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Ruthless A Stranger With A Gun
Ruthless A Stranger With A Gun
Miniatures
You will need a variety of Wild West miniatures (any scale is fine, but 28mm is the most
common).
Terrain
x4 small adobe buildings x1 stone well
x4 buttes (or steep hills) x9 tombstones
x1 mine entrance stone walls
river (blue felt works well) x3 boulders
scrub x1 out house
cactus
Accessories CARDS
Yellow and blue tokens are useful to mark characters To play Ruthless, you’ll need a standard poker deck.
that are Lily Livered or holding fire for “Got You
Covered!” You can also use the sheet of markers that Character cards are also included. Print them out on
is included. Print them out on card stock and cut them card stock to use.
out.
SHORT RANGE 6+
LONG RANGE 8+
When a player has the initiative, each character they +1 Firer is Aiming
control may take 2 actions or up to 3 actions if a 7 -1 Target in partial or soft cover
card was played for initiative. Actions may be taken -2 Target in hard cover (rocks, buildings)
in any combination, including the same action twice! -2 Firing when mounted on horseback
MOVE AIM If a hit is scored, roll on the Darn, I Been Hit table
GOT YOU COVERED! SHOOT for wound results. When shooting at a mounted
MOUNT RELOAD 3 SHOTS target, roll again to determine if the horse or the rider
DISMOUNT GET YOUR COURAGE UP! is hit (1-5 is the horse, 6-10 is the rider).
Tip over a model who suffers a Severe Wound. They At the end of each turn, both sides roll 1d10. If the
will recover from being knocked unconscious and roll is less than the number of your characters
stand up automatically if the controlling player uses currently dead or lily livered, the remaining men
an Ace or 4 for initiative on any subsequent turn. skedaddle and the scenario ends!
1. Gather the boys and ride out to take the fight to the Blancos before they hit you! (Set Up 1)
2. Tell the boys to gather up their shootin’ irons, guard your various concerns and halt money-making
operations until the Blancos have been dealt with. (Set up 2)
3. Ignore the Blancos and keep the money flowing in from all of your concerns. (Set up 3)
1. Tell him not to worry. Bannon has just heard that the Blancos robbed a Mexican Army wagon train
and massacred all the soldiers. But there is a survivor at Boot Hill...he was presumed to be dead but
a bounty hunter was there and says they are still breathing. Bannon will take some men, get the
survivor and nurse him back to health. When the story comes out the Mexican Army will take care
of the Blancos! (Play Scenario 4)
2. Tell the Mayor that the smart play is to let others do the dirty work. Bannon has made a deal with a
band of Mescalaro Apaches. They know where the Blancos hide out and in exchange for some
supplies and an agreement to leave their lands alone they have agreed to take out the Blancos.
(Play Scenario 5)
3. “They have taken Mrs. Ames!” shouts Bannon! “Those low down dirty scoundrels!” Bannon knows
that Mr. Ames banking connections are key to his plans to turn San Luis into a boomtown. He vows
to get him back...but he’ll need more muscle and considers hiring a bounty hunter to join a long.
(PlayScenario 6)
1. Tell the boys that it’s time to settle all accounts with the Blancos. Order them to strap on their
shootin’ irons and get ready to wipe the Blancos from the face of the earth...or let no man come
back alive. (Set up 1)
2. Calm the townsfolk, bury poor Tom Jode and call for the Marshall. Since the Blancos left a sign
admitting to murder, the Marshall should be eager to help arrest the whole lot of them! (Set up 2)
3. Try to lull the Blancos into a false sense of security by spreading the rumor that John Bannon will
be giving up being a lawman and leaving town. (Set up 3)
1. Set up a trap for Bannon. Try to bushwhack him and his men! (Play Scenario #1)
2. Raid the Bannon’s silver mine outside of town. Close down their operation and steal some silver!
(Play Scenario #2)
3. Ride into town, shoot it up and let everyone know who is in charge in San Luis. Humiliate Bannon
in front of everyone and gain a fearsome reputation. (Play Scenario #3)
1. Don’t wake Benito. Let everyone sleep it off and start again tomorrow when everyone is fresh. (Set
Up #1)
2. Throw a bucket of cold water on Benito, get him up and get all the guys ready. He’ll be howlin’ mad
but his foul mood won’t fair well for Bannon! (Set Up #2)
3. Leave Benito to sleep it off. Gather up the most sober guys and head out to take on Bannon. (Set up
#3)
