover where they cant be
Panicked. attacked. Troops that panic while in
hard coverand not engaged in hand-to-
hand combat with enemy figurescan
choose to hunker down on the spot
instead of running away.
Panicked troops cannot attack or take
any other actions besides running or
hiding. If they are caught in hand-to-
26 High Noon hand, they cannot attack, and the enemy
gets +2 to hit and damage.
Rallying
A troop must rally to improve its
morale. This is a Guts check, and the TN
High Noon 27
depends on whether the troop is Shaken
or Panicked.
Rallying takes a troops entire action,
during which time it cannot do anything Victory!
besides move or run.
If a troop makes its rally check, it When the smoke has cleared and the
improves one step. Panicked troops day is done, the player with the most
become Shaken, and Shaken troops total Bounty Points wins.
become normal. Bounty Points come from two
Penalties: A Shaken troop does not sources: wiping out the bad guys and
subtract 1 from rally checks, by the completing scenario objectives.
way. This is the only time it can ignore
the Shaken penalty.
Bust: Rolling a 1 or less when
Bounty Points
rallying does not cause a troop to Most of your Bounty Points come
panic. Were not that mean, partner. from taking care of the bad guys in that
permanent, bullet-ridden fashion.
Whenever you Put Down an enemy
figure, increase your Bounty Points by
Rallying the Bounty listed on its Troop Card.
Putting an enemy Gunman out of
action, for instance, is worth 5 Bounty
Points. Keep track of points on a piece
Morale TN to Rally of paper, an erasable white board, an
Shaken 4 easel, or somewhere that everyone can
Panic 8 see. That way everyone knows what
they need to do to win.

End Game Objectives


All good things must come to an end. The value of battlefield or mission
High Noon comes to an end sometime objectives are always listed in the
after the 4th turn. Thats when night scenario description. These Bounty
falls, the cavalry arrives in force, the Points add to your total just like those
militia shows up, or whatever. gained by offing the bad guys.
At the beginning of the 5th turn, one
player should roll a d6. On a 6, the game
is over. Every turn after the 5th, subtract
Spending Bounty Points
1 from the Target Number. (On turn 6, Besides determining who wins, once
the battle ends on 5 or more, on turn 7 per turn, you may buy a draw from the
the game is over on 4 or more, and so Fate Pot by spending 50 Bounty Points.
on.) This allows you to finish a game in You can do this at any point in the turn,
a single evening (a couple of hours once whether your troops have an action or
you know how to play). not.
The Rule of One: A roll of 1 always Its a tough call whether or not you
means the game lasts at least another should blow your lead to gain some
turn, however. This way, no one knows chips, but thats probably the only way
when the game is going to end, you can keep valuable Heroes alive if
preventing a player from throwing away Fates gone the way of the dodo.
his troops just because he knows its the
last turn.
89 Fickle Finger o Fate! Your
Fortune opponent (roll off in multiplayer games)
gets to draw a Fate Chip.
2d6 Result 10 Confusion! Your opponent may
2 Freak Event. Roll on the Freak give the Joker to any other troop under
Event Table. your control. This troop now loses its
3 Twist o Fate! Take 1 Fate Chip at action, but the troop that originally got
random from an opponent of your the Joker gets the lost cards.
choice. 11 Yeller! A close call with death
4 The Quick & the Dead! Take any makes the troop think twice about this
one of your opponents cards and give it fight. It must make a Hard (8) Guts
to any of your troops. Return it at the check immediately.
end of the turn. 12 Bad Moon Risin! Your opponent
56 Rally! If you have a Shaken or gets to pick your result, amigo.
Panicked troop, it rallies and can act
normally on its action. Otherwise, just
draw an additional Action Card for this
troop.
