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Aim: +2 Shooting/Throwing if character does not move.
Area Effect Attacks: Targets under template suffer damage, raises don’t add to damage, treat
cover as armor; missed attack rolls cause deviation: 1d6” if thrown, 1d10” if launched; Short range
x1, Medium range x2, Long range x3; d12 for direction.
Autofire: -2 Shooting; number of die rolled x ROF equals number of bullets used.
Breaking Things: See Obstacle Toughness pg 66; Parry 2; No bonus damage or Aces.
Called Shots Limb: -2 attack; Head/Vitals: -4 attack; +4 damage;
Small target: -4 attack; Tiny target: -6 attack.
Cover Light: -1 Medium: -2 Heavy: -4.
Darkness Dim: -1 attack; Dark: -2 attack; targets not visible beyond 10”
Pitch Darkness: Targets must be detected to be attacked at -4.
Defend: +2 Parry; character may take no other actions.
Disarm: -2 attack; defender must make a Str roll vs. the damage or drop his weapon
Double Tap/Three Round Burst: +1 attack and damage/+2 attack and damage
The Drop: +4 attack and damage
Fighting on mount: Use lowest of Fighting or Riding skills for attack.
Finishing Move: Instant kill to helpless foe with lethal weapon
Firing Into Melee: See Innocent Bystanders
Full Defense: Fighting roll becomes Parry until next action; may not move at all.
Ganging Up: +1 Fighting per additional attacker; maximum of +4
Grappling: Fighting roll entangles; raise Shakens. Opposed Strength/Agility to cause damage
(break free); Str damage/raise d6(consumes action; act normally with raise).
Innocent Bystanders: Missed Shooting or Throwing roll of 1(1 or 2 with shotguns or autofire) hits
random adjacent target
Nonlethal Damage: Edged weapons -1. Incapacitated Extras knocked out for 1d6 hours; Wild
Cards check Incapacitation Table.
Obstacles: If attack would hit without cover, then obstacle adds Armor to Toughness.
Prone: Medium cover at greater than 3”; defenders suffer -2 Fighting, -2 Parry in melee.
Ranged Weapons in Close Combat: Pistols only; Target Number is defender’s Parry
Suppressive Fire: Shooting with normal Mods.; Success: targets in the Medium Burst Template
make a Spirit roll + cover mod. or be Shaken; 1’s are 1 hit for normal damage.
Test of Wills: Intimidate opposed by Spirit; Taunt o pposed by Smarts; Success: attacker gains +2
to next action against this target; Raise: opponent is Shaken as well.
Touch Attack: +2 Fighting
Trick: Describe action; make opposed Agility or Smarts roll; opponent is -2 Parry until next action;
with a raise, the foe is -2 Parry and Shaken
Two Weapons: -2 attack; additional -2 for off-hand if not Ambidextrous
Unarmed Defender: Armed attackers gain +2 Fighting
Unstable Platform: -2 Shooting from a moving vehicle or animal
Wild Attack: +2 Fighting; +2 damage; -2 Parry until next action. Multiple attacks are OK.
Withdraw from Close Combat: Adjacent foes get one free attack at retreating character
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Modifier Situation
+2 Crawling
-2 Running
+1 Dim light
+2 Darkness
+4 Pitch darkness
+1 Light cover
+2 Medium cover
+4 Heavy cover
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Situation Modifier
+2
Tracking more than 5 individuals
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Modifier Condition
-2 Rough traveling
-2 No medical attention
-2 Poor environmental
conditions, such as intense
cold,
heat, or rain
- Medical Attention (1940 or
earlier)
+1 Medical Attention (1941 or
better)
+2 Medical Attention (2010
and beyond)
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A character’s load limit is equal to 5 x Strength.
Every multiple of the load limit after the first
subtracts 1 from a character’s:
• Agility and all linked skills
• Strength and all linked skills
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+4
Recent snow
+2
Mud
+1
Dusty area
-4
Raining
-2
Tracking in poor light
-2
Tracks are more than one day old
-2
Target attempted to hide tracks
1d20* Effect
1-4 Adrenaline Surge : The hero’s “fight” response takes over. He adds +2 to all Trait and
damage rolls on his next action.
5-8 Shaken : The character is Shaken.
9-12 Panicked : The character moves full pace in opposite direction then is Shaken.
13-16 Minor Phobia : The character gains a Minor Phobia Hindrance somehow associate with
the trauma.
