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CONTENTS PAGE

WHAT DO YOU NEED?..............................


A Note on Terrain
Pre-Measuring
CARDS......................................................
The Hand
Initiative Cards.....................................
The Discard Pile
PLAYING THE GAME.................................
Actions
Action Summary
Moving
Aim......................................................
Shoot
Reload, Unjam or Change Weapon
Recover
End of the Turn
SHOOTING................................................
Weapons Table.....................................
Shooting Result
Shooting at Closest Target
Line of Sight (LOS)
Under Fire Markers
Cover...................................................
Shooting from Higher Ground
Falling
INTERRUPTIONS.......................................
Duck Back
Quick Shot
NERVE TESTS...........................................
Big Nerve Test
HAND-TO-HAND FIGHTING........................
Breaking Off
THE CARDS..............................................
Half Decks
Full Decks
Two of the Same Gang
COMMON CARDS..............................................
GANG SPECIFIC CARDS....................................
JOKERS...........................................................
THE GANG........................................................
Model Profles
THE LAW..........................................................
OUTLAWS.........................................................
COWBOYS........................................................
DESPERADOS...................................................
THE SCENES....................................................
Good Guys and Bad Guys
Arranging the Set
Drunk and Complacent.................................
Surprised
Running out of Cards
Horses
THE GOOD, THE LEAD AND THE UGLY
Opening Scene The Stranger.........................
Second Scene This Town Aint Big Enough....
Final Scene We Will Be Waitin...................
THE QUICK AND THE LEAD
Opening Scene The Duel...............................
Second Scene There Will Be Blood.................
Final Scene Gunfght.....................................
FOR A FEW MODELS MORE
Opening Scene Hang Em High......................
Second Scene Get Me Out!............................
Final Scene - Fast Train to Justice...................
A FISTFUL OF MODELS
Opening Scene Ambush................................
Second Scene Heist.......................................
Final Scene - Showdown..................................
EPLIOGUE........................................................
MARKERS........................................................
CREDITS..........................................................
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4
5
6
7
8
9
10
11
12
13
14
15
18
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
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44
But if you dont mind doing a little killing you will have no trouble
fnding someone eager to pay you.
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INTERRUPTIONS
DUCK BACK
If a model has not yet been activated and an opponent declares it will shoot at him, it may duck back
moving up to 10cm toward cover and/or away from the shooter. Only one duck back may be declared
against a single opposing model; if the opponent is shooting at two of your models, only one is allowed to
duck back.
Even if this move gets him totally out of sight, the shooter is entitled to a single shot; it is assumed that
they manage to get the shot away before their target gets completely out of sight. The fgure Ducking
Back counts as moving once so a -1 to hit penalty will apply. If he gets to substantial cover, a further
-1 penalty will apply, but the range is determined to be the point at which the model was before moving.
This counts as the models activation for the turn, and is referred to as burning your activation. Remove
the models initiative card and return it to the discard pile.
1/ Only one quick shot may be taken per enemy activation.
2/ A quick shot may be taken even when the opposing model is not fring at the quick shooter.
3/ If the target is shooting, the quick shooter fres frst if the target is at long range.
4/ If the quick shooter is at close or point blank range, shooting is rolled for simultaneously.
5/ If the target is moving, the quick shot is taken at any point the quick shooter chooses.
To hit modifers are applied to the quick shot (see shooting modifers page 8) for range, target moving, etc,
as normal. Modifers for the total declared movement of the target are applied, so if the target declares
3 moves, the quick shooter applies the normal -3 to hit for target moving (in addition to other modifers).
Of course, the quick shooter may actually shoot at the start of the targets move, but the modifers may
be because of the speed that the target moves at.
Due to different range bands for different weapons, there may be cases when close range for one model
(e.g. up to 20cm for a pistol) is different to that of another (e.g. up to 50cm for a rife).
QUICK SHOT
If a model has not yet been activated it may burn its activation to quick
shoot against a model that is activated. There are some rules to govern
quick shooting:
If you cant stand the heat get out of the kitchen!
Sometimes when the lead is pouring down it makes sense
to get out of the way, now this aint running away, this is
just the right thing to do.... IT AINT RUNNING AWAY!!!
It may happen that some stinking low life
gets around behind you and has the drop
on you. In these cases when it seems like
youre going to face a hailstorm of lead,
taking the initiative
could be the
answer. With a
gun in your hand
and the law on your
side take your shot
and let the dice fall
as they may.
To hell with them fellas. Buzzards gotta eat, same as worms.
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5
Play on an opposing
model after it declares its
actions for the turn. Its
turn ends after its first
move action; it loses any
further actions.
Stumble
5 - Now you know that hes hiding inside the bank, youve just
to wait him out and as soon as he makes a move you can cut him
down. Here he comes, like Butch and Sundance hes charging
out all guns blazing. Whats this, hes fallen, now Butch and
Sundance didnt do that, grovelling in the dirt hes dropped his
gun. Only one thing for it really, best put him out of his misery.
This is another card which is almost more effective when kept to
trump an opponent. Theres nothing quite as heartbreaking as
watching your leader stride out of cover to fnish somebody off
and to then have him stumble and his turn come to an end in
the middle of the street. On the other hand, watching the other
fellas dude trying to jump from one roof to another and then
playing the card to watch him come crashing down to the earth
below is just about as funny as life gets.