Freak Event
7 Hand o Fate! Draw a Fate Chip. 1d20 Result
89 Spirit o Battle! Draw an 1 Dust Devils! A fierce wind whips
additional Action Card for the fortunate across the dusty battlefield. All Shooting
troop immediately. attacks are made at 2 for the rest of
10 Heroic Effort! Draw an additional the game.
Action Card and give it to any of your 2 Militia! A gang of locals has
troops immediately. decided to lend its guns to your side. A
11 Iron Will! Roll 1d6. That many of posse of Gunmen pops up at a random
your figures who are currently Eatin building (or a random board edge if
Dirt recover immediately and may act there are no buildings). They can act on
normally on their next action. If you this card segment, and they are dealt
dont have any figures Eatin Dirt, treat Action Cards normally next round.
this as a Heroic Effort instead. 3 Whims of Fate! The player with
12 Jackpot! Take your pick, partner. the least number of Fate Chips gets to
draw chips until he has the same
number as the player with the most.
Calamity 4 Rain! It begins to rain. For the rest
of the battle, no troop can see further
2d6 Result than 24, and all Shooting attacks are
2 Freak Event. Roll on the Freak made at 2.
Event Table. 5 Brother Against Brother! It
3 Fates a Bitch! Give your highest turns out one of your Heroes has a
card to your opponent. He may give it to relative or former friend fighting for the
any troop on the table as he sees fit. other side. Pick one of your Heroes and
4 Busted. Choose one of your cards roll randomly for your foes Heroes.
and give it to your opponent for the These two Heroes are either related or
turn. He must immediately assign it to have worked closely together in the
one of his troops. past. They refuse to cause the other
56 Dirt Slow! The troop loses all its harm no matter what.
actions this turn. 6 Worms! All the ruckus disturbed a
7 Reload! The troop has to reload Mojave rattler. The giant worm pops up
or hesitates for some reason. Discard the out of the ground and tries to eat one
Joker as usual, but theres no other of your opponents Heroes. Roll
effect. randomly to see which one. If the Hero
cant make a Hard (8) Strength roll, hes
worm food. Afterward, the worm
disappears back into the dirt.
7 Hired Gun! A grim gunfighter
28 High Noon pops up in the middle of a town or train
(or a random board edge otherwise). All
players secretly place Fate Chips in their
hands. The player who bids the most
hires the grim gunfighter. In a tie, the
gunfighter wanders off and joins no
High Noon 29
one. Use the standard Gunfighter Hero
from the Great Rail Wars Army Book.
8 Inspiration! Your side gives out a to prove hes better than all the other
big yeehaa! Any 1s rolled for the next hexslingers on the board. Roll among all
1d4 turns may be rerolled. You can even hexslinging Heroes to determine who
reroll your rerolls if theyre 1s. his first target is. The opponent controls
9 Out of Ammo! The troop cannot the huckster until that target is no
make a Shootin attack until it finds longer available (dead or removed from
ammo. This can be done by visiting any play). Then the wizard moves on to the
building or retreating off your side of next target. When the hexslingers are all
the board for 1 turn. Other troops refuse gone, the huckster stalks off into the
to share their ammo. Get yer own! setting sun. Use the standard Huckster
10 Downpour! A sudden storm ends Hero from the Great Rail Wars Army
the battle at the end of this turn. Do Book.
what damage you can in the meantime! 18 Jackalope! A jackalope stalks
11 Betrayal! If this card was dealt to your forces. While its on the table, all
a players ally, that ally betrays his your sides skill rolls are made at 1. The
employer and turns on him. Your enemy gets to move the jackalope
opponent may take control of these around (Pace of 10; running bonus of
troops for the rest of the game. d10). Anyone attacking the jackalope
12 Restless Dead! The violence of does so at a total of 5 (which already
battle causes the dead to rise from the includes that 1 penalty.) Once the
earth! Place the Boom! Template at the critters killed, the first side to get to its
center of the table, then move it by carcass gets a lucky rabbits foot that
rolling a deviation of 3d6 inches in a d12 gives the Hero, Posse, or Crew +1 to all
direction. This turn, a posse of Walkin their die rolls for the rest of the game.
