Download as pdf or txt
Download as pdf or txt
You are on page 1of 47

Introduction 1 Game Design: Jaye Wiley

Turn Sequence 2 Cover Art: Jaye Wiley


Special Cards and Aces 3 Interior Spot designs: Ramon Olivera
Actions 4 Playtesters: A lot of people have played over
Moving 5 the years, but mostly the Basement Generals.
They are, in no particular order: Ken “Lead
Shooting 6
Addict” Boone, Al “Little Al”Troutwine, Chris
Close Combat 9
“Cluck Amok” Cluckey, Greg “Where’s the
Wounding 11 cover?” Moore, the 3 Scotts: (Mathews,
Optional Rules 14 Wagner and Lindsey), Roger “Just Got
Sample Scenarios 15 Rogered” Reed, John “the New Guy” Fleckal”,
Campaign 21 Chad “Don’t look at my record sheet” Gilbert,
Building your Gang 21 Nick “Kuski” Wilkoxski, Jay “Propaganda Archi-
Traits 22 tect” Reese, Bill “DRT” McHarg, Ramon “Silver
Fox” Olivera, Steve “Dutch Oven” Willaredt,
Campaign Scenarios 24
Doug “the New, New Guy” Strue, Marshal “the
Diamond Scenarios 25
Boy” Wiley, and his sister Rowan.
Heart Scenarios 29
Spade Scenarios 31 Special thanks goes out to the Fistful of Lead
Survival Scenarios 33 Yahoo Group for their continued support and
Renown 36 ideas, and anyone over the years who has
Post Game 37 played and left a nice review on a web site.
You’re the reason we have a following.
Showdowns 38
FAQs 39
Special, special thanks goes to the overflow-
Gatling Guns & TNT 41
ing fountain of patience that is my wife
Townsfolk 40 Robin, who understands when I spend way
Counters 42 too many hours “playing with my soldiers”.
Record Sheets 43
Quick Reference Sheet 45

Published by Wiley Games


Copyright Jaye Wiley 2015. All rights reserved
As the title says, Fistful of Lead: Reloaded was
designed as a quick set of wargame rules for
gunfights in the Wild West. I like rules that can
be learned within a couple of turns and still
keep the flavor of the period.

For Fistful of Lead, I wanted the play to be fast


and furious, with a Hollywood flair to it.

FfoL, as it’s known, has been around for over a


decade with a small, but loyal fan base. This
version has left the core rules in tact while
adding more scenarios, more examples of
play, some house rules that have brewed up To play Fistful of Lead you’ll need: this rule
over the years, and a simple campaign book (or, after a few games just the Quick
system. Reference sheet), 10-sided-dice (referred to
as d10), an ordinary deck of playing cards, a
I hate record keeping. All the player needs to place to play, a tape measurer, and the minia-
know can be shown with the markers provid- tures representing your gunfighting gang.
ed, or you can make your own. You don’t need Markers to represent whether your models
a record sheet, or need to keep track of are Wounded or Out of Ammo can be found
ammo. It is assumed the gunfighters are in this rule book. Permission is given by the
reloading between shots (except for some author to copy these. I would advise mount-
special conditions) and he/she is actually ing them on heavy stock to make them last
firing a volley of lead when they shoot. longer.

In most games, each player can control up to Eight-sided and twelve-sided dice, hereafter
6 gunfighters without much trouble. Games referred to d8s and d12s, may also be needed
can have up to 8 players without slowing for some of the advanced optional rules.
down the game.
Scale, Basing, Measuring, & Dice
FfoL is meant to be scenario based. Several FfoL was written with 28mm figures in mind,
are provided at the end of the rules and cam- but you can easily use models ranging from
paign sections, but coming up with your own 15mm to 54mm without any changes.
is one of the best parts.
Figures should be mounted on bases 3/4” to
I tried to make the rules clear and concise, but 1” in size. This helps them stay standing on
sometimes you miss something. Please the tabletop and can add to the character of
contact me via the Fistful of Lead Yahoo the model. Larger models, like horses or
Group, or directly through email. wagons, will need to be on larger bases. I
tend to use round bases for my gunfighters
Fistful of Lead Group: and square bases for the civilians, but it’s not
https://groups.yahoo.com/groups/fistfulof- necessary.
lead/
Contact: [email protected]
Facebook:www.facebook.com/FistfulofLead

1
All measurements should be made from the
center of one model to center of another
model. Base size and shape is irrelevant. Fistful of Lead is played over a number of
turns. How many turns is determined by the
scenario chosen, or by the players involved.

Each game turn is divided into 2 phases.

1. Shuffle & Deal


Each player is dealt one card for every model
they control that is still alive at the beginning
of the turn.

Players are allowed to look at their own cards,


but not the cards of others. The turn is played
out from highest (King) to lowest (Deuce)
card. Aces are explained later.

Premeasuring 2. Activation
A game of Fistful of Lead is fast and furious. No A player or referee is designated as the Caller.
premeasuring is allowed. If a player chooses They begin the turn by calling out “Kings!”.
to shoot, then finds his model is out of range, Every player with a King card (if there is one)
then they have to just waste the action. throws it down.

When rolling a d10 the “0” face should be read Cards cannot be saved for later.
as “10”. The d10 can also be used to random-
ize movement, or determine the scatter of Each card “activates” one of the player’s
thrown objects for certain advanced rules. models. The player then takes 2 actions with
Simply roll the die, as close to your target that figure (see Actions, below).
model as possible, and look at where the
“point” of the die goes. Once a model has been activated and done
its actions, it may not be activated again until
next turn.

Next “Queens!” Is called, and all players with a


Queen card go, then Jacks, Tens, etc.

In the case where more than one player has


the same card, Spades go first, then Hearts,
then Diamonds, and Clubs are last.

This
wagon
will move
6”
Suit order in case of tie

2
Queen of Hearts- If the model activated with
this card has any wounds, ONE is healed
Example of Play: instantly. Remove the Wound Counter (see
It’s the beginning of a new turn. Steve Wounds, below). The model still has 2 actions
has been dealt three cards, one for each left.
figure he controls. He gets a King, a Jack
and a 5. Queen of Spades- If the model activated
with this card is Pinned, (see Pinning, below) it
Mike has four cards. recovers instantly. The figure still has 2
actions left.
The Caller calls out “Kings!”. Steve has
two figures in cover and one lone soul One-Eyed Jacks (Hearts & Spades)- The
standing out in the middle of the street model activated with this card has a +1 added
just asking to be a target. Steve decides to its to hit roll when Shooting (see Shooting,
to use his King to activate the figure in below).
the street. He throws down his King and
takes both actions to move to a nearby Two-Eyed Jacks (Diamonds & Clubs)- The
alleyway. model activated with this card has a +1 to hit
in Close Combat (see Close Combat, below).
Next, “Queens!” is called. Nobody has
one, so the turn proceeds to Jacks. Sixes (any suit)- The model activated with
this card may reload automatically. This over-
Both Steve and Mike throw down a Jack. rides the normal reload rule (see Out of
Mike has a Jack of Spades therefore he Ammo, below). The figure still gets 2 actions.
goes before Steve’s Jack of Hearts.
Deuces (any suit)- The model activated with
Play proceeds until all figures have been this card may fire twice with one action. That
activated. means if the figure uses both actions to
shoot, it will get 4 shots! It’s best to roll one
shot at a time, as a roll of “1” still means “Out of
Sometimes, you may end up with more cards Ammo” (see Out of Ammo, below).
than models. This happens when a player has
a model killed or eliminated before he has a Aces (any suit)- An Ace is wild and can be any
chance to activate it. The player holds on to card the player wishes. It must, however, be
the extra card till the end of the turn and played in sequence. A “real” card always takes
tosses it on the discard pile. precedence over an Ace impersonating it.

Example:
Steve has 2 Aces. He knows he wants to
go first in the turn, so when the round
In addition to activating figures, some cards starts and “Kings!” is called, he lays
have special qualities. They are referred to as down one of his Aces and states it is the
Special Cards. They are played just like normal King of Spades. If there are no other King
activation cards, but allow the player to do of Spades out there (i.e. the real one) he
some unusual feats and spice up the game. goes first since Spades come first in
precedence. If, however, there was a real
King of Spades laid down, the real one
would go before Steve’s.

3
Example #2:
Later in the round “Sixes!” is called. When a player activates a model, it gets TWO
Steve’s been holding on to the second actions. Some different actions include:
Ace for just the right moment. The other Moving
players have been ignoring one of his Shooting
models because he is “Out of Ammo” Reloading
and they know he needs a turn to reload. Opening/closing a door
Picking up / dropping something
Steve lays down his Ace and calls it a Getting on / off a horse
“Six”. His gunslinger instantly reloads Jumping from rooftop to rooftop
and takes both his actions to blast away
at the figures that ignored him. The list can include anything the players can
think up, as long as they all agree.

When all cards have been played (all The actions taken by the figure can be differ-
figures have been activated) a new turn ent. For instance, a figure could move then
begins. shoot, or shoot then move.

The actions can be the same. For instance, a


figure could move twice, essentially running,
or shoot twice.

It takes one action to get up from a Pin or


Wound (see Wounds, below). Only one
attempt per turn may be made, and it must
be the first action attempted. If the attempt
fails, no other actions may be made but to
Crawl (see Moving, below). If the attempt
succeeds, the figure gets one more action.

Example:
Ken plays a card and activates his Sheriff
model. The Sheriff is right outside the
jail. He uses his first action to take a shot
at Stinky Pete, who’s standing in the
middle of the street. He misses.
Rather than take another shot with his
second action, Ken decides to play it safe
and uses the second action to move
back inside the jail.

4
Some players may wish to have their models
jump from rooftop to rooftop. A model must
Once activated, figures move at the following move at least 1” to the edge of the roof and
rates: roll d10.

DISMOUNTED: Crawl: 2” Walk: 5” The roll is the distance in inches, jumped. If


MOUNTED: Horse 8” Wagon: 6” the roll equals (round up) or exceeds the
distance, the model landed fine. If he falls
A figure can make any number of turns or short, he falls. Roll d10 +1 for every 3” fallen
face changes during the course of its move- on the WOUND CHART (see below).
ment.

Example:
Stinky Pete and Possum Gus have decid-
ed the roof they’re on is attracting too
much gunfire. They decide to risk a leap
1st to the rooftop behind them.
5” Move
Action
2nd
The distance to the other rooftop is 4
5” Move inches. Pete is one inch from the edge
Action
and uses his first action to make the
jump.

He rolls a 4 and makes it. He uses his


second action to move towards the
Much of the gunfight will probably center stairs.
around buildings in town. The size of your
buildings may vary, but the general rules Gus was on the other side of the roof
governing movement in/out is as follows: from Pete. He has to use his first action to
get within an inch of the edge. The
Entering or exiting a building costs nothing, second action is for the jump itself.
unless the game scenario has dictated a
closed or locked door. Going up or down a Possum Gus rolls a 2! Not enough. He
floor costs 3” of movement. plummets 7” down. That’s a roll on the
Wound chart with a +2 to the roll. Ouch!
Unless you have a finished interiors for your
buildings showing the location of stairs,
simply measure the cost for the stairs from Horses & Wagons
the door or entrance. The model can appear To mount or dismount a horse, a model must
anywhere on the roof (unless a door is use an action. Otherwise, they move just like
indicated). dismounted models except with a better
movement rate.
Yes, this does mean a model could theoreti-
cally use an action to move from a doorway to Driving a wagon can be much more difficult
the roof of a single story building. This can than riding a horse when the shooting starts.
sound unrealistic, but it doesn’t happen very Just like a horse, a model must use an action
often, and it saves the terrain maker from to get on and ready the team, or get off the
having to design the “guts” of every building. wagon. While operating the wagon, a model
cannot use a weapon. They can, however,
If a model doesn’t have enough movement fight in Close Combat if attacked.
left to reach the next floor, they stop at the
level they are at.
5
Obstacles
To climb over a low wall or fence costs a
model 2” of movement. A low wall should be Facing
any wall half the size or smaller than the In the swirl of a Fistful of Lead gunfight, all
model. models have a 360 degree field of fire. As such
there is no facing. Each model can see and
To climb a high wall, half or larger than the shoot in any direction.
model takes a 5”, or the whole movement
action of a dismounted model. Firing:
When a model is activated, it can use one or
If the model does not have the required both of its actions to shoot.
amount left in their movement allowance to
clear the wall, the attampt cannot be made Models can only shoot if they have a straight
this turn. line of sight that doesn’t pass through any
other model or terrain. This may require
Horses may leap any obstacle 1” high or lower getting down eye level with the model and
at no cost to its movement. Any other linear trying to see what he sees. Laser pointers or
obstacle taller than 1” is impassable. string are helpful for this, but hopefully in the
spirit of good fun, both players can decide if a
When climbing anything else, like rock model has a line of sight.
outcroppings or ladders, use common sense
and just measure the verticle distance. Models are only visible inside terrain or build-
ings, if they are within one inch of the door or
window. The same is true if they wish to shoot
THE FOLLOWING MODIFIERS APPLY out from inside cover.
TO MOVEMENT:
Again, range is measured from the center of
WOUNDS: -1” of movement per the shooter model to the center of the target.
wound, per action moving There is no premeasuring before firing.

