ww w w w.blackwat w.blackwatergu ergulch.com lch.com
VIGILANCE VIGIL ANCE COMMI COMMITT TTEE EE
Let it be here known... That on the day October 5 1892, Wilt Jackson and the Clancy gang did willingly wil lingly and knowingly ride into Blackwater Blackwater Gulch with the very intent of causing mischief and bodily harm on Jacob Hess and the Hess boys. The resulting shoot-out in the Town Square left seven dead, six woundedd and the town short wounde short a Sheriff. This lawless behavior will not be tolerated. I, Mayor Horndike, appointed and elected by you the citizens of Blackwater Gulch, have therefore theref ore created created the Vigillance Vig illance Committee, a group g roup of community minded citizens citizens who will wil l defend the laws of this town until such a time that peace and justice once more preside or a deputized lawmaker comes comes forth to take ta ke up the post of Sheriff. Abide by by our Town Town Ordnance or suffer the the consequenc consequences. es. No firearms within city limits ~ No drunken behaviour No behaviour ~ No No swearing No horse horse rustling ~ No Injuns Injuns ~ No No Gamblin except except in the Golden Golden Coin
WANTED John Jo hn Greer
Lee Roland
Jacobb Sparks Jaco
For the crimes of: Unlawful Unlawful kill killing ing of a Sheriff, Drunken Drun ken Acts, Horse Rustling, Injun lovin Anyone shelte sheltering ring these or others others will face the full extent of the law law of the city city of Blackwater Blackwater Gulch.
BLACKWATER GULCH NEEDS YOU: Handy with a gun? Fast on your feet? Need a job? Then Blackwater Gulch needs you. Get deputised by Mayor Mayor Horndike, given a badge and a gun and help defend defend your town from the likes of Greer and his posse of troublemakers. See Deputy Logan in the Sheriffs office. Pay is $3 a day d ay plus free lunch from Lucy’s Lucy’s Cafe.
Signed: Si gned: Mayor Horndik Horndike e
VIGILANCE VIGIL ANCE COMMI COMMITT TTEE EE
Let it be here known... That on the day October 5 1892, Wilt Jackson and the Clancy gang did willingly wil lingly and knowingly ride into Blackwater Blackwater Gulch with the very intent of causing mischief and bodily harm on Jacob Hess and the Hess boys. The resulting shoot-out in the Town Square left seven dead, six woundedd and the town short wounde short a Sheriff. This lawless behavior will not be tolerated. I, Mayor Horndike, appointed and elected by you the citizens of Blackwater Gulch, have therefore theref ore created created the Vigillance Vig illance Committee, a group g roup of community minded citizens citizens who will wil l defend the laws of this town until such a time that peace and justice once more preside or a deputized lawmaker comes comes forth to take ta ke up the post of Sheriff. Abide by by our Town Town Ordnance or suffer the the consequenc consequences. es. No firearms within city limits ~ No drunken behaviour No behaviour ~ No No swearing No horse horse rustling ~ No Injuns Injuns ~ No No Gamblin except except in the Golden Golden Coin
WANTED John Jo hn Greer
Lee Roland
Jacobb Sparks Jaco
For the crimes of: Unlawful Unlawful kill killing ing of a Sheriff, Drunken Drun ken Acts, Horse Rustling, Injun lovin Anyone shelte sheltering ring these or others others will face the full extent of the law law of the city city of Blackwater Blackwater Gulch.
BLACKWATER GULCH NEEDS YOU: Handy with a gun? Fast on your feet? Need a job? Then Blackwater Gulch needs you. Get deputised by Mayor Mayor Horndike, given a badge and a gun and help defend defend your town from the likes of Greer and his posse of troublemakers. See Deputy Logan in the Sheriffs office. Pay is $3 a day d ay plus free lunch from Lucy’s Lucy’s Cafe.
Signed: Si gned: Mayor Horndik Horndike e
Table of Contents
Gangfights in the Old West The Basics . . What You Need . Playing a Gangfight . Game Terms & Common Rules Starting a Gang . Statistics . . Attributes Attr ibutes . . Skills . . . Recruiting . . Professions . . Playing the Game . Ranged Combat . Melee Combat . . Defense . .
. . . . . . . . . . . . . . .
. . . . . . . . . . . . . . .
2 3 3 4 5 8 8 8 9 10 11-12 14 15 17 18
Ter errain rain . . Terrain Samples . Morale . . Horsess Horse . . What’s the Story . Game Board Gang Setups Thiss Town Ain’ Thi Ain’tt Big Enough! Bounty Hunting . Stay of Execution . Gold Rush . . Livery & General Store Horse Statisti Statistics cs & Attribut Attributes es Level 1-3 Weapons . Level 4-6 Weapons . So, Now What? .
Credits
. . . . . . . . . . . . . .
. . . . . . . . . . . . . . .
19 20 21 22 23 24 25 25 26 27 28 30 31 32 33
Written and created by Tim Kline.
Background and ction by Jonathan Peace. Original artwork by Don Ellis Aguillo, Jason Kingsley Kingsley,, William Stewart, C Wilson Trull, Trull, Shane Tyree. Layout, design and model photography by Tim Kline. Stock photography by Thinkstock and Dreamstime. Figures in photographs by Black Scorpion Miniatures Scenery pieces in photographs are by Buildings by AmeriTowne, Bachmann Trains, Perry Miniatures, Wood Woodland land Scenics and Games Workshop. Special Thanks to all of our friends and Kickstarter backers!
A Newton, Aaron Provost, Adam Crossingham, Adam Schlager, Adam Yates, Ade Roberts, Adrian Finklehelm, Alan Ledger Ledger,, Alan Twig Twigg, g, Alex Bermudez, Alexander B Amann, Allen Barton, Allen Damrau, André Flores, Andreas Welch, Andrew Batter, Batter, Andrew Lum, Andrew McColl, Andrew Munn, Andrew Robertson, Andrew Williams, Art Edgeson, Barry Gingell, Brad D. Kane, Brandon Fields, Brent Collins, Brett LaPrairie, Brian, Brian ‘Z’ Zaspel, Brian Brodeur, Brian Davis, Brian Hannan, Brian Wilk, Bruce Degi, Bryan Bouren, Bryan Carter, Bryan Creehan, Bryan Nutting, Bryce Kane, Callum Stewart, Cameron J. Smith, Carl Morgan, Casper Fertier, Catyrpelius, Chad “Hoss” Lynch, Chad Hughes, Charles Kettering, Charles L. Decker Jr., chernabog, Chris Hartwich, Chris Hyde, Chris Langevin, Chris McIrvin, Chris Page, Chris Perkins, Chris Rance, Chris Snyder, Chris Tham, Christian A. Nord, Christoph “Keladryel” Schrage, Christopher Caputo, Chuck “Beowulfthehunter” Ocenasek, Colin Miskowitz, Commodore Shmedlap, Damon C Richardson, Dan “sparkywtf” Goossens, Dan Bruns, Dan Yarrington, Darren Johnson, David Allen, David Gardiner, David Snodgrass, Dennis Jensen, Denzil Rosser aka ‘ Morathi’s Darkest Sin’, Deon Beswick, Deputies Arthur & Esme G.C., Dillon Brice, Don Christianson, Dr. R. Horsley, Horsley, Drew Ausems, Ed Kowalczewski, Edward D. Omiccioli, Jr, Emily Fontana, Eoin Burke, Epee House, Eric Wessels, Eric Wessels, Ethan Chiang, Evan Rattner Rattner,, Evan Ritt, Falk Kalamorz, Frank Millard, Gdaybloke, Gordon Adler Hobby NH, Green Dragon Game Club, Greg Merwin, Gregory L. Colon, Greyson, Ham-Beast Brantley, Brantley, Harry Howells, Henry Durand, Ian Hawkins, Ian M Clark, J Womac Womack, k, J. Gates, Jackson Wilbourn, James E. Harness, James Hawkins, James Liang, James Peterson, James W. Keller, Keller, Jamie ‘Drake Pendragon’ Searle, Janne Jaakola, Jarrod Coad, Jason Kennedy,, Jebus10000, Jeff Hubbard, Jennifer Letts, Jeremy Holley, Jerry Kyle Adams II, Jesse “James” Rexroad, Jim Leitzel , Jim Thompson, Jimmy Lindqvist, Joe Kennedy G Kushner, Joe Pelfrey, Pelfrey, Joerg Bender, John Coates, John Lucania, John Lucania, John Raley, John Robertson, Johnny McPherson, Jon Hermsen, Jon Leigh, Jordan Welch, We lch, Jose A. Vasquez, Joseph Blomquist, Joshua Skye Allouche, JustForFun, Peoria IL, Justin & Tiffany Smith, Kargrieg, Keith N. Mannix, Kevin Marshall, Kevin Roust, Kevin Stoner, Kier, Kier, Kirk Krikorian, Kit Burrows, Kyle A Gibson, Kyle J Miller, Lance King, Legion McRae, Leo Bruno, Les Seabolt (aka Buck Blacksnake), Liam Byrne, Lon Porter, Malcolm Sleight, Marcio Chammas, Mark A. Hom, Mark Hanna, Mark Thorne, Martin Gallo, Matthew A Copeman, Matthias Caryn, Melvin “Mac” Brookman, Michael A Shuck, Michael Archer, Archer, Michael B Hughes, Michael Brand, Michael Brand, Michael Ovsenik, Michael Vercoe, Michelle Yancey, Yancey, Mike ‘txMaddog’ Jacobs, Mike Burt, Mike de Jong, Mike O’Brien, Mike Slater, Mondo, Mr. Mr. Somppi, MSB, Nate Beem, Nathan Francis Breen, Nick Hughes, Nicole L. Garner, Nik Kuhnle, Octavio Arango, Patrick McEachen, Paul “Jasper Jameson” Appel, Paul (Thargor) Buttolph, Paul Fraser, Paul Romine, Paul Schwartz, Peter Evanko, Petra Schulein-Coret, Phil Hawkins, Philipp Schröter, Ralph Mazza, Ranger Dave Ross, Rasmus Just Nielsen, Ray Chiang, Richard Hsu, Richard Logue, Rick Britten, Rick Rambo, Robert “Bob” Nolan, aka Varagon, Robert Sakaluk, Robert Terreri, Robin Fahy, Rockheads Comics & Games, Ron Senior, Ronnie Allen, Ronnie Allen, Ross ‘Rossco’ Baker, Russ Etts, Ryan S. Moore, Ryan T Green, S. C. Justice, Scott Bassett, Scott Grifn, Sean “buckshot” Connor, Shaun Phillips, Showcase Comics & Games, Simon R Mangnall, Sonny Jeschko, Stefan Sheckells, Stephen Prazenica, Steven Jasiczek, Tectonic Craft Studios, Temoore Baber, Baber, Terry “Mac” McGregor, The Gort, Thomas Polder, Thomas Sisson, Tim Lawson, Todd C Henry, Tom Ryan, Tom Ryan, Tracy McCormick, Travis Diskin, Tyler Tanner, Urban Blom, Victor Araujo, Viktor Carlson, Vincent Ecuyer, Vladimir Mutabzija, William W. Refsland
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© 2012 Gangght Game Studios. All Rights Reserved. www.blackwatergulch.com -
[email protected] www.blackwatergulch.com Version 1.1.2