1. Enough is enough! Fire the boys up and ride right into town and kill Bannon and all of his men!
(Play Scenario #7)
2. Benito has an idea. If he can lure most of Bannon’s men way from town he might be able to catch
the Sheriff on his own and gun him down. He orders a couple of his men to ride out to the silver
mine and shoot it up. Maybe Bannon will send his men to help...and as today is the day that the
carpetbagger might be signing the deal to open a bank John Bannon surely won’t leave town. (Play
Scenario #8)
3. An informer enters Benito’s cantina. The man says that for a small price he has a piece of
information that Benito will find useful. Benito looks the man over and says, “Ok, I’ll pay you but
you are going to stay here in this cantina until I am sure what you tell me is worth the gold.” The
man tells him that John Bannon’s wife is going to be on the next stagecoach out of town headed
back east for safety. Benito and his men saddle up and intercept the coach and grab Mrs. Bannon.
It’s time to head to town trade her life for his. (Play Scenario #9
SCENARIO RULES
The Gangs:
Bannon
John Bannon and three members of the Baxter Gang.
Blancos
Benito and five members of the Blanco Gang.
The Man with No Name Himself (If he is not hired by a gang, he enters the board on turn one from any
edge.)
Set up 1: Bannon places two figures in the middle of the table with two bags of gold. The remainder enter
from any edge on turn 4. The Blancos start with half their men anywhere on the board and the remainder
enter from any edge on turn 3.
Set up 2: Bannon places two figures in the middle of the table with two bags of gold. The Blancos then
place all of their figures anywhere on the table. The Bannons then place the rest of their figures anywhere
on the table more than 6-inches from all the Blancos.
Set up 3: Place all of the Bannons in the middle of the table with two bags of gold. The Blancos start with
half their men anywhere on the board, the remainder enter from any edge before turn 3. Each Bannon
player receives one Gold at the end of the game.
The table has four buttes and a watering hole which are impassable. Cactus should also be spread around
the table.
SCENARIO RULES
The Gangs:
Bannon
John Bannon and three members of the Baxter Gang.
Blancos
Benito and five members of the Blanco Gang. One stick of dynamite. A character within 2-inches of the
mine can throw it in using a shoot action and destroy the mine.
The Stranger (If he is not hired then he and a bounty hunter enter the board on turn one from any edge.)
Set up 1: Bannons place two characters (not including John Bannon) within 6-inches of the mine. The rest
enter on turn 2 from any table edge. The Blancos set up anywhere more than 18-inches from the mine.
One bag of gold is in the miner’s shack and one is in the middle of the board.
Set up 2: Bannons place all of their characters within 6-inches of the mine. The Blancos set up at least 18-
inches from the mine. One bag of gold is in the miner’s shack and one is in the middle of the board.
Set up 3: Bannons place two characters (not including John Bannon) within 6-inches of the mine. The rest
enter on turn 3 from any table edge. The Blancos set up anywhere more than 18-inches from the mine.
One bag of gold is in the miner’s shack and one is in the middle of the board.
The buttes are impassable. Two characters can fit in the mine entrance and get hard cover. There should
be cactus scattered around the table.
SCENARIO RULES
The Gangs:
Bannon: John Bannon and three members of the Bannon Gang
The Stranger (If he is not hired, he and a bounty hunter enters the board on turn one from any edge.)
Set up 1: Place the photographer in the center of the table and John Bannon within 2-inches. The rest of
his men enter on turn one from any edge. They may be mounted. Mr. Ames starts in the outhouse. The
Blancos setup anywhere more than 12-inches from Bannon.
Set up 2: Place the photographer in the center of the table and John Bannon within 2-inches. The rest of
his men set up anywhere on the table. Mr. Ames starts in the outhouse. The Blancos enter on turn one
anywhere on the table.
Set up 3: As Set up 1 but the rest of Bannon’s men enter on turn two on foot.
SCENARIO RULES
The Gangs:
Bannon: John Bannon and three members of the Bannon Gang.
The Stranger: If he is not hired, he and a bounty hunter enter the board on turn one from any edge.
Set up 1: Place all of the Bannons within 6-inches of one table edge. The Blanco gang consists of any four
characters with a toughness of 6-7. They enter anywhere on the opposite board edge on turn one. Each
coffin contains 1 bag of gold.
Set up 2: The Bannons enter on turn one on one table edge. The Blanco gang consists of any six
characters which must include Benito. They enter anywhere on the opposite board edge on turn one. As
they are hung-over they all shoot with a -1 but fisticuffs at a +1. Each coffin contains 1 bag of gold.