OBSTACLES: -2” for low walls (half Once you have decided to shoot you may
figures size) measure. If the target is out of range, the shot
-5 “ movement for high walls (up to is wasted.
figures height)
Ranges are listed on the Quick Reference
UP or DOWN FLOOR: -3” Sheet and are divided between Short and
Long. There is no Close range. That is consid-
ered in Close Combat, below.

If the target is in range, and within the line of


sight of the shooter, roll d10.

The roll to hit at Short range is 5 or


higher.

To hit at Long Range is 8 or higher.

6
Out of Ammo - or Rolling a 1
When thinking about the Shoot action in
Fistful of Lead, some assumptions must be
made.

Ranges are: Short Long Our little gunfighters are not firing a single
Derringer 2” - bullet every time they shoot. They are blazing
Pistol 6” 12” away in a volley of flying lead, reloading
Rifle 12” 24” whenever they have a chance.
Shotgun* 6” 12”
Throwing Ax But sometimes, something goes terribly
Knife, or Spear** 3” 6” wrong. They weren’t paying attention to how
Bow*** 9” 18” many rounds are left in their guns, or the
*Shotguns inflict a +1 modifier to the ammunition is bad, or a myriad of other
Wound roll at Short range, and -1 at things.
Long. (see Wounding, below). They
also ignore Partial Cover at Short This is what happens when a “1” is rolled
Range. when shooting. Place an “Ammo” marker next
** One use only to the model. Markers are provided in this
*** Bows do not use the standard “Out booklet.
of Ammo” rules. Instead, if a “1” is rolled
while loosing an arrow, roll d10 again. When a “1” is rolled, the model cannot shoot
On a roll of 1-5, the model is out of again until he reloads. It takes the entire turn
arrows for the rest of the game. (both actions) to reload. These two actions
cannot be split up over the course of two
turns. In other words, if on your first action
you shot, but rolled an Out of Ammo result,
This is by no means a complete list of all the you cannot use your second action to start
various pistol and rifle types available during reloading now, then finish on the following
the Wild West. For our purposes, however, a turn. The act of reloading must be completed
pistol is a pistol, and a rifle a rifle. This not only in the same game turn. You could, however,
cuts down on having to remember a huge list use your second action to move to cover!
of ranges and effectiveness charts, but also
fits closer into the spirit of a FfoL game. Cover
Standing in the middle of the street during a
gunfight is a good way to get killed. Most
gunfighters try to find cover to do their shoot-
ing from. The safety of cover is also a good
place to reload.
nge)
6” (Close Ra
In Fistful of Lead, cover is broken into two
nge) broad types: Partial Cover and Heavy Cover.
ng Ra
8” (Lo

Partial Cover is any blocking terrain that


In the example above, the Bandito on the right leaves more than half of the target model
has two enemies within his 12” pistol range.
visible.
The closer enemy is within 6”, and therefore
Close range. He’ll need to roll a 5 or higher to
hit him. The Bandito’s second enemy is 8” Heavy Cover is any blocking terrain that
away. That makes him Long range for a pistol. leaves less than half of the target model
He’ll need a 8 or higher to hit him. visible.

7
placeholder for cover example photo

In the example above, you can see more than You can see less than half of this model.
half the model. It has Partial Cover It has Heavy Cover

OPTIONAL: Using Folks as cover


Shooting at a target in Partial cover causes a A particularly dastardly gunfighter may want
-1 to the Shooters roll. to use a civilian as cover, or shoot into a
group. To see if they hit their target, an inno-
Shooting at a target in Heavy cover causes a cent civilian or possibly their friend, use the
-2 to the Shooters roll. following procedure:

Use a tape measurer, or string to measure


THE FOLLOWING MODIFIERS APPLY between target and shooter as normal. If the
TO SHOOTING: tape crosses over any part of an intervening
figure’s base, that figure is a potention target.
COVER:
Partial Cover (more than half of the Roll to hit. If a hit is scored, randomly deter-
model is visible) -1 mine who is hit.

Heavy Cover (less than half of the If there are two targets, odds hits one, even
figure is visible) -2 hits the other. If there are three targets, 1-3
hits first, 4-6 hits the second, 7-9 hits the third
WOUNDS: -1 for each wound the and reroll a “10”.
shooting figure has (see Wounding,
below)
Example:
MOVEMENT: Black Bart (boo, hiss) is using Storekeep-
Shooter mounted -1 er Jeb as a cover from Marshal Bill. Bill
Target mounted -1 decides to risk a shot. The distance is
Target is Prone* -1 Short range. Bill rolls a “6”, which is a hit.
Roll to see who got hit. Odds Bart gets it,
ACTIONS: even it’s poor old Jeb. Bill rolls a “4” and
Shooter used first action to Aim +1 has some explaining to do to Jeb’s wife.

* A model cannot voluntarilly go prone.


Prone status is only giving to models IMPORTANT: When rolling the d10, an
that are down from being Pinned or unmodifed roll of “10” is always a hit. An
Wounded (see below). unmodified roll of “1” is always a miss. In addi-
tion, the figure is “Out of Ammo”, and must
Reload (see Out of Ammo, above) to shoot.
8
Some examples of Shooting:

Example 1: Marshal Bill has his two When a model ends its movement within 1” of
actions to take and decides to take a an enemy, Close Combat occurs. This
shot at Stinky Pete. He is at Short range. happens even if the figure used both its
He takes the first action to Aim. He uses actions to get there.
his second action to shoot, and rolls a
“4”. Normally, this would be a miss, but As with Shooting, there is no premeasuring.
because he aimed last action he got a +1
to the roll making it a “5”, and therefore a Before we go any further, some assumptions
hit. have to be made. Close Combat not only
includes fisticuffs, but rifle and pistol butts,
Example 2: This time, Stinky Pete is at knives and most importantly close-in shoot-
Long Range, and behind a few boxes, ing.
giving him Partial Cover.
Warning: Close Combat is particularly nasty.
To hit at Long Range, Marshal Bill needs Someone will almost always die. Use it for
an 8 or above normally, but because those occasions you want to settle things
Pete is in Partial Cover, he now needs a 9 once and for all.
or above.
The procedure for resolving Close Combat is
The Marshal has some options with his 2 simple. The two opponents both roll d10. The
Actions. He could, as in Example 1 highest modified die is the winner and
above, use his first Action to Aim, giving subtracts the loser’s die roll from his.
him one shot, but at a +1, effectively
eliminating Pete’s cover modifier, need- This new number is the possible number of
ing an 8 or above to hit. wounds inflicted (see Wounding, below). Dice
are rolled for each possible wound, the loser
Or, the Marshal could use both Actions taking the worst result of all dice rolled.
to shoot, but at 9 or above to hit with
both rolls. A tie is immediately re-rolled.

Example 3: As above, but the Marshal


activated using a “One Eyed Jack” Example: Black Bart decided he’s going
special card. This gives any shot Marshal to handle things with Marshal Bill up
Bill takes this turn a +1 modifier. close and personal. Bart moves into
contact and rolls a “4”.
Bill decides to shoot, needing an 8 or
above, even though Pete is in Partial Bill gets a “6” to beat Bart by two points.
Cover, because of his Special Card use.
He uses his second action to move Bill now rolls twice on the To Wound
behind cover in case the shot fails to chart getting a “Wound” and a “Kill”
bring down Stinky Pete. result. Bart has to take the worst result,
“Kill”.

That’ll teach you, Bart.

9
A model cannot be “outflanked” by another
model. When a figure comes within 1” range,
the target will turn to face the attacker. This
prevents unrealistic movement where the
attacker runs past, then around his opponent
to hit him from behind.

Indian A
Indian B
Trooper 1

In the image above, Trooper 1 has to decide what to do. If he moves any closer to Indian A, he
will have to fight in Close Combat (he’ll be within an inch). His other option is to stand where
he is, and use both actions to shoot at each (one action to shoot Indian A, one action to shoot
at Indian B).

An enemy model that is rendered prone by All the figures involved roll d10, adding modi-
either being Pinned or Wounded (see Wound- fiers. The highest roll wins subtracting the
ing, below) loses the one inch “zone of lower roll of his opponent. It is possible for a
control” exerted by a standing model. These figure to lose to one opponent, but beat
downed models can be bypassed as if they another.
weren’t there. However, if a standing model
wishes to enter into Close Combat with a
prone model, they still have to be within one Example 1:
inch. Deputy Dan is taking on two of the
Toothless Gang. The Toothless boys roll a
Multiple Close Combats “10” and a “7”, with Dan getting a sorry
A Multiple Close Combat can take place in “2”.
one of two ways: Dan got beat by 8 and by 5 points.
Together that’s 13 dice the Toothless
1- By intention or accident when a model Gang gets to roll on the Wound chart
moves within 1 inch of two or more oppo- against Dan.
nents.
Example 2:
2- When a model Pins or Wounds an oppo- Let’s use the same example but Dan rolls
nent, but doesn’t eliminate them in Close an “8”. He lost by 2 points to one oppo-
Combat. This prone or downed model could nent but beat another by 1.
then be attacked later in the turn by another So Dan will have 2 rolls on the Wound
foe. chart and one of the Toothless Gang will
have one roll.

10
Roll d10. On a “6-10”, he may get up and still
THE FOLLOWING MODIFIERS APPLY have one action.
TO CLOSE COMBAT:
On a “2-5”, the model is still pinned but may
WOUNDS: crawl up to 2”. They may not roll again this
-1 for each Wound the figure has (see, turn to recover.
Wounding, below)
-1 if figure is Prone or Pinned (see, If a “1” is rolled, the model has decided to
Wounding, below) “Get the Hell outta Dodge” and is removed
from play.
ACTIONS:
+1 if mounted If a figure is attacked in Close Combat while
Pinned he will rise to fight, but still receives a
-1 modifier to his Close Combat roll. If the
figure wins the subsequent melee he will
remain standing.

To show that a figure is Pinned, place them


I’ve successfully Shot or won a Close Combat. on their side. There is no need for a marker as
Now what? when a figure is Wounded (see below),
because the fact they are on their side with
Each time a figure is hit by either gunfire, or no marker means they are Pinned.
hit while in Close Combat, or falls from a
height, roll on the following chart: If a model is activated using the Queen of
Spades Special Card, it automatically gets up
without having to roll, and still gets its 2
Roll Result actions.
1-5 Pinned
6-8 Wounded WOUNDED:
9-10+ Dead The model is hit and drops where he/she is
prone.
A +1 is added to the die roll for each
Wound already sustained by the They may do nothing but try to recover next
affected figure. activation. Follow the same procedure from
the “Pinned” result above to get up, with the
exception that rolling a “1” means the figure
has died of their wounds. Remove the model
PINNED: from play.
The model takes no damage, but has “hit the
dirt” prone. If in cover, they do nothing but From now on the figure has a -1 modifier per
hide. If in the open, they will move immedi- Wound, to all Shooting and Close Combat
ately d10/2“ (1-5”) towards the nearest cover attempts, and a -1” to move action per
(d10” if mounted). Wound.