Gangfights in the Old West Every town has a story, and every story has a beginning. Old Man Cooter was both to the once quiet town of Blackwater Gulch. Sat under the shadow of Marble Mountain, his cabin was a ramshackle thing. It shook under a strong wind, groaning with each shake but like its owner it had stood against time and the elements. Just ve miles out of town, Old Man Cooter had claimed there was gold both in the deep, fast owing azure blue of the river after which the town was named, as well as in the caverns deep beneath Marble Mountain. And he had been right. The gold was found, and the killing began. Back then the little settlement was known simply as Victory Falls. Named after the azure blue of the river that ran down from Marble Mountain and out through the cliffs and canyons, giving life to the pine woods, Victory Falls was a haven for those that sought a new life. It was only when Cooter came back from the mountain with the yellow rock that people began to ock to the shanty town. Almost overnight, gambling dens, brothels and storehouses sprang up as more and more people ocked from around the world to Victory Falls for their own greedy reasons. Gunslingers came to nd a name, husslers to make more money. Hooligans and thugs, Outlaws and Fortune Seekers. The good were soon outnumbered by the bad. The elite reside in Uptown, looking down from on high while below, in Downtown people ght for the scraps thrown to them. Years of mining have also affected the landscape. Just as the good people became tainted by the dregs of morality, so the waters of Victory Falls became infected by dirt and oil and so Blackwater Gulch was borne. With greed comes violence. With violence comes death, and death certainly walks the streets and back-alleys of Blackwater Gulch. There isn’t a day goes by that doesn’t end with a body in a box and a widows tears on the ground. Law is afraid to walk Blackwater Gulch… … are you?
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Shootout at the Golden Coin Smoke, grey and blue, drifted like low cloud through the saloon. It hung in the air, clinging to the soiled doves as they wandered amongst the tables, looking for their next jump. Over in the corner, Longtall Billy pounded the piano, his stumped ngers jarring the keys while his club foot thumped the sawdust covered boards out of time.
The Stranger gave a wry smile. Reached into his saddlebag.
No one was listening. All eyes were on the game. In truth, all eyes were on the stranger, hidden behind weather-worn boots that rested on the table. A ring of smoke blew out, followed by a dry, racking cough.
“Slow?”
“Don’t!” The Prospector had a gun in his hand and a grimace on his weathered face. “You ain’t wanna be reaching in there. Take your hand out. Real slow like.”
“Slow. Real slow.” The Stranger smiled. “So you don’t want me to do this…”
“Damn but that tastes like crap,” he said in a voice like crushed gravel. A god-awful sound like quicksand in reverse and a glob of spit ew through the air. It landed One second his hand was in the bag. The next a thunderclap rattled the glasses behind the bar as the in the spittoon with a ringing metallic clang, nearly bag exploded in ame and smoke. knocking the urn over with its power. “Ain’t supposed to be selling that rolling-weed crap.” He spat again, this time on the oor right beside him. The sawdust sucked it up. “Fetch me my bag,” he said to the nearest soiled Dove. “I ain’t yours to bark around until you throw some coins my way, lovie,” she said, giving her skirts a ick. A few people nearby laughed. The Stranger parted his boots, revealing his face. A long scar ran down one pockmarked cheek. His eyes were dark pools of jade. They burned with a cold anger. He icked a silver coin at her. It hit her on the forehead hard enough to leave a red mark. No one had seen his hand move. “Quit your yapping and do what I say. Bags. Now.” She got them. He sent her on the way with a slap to her shapely rear. “Is that it?” she asked. “For now.” His opponent, a large prospector from Chicago Town slammed his meaty st into the table. The whisky bottle rocked back and forth but managed to not topple over. “Are you gonna yap all day Stranger, or you gonna play your damn hand?”
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The Prospector’s shirt burst into ame as a giant crater of blood exploded outward. He ew back, the chair crashing into three townsfolk behind. A moment of silence lled the saloon. Crazed looks left. Scared looks right. “He shot Bob.” “Get him!” All hell broke loose. A dozen hands drew a dozen guns. The Stranger leapt to his left, knocking over the table and rolling beneath it as a cannonade of gunre erupted. Wood ew in thousands of splinters as chairs, tables and the bar erupted in hundreds of miniature craters. It was a deafening thunderclap of noise: a booming explosion that rolled over and over, each new pistol shot adding to the cacophony. The Stranger pushed the table aside and rolled left. Each time he came up he red. Each time he red he hit his target. Aged pistols were blasted from older hands, their barrels twisted by his accurate shot. “Shoot him. Shoot the bastard!” The cry came from the left. “He’s going for the door.”
The Stranger ducked. Hid behind an overturned table. Why the hell are the blasting at me? What did I do? “I didn’t do anything!” he shouted. His voice was drowned out by a dozen gun blasts that blew splinters from the bar, the oor, the walls and the table behind which he lay. “Jesus!” he cried as a splinter ripped his cheek open in a red slice. “Screw this!” Taking a deep breath, the Stranger jumped to his feet and ran to the window. Glasses blew into fragments around him as he ran; chairs became nothing more than kindling as a dozen townsfolk opened re, blasting rie and pistol at his eeing form. The piano player tried to get out of the way, but only succeeded in getting blow aside, his chest a red stain that spread like wildre. The Stranger never noticed. He ran for the window. At the last moment he ducked his head, throwing his arms bout him as he dove forward. A woman was walking her dog as he came hurtling out, bullets ying overhead. He hit the ground hard, rolled and was on his feet in a moment. The doors to the saloon crashed open. Seven men dashed out, one falling over his own feet to fall to the ground, rolling down the steps to land in the mud. The Stranger stood there, coat thrown open, guns in hand. Thunder roared; hot lead ew and a dozen heartbeats later seven men lay dead in the dirt. He stepped over their bodies, guns snug once more beneath his coat. “Just wanted to play cards,” he said as he walked away into the falling rain. No one dare stop him.
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The Basics
What follows are the general rules and basic information about playing games of Blackwater Gulch. In the chapters that follow, you will learn how to build your gang, set up your game board and ght a battle.
What You Need
In order to play Blackwater Gulch, you will need the following:
The Rules
Measuring Device
What you are reading now! You will need these rules to learn how to play.
Distances such as how far a model can move or shoot are measured in inches (“). You should have some sort of measuring device like a small tape measure.
Gang Roster You need to know what your gang members are capable of. At the end of this document, and our website, you will nd a roster sheet that you may print out to keep track of your gang member’s skills, attributes, weapons and more. It’s a good idea to use a pencil as some things may change throughout the game.
Models Your gang is made up of miniature gures (also referred to as “models”) that you can paint and convert or customize to your liking. You and your opponents should have at least 5 models each to start a gang. You and your friends may have larger gangs, as long as both of your gangs are of similar Fame le vels. Fame is described in detail on page 10.
Dice The game uses six sided dice, commonly referred to as a “D6”, and you will only need a handful of them. Your gang members’ Attributes and Statistics will tell you how many dice you need to roll, referring to as your roll as #D6, where # is the amount of dice you need to roll. For example, 2D6 means you need to roll 2 dice. There are some occasions where you will be asked to roll a “D3”, in this case, roll a D6, but a roll of 1 or 2 = 1, 3 or 4 = 2, and 5 or 6 = 3.
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Game Board The game board can be any surface you wish to play on, any table will do for small games. The board represents a section of forest, desert, small village, town square, or anything else you can imagine. You will add scenery to the board to make it appear more lifelike and give your models obstacles and cover to hide behind. The average board size for most games is 4 feet by 4 feet, but that is merely a suggested size. You may use any size you feel comfortable with, whether it’s a dedicated game board you built yourself, a kitchen or dining room table or even a folding playing card table.
Enemies You will need some opponents to play against. Games are commonly played with 2 players, one against the other, however it is quite easy to adapt your games for multiple players. Just make your board a little bigger and have at it!
