28
Page 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

Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

  • Upload
    others

  • View
    2

  • Download
    0

Embed Size (px)

Citation preview

Page 1: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 1

Desperados, Dudes & Deputies

A modification1 of the Desperado game rules by Steve Bean modified from a previously modified version by Bob Burke

Special thanks to Tom Rogers

Desperado developed by Leonard Albright, James Albright, Tom Kelly & Chip Mann

Original version published in 1992 by Monday Knight Productions

Desperados, Dudes & Deputies brings cinematic-style Wild West gunfights to the

miniatures table in 1:32/54mm scale (measurements are also provided for 28mm scale)

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

Page 2: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 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

Page 3: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 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

Page 4: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 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 Leg Wound or a Seriously Wounded Mount will be

Page 5: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 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.

Basic Movement Types and their Rates (Given in number of d3 or d6 inches)

On Foot On Horseback In a Vehicle (Wagon or Coach)

1:32

Scale

Hobble 2d3 Hobble 2d3

Walk 4d3 Walk 4d3 Walking Team 4d3

Run 8d3 Trot 8d3 Trotting Team 8d3

Gallop 16d3 Galloping Team 12d3

28mm

Scale

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

Page 6: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 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

Page 7: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 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

Page 8: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 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.

Page 9: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 9

Ranged Weapons Characteristics Table

Weapon # of Attacks

Each Turn Reload Rate # of Reloads

per Game Real-World Examples

Pistol 2 After 6

consecutive attacks 3 Colt 45 Peacemaker

Remington New Army

Scattergun 2 After 2

consecutive attacks 4 Sawed-off Double-Barrelled 12- Gauge

Shotgun 2 After 2

consecutive attacks 4 Double-Barrelled 12-Gauge

Carbine 1 After 8

Consecutive attacks 2 Sharps Carbine

Spenser Carbine

Lever-Action

Repeating Rifle

2 After 12

consecutive attacks 0 Winchester Model 1894

1860 Henry Repeater

Rifled Musket 1 After 6

Consecutive attacks 1 1853 Enfield Rifle, 185

50 cal Hawken Rifle

Derringer

Recurve Bow

Knife, Thrown

Tomahawk, Thrown

Lance, Thrown

Weapon Attack Table, Ranges and Targeting Roll Range Modifiers

Ranges: Scale Point Blank Short Medium Long Extreme

Weapon: Pistol 54mm 00-01” +6 01-15” +2 15-24” -2 24-28” -4 28-32” -8

28mm 00-01” +6 01-09” +2 09-15” -2 15-18” 4 18-20” -8

Scattergun 54mm 00-01” +8 01-10” +5 N/A N/A N/A N/A N/A N/A

28mm 00-01” +8 01-06” +5 N/A N/A N/A N/A N/A N/A

Shotgun 54mm 00-01” +3 01-16” +4 16-25” 0 25-32” -2 32-38” -8

28mm 00-01” +3 01-10” +4 10-16” 0 16-20” 2 20-24” -8

Carbine 54mm 00-01” +2 01-20” +5 20-28” -2 28-38” -6 38-44” -8

28mm 00-01” +2 01-12” +5 12-18” 2 18-24” -6 24-28” -8

Lever-Action Rifle 54mm N/A N/A 01-24” +4 24-40” 0 40-48” -2 48-60” -8

28mm 00-01” +4 01-15” +4 15-25” 0 25-30” 2 30-36” -8

Rifled Musket 54mm N/A N/A 01-32” +5 32-44” +1 44-58” -1 58-66” -8

28mm 00-01” +2 01-20” +5 20-28” +1 28-36” -1 36-42” -8

Grenade-Like 54mm N/A N/A 01-10” +6 10-15” +2 15-18” -4 18-20” -8

28mm N/A N/A 01-06” +6 06-10” +2 10-14” -4 14 -16” -8

Page 10: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 10

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.

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.