Either way, a figure can do nothing (no If a model is activated using the Queen of
actions) until their next activation (he’s too Hearts Special Card, it automatically gets up
busy cowering). without having to roll, removes 1 Wound
marker and still gets its 2 actions.
The next time the model is activated, he
must roll to stand up or become “unpinned”. 3 Wounds and the model is dead.

11
If a prone Wounded model is hit and receives
a “Pinned” result, they are not both Pinned Example of a Turn:
and Wounded. They are just Wounded. Mike and Steve are having a quick
game. They each control 4 models.
If a standing Wounded model is hit and Steve is dealt:
receives a Pinned result they are Pinned, but
roll to stand as if Wounded.

If a model is Wounded while standing within Mike gets:


1” of a rooftop edge, roll d10. An even result
means the figure falls wounded on the
rooftop. On an odd result, the figure falls off
and rolls again on the Wound Chart, with a +1
to the roll per 3” fallen. Steve volunteers to be the Caller and
starts with “Kings!”
If a model is attacked in Close Combat while Mike has the King of Hearts so he
Wounded and on the ground, the figure discards it an starts to activate a model,
remains prone and not only receives the but Steve interrupts him.
negative modifier for being wounded, but Steve has decided to use his Ace of Clubs
also a -1 for being prone. Even if he wins the as a wild card King of Spades. Spades go
fight, he remains prone until he makes a before Hearts in suit order. Steve
successful “unpinned” result. activates first using both Actions to
move, followed by Mike with his King of
Defeated models that are mounted, fall off Hearts. Mike moves his model twice.
and the horse runs off. This may seem unreal- “Queens” is called next. Only Mike has a
istic, but it’s easier in game terms. That way Queen. It is the Queen of Hearts, which
you don’t need a separate horse without a used as a Special Card allows him to
rider that you have to randomly move each heal one wound from the activated
turn. model. Mike has no wounded models, so
this one just gets used as a regular card.
If you are lucky enough to have separate Mike uses the first Action to move his
horses and riders, you may, of course use model out into the street, and the
them. Use the d10 to randomly move the second to shoot at one of Steve’s
horse (see Page 2). gunmen. It’s a miss.
“Jacks” are next. Steve activates another
To show a figure is Wounded, place them on model and plans to use his first action to
their side with a “Wounded” marker provided aim and his second to shoot at Mike’s
in the rule book. model in the street.

DEAD: Continued next page......


Dead. Remove the model from the table or
use some other method to show their state.

Pinned
place holder for status marker photo
Wounded
Dead
Out of Ammo

12
By using the first action to aim, Steve gets a All cards are shuffled.
+1 to his Shooting roll. On Turn 2, Steve is only dealt 3 cards as one
Steve gets an additional +1 because he of his models is dead.
activated his model with a “One Eyed Jack”, Mike still gets 4.
which used as a Special Card, gives him +1 Steve is dealt
on shooting rolls.
Mike’s model is 8” away. Steve is using a
pistol, making it long range. Long range
requires an 8+ to hit. Steve rolls a “6”. This Mike gets:
would have normally missed but the two
bonuses give him a final result of 8
(6+1+1=8). A Hit!
Steve rolls on the Wound chart and gets a
“7”, wounding Mike’s model. Where’s that When “Kings” are called, Mike uses his King
Queen of Hearts now? of Spades to go first, but Steve had also
“Tens” are up next, but neither player has thrown in his Ace as a wild card to be a King
one, so it’s on to “Nines”. Steve gets to go of Spades. Mike has the “real” King and goes
again. first.
He decides to try and close with Mike’s Mike uses his actions and shoots at Steve to
wounded model and uses both his actions no effect. Steve shoots and manages to Pin
to move. Steve measures and moves his one of Mike’s models.
model 10” (five inches per move action) and “Queens” is called and Mike uses his Ace of
finds he’s short of the 1” distance to be in Clubs as wild to be a Queen of Hearts. He
range for Close Combat. Remember, no activates his wounded model. A Queen of
premeasuring.... Hearts discards a wound and allows the
“Eights, Sevens, and Sixes” are called but no model to stand and still have two actions.
one has these cards. When the “Five” comes Mike’s model realizes his wound was just a
up, Mike uses it first to move, then shoot. He graze and uses both actions to shoot back.
misses. He misses.
The same for Steve when his “Three” is The cards are called until “Sixes” come up. If
called. Steve has now activated all his Steve had an unactivated model that was
models. out of ammo, he could use the Six as a
When the “Two” comes up, Mike uses it for its Special Card to automatically reload. But he
Special Card ability. Any model activated by doesn’t, and the Six is used as a regular card.
the Deuce can fire twice per action used. Steve fires with both and kills one of Mike’s
Mike decides to use both his Action to shoot unactivated models.
giving him four Shoot rolls. Mike uses a Four to try an unpin his final
He decides to put them all at the model who model. He rolls a “3”. His model remains
wounded one of his. pinned. The other Four is discarded. He’s out
At 11” he is within Close range for his mod- of models now.
el’s rifle. He rolls one at time, because if a “1” Steve has the final model and activates it
comes up, he is out of ammo and any with his Three. He uses both actions to close
further shots are wasted. He rolls a “3” with Mike’s pinned model.
missing. The next roll is a “9” and hits. He He makes it. They fight a Close Combat.
also rolls a “9” on the Wound chart killing his Mike rolls a “5”, which becomes a “4”
target. The rest of the rolls are wasted. Mike because of the -1 for being pinned. Steve
had already committed the shots. gets a “7” . Steve beat Mike by a margin of
The turn is over. All models have activated. three and rolls three times on Wound chart
taking the worst result.

13
That’s it! That’s all you need to know to play to jail.
your first game of Fistful of Lead.
It may be the case that all the players are bad
What follows are extra rules, scenarios, and or good. Oh well, even Goodguys have their
simple campaign rules to add to your enjoy- disputes, and Baddies are always infighting.
ment.
Jokers-
You can shuffle the Jokers back in the deck to
add even more fun to your game. They can be
used two ways:
Optional rules are exactly that, optional.
Players are free to use or not use them. 1 - Jokers function as Aces do in the game, but
in addition, they can be used to disrupt the
Gunslingers and Greenhorns other player.
One model per player may be designated as a
Gunslinger. This figure uses a twelve-sided When you activate a model using the Joker,
die (d12) instead of a d10 for all rolls but those choose an opposing model that has not
on the Wound Chart. activated yet. Roll against that model as if
you were fighting a Close Combat. If your
These killers should be limited to one a gang. opponent fails, they become Pinned. If they
This ability should reserved for your gang’s beat your roll, nothing happens.
leader.
They have run into an unexpected hazard, be
Some models, such as townsfolk or particular- it a simple pot hole in the street, an angry dog
ly worthless gang members can be designat- or town drunk, or even a rock slide while out
ed as Greenhorns and use an eight-sided die in the badlands. It’s up to you to decide the
(d8) for all rolls but those on the Wound narrative.
Chart.
2- Use a Joker to trigger a random event.
At least one novice from your gang should be Shuffle one Joker into the deck. When a
a Greenhorn. player uses it, it’s time the cavalry arrives, or
the dust storm hits, or the secret reinforce-
Good vs. Badguys- ments arrive or whatever event you need for
Each side involved draws a card before the your scenario.
game starts. Any player that draws a black
card is a Badguy (boo, hiss). Any player draw- I’m hurt real bad, Billy-
ing a red card is a Goodguy. Subtract a -1 for every wound a model has
when rolling to get up (recover) from a Pin or
Badguys have no problem killing wounded Wound.
opponents. Goodguys, however, may not
engage wounded players in Hand-to-Hand This makes it harder for wounded models to
combat. Instead, when a Goodguy moves get up, and more likely they’ll run or die. A
into contact with a Wounded figure, he must touch more realistic and deadly.
try to capture them. A Close Combat fight
takes place as normal, but if the Goodguy The Boss-
beats his opponent by any margin (rolls Designate one model as leader of your gang.
higher), he subdues him. The subdued oppo- When models have to make rolls to recover
nent remains in base to base contact with the from Pins or Wounds, if the Leader is within 6”
Goodguy, until he is taken to jail. The of them, they get a bonus +1 to the roll.
subdued figure may do nothing (is dealt no
card, either) unless the Goodguy is incapaci- A natural “1”, however, still has them bleeding
tated (wounded, killed) before he gets them out or running off.
14
Welcome to Town!
This is a house rule we have used for years.
The citizens of our little town don’t take light-
ly to men with guns running into their homes
and places of business. To simulate this,
anyone can enter a building freely before the
first shots are fired. Stable

All-Right X
Once a gun goes off, things are different. Any Corral Marshal’s
Starting area
models entering a building for the first time
must suffer a close range shotgun blast. Have
your opponent or neutral party make the roll
You don’t need a miniature to represent the
shooter. It just happens.
Setup
This only happens once per building, regard-
less of who entered it. So, once a citizen has The Dixon gang:
fired, it is assumed they hid or high tailed it Stinky (a Gunslinger, rolls a d12)
out of town. If you have lots of buildings in 5 gang members: Cletus, Enus, Possum Gus,
town, find a way to mark which of them has Dick and Slick (a Greenhorn d8)
been entered, and is now therefore “safe”.
The Dixons are west of town at the All-Right
Any models representing the local law are Corral. They may set up any where inside the
exempt from this rule. corral or stables.

You could also use this South of the Border The Law:
and make the banditos immune, or an Indian Marshal Bill (Gunslinger)
village and the local braves are immune while 4 Deputies
the soldiers get blasted. The Marshal and his men start out on Main
street anywhere outside rifle range (24”)

All models are armed according to whatever


Coming up with, then playing out scenarios, the models look like. I would suggest a mix of
is what Fistful of Lead is all about. Whether it’s pistols, rifles and shotguns.
getting inspiration from movies, or writing
them yourself, a good story can make all the In addition, before the game starts, roll a d10
difference. for each of the Dixons. On a roll of 1-3, that
Here are a few to get you going: gang member is drunk. He acts as if he
already has 1 Wound for the rest of the game.
Scenario 1: A Queen of Hearts Special card will get rid of
Gunfight at the Just All-Right Corral this “Wound”. They have sobered up.
2-4 Players Table size: 2’ x 3‘
If you really want to make things interesting,
Stinky Dixon and the Dixon gang have been use the random movement method
mixing it up with the locals, getting drunk explained on Page 2 when moving the drunk
and generally making trouble for a couple of gang member.
days. The final straw was broke when Stinky
knocked around Marshal Bill’s little brother in The Dixons win if the Marshal and his men are
a bar brawl earlier in the day. driven off or killed.

The Marshal and his men would like to run It is a Major Victory if Stinky kills the Marshal
the Dixons out of town or lock them up. himself.
15
The lawmen win if they drive off or kill all the Marshal Bill (Gunslinger), 3 deputies, and 4
Dixon gang. deputized townsfolk (Greenhorns) may set up
anywhere in the town, except the Bank,
It is a Major Victory if the Marshal kills Stinky including rooftops. I would suggest the setup
himself. be done with a map of the town, and the
model only revealed when they move or
If there are more than two players, you have shoot. A player may “Pass” when their card
two choices: comes up if they wish to avoid giving away
1- Divide the two teams up between four their position, but they do nothing that turn.
players, or:
2- Double the amount of miniatures, but this Victory goes to the side with the most loot
will require making your playing area slightly stolen/recovered at the end.
larger.

Scenario 2: Ye Olde Bank Job


3-4 Players Table size: 3’ x3‘

Ed Harley and his gang are in the process of


robbing the 1st National Bank of Lesterville.
It’s their last job before they go straight. Okay,
maybe one more, then they go straight.

Everything is going smoothly, so far. What Ed


and his boys don’t know is the Marshal and
some hastily deputized men were warned
ahead of time about the hold-up and are on Scenario 3: The Spectacular 6 (or, however
the surrounding rooftops, waiting to let them many figures you’ve got)
have it! 4-6 players Table size: 3’ x 4’

The small border town of Pocoloco has been


terrorized for weeks by the infamous bandit El
Guappo.