Playing a Gangfight To give you an idea of how it all works, here is a quick summary of how the game plays.
1. Start a Gang
4. Set up your men
Gang creation is detailed fully on page 8, and this denes how to create a gang, assign equipment, and the professions available. Also, don’t forget to name your gang and it’s members!
Both players roll 1D6, rerolling ties, and whoever rolls the highest may choose if they will be the attacker or defender. The board layout you choose for your story will dene where both gang’s starting positions will be. After starting areas are chosen, the defender will set up a model rst, and then the other player does the same. Take turns placing 1 model at a time until all models that need to be in the board are present and accounted for.
2. Choose a Story Next, you and your opponent must decide on a story (sometimes called a mission or scenario) to play. Each story will have different conditions or objectives that need to be met in order to win the game. It could be as simple as defeating the other gang, or more complex such as nding gold and getting away with it fast. Stories are listed starting on page 25.
3. Set Up The Board After a story is chosen, it’s time to set up an area for your gangs to ght. You should include any special terrain features the story requires, after that it’s up to each player to select a few terrain pieces and decorate your board in a mutually agreeable fashion. Keep in mind that in general, the more terrain or obstacles you have, the more fun the game will be. A gangght in a wide open eld may be quite boring.
5. Start the game! Turn 1 begins! Both players roll 1D6 for initiative, to see who goes rst. The winner may choose who goes rst and that person will activate his rst model. After that model moves and performs an action or attack, the other player does the same. Players will alternate back and forth until all models have been activated, and then the next turn begins. Roll for initiative again and play out Turn 2. The game will continue like this until one gang is either wiped out, or all of the story’s objectives have been met.
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Game Terms & Common Rules Attribute Rolls The members of your gang have different attributes such as Strength or Stamina, and you will be required to roll an amount of dice equal to a given Attribute to perform an action. The most common Attribute rolls will be made in combat. For example, if your model’s Ranged Combat Attribute is 3, you will roll 3D6 when you try to shoot an enemy gang member. Another example would be if you want your model to run instead of shoot, you will need to make a Quickness roll to see how far he can run. Roll an amount of dice equal to your model’s Quickness attribute and the highest D6 will be the amount of inches in can move when it runs, in addition to it’s normal movement. Attributes are dened in the next chapter.
Target Numbers A target number is what you need to reach on a D6 to successfully perform an action, such as shooting or ghting in melee combat. Results are never added together unless specied. Your target number will always be from 1 to 6, in most cases it is the amount of dice that reach or exceed the target number that count. The more you get, the better! Regardless of how many modiers are added, a 6 will always be considered successful and a roll of 1 will always fail. Even if your target number happens to be a 1, you still roll your dice and count 1’s as a miss, in this case you will need to roll a 2 or higher. There are some exceptions for specic rules, such as a Doctor’s ability to heal wounds, and those exceptions will be noted where those rules are explained.
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Rolling Dice You should always attempt to roll your dice in an open and clear area of the board. If you opponent agrees, you may use other devices for your rolls such as dice towers or special bowls or cups or dice rolling apps for your favorite handheld device. You should consider any D6 that rolls off the board as “cracked”, and roll it again. There will be situations where you are permitted to reroll dice, such as the Leader’s Luck rule on page 9. When making a reroll, the result of the rerolled D6 is always nal, you cannot reroll a reroll, even if your leader still has more lucky dice to spare.
Base Sizes The models we produce will come with a round, 30mm base for them to stand on. This is the preferred base size for all man-sized models, though a 25mm base is also acceptable. Horses should be on a 40mm round base.
Measuring All distances in the game are listed in inches (“). You should always start measuring from the edge of your model’s base, and be sure the edge your target’s base falls within the distance measured. When measuring how far your model can move, measure from the edge of its base, and be sure the entire base falls inside the distance measured. You may measure before you move or shoot to determine where you can go or who you want to attack.
This photo shows an example of how to correctly measure your movement. When you move, you measure from the edge of your base at your starting position, and your model must end its movement anywhere within the distance it is allowed to move.
Facing
Personal Space
Your model may only attack something in front of it, Unless you plan to attack a model in hand to hand this is referred to as your model’s “facing”. Facing combat, the edge of your model’s base must stay denes what is in your model’s eld of view, and this is more than 1” away from any enemy model. If your determined by where the model itself is looking. Draw model’s entire base cannot t between this 1” area an imaginary line across the base with the model’s face and an obstacle or another model’s base, your path straight ahead. It can see anything within a 180 degree is effectively blocked and you will have to take the arc in front of it, any potential target behind a model long way around or ght your way through. If for any may not be attacked unless the model turns around to reason your model enters an enemy model’s personal face it during its movement. Attacking a model from space, those models are automatically considered to behind gives you an advantage, since the target won’t be ghting in melee combat. This rule only applies to see it coming. Any attack against a model from behind, enemy models, friendly models may get as close as you be it shooting or melee, will get a +1D6 bonus when wish. The only thing that could negate this rule is if a rolling to hit. model is totally obscured by terrain (such as a behind a wall or in a building) where an enemy model cannot see them at all.
In the photo above, the model in the center is facing the gunman on the left, and has a clear line of sight to him. However, he cannot see the woman on the right, who snuck up behind him and is also within his Personal Space.
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Leader’s Luck
Choosing Weapons
Every Gang Leader has a pool of 3D6 reserved at the start of each game. These dice may be used to add to any action the leader is called on to perform for any reason during the game, or reroll dice that failed. He can use any amount of the pool at any one time, but remember you cannot reroll a reroll. If your Gang Leader is taken out of action before he uses up all of his lucky dice, they will be lost, even if your leader is a Gambler.
A model can be equipped with 1 weapon for each point of Strength it has.
Using Both Hands A model may attack with either one 2-handed weapon (such as a rie or a miner’s pick), or two 1-handed weapons (such as a pistol or bowie knife) holding one in each hand. Using two 1-handed weapons will allow your model to attack twice in the same turn, however if you attack twice it will add +1 to your to hit target number for both attacks. Roll for each attack separately. Your 2 attacks must be made against the same enemy model. If you are able to take the target model out of action with your rst attack, you may switch to a second target if an enemy is within range. Switching targets will add an additional +1 to your to hit target number and this second attack must be the same kind of attack. For example, if you defeated an enemy in melee combat, and there are no other models in your Personal Space, you may not pull out a pistol and shoot someone.
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As a general rule, you should attempt to equip your gang member with the weapons actually shown on its model. This is commonly referred to as “WYSIWYG”, meaning what you see is what you get. Even though it is quite possible to hide a pistol or a knife under your coat, the model should at least have a holster on his belt or a knife sticking out of his boot, for example. If you don’t have a high enough Strength to carry all of the weapons sculpted on your model, just pick the weapon you wish to use and add it to your roster. To avoid confusion, when you rst set up your models to play, let your opponent know what they are equipped with. When models have more than one weapon type, you must declare which weapon you are using before you roll your dice to attack.
Starting a Gang
Each member of your gang, or model, will be represented on paper with numbers that will show different parts of their physique or how experienced they are. These are their Statistics and Attributes.
Statistics
Health Points (HP)
Defense Points (DP)
Health determines how much damage a model can sustain before being taken out of action. When a model is injured during a game, its Health will go down by 1 point for each attack against him that he wasn’t able to defend. If Health reaches zero, the model is taken out of action. Your Gang Leader has 3 HP, Professionals have 2 HP and Henchmen have 1 HP. However, any model that raises their Stamina to 6 will earn the Really Tough skill, and that will give them +1 HP.
Defense is a special number used to see if a model can avoid being hurt by an attack. It represents their skill at dodging blows or bullets, or just knowing how to keep their head down, and it can be modied with the Quickness skill Duck & Cover. Like Health, your Gang Leader has 3 DP, Professionals have 2 DP and Henchmen have 1 DP.
Experience Points (XP) Experience is a number used to determine how much a member of you gang has learned over the course of his or her career. Your Gang Leader, being the biggest and the best, has 100 XP, Professionals have 75 XP, and Henchmen have 50 XP.
Attributes Attributes are numbers that represent what a model is made of made of, how strong, smart, fast, or hearty they are. All Attributes begin at 1 and the maximum level for any Attribute is 6. When you raise an Attribute to 4 or 6, your model will learn a new skill. These skills are listed on the next page.
Strength (Str)
Intellect (Int)
How strong a model is. Mostly used to determine how much damage it can do when ghting in melee combat and how much it can carry.
How smart a model is. Mostly used for things that your model may need to think about or concentrate on, such as learning how to use better weapons, or knowing when it’s a good idea to retreat.
Quickness (Qui) How fast a model can react to things happening around it. Mostly used for actions that will require coordination.
Ranged Combat (RC) Determines how well a model can shoot or throw something.
Stamina (Sta)
Melee Combat (MC)
How hearty and healthy a model is. Mostly used to resist damage and make you live longer.
Determines how well a model is able to ght with sts, knives, axes and any other kind of handheld weapon that you don’t shoot or throw.
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Skills
When a model’s Attributes reach level 4 and 6, they will earn a new skill. The skills that may be earned in Blackwater Gulch are:
Strength Skills
Intellect Skills
4: Brute Strength - When ghting in melee, when your
4: Bravery - Lower target number by 1 when making a
opponent makes his saving throw you may force him to reroll one successful D6.
Morale roll.