17-18 Major Phobia : The character gains a Major Phobia Hindrance.
19-20 The Mark of Fear : The hero is Shaken and also suffers some cosmetic physical
alteration —a white streak forms in the hero’s hair, his eyes twitch constantly, or some
other minor physical alteration. This reduces his Charisma by 1.
21+ Heart Attack : The hero is so overwhelmed with fear that his heart stutters. He bcomes
Incapacitated and must make a Vigor roll at -2. If successful, he’s Shaken for 1d4
rounds before he can attempt to recover. If he fails, he dies in 2d6 rounds. A Healing roll
at - 4 saves the victim’s life, but he remains Incapacitated.
*Add the creature’s Guts penalty as a positive number to this roll.
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2d6 Initial Reaction
2 Hostile : The NPC is openly hostile and does his best to stand in the hero’s way. He won’t
help without an overwhelming reward or payment of some kind.
3-4 Unfriendly : The NPC isn’t willing to help unless there’s a significant advantage to him.
5-9 Neutral : The NPC has no particular attitude, and will help for little reward if the task at
hand is very easy. If the task is difficult, he’ll require substantial payment of some kind.
10-11 Friendly : The NPC will go out of his way for the hero. He’ll likely do easy tasks for free
(or very little), and is willing to do more dangerous tasks for fair pay or other favors.
12
Helpful : The NPC is anxious to help the hero, and will probably do so for little or no pay
depending on the nature of the task.
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Aquatic: Native to water; can’t drown. Pace in water typically equal to their Swimming skill.
Armor: Each point of Armor adds to the creature’s Toughness.
Burrowing: The creature can burrow underground a distance equal to its Burrow ability. It can surprise attack at +2 to attack
and damage (+4 with a raise) by making an opposed Stealth vs. Notice.
Construct: +2 to recover from being Shaken; No additional damage from called shots; Immune to disease and poison; Wild
Cards do not suffer wound penalties.
Elemental: No additional damage from called shots; Fearless; Immune to disease and poison; Wild Cards do not suffer
wound penalties.
Ethereal: The creature is immaterial and cannot be harmed by physical weapons.
Fear: Anyone who sees the monster must make a Guts check minus the creature’s Fear modifier.
Fearless: The creature never makes Guts checks and cannot be Intimidated.
Gargantuan: Size 9+; +4 to be hit ; add size - opponents size to Str. Dmg.; heavy armor; heavy weapons.
Hardy: Second Shaken does not cause a Wound.
Infection: Failed Vigor roll after a Shaken or wound result results in an infection of some sort.
Infravision: The creature can see heat and halves penalties for bad lighting when attacking living targets.
Immunity: The creature is immune to damage from the listed attack form, such as heat, cold, etc.
Invulnerability: The horror suffers wounds only from a particular Weakness. It can be Shaken normally.
Low Light Vision: The creature ignores all penalties for bad lighting except in pitch darkness.
Paralysis: A target who is Shaken or wounded must make a Vigor roll or be paralyzed for 2d6 rounds.
Poison: A target who is Shaken or wounded must make a Vigor roll or suffer the effects of the poison.
Regeneration, Fast: The creature makes a natural healing roll every round.
Regeneration, Slow: The creature makes a natural healing roll once per day.
Size: Adds to Toughness; Small: -2 to be hit; Large: +2 to be hit; Huge: +4 to be hit; Min. Toughness is 2.
Stun: If hit make Vigor roll or be Shaken, even if not damaged. Can’t attempt to recover for 1d6 rounds.
Undead: +2 Toughness; +2 to recover from being Shaken; No additional damage from called shots; Undead Wild Cards
never suffer from Wound Modifiers; Immune to disease and poison.
Wall Walker: The creature can walk on horizontal surfaces or even upside down at its normal Pace.
Weakness : The creature suffers additional effects from its Weakness; see the individual creature description.
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An Incapacitated Wild Card must make an immediate Vigor roll, applying wound
modifiers as applicable.
Raise: The hero is only stunned. The hero still has three wounds, but is not
Incapacitated. He is Shaken and suffers a temporary impairment as well. Roll 2d6
on the Injury Table. The effects are short term and go away when the combat is
over.
Success: The hero is unconscious. He regains consciousness with a successful
Healing roll, as noted above or after an hour has passed. Roll 2d6 on the Injury
Table. The injury goes away when all wounds are healed.