The villagers have scraped together enough


money to hire a group of fierce gunfighters to
Stable
defend the village.
Bank
The gunfighters, between 5-7 is good, can
start anywhere in the village. I suggest
hidden set-up, using a map until they fire or
move.

Or, optionally, instead of a map, the gunfight-


ers can appear anywhere when they activate.
The only restriction is this “appearance” takes
Ed (Gunslinger) and 4 gang members must their first Action, and they have to appear
get the loot out of town. They have 5 sacks of outside 12” from any enemy model. Once
loot. A model can carry 2 sacks without penal- placed on the table, they are visible to all for
ty. Models can carry 3 sacks and have -1 to all the rest of the game.
rolls and movement. A model can carry 4
sacks and only move (no shooting) at 4” of The gunfighters are all classed as Gunslingers
movement per action. using a d12.
16
Scenario 4: Holdout at Hangman’s Holler
2-3 players Table size: 3’ x 3’
Church
A desperate outlaw gang has made their
2
Story hideout in the badlands, Hangman’s Holler.
2
Story
Fountain
The posse, in hot pursuit, has surrounded the
gang and asked for their surrender. Surrender
2
Story 2 means the gallows for sure, so the gang are
Story
going to fight it out.

The posse must get the outlaws before night


sets in, as they might escape in the darkness.
El Guappo (Gunslinger) and d10 bandits can
decide to start at any point outside the Hills- Posse set up area
village, in one group.

At the end of each turn (before cards are


dealt) the player(s) controlling the bandits
should roll a d10. If the number is HIGHER
than the current number of bandits in the Shed
town ALIVE, he rolls another d10. Hideout

This is the number of new bandits that may


enter in the upcoming turn. This means there
will never be more than 19 bandits at one
time.
Hills- Posse set up area
Each time a bandit is killed, ONE villager
(classed as Greenhorn) armed with a
machete, farm tool or rifle enters on the side The outlaw leader (Gunslinger) and 4 gang
of the gunfighters. Place this new model next members must kill/drive off all the posse for a
to a gunfighter. The new model is controlled Major Victory.
by the gunfighter player, or you can have one
player play all the villagers. The posse, 1 Gunslinger and 8 posse mem-
bers, must kill or capture all the outlaws for a
With the possible high number of figures on Major Victory. Any outlaw that rolls a “1” to
the table, I would suggest using a token or recover from a PINNED or WOUNDED result
marker to keep track of who has activated. surrenders.

The gunfighters/villagers win if they kill 12 If they kill/capture at least 3, it is a Minor


bandits. Victory.
The bandits win if they kill all the gunfighters.
Villagers don’t count. In order for it to be fair, most figures, if not all,
should have rifles. In addition, the outlaws
have 4 sticks of TNT out in the shed next to
the hideout. This should be secret to the
posse.

Special Rule: TNT


A figure can throw a stick of TNT with an
Action.
17
First, mark the area (you can use a die) where
the player would like the TNT to land.

Next, roll d10 for the distance the stick flies.


Measure from the model throwing to the
target marker out to the distance rolled. This
is where the center of the template, provided
in the back this rule book, is placed. Remem-
ber, the diameter of the template is 5”, so the
player will have to roll a 3 or higher not to get
caught in the blast!

+1 +2 +1

Scenario 5: All Hell’s Breakin’ Loose!


This scenario is perfect for a convention game
or any game with a lot of players.
Any models under the template are hit by the 8 players Table size: 6’x 8’
blast. Notice on the template has three rings.
The center is marked +2, and the second ring In the sleepy town of Lesterville, all is not well.
+1. These numbers are the pluses used when The railroad recently dropped off its payroll in
rolling to Wound. town for the US cavalry to escort the rest of
the way.
If a model was in the second ring of the
template and an “8” was rolled on the Wound There’s one problem. The cavalry hasn’t
chart, it would become a “DEAD” result arrived. That leaves Marshall Bill and his four
(8+1=9). deputies to guard it until they DO arrive.

When rolling to hit, a roll of “1” causes the TNT Unfortunately for Marshal Bill, every scum in
to detonate in the model’s hand. BOOM! Roll the territory knows about the lightly guarded
with a +2 on the Wound chart. Any friendly payroll and has converged on Lesterville to
models under the template are hit as usual. claim it.

Special Rule: Nightfall


A referee or a neutral party should roll a d10 Yellow Knife X Dixons X Gentlemen X
before the game.

On a “1-6” nightfall happens at the end of turn Marshal Bill


Stable
6. A roll of “7-10” indicates the turn number X
nightfall will occur at the end of. For example,
a roll of 8 means the game ends at the end of
turn eight.

This roll should also be secret. El Guappo X Left Overs X Longriders X

18
After the town has been set up, the player This will also be an opportunity to rid the territo-
who will be Marshal Bill secretly hides the ry of some of those thievin’ Mexicans, too.
payroll. It isn’t necessary to actually put it in
one of the buildings, it’s best to just write it Their banditry has to end.
down.
If some Indians die in the fight, that wouldn’t be
The cavalry will arrive at the beginning of a so bad either. They don’t much care for you
random turn. The player controlling the caval- anyway.
ry will roll a d10 at the beginning of each turn
(new deal). On turn 1 they will arrive on a “1” Victory Points:
or less. Turn 2, a “2” or less, etc. 25 pts. for securing the gold
5 pts. if the Mexican leader El Guappo dies
The cavalry player is not dealt any cards until 10 pts. if Sgt. McDuffy personally kills El
his troops arrive. He may enter on any side of Guappo
the table. 2 pts. for every Mexican killed
1 pt. for every Indian killed.
The players are all given a specific roll. You, of
course, are allowed to change any of the Sgt. McDuffy arrives on a random turn, see
names involved to better suit your group: above.

Each player should control a leader and 4 The Imfamous Bandit / Revolutionary El
regular gang members. Guappo

The Courageous Marshal Bill You have heard of the gold in Lesterville. It will
It’s your job to guard the gold in Lesterville until finance your people’s revolution to overthrow
the cavalry arrives, and by God you’re gonna do the government’s oppressive rule (and buy
it! some Tequila).

This will also be an opportunity to rid the area of This will also be an opportunity to kill some of
some of those filthy Injuns, too. Their drunken the Dixon Gang, notorious for raiding south of
forays into Lesterville gotta stop. the border and killing poor Mexican peasants
(and stealing all the hot senoritas).
If some Long Riders die in the fight, that
wouldn’t be so bad either. They don’t much care If some U.S Cavalry die in the fight, that
for you anyway. wouldn’t be so bad either. They don’t
much care for you anyway.
Victory Points:
25 pts. for keeping the gold until the Cavalry Victory Points:
arrives 25 pts. for getting the gold
5 pts. if the Indian leader Yellow Knife dies 5 pts. if the Dixon Gang leader Stinky Dixon
10 pts. if Marshal Bill personally kills Yellow dies
Knife 10 pts. if El Guappo personally kills Stinky
2 pts. for every Indian killed Dixon
1 pt. for every Long Rider killed. 2 pts. for every Dixon killed
1 pt. for every US Cavalry killed.
Marhsal Bill starts in the center of town.

The Stalwart Sergeant McDuffy


Some idiot left the payroll in Lesterville. Now
you’re riding all out to get there before every
scum in the territory beats you to it.
19
The Fearsome Indian Chief Yellow Knife The Desperate Gunfighter Ed Harley and
his Longriders
You have heard the wind whisper of the gold in
the white man's town of Lesterville. It will buy You’ve been runnin’ from the law since the War
many rifles (and whiskey). ended. One last big score would let you and
your boys buy some legitimacy and finally end
It will buy blankets for the women and children your days as an outlaw on the run.
(and whiskey).
The gold in Lesterville is that big score.
This will also be an opportunity to kill some of
the murdering US Cavalry. However, there is some unfinished business with
the Marshal. He hung your brother and this
If the Marshal and his men die in the fight, that would be a chance to kill two birds with one
wouldn’t be so bad either. They don’t much care stone.
for you anyway.
If some of the Gentlemen Gunfighters die in the
Victory Points: fight, that wouldn’t be so bad either. They don’t
25 pts. for getting the gold much care for you anyway.
5 pts. if the US Cavalry leader Sgt. McDuffy
dies Victory Points:
10 pts. if Yellow Knife personally kills Sgt. 25 pts. for getting the gold
McDuffy 5 pts. if the Marshal dies
2 pts. for every Cavalry trooper killed 10 pts. if Harley personally kills the Marshal
1 pt. for every Marshal’s men killed. 2 pts. for every Deputy killed
1 pt. for every Gentlemen Gunfighter killed.
The Dashing Colonel Sanders & the Society
of Gentlemen Gunfighters The Dastardly Gang Leader Stinky Dixon

It takes money to look as good as you and your That there gold in Lesterville is just waitn’ fer ya.
Society of Gentlemen Gunfighters do. You and yer brothers could buy fancy new
You have a certain reputation to uphold and the things with that money. Maybe even a bath.
gold in Lesterville will pay for it.
This will also be an opportunity to kill some of
You’ve also heard the Longriders, a rival the Leftover gang while yer in town. There‘s only
group with no style at all (I mean, those dusters room fer one desperate outlaw gang in Lester-
they wear are so 1870!), might be in town. ville.

Killing them would be a favor to everyone. If some Mexicans die in the fight, that wouldn’t
be so bad either. They don’t much care for you
If the Leftover Gang die in the fight, that anyway since you killed so many of ‘em.
wouldn’t be so bad either. They don’t much care
for you anyway (and those outfits, ugh!). Victory Points:
25 pts. for getting the gold
Victory Points: 5 pts. if the Leftover leader Johnny Oneleg
25 pts. for getting the gold dies
5 pts. if the Longrider’s leader Ed Harley dies 10 pts. if Stinky personally kills Johnny
10 pts. if Col. Sanders personally kills Ed Oneleg
Harley 2 pts. for every Leftover killed
2 pts. for every Longrider killed 1 pt. for every Mexican killed.
1 pt. for every Leftover killed.

20
The Unpredictable Outlaw Johnny Oneleg
& his Leftover Gang
Now that you know the basics, it’s time to
Them folks in Lesterville is just laughing at ya. create your gang and put them to the test in a
campaign.
Well they ain’t gonna be laughing when you
steal their money, is they? Building Your Gang
The term “Gang” here can be deceiving. Your
This will also be a chance ta kill sum of them gang could be a Sheriff and his deputies, an
so-called Gentlemen Gunfighters. They think Indian warparty, a group of banditos, or
they’re so high an’ mighty, dressin‘ all fancy an desperate gang of outlaws.
such. They’ll make purty corpses!
The following rules are meant to be guide-
If the Dixon gang die in the fight, that wouldn’t lines designed for fair and balanced play. If
be so bad either. They don’t much care for you there’s something you don’t like, or think
anyway. needs improving, let common sense and fair
play be your guide.
Victory Points:
25 pts. for getting the gold Each Gang starts with 15 Build Points or
5 pts. if the Society of Gentlemen Gunfight- BPs.
er’s leader Col. Sanders dies
10 pts. if Johnny Oneleg personally kills Col. • Each member of the gang costs 1 BP.
Sanders • Weapons cost additional points based on
2 pts. for every Gentlemen Gunfighter killed the chart below
1 pt. for every Dixon killed. • Each Positive Trait costs 1 BP, each Negative
Trait subtracts 1 BP.
The railroad money is in a heavy lock box.
Only the Marshal knows where it is. A model Weapons
may search a level of a building by using an Each weapon takes up slots based on the
Action once they enter. If the money is there, chart below:
the Marshal must reveal it.
Weapon Build Points
One model may drag the lock box at a rate of Pistol 1
2.5” per Move Action. Rifle 2
Shotgun 2
Two models may move the lock box at their Bow 1
normal movement rate but they must act Throwing axe/knife 1
together. In order to do this, they both act on
one card. At least one of their actions must be For example, our town Sheriff has a rifle. He
to move or they may not act in tandem. The costs 3 BPs (1 for the Sheriff himself + 2 for the
extra card leftover from other model is rifle= 3).
discarded at the end of the turn.
You may give a model multiple weapons, but
The game ends the moment one player gets I think you’ll find it has little effect is the game,
the gold off the table. Victory points are then and would be better spent on an extra gang
added up. There is a possibility that a player member.
could win without actually capturing the
money by being exceptionally good at killing Through the evils of basic math, you could, in
his enemies. theory, create a Gang member that costs 0
BPs (see Traits). In such a case, all Gang mem-
bers cost at least 1 BP.