6: Strong Arms - Big muscles help you keep your gun
higher than its RC or MC attribute without a penalty.
steady when ring, making you less susceptible to recoil. Lower the model’s target number to hit with shooting attacks by 1. In addition, a model with Strong Arms will roll an additional +1D6 for range when using throwing weapons.
Ranged Combat Skills 4: Quickdraw - The model may ignore the to hit
penalty for ring with 2 pistols in the same turn, but not for attacking 2 different targets.
Quickness Skills
6: Deadeye - The model may ignore the to hit penalty
4: Run & Gun - The model may attack if it ran, but
for ring ries at long range.
with a +1 to its target number to hit.
Melee Combat Skills
6: Duck & Cover - The model gains +1 Defense.
Stamina Skills 4: Hearty - The model may reroll 1D6 from a failed a
saving throw. 6: Really Tough - The model gains +1 Health.
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6: Knowhow - The model may use weapons 1 level
4: Duelist - The model may ignore the to hit penalty for
ghting with 2 one-handed melee weapons in the same turn, but not for attacking 2 different targets. 6: Point Blank - The model may use pistols as melee
weapons, counting the pistol’s Strength to do damage instead of using his own Strength attribute. However, when rolling to hit, you will use the model’s Melee Combat attribute, not Ranged Combat.
Recruiting
At the end of this document, and on our website, you will nd a blank roster sheet. This will show how each model’s Attributes and Statistics are laid out. You may print this out and use it to keep track of your gang, unless you prefer your own method. Some players just write out their own list really quick on a blanks heet of paper, or develop spreadsheets to do all of the math for them. For example, if you are planning to add 4 more members to your gang now, at least 2 of them must be The rst member of your gang will be your Gang Henchmen. Each Henchman begins with 50 XP, 1 HP, 1 Leader. He’s the one the rest of the men look up DP and 10 points to spend raising Attributes. to. He’s (usually) the toughest of the bunch, or the smartest, or most cunning, or all of the above. Give him Professionals are more experienced individuals who have chosen a certain path in life, and with it have a name, and start all of his attributes at 1. His XP will acquired a great deal of expertise in their chosen career. be 100, HP and DP will be 3. Each Professional will have 1 extra point awarded Next, pick a profession for your Gang Leader. Add any to a given Attribute, in addition to several special bonus attribute point he gets from his profession to the skills only they posses. You can read more about each roster sheet. Professions are listed starting on the next profession starting on the next page. Each Professional will begin with 75 XP, 2 HP, 2 DP and 15 points to page. spend raising Attributes, in addition to their one bonus For every 5 points of XP a model has, it will earn 1 point. point to add to any Attribute. So, your leader now has Like your Gang Leader, each new member will need to a total of 20 points to spend increasing his Attributes however you wish. have weapons assigned to them, and the level for each weapon they equip will be added to their XP. Now he needs some equipment. Browse through the Livery and General Store starting on page 30 to buy him some weapons. Keep in mind his current RC and Now that you have your gang all recruited, don’t forget MC levels, and buy weapons that match his level or to give everyone a name. Not only do your members lower. You can equip him with higher level items, but they will be more difcult to use, so it is usually best to need to be someone, but your gang should have a name too! choose weapons that match his skill levels.
The Leader
Name, Fame & Gang Sizes
Lastly, add up the level for each weapon chosen and add that to your leader’s XP. For example, a Gang Leader equipped with a Bowie Knife (level 3), a Remington Army Revolver (level 4) and Winchester Repeater (level 5) would end up with a total of 112 XP, and he would also need a Strength of at least 3 in order to carry all 3 weapons.
The Rest of the Gang The rest of your gang will be made up of a mix of Henchmen and Professionals. Henchmen are the most common gang member. They are usually townsfolk or just regular people who joined a gang for protection, sport, or the hope of striking it rich. They have no special abilities or Attribute bonuses, but are cheap to hire. Half of your gang must be made up of Henchmen, not including the Gang Leader.
The last thing you need to do is calculate your gang’s Fame. Fame is used to determine how tough your gang is, compared to another gang. You simply add up the XP for each and every member of your gang, plus the level of each of their weapons, and the sum is your gang’s Fame. When you play against your friends, you should both have gangs of similar Fame levels, to ensure your game will be balanced and fair. The minimum size for a gang is 5 models, and will usually be around 400 Fame, this is a good level to start with if you are new to the game. As you learn the rules and gure out different strategies, you and your friends can increase the size and ght bigger battles. The sky is the limit!
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Bounty Hunter Some would call them a Jack or Jill of all trades, Bounty Hunters excel at catching a man dead or alive... Usually dead. To get the job done, they master of a variety of weapons and tend to be stronger than most. Some bring only criminals to justice, but most will go after any bounty that pays well enough. Bounty hunters gain +1 Strength when rst recruited. They are known to use a variety of different weapons, and to reect this they may use equipment one level higher than their current Ranged or Melee Combat Attributes with no penalty. The penalties are treated as one level higher. Example: a Bounty Hunter with a Ranged Combat of 3 can use a level 4 gun with no penalty. A level 5 gun would have a +1 to the to hit the Target Number and level 6 gun would be +2. For more information on these penalties, see page 17.
If your Gang Leader is a Bounty Hunter, any friendly model within 12” of him will may reroll their Morale roll if they fail, as long as he is not out of action or eeing.
Gambler Relying on cunning and a little bit of luck, a Gambler always has a few tricks up his sleeve. He know the odds and he count the cards, and his nimble ngertips will help lighten your pockets weather it’s at the card table or in a dark alley. Gamblers gain +1 Quickness when rst recruited. Always a bit luckier than most, a Gambler may reroll any one D6 roll in the game, the same as dened in the Leader’s Luck rule on page 9. Known for quick reexes, a Gambler can also dodge attacks in melee combat, gaining +1 DP in melee combat only. Gang leaders that are also Gamblers gain their reroll, in addition to the 3 Leader’s Luck rerolls, giving them 4 rerolls total. In addition, their luck can rub off on friendly gang members. If the Gang Leader is not out of action or eeing, he may allow a friendly model within 12” to use his reroll(s) instead.
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Prospector Explorers and wanderers by nature, Prospectors spend most of their careers panning, digging and mining for gold and other precious minerals. Their shovels and picks are always at the ready, for working or ghting. They often will hire a gang for protection, or get recruited by one for their money making skills. Prospectors gain +1 Stamina when rst recruited. More at home in the wilderness than most, a Prospector knows how to conceal his whereabouts and blend in with his surroundings, so no one can follow the trail back to his claim. To represent this, a Prospector treats outdoor Area Terrain as Heavy Cover. In addition, Prospectors do not need to make a Quickness roll for moving in area terrain, and instead can move their full 6” every time, but still may not run. If your Gang Leader is a Prospector, his Area Terrain cover and movement bonuses will apply to every friendly model within 12”.
Doctor More of a medicine man or tonic salesman than a surgeon, Doctors do what they can to patch up your gang’s hurt. Very few are formally trained, but they know enough to bandage a bad wound or splint a broken limb. Most gangs employ Doctors to keep them ghting, or just to have access to different “medicines.” Doctors gain +1 Intellect when rst recruited. During a game, a Doctor may revive a friendly model that is out of action. The Doctor must move within 1” of the fallen model, and heal them instead of attacking. The Doctor will make an Intellect roll, using the fallen model’s Stamina as a target number, however in this case you must roll at or below their Stamina level to revive them. Also in this case, rolling a 1 will not be an automatic failure. If the hurt model is taken out again, they may not be healed again by anyone and will remain down for the rest of the game. If your Gang Leader is a Doctor, he will teach his whole gang how to patch themselves up, or provide them with tonics to help take the pain away. Any friendly model within 12” of the Gang Leader that is taken out of action may make a Stamina roll with a target number of 6. If they get 1 successful roll, they stand back up with 1 HP. If they are taken out again, they may not be healed again by anyone.
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Wrassler Most often found causing trouble in local saloons, a Wrassler has a bad attitude and a score to settle with anyone that gets in their way. They are rst to start a brawl and the last to nish one. Try to stay on their good side, if they have one. Wrasslers gain +1 Melee Combat when rst recruited. During a game, a Wrassler receives one bonus attack in melee combat when using melee weapons. For example, if he is wielding a 2-handed weapon, he may make 2 separate attacks, but if he is wielding 2 1-handed weapons, he my make 3 separate attacks. A Wrassler’s st also counts as a melee weapon, meaning he may make a separate attack with each st, instead of other models who normally can only get in one good swing. Any Gang Leader that is also a Wrassler will count as one extra model for the purposes of outnumbering in enemy morale rolls, in addition to counting as 2 models in melee combat. Outnumbering in combat is dened in detail on page 20.
Gunslinger Never one to miss a good shoot-out, a Gunslinger is a true marksman. With his sixguns by his side or a rie in his arms, a Gunslinger can hit almost any target at any distance. Quite common in Blackwater, most gangs are more than willing to recruit them, and pay them well. Gunslingers gain +1 Ranged Combat when rst recruited. During a game, Gunslingers may give up their movement (though turning on the spot to change your facing is allowed) and take aim. Gunslingers that aim will earn a -1 to their Target Number to hit. If your gang leader is a Gunslinger, he will have no penalty for ring at a second target if he is using 2 pistols, and manages to take his rst target out of action with his rst shot. If he is ring a Longarm or Repeater, he may increase his long range by +2D6 inches (roll for bonus distance before you pick a target). Keep in mind that long range shots are at +1 to hit unless you earn the Deadeye skill.