Failure: Your hero is bleeding out. At the start of each combat round make a Vigor
roll, with applicable penalties. A failure means he has to roll again next round. A
result of 1 or less means that he dies. A success means he stabilizes but remains
unconscious until healed. Roll 2d6 on the Injury table as well. The injury is
permanent and requires specialist healing.
Non-lethal damage : Treat this as a Success except hero is unconscious for 1d6
hours.
Critical Failure:
The hero is dead. Nothing can bring him back.
Non-lethal damage : Treat this as a Success except hero is unconscious for 2d6
hours.
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Roll 2d6 on the table below. If the attack that caused the Injury was directed at a
specific body part, use that location instead of rolling randomly.
2d6
Wound
2
Unmentionables: The hero suffers an embarrassing and painful
wound to the groin. If the injury is permanent, reproduction is out of
the question without miracle surgery or magic.
3-4
Arm: The character catches one in the left or right arm (determined
randomly). The arm is rendered useless.
Mod
Size of a...
-2
Cat, fairy, pixie, large rat, dog
5-9
Guts: Your hero catches one somewhere between the crotch and the
chin. Roll 1d6 on the sub-table below:
-1
Bobcat, half-folk, goblin,
0
Human
1-2
Broken: His Agility is reduced by a die type (min d4).
+1
Orc
3-4
Battered: His Vigor is reduced by a die type (min d4).
+2
Bull, gorilla, bear, horse
10 Leg: The character’s left or right leg (determined randomly) is
crushed, broken, or mangled. His Pace is reduced by 1.
11-12 Head: Your hero has suffered a grievous injury to his head. Roll 1d6
on the sub-table below:
5-6
Busted: His Strength is reduced by a die type (min d4).
+3
Ogre, kodiak
+4
Rhino, Great White
+5
Small elephant
+6
Drake, bull elephant
1-2
Hideous Scar: Your hero now has the Ugly Hindrance.
+7
T-Rex, orca
3-4
Blinded: One or both of your hero’s eyes was
damaged. He gains the Bad Eyes Hindrance.
+8
Dragon
+9
Blue whale
5-6
Brain Damage: Your hero suffers massive trauma to
the head. His Smarts is reduced one die type (min d4).
+10
Kraken, leviathan
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d20 Encounter
1-4 2d6 Partisan Raiders (Soldier profile)
5-9 2d6 Outlaws
10 2d4 Veteran Outlaws
11 2d4 Walkin’ Dead
12 Glom
13 Mourning Mist
14-15 Jackalope
16-20 Prairie Ticks
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d20 Encounter
1-2 1d4 Guardian Angels (10% chance of Lost Angel
Cultist)
3-5 2d6 Soldiers (d6: 1-3 = Union; 4-6 = Confederate)
6-10 2d6 Outlaws
11-12 2d4 Veteran Outlaws
13-14 2d4 Indian Braves
15 2d4 Veteran Indian Braves
16 Mojave Rattler
17-18 1d6 Tumblebleeds
19-20 1d4 Dust Devils
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d20 Encounter
1-6 2d4 Guardian Angels (50% chance of Lost Angel
Cultist)
7-10 1d6 Iron Dragon Martial Artists
11-14 2d4 Soldiers (d10: 1-4 = Union; 5-8 = Confederate;
9-10 = Mexican)
15-16 1d4 Dusters
17 Gaki
18 1d6 Wall Crawlers
19-20 1d4 prospectors (use townsfolk)
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d20 Encounter
1-4 1d10+10 Devil Rays
5-6 Maze Dragon
7 Giant Octopus
8 Giant Saltwater Crocodile
9 Giant Shark
10-11 2d8 Wave Shadows
12 1d4 Weresharks