21
Ideally, each model should match your roster 7: Lucky- Once per game, this gang member
sheet in a what-you-see-is-what-you-get may re-roll any die roll, or force an opponent
manner. If the leader of your gang has a rifle, to re-roll their die. This could be a shoot
so should his corresponding model. If you Action, a Wound roll, anything. This second
don’t have the appropriate model for your die roll must be excepted. For example, an
gang or scenario, make sure everyone opponent has shot your Lucky model and rolls
involved is clear on how the model is actually on the Wound Chart a “Kill”. You may force him
armed. to re-roll it hoping for a better result.

TRAITS 8: Clever- This model gets 2 cards at begin-


ning of the round instead of one. This will give
Traits can be either Positive or Negative. Posi- your gang an extra card to keep in hand.
tive traits cost 1 Build Point. When the Clever model is activated, discard
the extra one.
For example, let’s take our Sheriff from earlier
and give him a Positive Trait. Now he costs 4 BPs 9: Tough as Nails- This model can take up to
on the Gang Roster. 4 Wounds instead of 3, although a Kill is still a
Kill on the Wound Chart.
Conversely, if you take a Negative Trait, it
subtracts 1 BP. Our Sheriff could take a Nega- 10: Coolheaded- When rolling to Unpin, this
tive Trait and go back down to 3 BPs. gang member gets +1 to the roll.

No Gang Member can ever have more than Jack: Deadeye- +1 to all Shooting rolls for
2 Positive or 2 Negative Traits. this model. This stacks with the One-Eyed
Jack Special Card. So, if this model activates
When Gangs are first created, no more than with a One-Eyed Jack, it gets a +2 to Shooting
two members can have Traits of any kind. rolls.

Traits are drawn randomly from the card deck. Queen: Medic- This model may heal other
Shuffle the cards and draw a card. models. Model must move next to the
wounded and expend an Action to roll 5+. If
Positive Traits: successful, the wounded model heals one
wound and stands up. If a 4 or less is rolled, a
2: Stone Killer- Anytime this gang member wound is inflicted instead and the wounded
successfully hits an opponent add +1 to all model remains on the ground. If this causes
Wound rolls against opponents. the model to get a third wound, they are of
course, killed.
3: Nerves of Steel- This gang member
ignores the first Pinned result rolled against it King: Gunslinger- Model rolls a d12 instead
on the Wound Chart. of d10 for all Shoot and Close Combat rolls. A
d10 is still used to unpin, recover from a
4: Stealthy- This gang member has -1 to be wound, or when rolling on the Wound Chart
hit if target of Shooting. This stacks with other for opponents.
modifiers such as Cover.
Ace: Choose one of the above except
5: Quick- Your gang member gets +1” to Gunslinger.
dismounted movement Actions. Each move is
now 6” instead of 5”.

6: Deft- Reloading for this gang member only


takes 1 Action. They can load on the first
Action and still have one left to shoot again.
22
Negative Traits Queen: Drunk- This model starts game as if it
has one Wound already with all the minuses
2: Sickly- There is a +1 to all Wound rolls associated (-1 to Shoot, Move and Close
made against this model from both Shooting Combat). The model can “heal” during the
and Close Combat. Keep this guy away from game as usual with a Queen of Hearts Special
brawls. card and “sober up”.

3: Coward- Must roll a 5+ before engaging in King: Greenhorn- Model rolls a d8 instead of
Close Combat. If the roll fails, the model has d10 for all Shoot and Close Combat rolls. A
lost that action. d10 is still used to unpin, recover from a
wound, or when rolling on the Wound Chart
4: Lousy shot- This gang member has a -1 to for opponents.
hit when Shooting.
Ace: Draw two more cards and apply the
5: Slow- An old wound or just lethargy gives results unless this takes over 2 Traits.
this model a -1” to movement Actions. They
move 4” instead of 5”. This number, of course, If Positive/Negative Traits counter-act each
can be lowered even further by wounds. other, (For example a Positive Ace ”Gunsling-
er” and a Negative Ace “Greenhorn”) draw
6: Buckets of Bullets- When shooting if an again. Remember, a model cannot have more
“Out of Ammo” result occurs (i.e. a “1” is than 2 Positive or 2 Negative traits.
rolled), roll again.
On a “1,2 or 3” the model is completely out of
ammo for the rest of the game. No Shooting. Let’s build a sample Gang:
Our fearless leader Nevada Ned is armed
7: Unlucky- Once per game, your opponent with a pistol and has randomly drawn
may force you to re-roll any die roll, or re-roll the Positive Trait “Tough as Nails”.
one of their die rolls against this model. This Ned + Pistol + Trait = 3BPs
could be a shoot Action, a Wound roll,
anything. This second die roll must be except- Ned’s sidekick Tex Thompson carries a
ed. For example, the Unlucky model rolls a hit shotgun and also has a Positive Trait
against his opponent and rolls a Wound result “Lucky”.
on the Wound Chart. His opponent forces him Tex + Rifle + Trait = 4 BPs
to re-roll it and the Unlucky model comes up
with a Kill result. The Kill stands. Only two Gang members can have Traits
to start the campaign game.
8: Gun shy- When Shooting or in Close
Combat, this gang member has a -1 to Wound Ned’s Gang has 8 BPs left. He could take
rolls made against opponents. 4 more men armed with pistols, but
instead thinks he needs a little more
9: Weakling- This model can only take up to 2 long range firepower. He takes 2 name-
Wounds instead of 3. less henchmen with rifles.
2 men + 2 rifles = 6 BPs
10: Lilly livered- This coward has -1 to all
Unpinning rolls. This means a 1 or 2 will result And to finish up, Ned’s little brother Jebe-
in them “getting the heck outta Dodge”. diah, armed with a pistol.
This does not apply to recovering from Jeb + pistol = 2 BPs
Wounds.
3+4+6+2= 15 Build Points
Jack: Sissy- When fighting in Close Combat, a Nevada Ned starts with 5 gang mem-
-1 is applied to all Close Combat rolls. bers.

23
Where’s my horse? To start your campaign, you or your oppo-
As this is the Old West, we’re going to assume nent should shuffle an ordinary deck of
every good cowboy has a horse. Their horses playing cards with the Jokers included. Draw
show up as determined by the scenario a card and look at it.
played.
There are 4 types of scenarios, broken down
by card suit.

Diamonds: Loot- These scenarios allow your


gang to accumulate wealth and Renown
through robbing and stealing or the preven-
tion thereof.

Hearts: Rescue- Sometimes your gang ends


up in a tight spot. Be it saving one of your
own, or stealing information, you have to
have heart to succeed.

Spades: Fight- Be it for revenge, or just the


thrill of the fight, these scenarios pit you head
to head with other gangs.

Clubs: Survival- These scenarios earn no


Renown. They are only about surviving. If this
is the first scenario of the campaign re-draw.
If clubs come up again, you’re stuck with it.

If you draw the Joker, you may choose what


scenario you want from the list below.

SCENARIO SET UP
Each scenario has the same basic set up.
You have your gang, armed and ready, now
what? Terrain- Unless otherwise specified, all
scenarios are played on a 3’ x 3’ sized area.
Now they have to compete against all the Each scenario should tell you where and how
other desperate outlaws, courageous many terrain pieces should be placed. Of
lawmen and rampaging natives to become course, please feel free to adjust based on
Old West legends, spoken of with reverence your own collection.
and awe.
Place Gangs- Each scenario wil tell you
The purpose of the Campaign Scenarios are where to deploy your models.
to provide your gang with a storyline of sorts.
A place to earn Renown Points. These Turn Limit- Scenarios will either have speci-
Renown points can used recruit new mem- fied turn limit or give you another mechanism
bers to your group or replace dead ones, earn for how long the scenario lasts.
new Traits, and ultimately face off in one final
Showdown with your enemies. Special Rules- Some scenarios will have
special rules attached to them to add flavor to
A Gang Receives 1 Renown Point just for the story.
playing a scenario.
Victory- How much Renown you earn.
24
Alternatives: If your collection does not include
a stagecoach, feel free to substitute with a
settler’s wagon or even a bank. For the bank,
you’ll need other buildings as surrounding
Diamonds terrain
Ace-3 of Diamonds: Holding up the Stage-
coach Victory- With 4 citizens, there are 4 possible
The old stagecoach holdup. For this scenario, bags of loot. The robbers receive 1 point of
one gang is trying to rob the local stage, Renown for each bag of loot they take off the
while the other is trying to prevent it, either as playing area. The other side receives the same
a rival gang wanting the same loot, or as for each they keep on the board.
good guys just doing their job.
4-6 of Diamonds: There’s gold in them thar
Terrain- The stagecoach should be in the hills
middle of the table on a road or track. The The hills surrounding your local town are full
surrounding countryside should be made up of gold! Why get your hands dirty in some
of hills and scrub brush. A few cacti would fit dark mine, when you can just steal it from the
in nice. miners. Or, if good guys, prevent it from being
stolen.
Gang start- One gang (high roll determines)
should start within 6” around the stagecoach. Terrain- One corner should have the entrance
The other gang begins from any playing area to the mine. There are 3 bags of gold here. The
edge. All can, or should be mounted. rest of the mining camp should have 5 tents
spread around and a stream running through
Turn Limit- The game lasts until one side exits the middle. Tents should be no closer than 6”
the table. from each other, or the edge of the playing
area. Tents can be made by folding a 3” x 5“
Special: The Robbery- There are four citizens piece of paper in half.
inside the coach along with a driver and
guard on top. The guard has been disarmed. Players should alternate placing 4 more bags
To rob a citizen a model must be in base to of gold in each tent. A miner should be placed
base contact with the coach. Then, they must next to each bag of gold.
spend both Actions to take their money. Each
citizen robbed creates a bag of loot. One Gang start- Both gangs should start at oppo-
model can carry up to 2 bags of loot. site table edges, equal distance from the
mine.
Special: The Stagecoach- The horses are
already a bit skittish and are ready to bolt. If a Turn Limit- The game lasts until one side exits
gun gos off within 6” of the stage horses, roll the table.
d10. On a 9 or 10 the horses take off one com-
plete 8” move straight ahead. If anyone is in Special: The miners- The miners aren’t going
the way, they fight as if in Close Combat. If the to just let you take their hard earned money.
model wins the horses are halted. If the Each miner is armed with a pick or shovel. In
horses win, the gang member takes the result order to take their gold, you must defeat
just as in real Close Combat. them in Close Combat. Or, if you’re really
dastardly, just shoot them. If they are shot at
The stage will continue to move at the end of and survive, they will take their gold and
the turn until they are stopped, using the move towards the closest edge of the playing
rules above. area, attempting to exit.

Each time a gun is fired within 6” of the horses


add +1 to the roll.
25
Miners move at the end of the turn after all Special: Locked doors- The doors to the
other models have activated. They have two postal car are locked and reinforced. To knock
actions, just as other models so will spend them down, a model must Close Combat it.
both moving (10”) a turn. Those models attacking a door roll a die and
compare to the “roll” of the door. If you beat
Victory- Players receive 1 point of Renown for the roll, take the difference and roll that many
each bag of gold they take off the playing dice to Wound, taking the best result. A
area. If playing Good Guys, they receive the Pinned result means nothing, while a Wound
same for each they keep on the board. damages the structure, and a Kill destroys a
door. The door has 3 “Wounds”. The door can
be unlocked from the inside. You can “gang
7-9 of Diamonds: The Great Train Robbery up” on the door.
The payroll is coming to town. One gang has
boarded the train to steal it. The other gang is The doors can be unlocked by any model
already there, stealing it for themselves (or inside by spending an Action.
guarding it if good guys).