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-

or Gallop-rate move this turn

-1 to die roll

Target performing Evasion/Serpentine -1 to die roll

Target Evading -1 to die roll

Hampered (Serious Arm Wound) All Wound Point Circles in Arm filled -1 to die roll

Target Zeroed-In Applied on 3rd

consecutive turn target has not moved >6” +4 to die roll

Target experiencing System Shock Target took a Serious Torso Wound last turn +4 to die roll

Character-Specific Conditions Character(s) Modifier

Expert Shooter Shootist +2 to die roll

+3 (single shot)

Single Shot Bracing Bonus (Range

Specific)

Rifleman

Sharpshooter

+1 to die roll

Mediocre Shooter Greenhorn/Civilian -1 to die roll

Unfamiliar Weapon Greenhorn/Civilian Lever-Action Repeating Rifle

Rifleman Pistol

Sharpshooter Pistol

-1 to die roll

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 Run-

rate move with

that weapon

Hit Location Table (roll 2d6)

Roll Location

2 Head

3-4 Leg

5 Arm

6-7-8 Torso

9 Arm

10-11 Leg

12 Head

Page 11: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 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:

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:

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.

1

2

3

4

5

6 Target

Location

Thrower

Page 12: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 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. -- +2 to die roll

Target Hampered or Hobbled Serious Arm Wound or Serious Leg Wound +1 to die roll

Attacker Hampered or Hobbled Serious Arm Wound or Serious Leg Wound -1 to die roll

Target succeeded at “Ain’t Lookin’

for No Toruble” Special Action

Target can ignore one successful Brawl attack during the current

Do Unto Others Phase

-1 to die roll

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 Weapon

Advanced Weapons: Cavalry Saber, Fixed Bayonet, Tribal Warrior

Lance, Tomahawk

+1 DAMAGE

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 Head, Arm, Leg, Torso) are filled, that location has a Serious Wound.

List of Serious Wounds and their In-Game Effects

Serious Head 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 Leg 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 Leg AND all Torso Wound Circles filled) - Mini Character is dead and

removed from play

Head

Head

Head Head

Page 13: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 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.

WWWhhhiiittteee = 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.

Page 14: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 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 Head or Torso Hit Location

without rolling on the Hit Location Table.

11. Patch Up Wound

A Mini attempting to Patch Up Wounds on himself or another Mini Character CANNOT choose any

other action to perform in conjunction with Patch Up Wound that turn EXCEPT the following: Standard

Move (Hobble, Walk, Run), Climb, Walk and Sneak, Hide in Place, Mount or Dismount a Moving

Animal or Vehicle, Running Leap, Stationary Physical/Motor Skill.

Success: Patch Up Wound restores d3 wound points in locations of that player’s choosing. No more than

one wound point may be restored in any single hit location.

12. Sucker Punch

Success: A Mini Character may make an extra Brawl Attack during the current turn’s Do Unto Others

Phase.

13. Trick Shot

A Trick Shot is any attempt by a Mini Character to use a firearm to achieve in-game effects that DO NOT

cause direct damage to another Mini Character. Examples include: Shooting a gun out of someone’s

hand (which makes the gun inoperative), severing a noose rope with a gunshot, severing a winch cable to

drop a large object on another Mini Character, etc. Trick Shots receive a base -1 penalty to the Bravado

Roll before other modifiers are applied.

Weapons & Ammunition

Each Mini Character is allowed ONE Primary Ranged Weapon and ONE Backup Ranged Weapon

PLUS a bonus backup Pistol or Derringer. The character sheets provide a chart with three rows to use to

list the ranged weapons carried by a character.

Characters may also carry ONE hand to hand weapon such as a knife, club, bayonet or

tomhawk/hatchet. This weapon, along with any other basic equipment (rope, lantern, bedroll, etc.)

should be recorded by the player in the Equipment & Loot section of the character sheet.

Ammunition supply is presented abstractly in 3D. The Ranged Weapons Characteristics Table indicates

how much ammunition a Mini Character has for each weapon by identifying how many reloads are

available for each type of weapon. Once a player has used up all the reloads for an individual weapon,

that weapon has NO MORE ammunition unless the player has the Mini Character scavenge a new

weapon or ammunition from a dead Mini Character.

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.

Page 15: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 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.

Legendary-quality horses are not subject to these effects of gunfire.

Page 16: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 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

Page 17: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 17

Character Profiles & CHARACTER SHEETS

Page 18: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 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

Each Turn

Reload Rate # of Reloads

per Game

Real-World Examples

Derringer 2 After 2nd consecutive attack 6 Remington 2-Barrel .41 Rimfire

Knife Fighter – This Character is trained in Brawling and receives a +1 bonus to Brawl Attack rolls when wielding a

knife.