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Playing the Game
Gangghts play out in a series of turns. Over the course of a turn all players will activate (move and attack) every model they are able to. After every model has been activated, the next turn begins. There is no limit to the amount of turns in the game, however some players may wish to place an optional time or turn limit on their games. Once this limit is reached, calculate who wins based on your story’s objectives.
Initiative At the beginning of each turn, both players roll 1D6, rerolling ties. The winner may choose who goes rst and that person will activate his rst model.
Activation Similar to games like chess or checkers, each player moves one model at a time, and each model may only move once and perform one action, usually attacking, each turn. This is commonly referred to as “activation”. After your model is nished, your opponent does the same with one of his models. Switch back and forth activating one model at a time until all models have been activated. It is a good idea to take note of which models have been activated on your roster sheet, or place a small counter next to a model, such as a coin or glass bead, to help you keep track. There are 3 parts, or phases, to activating a model: upkeep, movement and attack or actions.
Upkeep If a model is running away, on re or had any other sort of effect placed on it previously, now is the time when you make whatever rolls are required to resolve the effects.
Movement Every model may make a normal movement of up to 6 inches. When you move your model, you can end your movement facing any direction you choose, but this is the direction it will face until its next activation. Running: If you have a great distance to cover, you
may wish to have your model run. In order to run, activate your model and make a Quickness roll. Add the number from the highest D6 to the amount of inches your model may move that turn. If a model runs, it may not attack or perform any other action until its next activation unless it has the Run & Gun skill.
Example: Your model has a Quickness of 2. You roll 2D6 and get a 2 and 4. Your model can add 4” to his movement, allowing him to move up to 10” for this turn. Stairs and Ladders: Models may climb up or down
stairs or ladders anytime during its movement. If a model can reach the top or bottom in less than 6”, it may nish its movement and attack as normal. If the model would end its movement still on the ladder or stairs, it will be placed at the top or bottom and can perform no other actions. A model may run up or down stairs, but not ladders. Jumping & Falling: There are times when a model
can fall, or voluntarily jump down from a higher level of a building or cliff or any object they climbed onto. Any distance over 3” can hurt the model. If jumping or falling more than 3”, measure the distance. The distance in inches is the target number you need to beat to avoid damage, using a Quickness roll. You only need one successful D6. If you fail the roll, your model may be hurt. You must make a defense roll as dened on page 20 to resist being hurt, using the inches fallen as your target number. You also only need one successful D6 to survive. If the roll is failed, the model will lose 1 HP. Any distance over 6” will automatically fail and the model will lose 1HP for each inch over 6. For example, if the model fell off a 2 story building that is 11 inches tall, it would lose 5 Health, and instantly be placed out of action where he fell. A model may also jump off of a moving horse, using the distance moved in its last activation as a target number. If the horse moved over 6”, the model may not jump off as the horse is just moving too fast. If the model is somehow knocked off or thrown from a horse moving over 6”, it will lose 1 point of health for each inch over 6 the same as if he fell, detailed above. For example, if the horse moved 8 inches, and the rider fell off, he would lose 2 HP.
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Ranged Combat In order for your model to make a ranged attack (shooting a gun, throwing a knife, etc), you will roll an amount of dice equal to your model’s Ranged Combat (RC) attribute, taking into account any modiers you may have from professions, skills, cover, and more.
Common Ranged Combat Modifiers: • If your target is at long range, add +1 to target number. • If your target moved more than 6” in its last activation, add +1 to target number.
Your model may attack any enemy model that it is facing and within it’s line of sight. You may measure the distance to any target you are able to see, and attack • If you are shooting while on a horse and moved that turn, add +1 to hit target number. whichever valid target you wish as long as it is within range. • If you are shooting a weapon with a skill level that is higher than your Ranged Combat Attribute, add Under normal conditions, the number you need to +1 to hit target number for each level above your reach is 4. Add or subtract any modiers that come Attribute, to a maximum of 6. For example, if your into play and this will be your target number. Roll an RC is 2, but your gun’s level is 5, you will add +3 to amount of dice equal to your Ranged Combat Attribute your target number. and keep track of every D6 that met or exceeded the target number. Your opponent will need to know how many successful rolls you made when he attempts to defend himself.
• If your target has any other models (friend or foe) within its personal space, add +1 to your to hit target number.
Ranged Combat Summary 1. Select your target(s) and measure the distance to determine long or short range. 2. Determine your Target Number to hit and roll your dice. 3. Your target rolls to defend himself. 4. Your target either survives the attack or is taken out of action. 17
Line of Sight
Cover
If you want to make a ranged attack, your model should really be able to see it. A model must be able to form an imaginary line from its head to the target, with nothing blocking it completely. If your target only has the tip of a gun or top of his hat sticking out, that isn’t good enough. Your attacking model should be able to see roughly 75% of the target model. Sometimes you will need to bend down, eye level to the board, and get a “model’s eye view” of the game to see if they can hit their target.
All terrain features will provide cover for models behind them and provide modiers for ranged attacks.
Crowded Targets If you want to shoot at a model that has another model (friend or foe) within its Personal Space, there is a chance you may hit the other model(s) if you miss your target. If you completely missed your roll to hit your intended target, count up the amount of other models within its personal space and within range of your gun and assign them a number from 1 to 6. Roll 1D6 and if it lands on an assigned model’s number, that is the one that got hit. This model will have to make a Defense roll as if it was hit with one successful D6, as dened in the Defense section.
Soft Cover: If your target is behind soft cover (hedges,
fences, overturned table, dead bodies), or about half of the target model is covered by terrain, add +1 to hit target number and your target gains +1 Defense. Hard Cover: If your target is behind heavy cover
(stone wall or large rock, in a building looking out the window), or about 75% of the target model covered by terrain, add +2 to hit target number and your target gains +2 Defense. Needless to say, it is a good idea to take cover and not be caught out in the open. More rules for other special types of cover is detailed in the Terrain chapter on page 21.
Example: There are 2 models within your target’s Personal Space. The rst model would be a 1, the second model would be a 2. You roll 1D6 and it lands on 2, the 2nd model has been hit by your shot.
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Melee Combat A model’s Melee Combat attribute determines how well it can hit and hurt an enemy in melee combat (also referred to as close combat or hand to hand). In order to engage an enemy model in melee, your model must move within 1” of your opponent’s model, entering their Personal Space.
Common Melee Combat Modifiers:
In order to hit an enemy model you will roll an amount of dice equal to your model’s Melee Combat attribute in addition to any weapon or skill modiers you may have. Like shooting, your target number to hit will be 4. Also like shooting, you must take note of every successful roll as your opponent will need this number when he attempts to defend himself.
• If you outnumber your opponent, add +1D6 when rolling to hit.
Once you enter an enemy model’s Personal Space, you and your enemy must ght in melee until one of you is defeated, or successfully moves away. You are both effectively “locked” in combat, and you may not decide to shoot at a different target instead.
• If your target moved more than 6” in its last activation, add +1 to target number. • If you are outnumbered, add +1 to target number.
• If you are using a melee weapon with a skill level that is higher than your MC, add +1 to hit target number for each level above your Attribute, to a maximum of 6. Note that there are no modiers for being in cover and in melee. If you are close enough to touch someone, they can’t hide from your attacks.
In the case of multiple models in melee together, you may only target models within your own Personal Space.
The models in this photo were converted to carry melee weapons by drilling a small hole through the fists with a small hobby drill, and then gluing the weapon handles in the holes The model on the left is a Prospector carrying a Parker Short Bar- rel Shotgun, a Remington Army Revolver and a Miner’s Pick. The model on the right is a Henchman armed with a Cooper Navy Revolver and a Bowie Knife
Melee Combat Summary 1. Select a target(s) within your Personal Space. 2. Determine your Target Number to hit and roll your dice. 3. Your target rolls to defend himself. 4. Your target either survives the attack or is taken out of action. 19
Outnumbered
Leaving Melee Combat
Not everyone ghts fair in the wild west. If you have more than one enemy model within your personal space, you are outnumbered, unless you have other friendly models attacking the same enemies in melee as well. If you are outnumbered, your attacks will have a +1 to hit your target number. But, if you outnumber your opponent, your target number will not change and you may add +1D6 to your roll.
A model may move away from melee combat during its movement, but the enemy may attempt to restrain and hold it back. To restrain someone, the model that wants to restrain simply makes a Strength roll, using the other model’s Quickness as a target number. If the restraining model was successful, the model trying to escape will not be injured, it will just be unable to move away and its activation will end. If the escaping model is outnumbered, the restraining model may roll +1D6 and may choose which model will restrain (most likely the one with the highest Strength Attribute).
Example: Last turn, you and your enemy fought a melee with no outcome and the 2 models are continuing the ght this turn. On your opponent’s turn, he moves one if his models into your personal space, so the ght is now 2 on 1 and now his models will get an extra +1D6 when they attack you. You survive the attack from the new model, and move a friendly model in to join the fray. The ght is now even, and now neither side is outnumbered.
If the escaping model was able to get away, it may move 1D3” away, and it may make one ranged attack or run to move farther away.
Fist Fights Weapons will provide different bonuses in melee combat, but any model may ght in melee combat weather they have a weapon or not. They can just use their sts, without any bonuses, and even though you may have 2 hands, you will only be allowed to make 1 attack as if you were using just 1 weapon. A 1-handed melee weapon will replace your sts, so if you want to make 2 attacks, you need to use 2 separate 1-handed weapons.
Defense Models always get a chance to survive an attack, sometimes called a save or saving throw. When hit, roll an amount of dice equal to the model’s Defense statistic. The target number you will need to reach will be Strength of your attacker’s weapon, or the attacking model’s Strength Attribute in the case of melee attacks. Take into account any modiers that weapons may add to the attack.