6
Play on one of your
own models when it
is activated as long as
it declares at least one
move action. Following
the models actions, it
may immediately take a
bonus move action.
You cant kill what you
cant catch.
6 - The adrenaline is fowing through you now, this is when youre
at your best. Everybody else seems to move so slowly, you dance
through the carnage, fring as you go, each shot leaves a man in the
dirt and still you have time to duck out of sight, ready for your next
victim to show himself.
Movement in Dead Mans Hand can be key, anything that allows you
to move again after you have performed any other actions is great.
Use it to get yourself back into cover or even out of sight. A great
bonus with this card is that it counts as movement for opponent
shooting modifers at you but doesnt count as movement for your
shooting modifers.

7
Play on an opposing
model when the
opposing player declares
it will duck back. The
duck back is cancelled
but the model does not
burn its activation.
The Quick and the Dead
7 - This guy is so dumb, he couldnt track an elephant in snow. As
soon as he tries to move or draw down on you, hes dead. If only the
fool knew how much trouble he was in hed probably just lay down
and die.
When things get up close and ugly, the smart money will sometimes
choose to get out of the way rather than trust his chances to fate.
Use this card to put an end to that straight away.
Now greenhorn, if youd be kind enough just to stand there while I
shoot you, theres a good man....
The cards alone wont win the game for you, if you dont
have a plan then all the cards in the world just aint going
to help. The cards are like oil for the machine which is
your plan; without the oil your machine will grind to a
halt, but on its own its just slippery, stinky stuff, good
for nothing other than making a mess.
Even a flthy beggar like that has got a protecting angel.
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The roster for Desperados is detailed below and at least half of the gang must be armed with a pistol as
their sole ranged weapon. Desperado special rules are detailed below; one of these abilities may be used
per game turn in scenes that include the Boss in the cast. Life Aint Worth Spit is used all of the time.
A Hog Killin Time and Crazy as a Loon may not be used in the same turn; only one is permitted to be
played in a single turn.
DESPERADOS
Model Weapons Hits Nerve Shoot HtH Rep
1 Boss Pistol 5 2+ +1 +1 6
0-1 Killer Two Pistols 4 3+ +2 0 5
2+ Bandits
pistol, rife or repeater; up to 1
may have a shotgun
4 3+ 0 0 2
0-4 Low Lifes
Pistol; up to half may have
rifes
3 5+ -1 -1 1
LIFE AINT WORTH SPIT
Desperados may shoot into hand to hand fghts. To shoot into hand to hand, simply declare actions and
roll the dice as normal. Randomise which model is hit with each successful shot by drawing a card from
the deck. An even card (2, 4, 6, 8, or 10) indicates a friendly model is hit, any other card indicates an
opposing model is hit. Desperados also ignore the nerve test required when the Outlaw Hostage card is
played.
Theres plenty of crazy, good for nothin lowlifes and ruffans
that do all their business at the end of a hand cannon. Most of
ems are destined for a permanent stay at the bone orchard,
specially if the law has somethin to say about the matter.
Some gangs of Desperados terrorise whole communities of
good, God-fearing folk, fully heeled and raisin hell all liquored
up with neck oil. These fellas are just plain dangerous and love
nuthin more than pulling out the shootin irons for a row. Mark
my words, they aint afraid of dyin.
A HOG KILLIN' TIME
May be used once per turn at the end of a pistol-armed
models actions, as long as the model is not beneftting from
substantial cover. The player may declare that the model
is taking a further shoot action. Apply all of the necessary
modifers to the shot (if it is a fourth shot then no additional
modifer applies), resolve the action and then place an under
fre marker on the shooter.
CRAZY AS A LOON
Once per game, as a desperate measure, the player may
activate this ability. It is declared at the start of a turn,
before any models are activated. The ability ignores the
need for his models to take nerve tests for the whole turn.
Use a marker to denote nerve tests that have been dodged
in this manner. At the end of the turn, all of these dodged
tests count as failed and hit markers are applied. Naturally,
this may result in a lot of folks dropping dead at the end of
the turn.
"And I looked, and behold a pale horse. And his name that sat on him was Death.
DESPERADOS
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A FISTFUL OF MODELS
FINAL SCENE : SHOWDOWN
THE CAST
Both sides are equally matched. We recommend 21 Reputation per side.
THE STORY SO FAR
Chaos threatens to run out of control unless a few brave men stand up to the law breakers. If played as
a continuing story, whichever side won scene 2 gets to draw an extra card for their hand.
THE SET
Same as Opening Scene.
DIRECTIONS
The player with the most models places the excess number, plus one, on the gaming area frst (e.g. if
player A has 8 and the player B has 6, player A places three models down).
If both have the same number of fghters, draw a card or roll a die; highest places one frst.
Models are then placed one at a time. All must be in the open, on ground level, and facing off against the
opposing gang.
Gang members must be placed within 10cm of another friendly model.
One gang member from each side may start the scene on high ground and/or cover and may be more
than 10cm away from comrades.
Opposing models may not be placed within 30cm of each other.
ACTION!
Each side uses their full deck of 23 cards.
Shuffe your cards, cut the deck and deal out your hand.
Both sides get fve cards for their hand.
THE END
The scene ends when one side is wiped out or fails a Big Nerve test.
If both sides are wiped out or fail their test at the same time, the result is a draw.
If God didn't want them sheared, he would not have made them sheep.

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