Slippery Like a Snake – This Character receives a +1 bonus to all Bravado rolls made to perform Walk & Sneak and

Stationary Hide actions

Quick, Like Lightning – This Character adds +1” to his Movement Roll total for each movement die rolled.

Severe Movement Rate Penalty: Scattergun - This Character suffers a -1 penalty to firearm attack rolls made with a

Scattergun if he or she executed a Walk-rate move in the same turn. This Character suffers a -2 penalty to attack rolls

made with a Scattergun if he or she executed a Run-rate move in the same turn.

Special Action Chips: One White, One Blue, One Red

Weapons : Attacks 1st Reload Attacks 2

nd Reload Attacks 3

rd Reload Attacks 4

th Reload

Scavenged

Weapon:

Scavenged

Weapon:

Wounds: Equipment & Loot:

Weapon Attack Table, Ranges and Targeting Roll Range Modifiers

Ranges: Scale Point Blank Short Medium Long Extreme

Weapon:

Pistol 54mm 00-01” +5 01-06” +1 06-10” -3 N/A N/A N/A N/A

28mm 00-01” 01-04” 04-06” N/A N/A N/A N/A

Wounds:

ARM

Leg

TORSO

Head

TOTAL

Page 19: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 19

Greenhorn/Civilian

Player Name: _____________________________

Primary weapons: Any ONE Firearm Backup weapons allowed: Any ONE Firearm

Restricted weapons: Native Ranged

Characteristics: Two Mini Characters – This Character consists of two identical Mini Characters

Mediocre Marksman – This Character suffers a -1 penalty to all firearm attack rolls

Severe Movement Rate Penalty: Any Firearm - This Character suffers a -1 penalty to firearm attack rolls made with

any firearm if he or she executed a Walk-rate move in the same turn. This Character suffers a -2 penalty to attack

rolls made with any firearm if he or she executed a Run-rate move in the same turn.

Unfamiliar Weapon: Lever-Action Repeating Rifle -- This Character suffers a -1 penalty to firearm attack rolls made

using a Lever-Action Repeating Rifle

Low Wound Tolerance – Each of this Character’s two Mini Characters begins the game with one wound in each Hit

Location

Special Action Chips: None

Character #1 NamE: ___________________________

Weapons : Attacks 1st Reload Attacks 2

nd Reload Attacks 3

rd Reload Attacks 4

th Reload

Scavenged

Weapon:

Wounds: Equipment & Loot:

Character #2 NamE: ___________________________

Weapons : Attacks 1st Reload Attacks 2

nd Reload Attacks 3

rd Reload Attacks 4

th Reload

Scavenged

Weapon:

Wounds: Equipment & Loot:

Wounds:

ARM

Leg

TORSO

Head

Wounds:

ARM

Leg

TORSO

Head

TOTAL

TOTAL

Page 20: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 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 1st target.

Special Action Chips: Two Blue

Weapons : Attacks 1st Reload Attacks 2

nd Reload Attacks 3

rd Reload Attacks 4

th Reload

Scavenged Weapon:

Scavenged

Weapon:

Wounds: Equipment & Loot:

ARM

Leg

TORSO

Head

TOTAL

Page 21: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 21

MOUNTAINEER/TRAPPER

Player Name: _____________________________

Primary weapons: Rifled Musket or Shotgun Backup weapons allowed: Pistol

Restricted weapons: Carbine, Lever-Action Repeating Rifle, Scattergun

Characteristics:

Loyal Animal Companion – This Character consists of two Mini Characters: the Mountaineer and an animal: dog,

wolf, raccoon, bear cub, mountain lion cub, large snake, falcon/eagle, etc. Animal Companion stats are found below.

Severe Movement Rate Penalty: Pistol - This Character suffers a -1 penalty to firearm attack rolls made with a Pistol

if he or she executed a Walk-rate move in the same turn. This Character suffers a -2 penalty to attack rolls made with

any firearm if he or she executed a Run-rate move in the same turn.

Survivalist – This Character is trained in Brawling and receives a +1 bonus to Brawl Attack rolls.

Special Action Chips: Two White

Character NamE: ___________________________

Weapons : Attacks 1st Reload Attacks 2

nd Reload Attacks 3

rd Reload Attacks 4

th Reload

Scavenged

Weapon:

Wounds: Equipment & Loot:

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.