In addition to beating the Strength of the attack, the defending target must also roll enough successful saves to meet or exceed the amount of successful dice in the attacking to hit roll. For every successful roll to hit that the target was not able to save, it will lose 1 HP for the remainder of the game. If a model’s Health reaches zero, it is considered “out of action”. Lay the model on its side. It is effectively no longer in play, but should remain where it fell for other actions or scenario objectives that may affect it, or if a Doctor would like to try and heal them.
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Terrain Terrain is an all encompassing word used to dene trees or buildings or any other objects you will use to decorate your game board to make it look more realistic. Gangghts should have a lot of terrain, so your gang members have things to hide behind or climb onto. Terrain is split into two types: Area Terrain and Obstacles.
Area Terrain Area terrain is something like a wooded area, small pond or stream, the inside of a house or perhaps an area of rocky ground, or any other kind of terrain that would normally be difcult to move through, especially in the thick of battle. To dene a section of the board as Area Terrain, simply place terrain pieces inside a small area. A good way to show the area is to use a shaped base to show its borders, which can be made from colored cloth, cardboard, or thin sheets of wood that you can cut into any shape you wish and decorate. Place your trees or other items on top of the base. Any model within Area Terrain will be harder to hit if you’d like to shoot at them.
Building interiors are a special kind of Area Terrain. All models within buildings are considered as being in Hard Cover for ranged attacks coming from the outside of the building, unless the attacker has a clear view to the model (for example, the model is inside, but fully visible through an open doorway). Area Terrain movement penalties still apply while inside buildings, to represent your model having to move around furniture and other clutter that could be inside. When both the attacker and the target are inside a building, assume the target is in Soft C over, even for melee attacks, again, to represent furniture and clutter.
Tall or Flat Area Terrain Tall Area Terrain would be something like woods or a building. Something that, in the real world, would logically prevent you from seeing through it. Tall Area Terrain will effectively block line of sight, meaning you cannot see a model behind it.
All models within Area Terrain are considered as being in Soft Cover for ranged attacks.
Flat Area Terrain would be something like a pond or patch of bushes and shrubs, or other things that logically wouldn’t obscure a target completely. Models behind Flat Area Terrain may be targeted.
Moving through or Into Area Terrain
Obstacles
Models may travel through area terrain, but it may slow them down and they cannot run. When traveling through area terrain, make a Quickness roll. The score on the highest D6 is the distance you may travel in inches.
There are many small obstacles that your models may have to hop over as they move. These could be items such as big rocks, hedges, fences or large pieces of furniture. When traveling over an obstacle, your movement distance will be lowered by 1” for each obstacle you cross as you hop over it. A model may not hop over an obstacle over 1” high, anything higher than that is considered impassible and you must take the long way around.
Example: Your model has a quickness of 2. You roll 2D6 and get a 3 and 5, so you may only move 5 inches through the Area Terrain.
If you are starting a movement in an open area and nishing in Area Terrain, the distance into it w ill be halved. If you start your movement in Area Terrain and end it in an open area, the distance you rolled for your movement still stands. Example: You moved 2 inches in open ground, and had 4 inches left in your movement when you reached the area terrain. The rest of your movement will be cut in half, so you may only move 2 more inches.
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Buildings
Effects of Cover As mentioned in the Ranged Combat section, remember that being in Soft Cover grants your model +1 Defense and attackers shooting at your model will have +1 added to their Target Number to hit. Heavy cover grants +2 Defense and +2 to hit.
Terrain Samples
These trees are all on a separate base, marking the whole thing as Area Terrain. The models also on top of the Area Terrain’s base are inside it, and therefore will have a Defense bonus in addi- Above are two shops from Buildings by AmeriTowne. If you don’t glue the roof on, you can easily remove it during your games so tion to being tougher to hit. As trees are also considered Tall, any your men can hide inside. Below is the City Hall, with a flat roof models behind the Area Terrain base cannot be targeted at all. that your men can climb onto. Perfect for ambushes!
Even though this tree is incredibly tall, it’s not on a base to mark it as Area Terrain, and is therefore just considered an Obstacle.
Fences like these from Perry Miniatures are great decorations for your game board and will count as small obstacles that your models can hide behind for Soft Cover.
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Morale Sometimes you could be so outnumbered or the casualties could be so vast that your men know it’s time to retreat. At the beginning of a game turn, if a gang is outnumbered AND has lost half of their members or more, they may run away. When this happens, during the Upkeep phase of each of your model’s activations, make an Intellect roll to see if it can stay in the ght. Your model needs just one successful D6 to pass its morale test and stay in the ght. Your base target number is a 4. If your gang is outnumbered 2 to 1, your target number is a 5. If you are outnumbered 3 to 1 or worse, your target number is a 6.
You will have to make a Morale roll for each of your models for the remainder of the turn. At the beginning of the next turn, check and see if your gang is still outnumbered. As you were making a “ghting retreat” you may have been able to inict enough casualties on the other gang that you’ve turned the tide, and they could the ones retreating this time. Keep in mind that even if every model runs away, you could still win the game. For example, stories such as Gold Rush have objectives that can still be fullled even if you retreated. If your model was carrying more gold than the other, and managed to ee off the table, you win!
Example: You and your opponent are both playing small 5-man gangs. In the previous game turn, you managed to If the roll fails, the model will retreat and make a take down one of his models, but he has taken down three of normal move toward the closest board edge. The model yours. As the turn begins, you have lost more than half of must move in the most direct route possible, though it your gang, and are now outnumbered 2 to 1, so your models may go around Area Terrain or Obstacles, and climb will roll for morale on their activations. You activate your up or down stairs and ladders (instead of jumping) rst model, who has an Intellect of 2. You roll 2D6 with a if necessary. After moving, you may face the model target number of 5, but you roll and 1 and a 3. The roll fails in any direction and perform a ranged attack as you and your model immediately falls back toward the closest normally would, or it may run instead if you wish. The board edge. model may shoot at any target that is visible, but it will not voluntarily enter melee combat and must end it’s movement more than 1 inch away from enemy models. Models locked in melee must rst try to leave the ght as dened on page 20.
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Horses
Your gang members can travel on a horse to benet from greater speed. Horses are available for purchase from the Livery and General Store listed on page 32. A horse’s listing includes any attributes, statistics or skills & functions it may have. Horses also have an XP rating for the purposes of determining your gang’s Fame.
Attacking from a Mount: As long as you don’t direct
Some or all of your gang members may have their own horse. Please remember the WYSIWYG rule, if you want a model to ride a horse, you will need to have a model of your gang member on a horse, in addition to a similar model on foot to be used case he wants to get off the horse or the horse is killed.
In melee combat, a horse counts as a second model for the purposes of outnumbering, though the horse itself does not ght. Due to it’s size and strength, a rider on a horse may freely leave melee combat during his movement and cannot be restrained.
In order to use a horse, you simply activate its rider as you normally would. If the rider ever dismounts, the horse will remain where he left it until he returns.
but the rider may direct his horse to trample a target. Declare that you want to trample when you move the model. The rider will direct the horse to run, and may only move in a straight line. Any model (friend or foe!) that will come within 1” of the horse along its path risks being trampled. Models may jump out of the way by making a Quickness roll, using half of the total inches moved as a target number. You only need one successful roll to jump out of the way. If a model fails the roll, it is trampled! Roll a D3 to see how many saves the trampled model must make, using the horse’s Strength to resolve the damage done.
Movement: A horse will have a movement speed
associated with it, this is how many inches it can move each turn. The rider may also use a run action with the mount, but using the horse’s Quickness Attribute. The rider cannot attack or perform any other action if the horse is running. Mounting & Dismounting: The rider can get off or on
his horse whenever he wishes. A rider must mount or dismount instead of moving or attacking. If your model wants to get on a horse, it must end its movement within the horse’s Personal Space.
your horse to run, you may still make a ranged or melee attack. If your horse moved, you will have a +1 added to your target number to hit. There is no penalty if the model remained stationary, or just turned on the spot to change its facing.
Trampling: Horses will not ght in combat normally,
Example: if you begin your activation by dismounting, you will not be able to move anywhere unless you run, moving only the distance in your Quickness roll, or you may attack. If you would like to get on your horse after walking up to it rst, you will not be able to attack or perform any other action. Shooting at Horses: If you wish to attack a mounted
model, simply roll your attacks as normal. If all rolls miss, roll a further D6 and on a roll of a 1 or a 2, your shot hit the horse instead, similar to the Crowded Targets rule on page 16. You cannot target the horse itself, your attack is always made against the rider, unless your missed shot hits the horse. A model on a horse counts as being in Soft Cover. If a horse is taken out of action, but the rider is still alive, remove the horse model and replace it with a model of the rider on foot. If a rider is taken out of action, assume the horse ran off and left him for dead.
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What s the Story
Usually, gangs have a reason for ghting each other. You and your opponent may come up with a fun storyline for your game, or use one of the scenarios starting on the next page. Before you begin, rst you must determine who will be the attacker, and who will be the defender. Both players roll 1D6, rerolling ties, and the player who rolls the highest may choose to be the attacker or defender. When it is time to place your models, the defender always sets up a model rst.
The Game Board Most average games are played on a 4 foot square board. You may adjust the size to suit your needs and space, but the minimum space should be at least a 2 foot square, and on a board that small your gangs shouldn’t be more than 5 or 6 models per side. Fighting on such a small board will give you a quick, fun and lethal game. Larger boards will give you more space to move around and explore different strategies and tactics.