Terrain- Templates are provided on the 10-King of Diamonds: Stampede!


following page. There are two passenger cars Rustling cattle is one way to earn money.
and one locked postal car. The templates Sneaking a few cows past your unsuspecting
should be laid out end to end with the postal enemies could prove tough.
car in the middle. All the action takes place on
these templates, unless you’re lucky enough Terrain- There should be a ranch house and
to own a train model! 1-2 outbuildings, but the major feature
should be a large pen of cattle.
Gang start- One gang (highest roll decides)
should start at either end door to the passen- I would suggest around a dozen steers. It’s
ger cars. They can start at either end, or at quite okay to mount more than one to a stand
both. The other gang starts anywhere inside for ease of movement.
the postal car.
Gang start- One gang (highest roll decides)
There are 6 bags of loot in the postal car. starts in the ranch house. The rustlers should
start on a playing area edge, mounted if
Turn limit- It won’t be long before the possible. Only the rustlers are dealt cards to
stopped train is reported late and the railroad start.
sends the local law to investigate.
Turn Limit- The game ends when one side
Starting at the end of Turn 2, roll a d10. On a has exited the playing area, or if the cattle do.
10, the law has arrived and the game ends.
The gangs hold on to whatever loot they Special: Surprise- All but one member of the
have. Each turn a 10 isn’t rolled, add a +1 to defending gang is in the ranch house. A
the roll. single guard watches over the cattle, but he’s
asleep.

Both the gang inside, and the guard, will


wake up if a gunshot goes off, or the cattle
stampede (see below), but aren’t dealt cards
until the beginning of next turn so simulate
the confusion.

Continued on page 29....

26
Passenger Car

Door

Seats act
as partial
cover.

Door

Copy at 135% of actual size (Roughly 10” x 4”).


This page may be copied for personal use

27
Postal Car

Door

The
Loot

Seats & Boxes


act
as partial
cover.

Door

Copy at 135% of actual size (Roughly 10” x 4”).


This page may be copied for personal use

28
If neither of those things alarm the defenders,
then other noises can. To similuate the occa-
sional snapping twig or horse whinny, at the
beginning of each turn after the first, roll a
d10. On a 10, the guard and men in the house Hearts
wake up. Each turn a 10 isn’t rolled, add a +1 Ace-3 of Hearts: The Bar Room Brawl
to the roll. Once this happens, the defenders It’s time to test the mettle of your rivals. You
are all dealt cards as usual. don’t need “Murder” added to your Wanted
poster. This will have to be done with fists
Special: Cattle- To take possession of the alone.
cattle, a model must move into contact and
use an Action to control them. One model can Terrain- The only terrain should be a saloon
control up to 2 steers. Once in possession, the or other confined space, like a corral. If you
steers will stay in contact with the model until don’t have this, you can draw out an area
that model is KO’d or killed. floorplan on a piece of paper to play on.

The cattle pen may only be entered or exited Gang start- Each gang starts at opposite ends
through a gate. It takes an Action to open it. of the room.

Special: Stampede- If a gun gos off within 6” Turn Limit- The game is over when only one
of the cattle, roll d10. On a 9 or 10 all the cattle side is standing.
not in control by a modle take off one com-
plete 8” move in a random direction. If anyone Special: Non Lethal- Most of the slugfest will
is in the way, they fight as if in Close Combat. be fought as a Close Combat, but to simulate
If the model wins that steer is halted and the the non lethal aspect, treat the Wound Chart
model takes control of it. If the cattle win, the results a little different.
gang member takes the result just as in real
Close Combat. A Pin result is instead a Stun. To recover from
a Stun is the same as for Pin. A “1” roll still has
If the stampede hits a fence section while the model leaving the fight.
moving, that fence section is destroyed. The
cattle will continue to move in their original A Wound result is instead a Broken & Bruised
direction at the end of each turn until halted, result. Treat just like a Wound for recovery
or spooked again and forced in another direc- rolls and minuses to Attacks and Moves.
tion by another gunshot.
A Kill becomes a Knocked Out result instead.
Victory- The rustlers receive 1 point of This model is unconscious for the rest of the
Renown for each cow/steer they take off the fight.
playing area. The other side receives the same
for each they keep on the board. Special: Throwing stuff- Saloons are full of
bottles, spitoons, buckets, glass and other
things that make handy thrown weapons.

You should designate areas that have these


objects (like the bar or tables).

Any models that come into contact with one


of these areas may use an Action to throw
something. Treat just as a Shoot Action, but
only with a 6” range and no Long Range.

Models can use tables and the bar as cover.


29
Victory- Players receive 1 point of Renown for 7-9 of Hearts: The 4:10 to Yucca
each Knocked Out opponent. You can still
earn Renown even if on the losing side. The Boss has been captured, and is on his way
to the infamous prison at Yucca. You need to
4-6 of Hearts: Snitches get stitches intercept the posse who captured him and
set him free.
An important informant is being held in the
jail. He’s got information that just might put Terrain- The scenario is played on a standard
your gang at the end of a rope. If you can 3’ x 3‘ playing area. The town should be laid
intimidate him enough, he just might forget out with a road bisecting it. At one end is the
what he saw... railroad or coach waiting to take away the
gang’s leader.
Terrain- The scenario is played on a standard
3’ x 3” playing area. In the center should be Gang start- The gang with the captive gang
the jail. The rest of the area is dominated by leader (high roll decides) starts on the end of
other buildings of the town. town opposite the train or stage coach. The
other gang may start anywhere in town,
Gang start- The aggressors (highest roll outside 24” of the rival gang.
decides) in this scenario start at any edge,
while the defenders start with half (rounded Turn Limit- The game ends when the
up) their gang within 6” of the jail and the rest captured leader is either loaded on the train
at least 12” away from the jail. or coach, or exits the playing area with his
gang.
Turn Limit- The game ends after 6 turns or at
the end of any turn where more aggressors Special: the Captive- The captured gang
than defenders are within 6” of the jail. leader is cuffed and held by one member of
the posse. While in this state, his side is not
Victory: At the end of any turn the aggressor dealt a card for him. He moves when his
has more of his standing models within 6” of captor moves. He remains this way until he
the jail than the defender. He wins and gains released either voluntarily, or his captor is
2 points of Renown. wounded or killed. If his captor is pinned, he
goes to ground with him. The captor and
At some point it may become impossible for captive only move 3” per Move action.
the above to happen before time runs out.
For example, the aggressor’s models are all The captive can be transferred to another
incapacitated. In this case, the defender model by that model using an Action, but the
receives 2 points of Renown. gang leader cannot be activated more than
once a turn.

When shooting, keep in mind the rules on


page 8 for hitting unintended targets. While
trying to hit a posse member, you just might
take out the Boss.

Victory- Whoever gets the gang leader off


the playing area, either by train or escaping,
gains 5 points of Renown.

If the Gang leader is slain, neither side gets


Renown points.

30
10-King of Hearts: Where’s the map?
While the rival gang’s away, you raid their
not-so-secret hideout looking for the map
containing the location of their ill gotten loot.
Spades:
Terrain- The scenario is played on a 3’ x3‘ Ace-3 of Spades: Run the gauntlet: You’ve
playing area, but it’s up to the defender to made too many enemies around here, and it’s
decide whether his hideout is in town or out time to get the heck outta town. You just have
in the badlands. Both players should roll a to make it to the stables at the end of town.
d10. Average the two numbers. This is the You must spend a turn in the stables getting
number of terrain pieces they should take your mounts in order to make your escape.
turns placing beside the hideout itself.
Terrain- The scenario is played on a standard
Gang start- One gang is searching for the 3’ x 3‘ playing area. The town should be laid
map, and should start in or around the build- out with a road bisecting it. At one end is the
ing that is their rival’s hideout. The other livery stable with one gang’s horses waiting.
should start at any playing area edge to maxi-
mize encirclement, high roller deciding sides. Gang start- The gang trying to escape starts
on the end of town opposite the stables. The
Turn Limit- The game is over when one side other gang may start anywhere in town,
exits the playing area. outside 24” of the rival gang, but no more
than one model may start within 6” of the
stables. High roll decides running the gaunt-
let.

Turn Limit- The game is over when one side


exits the playing area, or is eliminated.

Special: The townsfolk are restless- It’s not


just the rival gangs that are tired of you, the
ordinary citizens are fed up, too. At the end of
each turn, roll a d10. If the die roll is equal or
Special: Searching- In order to find the map, less than the turn just completed, the gang
one model must spend both Actions a turn trying to prevent escape receives a towns
looking while in the building. When the person to use.
model searches, roll d10. On a “10”, the map
has been found. More than one model may The towns person is controlled just like any
search. For each model that has already other gang member. They may appear
searched that turn, add +1 the model’s die anywhere outside 12” of the escaping gang
roll. and are rated as a “Greenhorn” (see page 15).

Victory- The side in possession of the map at Victory- If the gang trying to escape town
the end of the turn wins and receives 3 points exits the board, it receives 1 point of Renown
of Renown. for every gang member that exits the playing
area. The other gang will receive 1 point of
Renown for every opposing gang member
they prevent from leaving.

31
4-6 of Spades: Bad time in the Badlands Victory- Players receive 2 point of Renown for
Two rival gangs collide while on the way back each bag of loot they possess at the end of
from a job (or guarding railroad money if the scenario.
playing good guys) somewhere in the bad
lands.

Terrain- The scenario is played on a 3’ x3‘


playing area. The playing area should contain
hills, brush and ravines. Both players should
roll a d10. Take the higher of the two num-
bers. This is the number of terrain pieces they 7-9 of Spades: Caught in a tight spot
should take turns placing. One gang is trying to trap a few of its rivals in
town and take their loot.
Optional: If your terrain collection doesn’t have
the right pieces, simple make the fight happen Terrain- The scenario is played on a 3’ x3‘
in town. playing area. The playing area should contain
town buildings of varying size, but the center
Gang start- Each gang starts on opposite should be dominated by the largest building.
sides of the playing area, mounted if desired. It can be a saloon or similar house of sin.

Turn Limit- The game is over when night falls. Gang start- Players each roll a d10. The
Before the game roll d10. On a result of 1-6, lowest roller should divide his gang in half,
the scenario last 6 turns. Any other result is rounding down. He or she should now place
the number of turns the scenario lasts. For that half in the building at the center of town
example, if a “8” is rolled, the game last 8 turns. along with 4 bags of loot.

Special: Unseen Dangers- The Badlands are The rest of gang are set aside for now.
full of rock slides, poisonous snakes and prick-
ly cacti. To represent these dangers, start by The other player may place his gang
adding the Jokers into the playing card deck. anywhere outside 12” of the building contain-
These Jokers function as Aces do in the game, ing the rival gang.
but in addition, they can be used to disrupt
the other player. Turn Limit- The game is over when the side
with the loot exits the playing area, or when
When you activate a model using the Joker, only one side remains.
choose an opposing model that has not
activated yet. Roll against that model as if you Special: To the rescue!- Cards are dealt for
were fighting a Close Combat. If your oppo- players as usual, including for those models
nent fails, they become Pinned. If they beat not yet in the playing area. These models,
your roll, nothing happens. when activated start at any edge of the
playing area, mounted if so inclined. All
Special: Loot- Each player starts with 4 bags subsequent models that also start off table,
of loot. They should be assigned to specific must enter at the same spot.
models. Dismounted, a model can carry 2
sacks without penalty. Models can carry 3 Special: Night- The sun has gone down and
sacks and have -1 to all rolls and movement. A most of the town is dark. All visibility is
model can carry 4 sacks and only move (no reduced to 12” for ranged fire. In addition, all
shooting) at 4” of movement per action. shots have a -1 modifier to the roll.

If mounted, there are no penalties. Just make Victory- Players receive 1 point of Renown for
sure if you get shot off your horse, the loot each bag of loot they possess at the end of
doesn’t ride off with it..... the scenario.
32
10-King of Spades: Head Hunting
Want to kill the snake? Cut off its head. In
order to break the power of your rival, you
must kill his or her leader.