Wounds:

Wounds:

ARM

Leg

TORSO

Head

Wounds:

ARM

Leg

Head

TOTAL

TOTAL

TORSO

Page 22: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 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 1st Reload Attacks 2

nd Reload Attacks 3

rd Reload Attacks 4

th Reload

Scavenged

Weapon:

Scavenged

Weapon:

Wounds: Equipment & Loot:

Wounds:

ARM

Leg

TORSO

Head

TOTAL

Page 23: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 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 Weapon: Pistol – This Character suffers a -1 penalty to firearm attack rolls made using a Pistol

Special Action Chips: Two White

Weapons : Attacks 1st Reload Attacks 2

nd Reload Attacks 3

rd Reload Attacks 4

th Reload

Scavenged

Weapon:

Scavenged Weapon:

Wounds: Equipment & Loot:

Wounds:

ARM

Leg

TORSO

Head

TOTAL

Page 24: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 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 Weapon: Pistol – This Character suffers a -1 penalty to firearm attack rolls made using a Pistol

Special Action Chips: One Red

Weapons : Attacks 1st Reload Attacks 2

nd Reload Attacks 3

rd Reload Attacks 4

th Reload

Scavenged

Weapon:

Scavenged Weapon:

Wounds: Equipment & Loot:

Wounds:

ARM

Leg

TORSO

Head

TOTAL

Page 25: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 25

Shootist

Character NamE: ___________________________ Player Name: _____________________________

Primary weapon: Pistol Backup weapons allowed: Carbine

Restricted weapons: Lever-Action Repeating Rifle, Native Ranged, Rifled Musket, Scattergun, Shotgun,

Characteristics: Expert Shooter - +2 modifier to every firearm attack roll, increased to +3 if Mini Character makes only ONE firearm

attack that turn.

Special Action Chips: One Blue, One Red

Weapons : Attacks 1st Reload Attacks 2

nd Reload Attacks 3

rd Reload Attacks 4

th Reload

Scavenged

Weapon:

Scavenged

Weapon:

Wounds: Equipment & Loot:

Wounds:

ARM

Leg

TORSO

Head

TOTAL

Page 26: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 26

Tough/ THUG

Character NamE: ___________________________ Player Name: _____________________________

Primary weapon: Shotgun, Scattergun or Carbine Backup weapons allowed: Pistol

Restricted weapons: Lever-Action Repeating Rifle, Native Ranged, Rifled Musket

Characteristics: Tough to Kill - Ignores the first Wound Point applied to each Hit Location

Severe Movement Rate Penalty: Pistol - This Character suffers a -1 penalty to firearm attack rolls made with a Pistol

if he or she executed a Walk-rate move in the same turn. This Character suffers a -2 penalty to attack rolls made with

any firearm if he or she executed a Run-rate move in the same turn.

Severe Movement Rate Penalty: Carbine - This Character suffers a -1 penalty to firearm attack rolls made with a

Carbine if he or she executed a Walk-rate move in the same turn. This Character suffers a -2 penalty to attack rolls

made with any firearm if he or she executed a Run-rate move in the same turn.

Barfighter - This Character receives a +1 bonus to Brawl Attack rolls.

Special Action Chips: One White, One Blue

Weapons : Attacks 1st Reload Attacks 2

nd Reload Attacks 3

rd Reload Attacks 4

th Reload

Scavenged

Weapon:

Scavenged Weapon:

Wounds: Equipment & Loot:

Wounds:

ARM

Leg

TORSO

Head

TOTAL

Page 27: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 27

TRIBAL WARRIOR

Character NamE: ___________________________ Player Name: _____________________________

Primary weapons: Bow, Lance Backup weapons allowed: Tomahawk, Knife

Restricted weapons: All Firearms

Characteristics: Close Quarters Fighter – This Character may attack twice in a single Do Unto Others Phase if the Character has a

Brawl weapon in each hand

Edged Weapon Wielder – This Character is trained in Brawling and receives a +1 bonus to Brawl Attack rolls.

Native Weapons Master – This Character may wield the Recurve Bow, Thrown Lance and Thrown Hatchet. Statistics

for these ranged weapons are given below:

Weapons Characteristics Table Weapon # of Attacks

Each Turn

Reload Rate # of Reloads

per Game

Real-World Examples

Recurve Bow 2 After 12th consecutive attack 0

Lance, thrown 1 After 2nd consecutive attack 0

Hatchet, thrown 1 After 1st attack 0

Stealthy Hunter – This Character receives a +1 bonus to all Bravado rolls made to perform Walk and Sneak and

Stationary Hide actions

Hunter’s Speed – This Character adds +1” to his Movement Roll total for each movement die rolled.