Set up 3: Place all of the Bannons within 6-inches of one table edge. The Blanco gang consists of any four
characters except Benito. They enter anywhere on the opposite board edge on turn one. Each coffin
contains 1 bag of gold.
SCENARIO RULES
The Gangs:
Bannon
All four Apache Characters. Some or all may be mounted.
Blancos
See set up below.
The Stranger If he is not hired then he and a bounty hunter enter the board on turn one from any edge.
Set up 1: Place all of the Apaches within 6-inches of one or more table edges. The Blanco gang consists of
any three characters other than Benito. They are placed anywhere in the scrub. 1 Gold Bag is placed in the
center of the board. Three horses are touching the stream not in scrub.
Set up 2: The Apaches enter on turn one on one or more table edges. The Blanco gang consists of any six
characters which must include Benito. They are placed anywhere in the scrub. As they are hung-over they
all shoot with a -1 but fisticuffs at a +1. 1 Gold Bag is placed in the center of the board. Three horses are
touching the stream not in scrub.
Set up 3: The Apaches enter on turn one on one or more table edges. The Blanco gang consists of any six
characters with a toughness of 6-7. They are placed anywhere in the scrub. 1 Gold Bag is placed in the
center of the board. Three horses are touching the stream not in scrub.
Two buttes, a c-shaped river with scrub, a scattering of cactus and three rocks in the river bend. Two
characters can hide behind one rock. The river is shallow and is considered rough terrain for movement.
Apaches only can move on and off the buttes by using both actions.
SCENARIO RULES
The Gangs:
Bannon
John Bannon and three members of the Bannon Gang and The Stranger with a GUN
Blancos
Benito and five members of the Blanco Gang. Except for Set Up 3, see below.
Set up 1: All of the Bannons are placed anywhere on the table within 6-inches of an edge or edges. The
Blancos are placed randomly in the building with only one character in the outhouse. Mrs. Ames is in a
building. 1 Bag of gold is in each building.
Set up 2: The Bannons enter on turn one on any table edge or edges. The Blancos are placed randomly in
the building with only one character in the outhouse. As they are hung-over they all shoot with a -1 but
fisticuffs at a +1. Mrs. Ames is in a building. 1 Bag of gold is in each building.
Set up 3: The Bannons enter on turn one on any table edge or edges. The Blanco gang consists of any six
characters with a toughness of 6-7. They are placed randomly in the building with only one character in
the outhouse. Mrs. Ames is in a building. 1 Bag of gold is in each building.
If the Blanco character guarding Mrs. Ames is killed or defeated in fisticuffs she is free and controlled by
the Bannons. Until then she is controlled by the Blancos.
SCENARIO RULES
The Gangs:
Bannon: John Bannon and three members of the Bannon Gang. Set Up 2 adds Marshal White.
Blancos: Benito and five members of the Blanco Gang. Two characters may be mounted.
The Stranger (If he is not hired, he and a bounty hunter enters the board on turn one from any edge.)
Set up 1: All of the Baxters are placed anywhere on the table within 6-inches of one edge. The Rojos are
placed within 6-inches of the edge opposite the Baxters. 1 Bag of gold is placed in the center of the board.
Set up 2: John Baxter and Marshal White are placed in the center of the table. The remaining Baxters are
placed randomly in the buildings. The Rojos enter from one or more table edges. 1 Bag of gold is in each
building
Set up 3: The Baxters enter on turn one on any table edge or edges. The Rojos are placed in the center of
the board. 1 Bag of gold is in each building.
Four townsfolk are placed within 4-inches of the center of the board. They will move in a random direction on John
Bannon’s card. If they enter a building, they will lock the door and only let Bannons enter. Blancos can try to open a
locked door by shooting it and rolling a 6+ on 1d10. (Hit is automatic.) Townfolk will defend themselves.
SCENARIO RULES
The Gangs:
Bannon: John Bannon, Fred Butterworth, Mr. Ames, Ansel Weston and Travis Cobb. Set up 1 adds any
one Baxter gang member. Set up 2 adds Marshal White.
Blancos: Benito and five members of the Blanco Gang. Two of them may be mounted.
The Stranger: If he is not hired, he and a bounty hunter enter the board on turn one from any edge.
Set up 1: John Bannon and gang member are placed in the center of town. The townsfolk are placed
randomly in buildings. The Blancos enter on turn one on one or more table edges. 1 Bag of gold is placed
in each building. Townsfolk start neutral and roll to join Baxter. (See below.)
Set up 2: John Bannon and Marshal White are placed in the center of town. The townsfolk are placed
randomly in buildings. The Blancos enter on turn one on one or more table edges. 1 Bag of gold is placed
in each building. Townsfolk start neutral and roll to join Bannon. (See below.)