Dead arises from this spot. The next 19 Stampede! A stampede of buffalo,
turn, two posses rise from a new cattle, wild horses, or some other large
location (roll a new deviation from the critters rumbles across the field. The
center of the table), and so on. Each stampede originates from a corral or
posse of the restless dead attacks the livery if there is one, or the center of a
closest enemy troop as usual. random table edge otherwise. The herd
13 Yeller Bellied Cowards! Any and is 10 wide and 20 long. It appears at
all troops currently Panicked run one end of the table and runs 10 a turn.
directly off the board and dont come Roll below for direction. The stampede
back. always steers around major obstacles,
14 Sand! For the next 1d4 turns, all of but it loves to trample the forces of the
your troops may roll their Vigor twice Rail Barons. Any figure hit by the
and take the best of the two rolls when stampede takes 3d10 damage.
resisting damage. d6 Path
15 Good Press! Your sides actions 12 Veers 45 left
today will make the papers. Increase 34 Straight
your Bounty Points by 25% of their 56 Veers 45 right
current total. 20 Lucky Day. Choose any Freak
16 Curse of Fate! You may dictate Event and have a field day.
the result of any one of your opponents
die rolls this game. This includes a roll
on a table, a Shootin roll, or anything
that requires a die roll.
17 Wily Wizard! Someone woke a
cranky and mysterious huckster from
his sleep. This enigmatic figure appears
in a random building or train (or at a
random table edge otherwise). Hes out
Rules Glossary
Were about to dig into the actual rules ahead of the real-world tech-level, is
of Grim Crusade. If youre new to the called a gizmo.
world of Deadlands, or to miniatures Hero: A single named figure, such as
games in general, theres a mess of Ronan Lynch. Heroes are a little better
strange words youre going to run into as than most other troops. They take
we mosey along. Here are some of the wounds differently and usually get to do
more notable ones. Refer to this list more in a turn.
anytime you see a term you dont Measurements: Inches and feet are
understand. often noted with and . Two inches is 2,
and two feet is 2.
Action: The moment at which a troop Posse: A troop composed of 5 figures,
can move, shoot, fight, or try to such as Gunmen.
accomplish something else. Action order Relic: Magic items. Most can only be
is determined by drawing cards. used by Heroes, but there are some
Crew: Crews operate big guns such as exceptions.
cannons, and rigs such as Velocipedes Rig: Any kind of vehicle, including
and Ornithopters. The exact number of wagons, steam buggies, velocipedes,
figures in a Crew is listed on its Troop ornithopters, trains, and even boats.
Card. A Gatling Gun, for instance, has a Segment: All the actions that take
Crew of 2, and thus says Crew (2) on its place on a single card. Troops who draw
Troop Card. Crewmen are completely 8s, for instance, all act on the same
interchangeablea Gatling gunner can Segment.
man a cannon or even a weapon on a rig. Single: A unit composed of a single
The only restriction is that Crewmen figure, such as a Muckraker.
cannot operate rigs or weapons available Spells: All the magical abilities troops
only to another Gang. Chapter XXX has can use, whether they are Shamans
the complete lowdown on Crewmen if prayers or black magic rituals, are called
you need to know more. spells in Grim Crusade.
Dice Terms: Grim Crusade uses six Target Number (TN): The number
different types of dice (which are youre trying to meet or beat with a die
included in the boxed set). Theyre roll. Its often abbreviated as TN.
abbreviated as d4, d6, d8, d10, and d20, Troop: This is the generic term for a
with the number after the d telling you unit. In Grim Crusade, units are either
how many sides the die has. If theres a Single figures (such as a Sawbones),
number before the d, that tells you how Posses (5 figures, such as a group of five
many of that kind of die you need to roll. Scouts), Heroes (single named figures
For instance, 2d6 means to roll 2 six- like Nevada Smith), or Crews (variable
sided dice and add them together. Other sized groups such as Gatling Gunners). If
modifiers can pop up too. So 3d4+2 we say the troop must start in the jail,
means roll 3 four-sided dice, add them then the whole unit, whether its one
together, and then add +2 to the total. figure or five, follows these instructions.
For 3d42, you would subtract 2 from the Check the Troop Card (just under the
total. troops picture) to find out whether it is a
Gizmo: The Reckoning and the Single, Hero, Posse, or Crew.
discovery of ghost rock (see above) has Turn: A whole Action! Phase, from Ace
led to the invention of all kinds of to Deuce.
infernal devices. Collectively, any gadget
with supernatural undertones or that is

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