Native Mounted Shooter – This Character does NOT suffer the -1 penalty to Native Ranged Weapon attack rolls

when he or she executes a non-Walk move in a turn so long as his or her move was made on horseback.

Moving Mount/Dismount – This Character does NOT treat “Mounting/dismounting a horse and moving both the

horse and rider in the same turn” as Difficult Movement.

Mounted Evasion/Serpentine – This Character does NOT change dice type when making Evasive Movement so long

as the movement is made on horseback.

Special Action Chips: None

Weapons : Attacks 1st Reload Attacks 2

nd Reload Attacks 3

rd Reload Attacks 4

th Reload

Wounds: Equipment & Loot:

Weapon Attack Table, Ranges and Targeting Roll Range Modifiers

Ranges: Scale Point Blank Short Medium Long Extreme

Weapon:

Recurve Bow 54mm 00-01” +2 01-14” +4 14-24” 0 24-32” -4 32-36” -8

28mm 00-01” 01-09” 09-15” 15-20” 20-22”

Lance, thrown 54mm N/A N/A 01-06” +2 06-10” -4 N/A N/A N/A N/A

28mm N/A N/A 01-04” 04-06” N/A N/A N/A N/A

Hatchet, thrown 54mm N/A N/A 01-06” +2 06-10” -6 10-16” -8 N/A N/A

28mm 00-01” +2 01-04” 04-06” 06-10” N/A N/A

Wounds:

ARM

Head

Leg

TORSO

TOTAL

Page 28: Desperados Dudes Deputies - Steve Bean Games · 2014-08-05 · P a g e 1 Desperados, Dudes & Deputies A modification1 of the Desperado game rules by Steve Bean modified from a previously

P a g e 28

ANIMAL Character: HORSE, BROKEN-DOWN NAG NamE: ___________________________

Primary weapons: None Backup weapons allowed: None Restricted weapons: ALL

Characteristics:

Poorly Trained – This Mini Character CANNOT perform basic actions other than providing a Riding Movement

Rate for another Mini Character mounted on this horse. Mini Characters mounted on this horse CANNOT use

beneficial Characteristics (eg a Rider’s Giddyup! ability) and CANNOT attempt mount-specific Fancy Shootin’

Special Abilities.

Slow – This Mini Character subtracts -1” for each Movement Roll die from its Movement Roll total.

Panicky – Each time this Mini Character receives a Wound, it IMMEDIATELY bolts 2d6” (or its Hobbled

Movement Roll in inches if the Wound Hobbled it) in a random direction determined by rolling a d6: 1= straight

ahead, 2= 45 degrees forward and to the right, 3= 45 degrees backwards and to the right, 4= directly rearwards, 5 =

45 degrees backward and to the left, 6 = 45 degrees forward and to the left

Wounds:

R

ANIMAL Character: HORSE, AVERAGE NamE: ___________________________

Primary weapons: None Backup weapons allowed: None Restricted weapons: ALL

Characteristics:

Trained – This Mini Character CANNOT perform basic actions other than providing a Riding Movement Rate for

another Mini Character mounted on this horse. However, Mini Characters mounted on this horse MAY use beneficial

Characteristics (eg a Rider’s Giddyap! ability) and MAY attempt mount-specific Fancy Shootin’ Special Abilities.

Wounds:

R

ANIMAL Character: HORSE, LEGENDARY NamE: ___________________________

Primary weapons: None Backup weapons allowed: None Restricted weapons: ALL

Characteristics:

Mighty Steed – This Character is trained in Brawling and may make a Brawling Attack with its hooves or teeth.

Well Trained – This Mini Character gives a +1 bonus to any Bravado Rolls made by a Mini Character mounted on

this horse that relate to riding.

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) independent of its owner as a Fancy Shootin’

Special Action, using its owner pool of Poker Chips.

Wounds:

R

Wounds:

Wounds: Head

TOTAL

TORSO

Wounds: Head

FORELEG

Leg

TORSO

TOTAL

Head

foreleg

Leg

TORSO

TOTAL

FORELEG

Leg