Terrain- The scenario is played on a standard Clubs


3’ x 3” playing area filled with town buildings. If the players draw a club suit card, it is a
Survival Scenario. No Renown Points are
Optional: The defending player, (see below) has awarded in these scenarios. The object is to
the option of having the fight take place outside just make it through with as much of your
of town at their hideout. In this case, one build- gang as you can.
ing should serve as the hideout, while the rest of
the playing area should be filled with woods How are Survival Scenarios played?
and hills. Both players roll d10. Take the higher The player with the most unspent Renown
of the two rolls and take turns placing that points must face the Survival Scenario. If both
many pieces of terrain. players are tied in unspent Renown, then the
player with the most models able to play
Gang start- The player with the fewest gang becomes what is known as the Defending
members sets up first as defender. If both Player. The other player takes the role of the
players have equal number of models, roll a Scenario Opponent. This may be marauding
die to decide. Natives defending their land, or lawmen out
for revenge.
The other gang starts at any edge of the If this is the first scenario of the Campaign,
playing area. redraw. A Survival Scenario can not be the
first scenario played in a campaign.
Turn Limit- The game is over when the law
arrives to investigate. Before the game roll If you just played a Survival Scenario, redraw.
d10. On a result of 1-6, the scenario last 6 A player should not play two Survival Scenari-
turns. Any other result is the number of turns os back to back.
the scenario lasts. For example, if a “8” is rolled,
the game last 8 turns. Ace-4 of Clubs: Circle the Wagons
Caught out on the open prairie, your gang is
Victory- If the defending player’s gang leader ambushed by an Indian war party. Surround-
is killed, the attacking player gains 5 points of ed, you seek shelter where you can, and await
Renown. If the leader survives until the Law help.
arrives, that gang receives the 5 points.
Terrain- The scenario is played on a 4’ x 4’
playing area. The center should be dominat-
ed either by a prominent hill or stream bed.
There should be ample cover here, but little
around the playing area edges.

Gang start- The Defending Player starts


anywhere within 6” of the center of the
playing area inside cover.

The Scenario Opponent consists of Native


warriors. The number of models is one and
half times the amount of the Defender. For
example, if the Defending Player has 6 gang
members, the Indian Braves will have 9.

33
They should be armed with a mixture of rifles The Scenario Opponent can set up anywhere
and bows, depending on your collection. If on one side of the river, opposite the Player.
your models can start mounted, they will
begin on any edge of the playing area. If you The Defending Player should start at the edge
only have dismounted models, they start 6” in of playing area on the opposite side of the
from any playing area edge. river, mounted. If your collection does not
included mounted versions of your Gang,
Turn Limit- The game is over when the caval- then they should start 6” in from the edge.
ry arrives to investigate. Before the game roll
d10. On a result of 1-6, the scenario last 6 Turn Limit- The object of the scenario is for
turns. Any other result is the number of turns the Player to get as many of his models as
the scenario lasts. To add to the drama, don’t possible off the opposite edge of the playing
roll this die until turn 6. area. The game will end when the Player gets
at least half (rounded up) off his models off
Special Rule: Bloodthirsty- If an Indian the opposite edge of the playing area .
Brave starts a turn within move distance of an
opponent, he must use his Actions to initiate If, at any point, it becomes obvious the Player
a Close Combat. cannot get at least half of his models off the
table, because more than half are killed or run
Victory- The only victory is survival. off, the game also ends.

Special Rule: The Raging River- Before the


scenario begins, randomly determine the
direction the river is flowing, left to right or
right to left.

Whenever a model enters the river for the first


time, roll d10. On a result of 1-4, the model is
caught in a particularly swift current and
moved down the direction of the river’s flow
6”.

If the model is wounded while in the river,


they are automatically carried down river
5-8 of Clubs: Across the Rio Grande each turn until they recover.
Whether running from the Law, or in pursuit
of Justice, your gang needs to get south of This roll is only done once when the model
the border, pronto! first enters the river. If the current carries the
model off the playing area, it is lost (Wound-
Terrain- The playing area should be 3’ x 3’, ed) for purposes of the scenario and post
with a wide river bisecting it. The river should game Survival.
be at least 4” wide, but no wider than 8”.
While in the river, all movement is halved.
There should be very little cover for either That is, every inch of movement costs two
side. One or two pieces max. inches.

Gang start- The Scenario Opponent for this Victory- The only victory is survival.
game can be either Banditos or Federales. As
many models as possible should be armed
with rifles and should outnumber the Player
by 2 extra models.

34
King of Clubs: Hang ‘Em High!
A member of your Gang (Defending Player’s
choice), has been captured. Rightly or wrong-
fully accused, he is doomed to hang in some
frontier justice. Can the rest of your Gang save
him from the Hangman’s noose?

Terrain- There should be a scaffold in the


middle of a 3’ x 3’ playing area. If you don’t
have a scaffold, a solitary tree will work.
9-Queen of Clubs: Ambush!
Spread out around town, your gang is The rest of the area should contain town
ambushed. You must pull together a defense buildings of varying size.
quickly or be slaughtered.
Gang Start- The Scenario Opponent, repre-
Terrain- The playing area should be 3’ x 3’ and senting the crazed mob, starts towards the
made up of town buildings. center of town, 12” away from the scaffold.
The posse should be equal in number to the
Gang Start- The Defending Player should roll Defending Player’s gang with only two rifle or
a d10 for each of his models. On 1-5, they are shotgun armed.
elsewhere in the town, and show up later as
reinforcements. On a 6-10, they are deployed The Defending Player’s gang starts at any
at the start of the game anywhere in the playing area edge, mounted if possible. If you
playing area, as long as they are no closer to don’t have mounted versions of your gang,
each other than 6” and no closer to the table start them 6’ in from the edge.
edge than 12”.
Special: the Captive- The captured gang
If all models roll a 1-5 result, at least one member is cuffed and held by one member of
model of the Defending Player’s choice must the posse. While in this state, his side is not
start on the playing area. dealt a card for him. He moves when his
captor moves. He remains this way until he
The Scenario Opponent has the same released either voluntarilly, or his captor is
number of gang members as the Defender. At wounded or killed. If his captor is pinned, he
least half should be rifled or shotgun armed. goes to ground with him. The captor and
These models may deploy anywhere within captive only move 3” per Move action.
12” of a the playing area’s edge.
The captive can be transferred to another
At the beginning of each turn after the first, model by that model using an action, but the
the Defending Player should roll a d10 for gang leader cannot be activated (moved)
each of his models not yet on the playing more than once a turn.
area. On a d10 roll of 6 or more, they may
enter from any playing area edge. The only When shooting, keep in mind the rules on
restriction is that each subsequent model page 8 for hitting unintended targets. While
must enter from a different edge than the one trying to hit a posse member, you just might
previously placed. take out your own gang member.

Turn Limit- The scenario ends when half Special: the Noose- Once the posse gets
(rounded up) of the Scenario Opponent’s their captive to the scaffold or tree, they must
gang is killed or run off. spend an action to place the noose around
his/her neck.
Victory- The only victory is survival.

35
At the end of the turn, the trapdoor drops and
the captive is left swinging! At the end of each
turn roll d10. On a “10” the Grim Reaper has
arrived. Call the undertaker. Renown
Renown represents your Gang’s reputation,
If a “10” doesn’t come up, add a plus +1 to the good or bad, around the territory. Are you
roll on each following turn until a “10” does hardened criminals who’s very name inspires
come up. terror, or laughable greenhorns who are
jeered by the townsfolk?
But do not fear. In true Western fashion you
have a chance to save your gang member! Renown points (RPs) are gained by playing
non-Survival scenarios. RPs can be spent on a
If one of the Defending Player’s gang can 1 for 1 basis to replace gang members,
reach the rope, they can use an action to cut improve your existing members, buy new
it. But, if you want to be really dramatic, you equipment, or to end the Campaign in one
can shoot it. big, bloody Showdown.

The rope is a tiny target, so it can only be hit at RPs don’t have to be spent right away, and
Short range on a 7+, and at Long range at 10. can be saved for later, but there is one draw-
back. If a Survival scenario is randomly drawn
Turn Limit- The scenario ends when the while playing a campaign, the player with the
captive either escapes off the playing area most RPs is the Defending player. Holding on
edge or dies. to Renown Points could whittle down your
Gang.
Victory- The only victory is survival.
SPENDING RENOWN
If you need to replace a dead Gang member,
simply use the same rules you did when you
first created your gang.

For every RP spent, you get 1 Build Point for


your gang.

For example, to add a pistol armed Gang


member would require 2 RPs. One point for the
Gang member himself +1 point for the pistol= 2
BPs or Renown Points..

Say you just want to take an existing Gang


There you have it! Those are your campaign member and upgrade his pistol to a rifle. A
scenarios. Now, of course, you don’t have to play rifle takes 2 Build Points, which equals 2
these scenarios as a campaign, the tables could points of Renown.
just as easily be used for pick up games, or just
as idea starters. If you want to use RPs to purchase a Positive
Trait for a Gang member, it costs 2RP. This is
And don’t worry if you don’t have the right different than at the beginning, when it was
models to represent Scenario Opponents in only 1 Build point.
Survival games. Just use what you have. The
same is true for terrain. Feel free to use whatever Just remember, you may only have 2 Positive
you have. and 2 Negative traits per gang member.

36
Survival
The smoke has cleared and bodies litter the
street. Now what? For purposes of Survival scenarios, you are
always considered the victor. It’s tough
It depends on whether you won the scenario enough as it is.
or lost. Whichever player scored the most
amount of Renown points for scenario is Roll d10 for each model in your gang that is
considered the winner, no matter what the wounded or dead and see the chart below.
body count.

d10 roll Result


1-5 “Just winged me”
6-7 “It ain’t that bad”
8 “Call the sawbones”
9 “Shot full of holes”
10+ “It’s Boot Hill for you”
Modifiers to the roll:
+1 If model was on losing side of scenario
+1 If model was “Dead”

Results:
Just winged me- Model makes a full recovery and is ready to fight next game!

It ain’t that bad- Model must miss the next game, but is ready the following game.

Call the sawbones- Model must miss the next game. When they return the following
game, they must start the game as if already Wounded, i.e. -1 to all rolls and moves. As
with any Wound, a Special Queen of Hearts card can remove the wound.

Shot full of holes- Model must miss the next game, but is ready the following game.
However, the model is permanently damaged. The model must draw a card for a
Negative Trait. If the model already has 2 Negative Traits, ignore this part of the result.

It’s Boot Hill for you- Model is dead. Call the Undertaker and start looking for a replace-
ment.

37
As you can see, is pays to be the winner when SHOWDOWN!
it comes to your gang’s survival. You’ve left the trail bloody with your seem-
ingly endless gunfights and brawls. Tales of
Lucky your countless exploits are retold in Penny
Have a favorite gang member that just got Dreadfuls back East. Your name is only men-
killed? Have no fear. tioned in hushed whispers...

After you check the survival of each model, But, there’s only room for one Gang of
you may select one of them. Even after receiv- Renown.
ing a killed result, they have managed to
survive. The final way to spend Renown Points is to
end the Campaign.
This model took the bullet to their family
bible instead, or it hit their whiskey flask, or Once a player has acquired 20 points of
they’re just protected by the Great Spirit. unspent Renown, he may call for a Showdown
Explain it however you want. This guy just got with his Campaign opponent.
lucky. They can play the next game as if noth-
ing happened. This is a winner-take-all final battle to the
death. No retreat. No surrender.
Hired Guns
If you start a scenario are outnumbered by 3 Terrain- This one of kind scenario is played on
or more models, you may bolster your num- a 4’ x 4’ playing area. If possible, it can be
bers by adding 2 Greenhorns armed with played in either a town or country setting. The
pistols. These are down on their luck player with the lowest Renown points picks
gunhands or just street dregs. Either way they which one.
only stay for this scenario and are gone.
Each player should roll a d10. The higher of
Useless Gangs the two numbers is number of terrain pieces
There may come a time in your campaign placed. Starting with the high roller, each
where one gang is just too chewed up, player should take turns placing a piece of
broken or dead to continue. At any point terrain or a building.
during the campaign you may throw away
your gang and start fresh. Gang start-The player with the least amount
of Renown picks which playing edge to enter.
Create your new gang the same way as the Then, the player who called for the Show-
old, but there is one penalty. No new gang, down starts his gang on the playing edge
started after the campaign starts, may be opposite.
created with any Traits. This may create a
larger gang, but they won’t have any of the Turn limit- There is no turn limit. This fight
perks a more experienced gang has. goes on until only one gang remains.

