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Dead Man’s Hand Gangs

THE LAW
Character Hits Nerve Shoot HtH Rep Notes
Sheriff 5 2+ +1 0 6 1: Pistol.
Marshal 4 3+ +2 0 5 0-1: Pistol.
Deputies 4 4+ 0 0 2 2+: Pistol, Rifle or Repeater; Up to 2 shotguns.
Citizens 3 6+ -1 -1 1 0-4: Pistol; Up to ½ shotguns.

I Am The Law: Any Lawman in line of sight of the Sheriff receives additional +1 to nerve tests.
And Justice For All: The player may remove a single under fire marker at the end of each turn.

OUTLAWS
Character Hits Nerve Shoot HtH Rep Notes
Boss 5 2+ +1 +1 6 1: Pistol or Repeater.
Gunslinger 4 3+ +2 0 5 0-1: Pistol.
Dudes 4 4+ 0 0 2 2+: Pistol or Repeater; Up to 2 shotguns.
Varmints 3 6+ -1 -1 1 0-2: Pistol; Up to ½ shotguns.

Above Snakes: Once per turn a model may duck back as normal, but if nerve test is passed, doesn’t burn its
activation card.
Cheatin’: Once per game, following reveal of initiative cards, may swap one card in hand with one of their initiative
cards.

COWBOYS
Character Hits Nerve Shoot HtH Rep Notes
Range Boss 5 2+ +1 +1 6 1: Pistol, Rifle or Repeater.
“Man with no Name” 4 3+ +2 0 5 0-1: Pistol, Rifle or Repeater.
Cowboys 4 4+ 0 0 2 2+: Pistol, Rifle or Repeater; Up to 1 shotgun.
Greenhorns 3 6+ 0 0 1 0-2: Pistol; Up to ½ rifles.

See How The Cat Jumps: Following reveal of initiative cards, may play as second, face down card to a model within
20cm of Boss. May be used to replace original card.
Tough As Old Boots: Once per turn, if a model is facing a nerve text that will put him out of action, may declare
“Tough as Old Boots” and take test at 3+, no modifiers.

DESPERADOS
Character Hits Nerve Shoot HtH Rep Notes
Boss 5 2+ +1 +1 6 1: Pistol.
Killer 4 3+ +2 0 5 0-1: Two Pistols.
Bandits 4 3+ 0 0 2 2+: Pistol, Rifle or Repeater; Up to 1 shotgun.
Low Lifes 3 5+ -1 -1 1 0-4: Pistol; Up to ½ rifles.

Life Ain’t Worth Spit: May shoot into hand-to-hand. Draw card, even hits friendly model, anything else hits enemy.
Also ignore nerve text when Outlaw’s “Hostage” card is used.
A Hog Killin’ Time: Once per turn at the end of a pistol armed model’s actions, model may take further shoot action.
Shooter receives under fire marker, can’t be used if shooter is in substantial cover.
Crazy As A Loon: Once per game, declare this before any models are activated. Models ignore nerve tests for this
turn. Models doing so receive an under fire marker at end of turn.
Two Pistols: Models may have two pistols in which case they ignore an out of ammo result on the shooting table.
This has no effect against the “For a few bullets more” card.
BANDITOS
Character Hits Nerve Shoot HtH Rep Notes
Honcho 5 2+ +1 0 6 1: Plethora of Pistols.
Charro 4 3+ +2 0 5 0-1: Plethora of Pistols.
Caballeros 4 4+ 0 0 2 2+: Plethora of Pistols, Rifle or Repeater; Up to 1 shotgun.
Vaqueros 3 6+ -1 -1 1 0-4: Pistol; Up to ½ rifles.

Plethora of Pistols: A model armed with a plethora of pistols may have no other weapon. The model ignores the out
of ammo result on the shooting table and instead counts it as a miss.
Strength In Numbers: Whenever called upon to make a nerve test against shooting, the target gets a -1 bonus if the
Bandito player has more models on the gaming table.
Ambush: Played at the start of the game after models have been set up. The Bandito player may remove a dude from
the game. This model has set up an ambush. At the start of any turn, before initiative cards are placed, this model
may be set up anywhere on the gaming table, but not within 20cm of any enemy.

RENEGADE INDIANS
Character Hits Nerve Shoot HtH Rep Notes
Chief 5 2+ +1 +2 6 1: Pistol and Hand Weapon.
Dog Soldier 4 3+ +2 +1 5 0-1: Pistol and Hand Weapon.
Warriors 4 4+ 0 +1 2 2+: Hand Weapon and Pistol, Rile or Repeater.
Braves 3 6+ -1 0 1 0-2: Hand Weapon.

Hand Weapon: All Indian Renegades with pistols as their sole weapon are armed with a fighting knife, tomahawk,
war club or similar close combat weapon. This confers an additional +1 to their HTH value.
Keen As The Hare: Once per turn, a model may move 20cm when using a Duck Back interruption, instead of
the normal 10cm.
Counting Coup: This ability may be used once per game when an opposing model is killed by one of yours
in Hand to Hand combat. The killer makes an immediate 10cm move if the move results in getting into base
contact with another enemy model. An immediate hand-to-hand fight is resolved. If the target of this attack
survives and has not yet activated, he may “break off” from the combat (see DMH, page 13).

PINKERTONS
Character Hits Nerve Shoot HtH Rep Notes
Special Agent 5 2+ +1 +1 6 1: Pistol.
Bounty Hunter 4 3+ +2 0 5 0-1: Pistol.
Detectives 4 3+ 0 0 2 2+: Pistol or Repeater; Up to 2 shotguns.
Nightwatchmen 3 6+ -1 -1 1 0-4: Pistol or Repeater.

Relentless: Once per game, for a single turn, all Pinkerton models may ignore negative modifiers for Nerve tests.
“We Never Sleep”: Once per turn, one Pinkerton that has line of sight to an opposing model, may take a free move as
long as it brings him closer to an enemy model. This move does not affect the model’s three actions in any way,
including for shooting modifiers.

7TH CAVALRY
Character Hits Nerve Shoot HtH Rep Notes
Officer 5 2+ +1 +1 6 1: Pistol and Sword.
Indian Fighter 4 3+ +2 0 5 0-1: Pistol.
Troopers 4 4+ 0 0 2 2+: Carbine.
Recruits 3 6+ -1 -1 1 0-4: Carbine.

Sword: The Officer is armed with a sword which allows him to force an opponent to reroll his HTH score.
Carbine: Max shots = 1; Point Blank = N/A; Close = 0-40; Long = 41+; May aim twice.
NCO: In scenes without an officer, one trooper acts as an NCO, receiving a -1 bonus to his Nerve.
Bugle: Any trooper may be designated as the troop’s bugler (best to use a model with a bugle to avoid confusion)
whilst alive the gang receives an additional +1 to any Big Nerve Tests that have to be taken. This ability works
whether the officer is present or not.
Drilled: 7th Cavalry do not receive a -1 penalty for shooting with a carbine when they take two move actions
Cavalry: For one off games, 7th Cavalry troops may all be mounted in final scenes at a cost of 1 Rep instead of 3.

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