Set up 3: John Baxter is placed in the center of town. The townsfolk are placed randomly in buildings.
The Rojos enter on turn one on one or more table edges. The Townsfolk start as part of Baxters gang and
do not have to roll. (See below). 1 Bag of gold is placed in each building.
At the beginning of each turn starting on turn two each Townsfolk character rolls 1d10. If they roll = or greater than their
toughness they join the Bannons. Until then they stay in their buildings with the doors locked. Blancos can try to open a locked
door by shooting it and rolling a 6+ on 1d10. (Hit is automatic.) Townfolk will defend themselves.
SCENARIO RULES
The Gangs:
Bannon
John Bannon, a hostage and three members of the Bannon Gang. Set up 2 adds Marshal White.
Blancos
Benito, a hostage and five members of the Blanco Gang. Two of them may be mounted.
The Stranger If he is not hired then he and a bounty hunter enter the board on turn one from any edge.
Set up 1: The Bannons are placed within 6-inches of one board edge. The Blancos enter on turn one on the
opposite table edge. 1 Bag of gold is placed in each building with a random Townsfolk.
Set up 2: The Bannons and Marshal White are placed in the center of town. The Blancos enter on turn one
on one or more table edges. 1 Bag of gold is placed in each building with a random Townsfolk.
Set up 3: John Bannon and the hostage are placed in the center of town. The rest of the Bannons enter on
turn one on one or more table edges. Three Blancos and their hostage start within 6-inches of Bannon and
his hostage. The remaining Blancos enter on turn one on one or more table edges. 1 Bag of gold is placed
in each building with a random Townsfolk.
Four townsfolk are placed within 4-inches of the center of the board. They will move in a random direction on John
Bannon’s card. If they enter a building, they will lock the door and only let Bannons enter. Blancos can try to open a
locked door by shooting it and rolling a 6+ on 1d10. (Hit is automatic.) Townfolk will defend themselves.
4 4
Bounty Hunter Bounty Hunter
Cold Stare: Can snap shot by using any card.
Buntline special
4 6
Bounty Hunter Bounty hunter
Bitter Ender: Ignore first wound Schofield: reload up to 6 shots at once.
Near-sighted: +1 to hit at short, -2 to hit at long
6 6
Blanco gang Blanco gang
2 Six-Shooters: Fires twice when he shoots but the second
shot only hits on a natural 10.
(Wanted!) 4 (Wanted!) 6
Blanco gang Blanco gang
Brawler:”+1 in fisticuffs Stubborn: Ignore penalty for arm wounds.
7 3
Blanco gang Bannon gang
Sneaky: May +1 or -1 to his activation card after all Cool Hand: Ignore first failed toughness roll.
the cards are revealed. Hatred: +1 on all shots against benito blanco.
4 8
Lawman Bannon gang (Carpet bagger)
Law dog: can not shoot until an enemy character Yella Belly: -1 in fisticuffs
fires. Greenhorn: -2 to all shots.
Derringer
Knife
4 (Wanted!) 5
Bannon gang Bannon gang
Brawler: +1 in Fisticuffs
4 4
Bannon Gang Bannon gang
Loudmouth: -1 to enemy toughness rolls caused by his Fat Fingers: -1 to all shots
hits. Upper-cut: +2 in fisticuffs
4 6
Townsfolk (Brothel Bouncer) Townsfolk (Undertaker)
Boxer: +2 in Fisticuffs Grim Reaper: May adjust the roll on the “Darn, I been
hit!’table by +1 or -1 after rolling.
7 6
Townsfolk (Newsman) Townsfolk (Photogrpaher)
Information: Can pick a card from his hand and Get ya name in the papers!: First character that
randomly swap it with another player’s card. wins fisticuffs in his sight gains one gold.
Derringer
Sharps Carbine
(Wanted!) 4 6
Apache Gang Townsfolk (Undertaker)
Bowie Knife: May adjust the hit result by +1 or -1 in fisticuffs Grim Reaper: May adjust the roll on the “Darn, I been
Expert Rider: Only -1 when shooting while mounted. hit!’table by +1 or -1 after rolling.
7 6
Townsfolk (Newsman) Townsfolk (Photogrpaher)
Information: Can pick a card from his hand and Get ya name in the papers!: First character that
randomly swap it with another player’s card. wins fisticuffs in his sight gains one gold.
Derringer
• 9 Scenarios
• All the famous characters
• Mini-campaign rules
• Play the entire campaign in an
evening!
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