13-20 Ship (roll 1d10 = 1 Union ironclad; 2 = Union raider;
3 = Confederate ironclad; 4 = Confederate raider;
5-6 = Pirate; 7-8 = Chinese pirate (use martial
artists for crew); 9-10 = Mexican)
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d20 Encounter
1-2 Catamount
3-4 Chinook
5 Sasquatch
6 Wendigo
7-8 Wolflings
9-14 2d6 Settlers
15 2d20 Settlers
16-19 2d6 Braves
20
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d20 Encounter
1 Night Raven
2 Pox Walker
3 Skin Shifter
4 Uktena
5-10 2d6 Veteran Indian Braves
11-20 2d8 Indian Braves
Prospector
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d20 Encounter
1-2 Bloodwire
3-4 Carcajou
5 Chupakabra
6 Desert Thing
7 Hangin’ Judge
8 Mexican Dragon
9 Mojave Rattler
10 Terrantulas (d6: 1-3 = swarm; 4-
5=large; 6=gargantuan)
11-15 2d6 Indian Braves
16-17 2d6 Confederate Soldiers
18-20 2d4 Outlaws
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d20 Encounter
1-2 Adult Rattler
3-6 Devil Bats
7-8 Dread Wolves
9-10 2d6 Indian Braves
11-12 2d4 Outlaws
13-14 Pit Wasp
15-18 Prairie Ticks
19-20 2d6 Young Rattlers
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d20 Encounter
1 1d4 Wall Crawlers
2-8 2d10 Nauvoo Legion (Deseret)
Soldiers
9-12 Catamount
13-14 Salt Rattler
15-16 Automaton Patrol (1d4)
17-18 Walkin’ Fossil
19-20 Tunnel Critter
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d20 Encounter
1 Poison Woman
2 Pox Walker
3 Uktena
4-9 2d6 Indian Braves
10-12 2d4 Veteran Indian Braves
13-14 1 Prospector
15-16 1d4 Prospectors
17-18 2d6 Raiders (Outlaws)
19-20 2d4 Iron Dragon Miners(Martial
Artists)
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Weapon
Range
Damage RoF
Cost
Weight Shots
Min
Str. Notes
Weapon
Damag
e
Wei-
ght
Price Notes
Automatics
Gatling Gun (.45)
24/48/96
2d8
3
$1500
40
100
AP 2; may not move
Brass
Knuckles
Str+d4
1
$1
Carbines
Sharps ’55 (.57)
20/40/80
2d8
1
$18
8
1
AP 2; Reload 2
Club
Str+d4
1
Spencer (.56)
20/40/80
2d8
1
$15
8
7
AP 2
Club, War
Str+d6
3
$3
LeMat Carbine (.42)
20/40/80
2d8
1
$35
9
9
AP 1; see notes
Club, War
(Bladed)
Str+d8
6
$8
AP 2; Parry –1;
Requires 2 hands
& Shotgun (16-ga)
12/24/48
1–3d6
1
1
-
Derringers & Pepperboxes
Knife
Str+d4
1
$2
Derringer (.41)
5/10/20
2d6
1
$8
.5
2
AP 1
Knife, Bowie Str+d4
+1
2
$4
AP 1
English 1840 Model (.36)
5/10/20
2d6
1
$5
1
8
AP 1; reload 2
Rupertus Pepperbox (.22)
5/10/20
2d6
1
$6
1
8
Lariat
3
$4
Parry –1; Reach +2;
see notes
Wesson Dagger- Pistol (.41)
5/10/20
2d6
1
$6
1
2
AP 1; see notes
Revolvers, Single-Action
Rapier
Str+d4
3
$10 Parry +1
Colt Army (.44)
12/24/48
2d6+1
1
$12
2
6
AP 1
Saber
Str+d6
4
$15 –
Colt Buntline Special (.45)
15/30/60
2d6+1
1
$500
3
6
AP 1; see notes
Spear
Str+d6
5
$3
Parry +1; Reach 1;
requires 2 hands
Colt Dragoon (.44)
12/24/48
2d6+1
1
$11
4
6
AP 1
Colt Navy (.36)
12/24/48
2d6
1
$10
3
6
AP 1
Tomahawk
Str+d6
4
$3
Colt Peacemaker (.45)
12/24/48
2d6+1
1
$15
2
6
AP 1
Whip
Special
2
$10 Parry –1; Reach +2;
see notes
Lemat Grapeshot Pistol (.40)
12/24/48
2d6
1
$25
4
9
AP 1; see notes
& Shotgun (16-ga)
5/10/20
1–3d6
1
-
1
-
Hgct Ngxgn 2
This is happy land, folks. The natives are friendly, the sky is blue, and
you can walk the streets at night. Perhaps you won’t be surprised to
hear that only a few of these places are left in the Weird West, and
they ain’t easy to find.
Revolvers, Double-Action
Colt Frontier (.32–20)
12/24/48
2d6
1
$8
2
6
AP 1
Colt Lightning (.38)
12/24/48
2d6
1
$13
2
6
AP 1
Colt Peacemaker (.45)
12/24/48
2d6+1
1
$15
2
6
AP 1
Colt Thunderer (.41)
12/24/48
2d6
1
$14
2
6
AP 1
Starr Revolver (.44)
12/24/48
2d6+1
1
$9
2
6
AP 1; reload 2
Hgct Ngxgn 3
Here, some folks believe monsters exist, they just haven’t seen any.
The sky is still blue, but if you must go out at night, bring a buddy.
Hgct Ngxgn 4
No one goes near the creepy old shack on top of the hill. The land
looks about the same, but the shadows are a little bit longer. It’s not
really safe to go out alone at night, but it’s not a death sentence,
either. This is the general Fear Level in most places these days.
Hgct Ngxgn 5
Things are starting to get a little weird. There’s an occasional
disappearance, and probably more than a few weird creatures live
close by (though folks don’t really talk about it). Don’t go out at night
without a weapon or a friend.
Hgct Ngxgn 6
There are mysterious disappearances, and when the bodies are
found, it’s piece by piece. The land itself starts to change: the
shadows on the cliffs start to look like leering faces, or cornrows
always seem to rustle as if something’s hiding within. The winds of the
High Plains might whisper your name.
Hgct Ngxgn 7
There’s no doubt something’s amiss. Folks have seen monsters, and
almost everyone’s terrified. Most flowers die, but weeds have no
problem thriving. Don’t go out at night without an armed posse.
Hgct Ngxgn 8 *Fgcfncpf+
This is as bad as it gets, Marshal: a full blown nightmare landscape.
Monsters run rampant, rocks look like skulls, and not only do the
winds of the High Plains whisper your name, they do so in your dead
friend’s voice. Anyone out at night is dead meat. If the Reckoners
have their way, the whole planet is destined to one day become such
a place.
Rifles
Ballard ’72 (.56)
24/48/96
2d8
1
$24
11
1
AP 2; Reload 2
Bullard Express (.50)
24/48/96
2d10
1
$30
11
11
d8 AP 2
Colt-Paterson Model ’36 (.69) 24/48/96
2d10
1
$25
12
7
d8 AP 2; Reload 2
Colt Revolving Rifl e (.56)
24/48/96
2d8
1
$24
11
5
d6 AP 2; Reload 2
Enfield Musket (.58)
12/24/48
2d8
1
$25
9
1
AP 2; reload 2
EvansOld Model Sporter (.44) 24/48/96
2d8
1
$30
12
34
AP 2
Sharp’s Big 50 (.50)
24/48/96
2d10
1
$20
10
1
d8 AP 2
Springfield (.58)
24/48/96
2d10
1
$8
9
1
d6 AP 2; reload 2
Winchester ’73 (.44–40)
24/48/96
2d8
1
$25
7
15
d6 AP 2
Winchester ’76 (.45)
24/48/96
2d8
1
$40
7
15
AP 2
Shotguns (all 12-gagues)
Colt Revolving Shotgun
12/24/48
1–3d6
1
$45
10
5
d6 +2 Shooting rolls
Double Barrel
12/24/48
1–3d6
1–2
$35
8
2
+2 Shooting rolls
Scattergun
6/12/24
1–3d6
1–2
$35
5
2
+2 Shooting rolls;
SBT
Single Barrel
12/24/48
1–3d6
1
$25
6
1
+2 Shooting rolls
Winchester Lever- Action
12/24/48
1–3d6
1
$35
8
4
d6 +2 Shooting rolls
Other Ranged Weapons
Bolas
4/8/16
Str+1
1
$3
.5
1
see notes
Bow
12/24/48
2d6
1
$3
2
1
Dynamite
4/8/16
2d6/stick
1
$3
.5
1
MBT; +1” radius;+1
inch damage per
additional stick
Nitro (8 oz. bottle)
4/8/16
3d6
1
$1.25
.5
1
LBT; see notes
Gatling Guns
Gatling Pistol (.45)
12/24/48
2d6+1
2
$800
5
12
AP 1
Gatling Rifl e (.45)
24/48/96
2d8
2
$1200
13
12
d6 AP 2
Gatling Shotgun
12/24/48
1–3d6
2
$1500
15
12
d8 –
Gatling weapons cannot fire single shots and must fire at their full Rate of Fire.
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