Changing things up Victory- The player left standing is the Cam-


If you find certain scenarios are too tough, paign Victor! He may ride a little taller in the
you don’t have the required terrain or minia- saddle, confident in his role as a legend of the
tures, or there isn’t enough Renown to go West.
around, feel free to adjust them to your liking.
Just make sure all parties involved in the He should also be magnanimous in victory
game agree on any changes and offer to buy his opponent a round of
whiskey or sarsaparilla at the local saloon,
and plot out the next campaign.

38
Record Sheets
There are record sheets at the back of the
rules. One set is made specifically to be cut
Frequently Asked Questions out and fit in common protective card sleaves
“No Hold Card?” or “No Overwatch?” used in collectable card games. The other is a
- This question comes up time to time. Over more tradional single page layout. If this
the years we have playtested letting models doesn’t suit you, plain old paper and pencil
give up an action to hold their second action, work easily, or design your own.
and thus interrupt another model’s action
later. Game Philosophy
Over twenty five years ago I attended my first
What always ended up happening was a lot of wargaming convention. There was a huge
standing around waiting. The game is about Wild West game going on. The gentleman
wild gunfights and whirling action, not stand- running the game was not exactly friendly,
ing around in cover waiting. I think you’ll find and borderline hostile about discussing his
it more fun the way it is. game. I purchased a few Dixon miniatures.
They were about the only company making
Wild West models at the time. I left deter-
mined to write my own.

Thus Fistful of Lead was born.

I wanted a a game where every player was


involved during a turn. Rather than the tradi-
tional “rolling for initiative” followed by “I
“My model has a pistol and a rifle. I just rolled “1” go-you go”, I chose a card driven turn system
with my rifle and am out of ammo. Can I use my which seemed very appropriate for the Old
second action to pull my pistol and shoot?” West.

- Sure, as long as everyone knows before the I left the actual mechanics of Shooting and
game starts that model uses multiple weap- Close Combat very simple, so players new to
ons, and in the case of a campaign, you have wargaming and old veterans alike could pick
paid for both weapons. You’ll still have to get it up easily.
rid of that “Out of Ammo” marker for your rifle
sometime. And knowing the way the game But the game is by no means easy in tactics.
goes, you’ll roll a “1” with that pistol and find Decisions change constantly based on what
yourself with two useless weapons. cards you have, or don’t have, and what each
opponent does.
“My model is down. He was wounded earlier but
is now just pinned. How do I roll to recover?” What is left then, I hope, is a game with a nod
to those old Westerns, and is, at its core, really
- When down, you don’t have to roll for both fun.
conditions. Just make the roll, keeping in
mind the worst of the two. A roll of 2-5 means That’s it! Keep a look out for more Fistful of
they are still down. Six to 10 and they are up, Lead expansions and rules. Until then, have
still wounded. A “1” means they have bled out fun and keep the lead flying!
and died.

A Special Queen of Spades would get them


up and still have two actions, but still be
Jaye
wounded. A Special Queen of Hearts would a.k.a. Baron Von J
remove the wound, and still have two actions.
39
Half the fun of having a shootout in the middle of town is seeing how the locals will react.
Whenever a gunfighter/model comes within 1 inch of a townsperson roll d10. Only 1s, 2s, 9s
and 10s mean anything. On rolls of “3-8” the townsperson will ignore them.

Some Townsfolk are Special and are listed below. Feel free to make up your own, too!

Person Roll
Conductor 1,2,9 or 10: Runs d10” in random direction
Pepe 1 or 2: Runs d10“ in random direction
9 or 10: Joins gang armed with machete. Will receive an activation card
next turn
Sally June 1 or 2: Runs screaming to mother (Mrs. Butterworth, below)
9 or 10: Follows gunfighter attached to base (acts as cover)
Camel-Faced Annie 1 or 2: Attacks w/ a razor blade (use Close Combat rules) at d8
9 or 10: Gives out useful information about the scenario
Special: Cookie (see below) will shotgun anyone who attacks Annie.
Every turn he will move d10” toward the target gunfighter. Once he is
within Short shotgun range (6”) he will fire. He will keep going until
killed or causes any kind of wound to the target.
Reporter 1 or 2: Writes condemning story about gunfighter. Minus 2 Renown.
9 or 10: Writes glorious story about gunfighter. Plus 2 Renown.
Mrs. Butterworth Special: If Sally June is hurt or comes “a-runnin’ to mother”, Mrs. Butter
worth will attack the perpetrator of the offense with a vengeance. She
will use the same rules as Cookie, above.
Senorita 1,2,9 or 10: Tells false information about the scenario to any but
Mexican gang member
Doc 1 or 2: Causes 1 Wound
9 or 10: Heals 1 Wound
Cookie See Camel-Faced Annie, above
Drunk 1 or 2: Gives drink, causes 1 Wound. Gunfighter is not hurt, but drunk.
He functions for all intent & purposes as having 1 Wound.
9 or 10: Gives a drink, heals 1 Wound.
Undertaker 1: The undertaker measures the Gunfighter for a coffin. This unnerving
experience causes the Gunfighter to function with a -1 to all rolls the
remainder of the game.
9 or 10: The Undertaker gives the Gunfighter a pep talk about how he
can usually spot the specter of Death around someone and “you son,
don’t have it”. Filled with confidence, the Gunfighter receives a +1
modifier on all rolls the remainder of the game.
Father Robards 1,2,9 or 10: Chases all but the Good Guys and his men with the bible,
beating them about the head and shoulders. This distraction causes a
-1 to all rolls until Father Robards is incapacitated.
Storekeeper 1 or 2: Draws shotgun and will fire next turn if Gunfighter doesn’t leave
store. Storekeeper will not let that particular gunfighter enter. Any
“new” model gets a roll.
9 or 10: Sells Gunfighter 3 sticks of TNT (see TNT Special rule page 18).
Gus the Dog 1 or 2: Bites model and automatically wounds him.
9 or 10: Joins gang member and will Close Combat any enemy who
comes within 6” of his new master. Activates on master’s card.

40
+1 +2

Use modifiers on the template only for TNT. Modifiers are added to the Wound Chart.
GATLING GUNS
Use the above 5” diameter round template. It is used for both the Gatling gun and the TNT. A Gatling gun
can be rolled 2” an Action and fires 6 shots (dice) an action.

The procedure for fire is: place template over the target area. Roll up to 6 d10s to hit. Every hit is random-
ized amoung the figures beneath the template (enemies and friends).

Roll for Wounds as normal. If any “1s” are rolled, the Gatling is jammed, and it will take a full turn to reload
per “1” rolled.

TNT
The rules for TNT are mentioned on page 18, but bear repeating. A figure can throw a stick of TNT with an
Action. First, mark the area (you can use a die) where the player would like the TNT to land.

Next, roll d10 for the distance the stick flies. Measure from the model throwing to the target marker out
to the distance rolled. This is where the center of the template is placed. Any models under the template
are hit by the blast. Notice on the template has three rings. The center is marked +2, and the second ring
+1. These numbers are the pluses used when rolling to Wound.When rolling to hit, a roll of “1” causes the
TNT to detonate in the model’s hand.

41
© 2015 Jaye Wiley. All Rights reserved. The Quick Reference Sheet, counter sheets & templates may be reproduced for
personal use. No other portions of this booklet may be reproduced in any form without the prior written consent
of the author.
Gang Character Record Sheets

+1 +1

+1 +1

+1 +1

+1 +1

+1 +1

-1 -1
-1 -1

+1 +1

+1 +1

+1 +1

+1 +1

+1 +1

-1 -1
-1 -1

Instructions:
• Make as many copies as you need to make your gang.
• Fill out sheets with model’s Name, Weapons and Traits, making sure to check each box that applies: For
example, check two boxes for a rifle in the weapon area.
• You can add a drawing or a picture to the Wanted area.
• Cut out individual sheets and place in protective card sleeves.

© 2015 Jaye Wiley. All Rights reserved. The Quick Reference Sheet, counter sheets & templates may be reproduced
for personal use. No other portions of this booklet may be reproduced in any form without the prior written consent
of the author.
+1 +1 +1

+1 +1

-1
-1

+1 +1 +1

+1 +1

-1
-1

+1 +1 +1

+1 +1

-1
-1

+1 +1 +1

+1 +1

-1
-1

+1 +1 +1

+1 +1

-1
-1

+1 +1 +1

+1 +1

-1
-1

+1 +1 +1

+1 +1

-1
-1

+1 +1 +1

+1 +1

-1
-1

© 2015 Jaye Wiley. All Rights reserved. The Quick Reference Sheet, counter sheets & templates may be reproduced
for personal use. No other portions of this booklet may be reproduced in any form without the prior written consent
of the author.
© 2014 Jaye Wiley. All Rights reserved. The Quick Reference Sheet, counter sheets & templates may be reproduced for personal use.
CARD SUIT TURN
SEQUENCING Queen of Hearts: Heal 1 Wound
Queen of Spades: Recover from Pin
One-Eyed Jacks: +1 to Shoot

No other portions of this booklet may be reproduced in any form without the prior written consent of the author.
Foot: Crawl 2” Walk 5” Other Jacks +1 in Close Combat
Mounted: Horse 8” Wagon 6” Sixes: Reload Automatically
Quick Reference Sheet

WOUNDS: -1” of movement per wound, per action moving Deuces Fire Twice with one action
OBSTACLES: -2” for low walls (half figures size) Aces: Wild Cards; can be any other card
-5 “ movement for high walls (up to figures height)
UP or DOWN FLOOR: -3”
Opponents both roll d10. The highest modified die is the winner &
subtracts the the loser’s die roll from his. This number is the possible
number of wounds inflicted. Dice are rolled for each possible wound, the
The roll to hit at Short Range is 5+, at Long Range is 8+.
loser taking the worst result of all dice rolled. A tie is immediately re-rolled.
Ranges are: Short Long *Shotguns inflict a +1 modifier to the Wound
THE FOLLOWING MODIFIERS APPLY TO CLOSE COMBAT:
Derringer 2” - roll at Short range, and -1 at Long. (see
WOUNDS:
Wounding). They also ignore Partial Cover at
Pistol 6” 12” Short Range. -1 for each Wound the figure has -1 if figure is Pinned
Rifle 12” 24” ** One use only ACTIONS:
Shotgun* 6” 12” *** Bows do not use the standard “Out of +1 if mounted
Ammo” rules. Instead, if a “1” is rolled while
Throwing Ax loosing an arrow, roll d10 again. On a roll of
Spear or Knife** 3” 6” 1-5, the model is out of arrows for the rest of
the game. In addition, bows have a -1 on the
Bow*** 9” 18” “to Wound” roll at long distance.
Each time a figure is hit by either gunfire, or hit while in Close
MODIFIERS TO SHOOTING: Combat, roll on the following chart
Partial Cover (more than half of the model is visible) -1 ROLL 1-5: Model is Pinned
Heavy Cover (less than half of the figure is visible) -2 6-8: Model is Wounded
Wounds: -1 for each wound the shooting figure has 9-10: Model is Dead
Movement: NOTE: Add +1 to the die roll for each wound already sustained by
Shooter mounted -1 the affected model; wounded models are also pinned.
Target mounted -1
Target is Prone -1
Actions: ROLL 1: if Pinned, routes from game. If Wounded, dies.
Shooter used first action to Aim +1 2-5: Still Prone whether Pinned or Wounded. May Crawl 2”.
IMPORTANT: An unmodified roll of “10” is always a hit while an unmodified roll of “1” 6-10: Model may stand and still has one action.
is always a miss and may not shoot again until model reloads. NOTE: A figure that manages to get up from prone position, still has one action.
A failure means the can do nothing else. You may only roll once to Recover.

You might also like