High Noon is usually the most common, where each
gang’s starting area goes across the whole side of the board, and in 25% deep. All models must be placed in this zone before the game starts. Both players roll 1D6, rerolling ties, and the winner may choose which side of the board to start on. Cornered is a great way to make the most out of a
smaller board, or a good way to set up for multiple players. The starting areas are a corner of the board, measuring 25% on each side, and then a line connecting them diagonally. Your models will be more tightly packed when you rst start out, but there will be a greater distance between the gangs when you rst start playing. Both players roll 1D6, rerolling ties, and the winner may choose which corner of the board to start on. Surrounded has a circle that is 25% across in the
Both players may add terrain in a mutually agreeable fashion to make the board look good and give your gang members things to hide behind. Don’t forget to include any special terrain pieces your story may need. After you’ve set up your terrain, it’s time for your gangs to take their starting positions. On the right, you will see some setup diagrams. Percentages are given instead of exact dimensions, but based on a 4 foot board, 25% would equal 12 inches. When measuring your starting areas, it is usually a good idea to mark the edge of it with some spare dice or other counter, just so you know your models are all “behind the staring line.”
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center of the board, and this is the starting zone for the defenders. The attackers will have a whole board edge for a starting zone, based on High Noon above. Surrounded & Cornered combines the previous two,
with the defenders in the center circle, and the attackers in one corner of the board.
Setting Up After you and your opponent decide on a board layout, the defender will position one model within his starting zone. After his rst model is placed, the attacker will do the same. Players alternate placing one model at a time until all models are on the board and ready for action. Now it’s time to roll for initiative and start ghting!
Game Board Gang Setups
High Noon
Cornered
Surrounded
Surrounded & Cornered
The illustrations above show the starting areas for your gangs on a square game board. While some areas may appear to be small, keep in mind that the average board size is a 4 foot x 4 foot square, leaving more than enough room to t quite a few models in there. Lastly, these are simply suggestions, if you feel you have a better way, by all means go for it!
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, This Town Ain t Big Enough! Story
Victory
Both gangs have run into each other, and this town ain’t big enough for the both of you. This is what is considered a “normal gang ght” where the object is, quite simply, to kill the other gang.
The winner will be whichever player has taken the entire enemy gang out of action, and/or forced them to run away. If your game is cut short, or you are playing with a xed turn or time limit, when the game ends simply add up the XP for every enemy member that you took out of action or forced to ee off the board. This will be your score for the game, and whoever scores the highest is the winner.
Objective Wipe out the other gang or send ‘em packing.
Bounty Hunting Story
Objective
Word has it, there’s a price on someone’s head. Always looking for a quick buck, many gangs are out on the hunt. He’s wanted, dead or alive!
Attackers must take out the wanted model, defenders must take out the nominated Bounty Hunter.
Set Up The attacker should have at least 1 Bounty Hunter in the gang, if there are more than 1, nominate which Bounty Hunter will be going after the bounty. If there are none, the gang’s leader will be after the bounty instead. The attacker then selects 1 enemy model to be the one with a price on his head, simply choose one, or use a random way to determine. The wanted model can (and should!) be placed in cover or inside a building.
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Victory If the wanted model is taken out of action or ees off the board, the attacker wins at the end of that turn, unless a doctor can heal him before the turn ends, or the Bounty Hunter is taken out as well. If the Bounty Hunter is taken out of action or ees off the board, the defenders will win at the end of that turn, unless a doctor can heal him or the wanted model is also taken out. If both the wanted model and the Bounty Hunter are taken out of action in the same turn, and not healed before the turn ends, the game will end as a draw.
Stay of Execution Story
Objective
A member of your gang as been captured by a rival and is about to be executed for his “crimes.” Now is the time to stop them!
The objective is to free the captured model or take all of your enemies out of action. To free the captive, one of the attacker’s models needs to be within the captive’s Personal Space and spend a turn freeing him instead of attacking or performing any other action. The model attempting to free him must make a Strength roll of 5+, and may roll +1D6 for every other friendly model in the captive’s Personal Space.
Set Up Add a suitable terrain feature for a hanging or other sort of execution in the center of the board. This could be a model representing gallows, or simply a tree that could have a branch with a noose tied to it. If you do not have a suitable piece of terrain, you may use a building and consider it a jailhouse or rival gang’s hideout. The defender selects any one of his models to be the executioner, and any one of the attacker’s Henchmen models as the captive. Place the executioner and captive within 1” of the special terrain piece. The captive should be in the executioner’s Personal Space, but they cannot ght each other. After these 2 models are placed, set up the rest of your models based on the layout you chose.
If freed, the captured model will only be permitted to ght in melee combat with just his sts, unless a friendly model within his Personal Space spends his activation to lend the captive one of his weapons instead of shooting or ghting, or any other action. The defending player will not be allowed to attack the captive unless he is freed rst, then all bets are off! If the executioner is killed, the captive will remain where he is until freed as described above. He is tied up and can’t move on his own. The defenders still may not attack him unless he is freed rst. If the captive is freed, he must ee off his gang’s starting board edge. If he escapes, the attackers have won. If he is taken out of action, the defenders will win at the end of the turn if he is not healed in time.
Victory The Attackers will win if at the end of the current turn if they can free the captive model and it can escape off the board. The defenders will win if they can take the captive out of action while it’s escaping.
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Gold Rush Story
Objective
You’ve heard prospectors saying there’s some gold running through this place. Your gang is out to claim their share, but so is everyone else.
Get all the gold! To collect a chunk of gold, a model simply walks up to it and picks it up instead of attacking or performing any other action. The counter is kept with the model at all times. A model may carry up to 1 chunk of gold for each point of Strength it has, no more. If a model with gold is taken out of action, all of it will drop at his feet and any other model may pick them up, but may only pick up 1 piece per turn.
Set Up Each player rolls 1D6, plus the amount of Prospectors in their gang, if any (for example, if you have 2 Prospectors, you will add 2 to your roll). This total is how many chunks of gold they may place on the board. First, the defender will place one of his gold chunks in the center of the board. You may use any kind of suitable token, such as a glass bead or small coin. Next, the attacker will place 1 chunk 8” away from it in any direction. Then both players will take turns placing 1 chunk at a time in any direction, 8” away from any other chunk. All chunks must be at least 2” away from each other.
One gang must eliminate the other, but if a model has at least one piece of gold, it may voluntarily ee off the board via the gang’s starting board edge. If all gold chunks are taken off the board, the game will end at the end of that turn, and the player with the most gold will win. If both players have the same amount, the game is a draw. If one entire gang is wiped out, the game will end and the remaining player may claim all pieces left on the board.
Victory Each piece of gold that a player can remove from the board is worth 1 point. At the end of the game, when one gang is either wiped out or ed, the gang with the most chunks of gold will win, even if they were the gang that was wiped out.
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Livery & General Store
What follows below are special rules pertaining the different types of weapons in Blackwater Gulch, in addition to a listing of weapons your gang members may equip. Items are broken down by level, referring to the number of the Ranged Combat or Melee Combat Attribute your model must have in order to be able to use it without a penalty. 1 and 2 Handed Melee weapons will use your Melee Combat Attribute, while Pistols, Longarms, Repeaters and Thrown weapons use your Ranged Combat Attribute.
How Many Hands
Thrown
Usually listed for melee weapons, this simply denes how many hands you need to wield this weapon.
Thrown weapons are 1-Handed ranged weapons, however a model may not equip one in each hand like other 1-Handed weapons. Unless otherwise specied, the range of any Thrown weapon is the model’s Strength +1D6. Determine your throwing distance with each attack, before choosing a target.
Pistol Most common in Blackwater Gulch, pistols or revolvers are 1-handed guns with a short to medium range. As they are 1-handed weapons, if a model has a pistol in each hand, it may shoot twice.
Longarm These are commonly 2-handed, long range & singleshot ries meant to take out targets at a great distance. Extra long barrels and steady hands give these ries the ability to reroll 1 missed D6 when you roll to hit.
Shotgun A rie that is a short ranged, 2 handed, double-barreled gun meant to blast whoever gets too close. They re shells full of buck shot, granting +1 Strength when red at targets in Close Range.
Repeater
Thrown weapons that completely miss their to hit roll may be thrown back! To make a throwback, the target must make a Quickness roll with a Target Number being the amount of inches thrown, to a maximum of 6. If the Quickness roll is missed, nothing happens, but if successful he may make an immediate throwing attack with the same weapon. Roll for distance, and select a new target as normal. If this new throwing attack also misses, or if your distance roll isn’t high enough to hit a new target, the original target will end up being hit after all and will take just 1 normal hit from the weapon. If it was a aming or explosive weapon, it will go off in his hands! Thus, throwbacks are risky, but sometimes worth the risk.
A common 2-handed, medium to long range gun. Repeating ries have a magazine or other sort of mechanism that can hold several rounds, allowing a talented shooter to re several bullets in quick succession, granting +1D6 when rolling to hit.
Parry Some melee weapons have long blades or shafts that can be used to parry or block incoming blows. A weapon that can parry will give the wielder +1 Defense against melee attacks. If a model is equipped with 2 1-handed weapons that can parry, he will earn +1 Defense and also be permitted to reroll 1 failed D6 in a saving throws from melee attacks.
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Explosive
Flaming
Exploding weapons are very dangerous. Not only is it bad to be caught in the middle, all explosions have a blast radius of 1D6” and anything caught in the radi us is in for some pain.
Some weapons are meant to set your enemies on re. When attacking with a aming weapon, if your target fails his Defense roll and loses 1 or more points of Health, but isn’t taken out of action, he will be set on re.
Roll to hit as normal, you just need 1 successful hit for the explosion to go off. Roll 1D6 for the blast radius and measure out from the edge of the target’s base the amount of inches rolled, and any model within this distance is caught in the blast and will be hit as well, friend or foe. The target model will take 1D6 hits from the explosion that must be saved with a Defense roll. If a model’s entire base falls within the blast radius, it will take 1D3 hits. If a model’s base is just partially in the blast radius and not fully inside, it will take 1 hit. Example: 3 models are caught in a dynamite blast and must make a saving throw to avoid being hurt, the stick of dynamite has a strength of 5. The target model rolls a D6 and scores a 4, the second is fully within the blast radius, so he rolls a D3 and comes up with a 2. The 3rd model only had half of his base touched by the blast radius, so he just takes 1 hit. The target model will need to make 4 saves with a target number of 5 to avoid being hurt, while the second will only need to make 2 saves, and the third just makes 1 save.
Unless otherwise specied, an explosive weapon must be used against a model, not just targeted at the ground.
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On it’s next activation, the target may move and run as normal, but may not attack or perform any action other than trying to put the re out. If the model enters a water terrain feature, the re goes out immediately, but he still may not attack that turn. If no water is nearby, he may “Stop, Drop & Roll” and attempt to put out the re. Make a Defense roll with a target number of 6. If just 1D6 is successful, the re goes out. If unsuccessful, the re still burns and the model will lose 1HP. This will continue until either the re is put out, or the model is eventually reduced to a charred husk and taken out of action.
Model’s Strength Mostly just for melee weapons, a Strength value listed as “M” on the equipment listing means you will use the attacking model’s Strength to determine the Strength of the attack. Some weapons may also add extra Strength to your attack, and if so this will be listed in the Strength values of the weapon as “M+1” or M+2 and so on. Some weapons will add to other Attributes and Statistics as well, and if so it will be noted in the weapon’s description.
Super Strength
On Realism
There could be occasions where the Strength of an attack gets modied to be higher than 6. For example, a model with a Long Barreled Shotgun ring at a target in close range would be attacking with a total of 7 Strength, but dice only go up to 6.
In reality, most if not all of the guns in the game could shoot quite far. To break it down into realistic terms where 1 inch in the game could equal around 4-5 feet in reality, just about every gun could shoot clear across the board, and then some, with very little difculty. The game, however, wouldn’t be very fun if everyone To address this, every point of Strength over 6 will just sat in the corners shooting at the opposite side. In force the target to reroll 1 successful D6 for his saving the interest of game balance and enjoyment, the ranges throw. In the above example, the unfortunate target represented above were selected to provide a challenge getting hit with a Strength 7 attack would have to make and allow players many fun tactical options, and to a Defense roll with a Target Number of 6, and then he make the game interesting and entertaining. will have to reroll one successful D6. Furthermore, some weapons held very small amounts of ammunition, or could only re once or twice in succession. This is something we just do not consider, again in the interest of gameplay and fun. Just assume your gang members are reloading their weapons on the move.
Horse Attributes
Mule
Large Horse
Speed
Str
Qui
Sta
Int
XP
Speed
Str
Qui
Sta
Int
XP
7”
3
3
2
2
10
9”
5
5
4
3
40
Small Horse
War Horse
Speed
Str
Qui
Sta
Int
XP
Speed
Str
Qui
Sta
Int
XP
8”
4
4
3
2
20
10”
6
6
5
3
80
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Level 1 Weapons Derringer Pocket Revolver Str Short Range Long Range 3
0-6”
Type/Notes
6-12”
Pistol
Volcanic Carbine Str Short Range Long Range 3
0-14”
Knuckleduster
Type/Notes
14-20”
Repeater
Throwing Knives
Str
Type/Notes
Str
Type/Notes
M
1-Handed Melee
M
Thrown
Level 2 Weapons Volcanic Pistol Str Short Range Long Range 3
0-8”
Spencer Light Sporing Rifle Type/Notes
8-14”
Pistol
Str Short Range Long Range 3
Tomahawk or Hatchet Str
Type/Notes
M+1
1-Handed Melee
0-18”
Type/Notes
18-28”
Longarm
Sharps Coach Gun Str Short Range Long Range 4
0-4”
Type/Notes
4-8”
Shotgun
Level 3 Weapons Remington Army Revolver Str Short Range Long Range 4
0-9”
Type/Notes
9-15”
Pistol
Henry Repeater Str Short Range Long Range 4
Bowie Knife or Machete
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0-16”
Type/Notes
16-22”
Repeater
Burning Bottle of Booze
Str
Type/Notes
Str
Type/Notes
M+1
1-Handed Melee, Parry
4
Thrown, Flaming
Level 4 Weapons Cooper Navy Revolver Str Short Range Long Range 4
0-10”
Type/Notes
10-16”
Pistol
Sharps Standard Long Range Rifle Str Short Range Long Range 4
0-20”
Miner’s Pick or Shovel Str
Type/Notes
M+2
2-Handed Melee
20-30”
Type/Notes Longarm
Parker Short Barrel Shotgun Str Short Range Long Range 5
0-5”
5-10”
Type/Notes Shotgun
Level 5 Weapons Smith & Wesson Frontier Revolver Str Short Range Long Range 5
0-11”
Type/Notes
11-17”
Pistol
Winchester Repeater Str Short Range Long Range 5
0-18”
Sledge Hammer or Large Axe
18-24”
Type/Notes Repeater
Dynamite
Str
Type/Notes
Str
Type/Notes
M+2
2-Handed Melee, Parry
5
Thrown, Explosive
Level 6 Weapons Colt 45 Peacemaker Str Short Range Long Range 6
0-12”
12-18”
Remington Rolling Block Rifle
Type/Notes Pistol
Str Short Range Long Range 5
Cavalry or Dueling Saber Str
Type/Notes
M+2
1-Handed Melee, Parry, also requires Quickness of 3
0-24”
24-32”
Type/Notes Longarm
Remington Long Barrel Shotgun Str Short Range Long Range 6
0-6”
6-12”
Type/Notes Shotgun
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So, Now What? This is the end of the basic rules for Blackwater Gulch. Now that you’ve read through the rules, we hope that you will be inspired to gather up a few friends, set up some gangs and start ghting! Remember to visit our website often! We regularly add articles, downloads and more to help you get the most enjoyment out of your games. You will nd downloadable gang rosters, gang building and collecting ideas, along with painting and modeling resources so you can make your gang look great. You can nd us online anytime at www.gangghtgames.com or www.blackwatergulch.com. Our online store also features our growing line of 30mm miniatures that you can add to your current collection. Our Gang Leader gures all include optional hands with a variety of weapons that you can use to customize our models and convert old ones. Soon, we will also be releasing 5-man themed starter sets that will be a great way to get your gangs started, in addition to separate gures if you just need to add someone special. In the future, we also intend to carry a full line of terrain and hobby products perfect for building your own little corner of Blackwater Gulch! Lastly, we would like to thank you for reading our rules and welcome your questions and comments on our website, or you can email us anytime at
[email protected]. Now it’s time to get your gang started and ght your way to fame and fortune!
A 2 foot x 2 foot game board using a square from the Citadel Realm of Battle Gameboard, Buildings by Ameritowne (shops and brick building), Plasticville by Bachmann Trains (barn), Perry Miniatures (farm house and fences), and Woodland Scenics (trees). The miniatures are f rom Black Scorpion Miniatures’ Tombstone line.
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Gang Name:
Name: Attributes Statistics Str: _____ XP: _____ Qui: _____ Sta: _____ HP: _____ Int: _____ RC: _____ DP: _____ MC: _____
Name: Profession: Weapons:
Name: Attributes Statistics Str: _____ XP: _____ Qui: _____ Sta: _____ HP: _____ Int: _____ RC: _____ DP: _____ MC: _____
Str: _____ XP: _____ Qui: _____ Sta: _____ HP: _____ Int: _____ RC: _____ DP: _____ MC: _____
Profession: Weapons:
Str: _____ XP: _____ Qui: _____ Sta: _____ HP: _____ Int: _____ RC: _____ DP: _____ MC: _____
Profession: Weapons:
Str: _____ XP: _____ Qui: _____ Sta: _____ HP: _____ Int: _____ RC: _____ DP: _____ MC: _____
Weapons:
Attributes Statistics Str: _____ XP: _____ Qui: _____ Sta: _____ HP: _____ Int: _____ RC: _____ DP: _____ MC: _____
Profession: Weapons:
Attributes Statistics Str: _____ XP: _____ Qui: _____ Sta: _____ HP: _____ Int: _____ RC: _____ DP: _____ MC: _____
Profession: Weapons:
Name: Profession: Weapons:
Name: Attributes Statistics
Str: _____ XP: _____ Qui: _____ Sta: _____ HP: _____ Int: _____ RC: _____ DP: _____ MC: _____
Profession:
Name:
Name: Attributes Statistics
Attributes Statistics
Name:
Name: Attributes Statistics
Fame:
Attributes Statistics Str: _____ XP: _____ Qui: _____ Sta: _____ HP: _____ Int: _____ RC: _____ DP: _____ MC: _____
Profession: Weapons:
Name: Profession: Weapons:
Attributes Statistics Str: _____ XP: _____ Qui: _____ Sta: _____ HP: _____ Int: _____ RC: _____ DP: _____ MC: _____
© Copyright 2011 Gangfight Games. A ll rights reserved.
Profession: Weapons: