TEXT: DRACULA’S AMERICA
  SHADOWS OF THE WEST
  QUICK REFERENCE
  Tests
  1: Determine Base Number of Dice
  Take a certain number of Dice of the type appropriate to their 
  Rank to start with.
  2: Apply Dice Modifiers
  Apply any appropriate Dice Modifiers as applicable to the 
  situation. Note that these alter the number of Dice you get to 
  roll, rather than the scores on the Dice.
  You can never be reduced to 0 Dice for any Test – you always 
  get at least 1 Die, regardless of Modifiers.
  3: Roll the Dice
  • 
  Each Die showing a score of 5 or better is a Success.
  • 
  Each Die showing a score of 4 or less is a Failure.
  • 
  If a Die shows the maximum possible score, then you 
  may re-roll one of the other Dice if you wish, following 
  the rules for re-rolls.
  4: Determine Outcome
  The total number of Successes you scored will determine the 
  outcome of the Test.
  Grit
  •  Novices: D6
  •  Veterans: D8
  •  Heroes: D10
  Anatomy of the Turn
  1: DRAW PHASE
  Create Hand – draw cards equal to half the number of your 
  models on table (round up), plus one if Boss is amongst them.
  2: ACTION PHASE
  i. Play a card from your Hand. Play a card face-down.
  ii. Determine order of Activations. Flip face-down cards to 
  determine order of Activation:
  • 
  Highest value card to lowest. Aces, Kings, Queens, 
  Jacks, numerical cards (10–2), then Jokers.
  • 
  Black cards before red cards.
  • 
  Cards of same value. Roll-Off if multiple players reveal 
  conflicting cards then resolve Activations in that order.
  • 
  Identical cards. An Event occurs, then Roll-Off to 
  establish who Activates first.
  iii. Make Activations
  Activate any of your models that do not already have Done 
  Tokens. You have three options:
  • 
  If all models have Done Tokens, you must Pass. Card 
  goes to the Discard Pile.
  Anatomy of the Turn (cont’d)
  • 
  Solo Activation. Perform a combination of any two 
  Actions (Move, Shoot, Fight or Lookout) with a 
  single model. Each Weapon can only be fired once per 
  Activation. The model then receives a Done Token.
  • 
  Dual Activation. Choose two models and make one 
  Action with each of them. Both models receive Done 
  Tokens.
  iv. Discard and Repeat
  Cards used for Activation go face up on your Discard Pile. 
  Start the process again at step 1 until all players have no  
  cards in their Hand or all models on the table are marked as 
  Done. Discard any remaining cards in your Hand and the 
  Action Phase ends.
  Running Out of Cards
  Played cards remain in your Discard Pile until you Refresh 
  your Deck. If you find yourself unable to draw enough cards 
  at the start of a new Turn, Refresh your Deck by drawing 
  what cards you can, then shuffling your Discard Pile and 
  continue drawing as necessary.
  Lone Gun!
  If you have a Hand comprising only one card at the start of a 
  Turn, you may decide exactly when to play it (following all 
  normal rules for doing so) during the Phase.
  3: THE NPC PHASE
  Roll-Off – winner decides the order in which NPCs will act, 
  subject to this sequence:
  • 
  Innocent Bystanders and scenario-specific NPCs get to 
  act first.
  • 
  Supernatural Creatures then get to act.
  4: RECOVERY PHASE
  i. Remove Done Tokens
  ii. Make Recovery Tests. 3 Dice Recovery Test for each 
  Downed model. Counts the number of Successes. +1 Die 
  Modifier for any model with any friendly non-Downed 
  models in Contact.
  • 
  0 Successes: Remove model as a Casualty
  • 
  1–2 Successes: Model remains Downed.
  • 
  3+ Successes: Model stands back up but is Shaken.
  iii. Bottle Checks
  Make Bottle Check when half Posse’s starting number 
  (rounded down) is a Casualty or Downed. Boss must make 
  Bottle Check – unmodified 3 Dice Nerve Test – on behalf of
  the entire Posse. If Boss is Downed or not on the table, the 
  model with the next highest Rank must make the Check on 
  only 1 Die.
  • 
  At least 1 Success: Posse fights on.
  • 
  0 Successes: Entire Posse ‘Bottles Out’ – all its 
  remaining models are removed from play.
  
  Shoot
  1: Declare Weapon and Target
  2: Check Range
  3: Roll to Hit. With Range determined, make a 3 Dice 
  Shooting Test. The following Dice Modifiers apply:
  TYPE
  MODIFIER
  Target has Cover
  -1
  Target at Long Range
  -1
  Back-Shooter
  +1
  Target at Short Range 
  +1
  Shooter Elevated
  +1
  4: Target Makes Save if Hit. The Target model must now 
  make a Save on one Grit Die to try and escape harm.
  NO. OF SUCCESSES
  SAVE ON
  1
  5+
  2
  6+
  3
  7+
  4
  8+
  5
  9+
  6+
  10+
  Fight
  When a model is Activated for a Fight Action, follow this 
  procedure:
  1: Choose Defender
  2: Roll to Strike and Determine Outcome. Both models 
  now make a 3 Dice Fight Test. The following Die Modifiers 
  will apply to one or both models:
  TYPE
  MODIFIER
  You are Charging
  -1
  You are Attacking a Fortified Defender
  -1
  Each unengaged enemy in Contact with 
  you after the first
  +1
  Both models then total up their Successes:
  • 
  If the Attacker scores more Successes, they win the Fight 
  and strike the Defender.
  • 
  If the Defender scores more Successes, they win and 
  strike the Attacker.
  • 
  If the totals are equal, the model with the single highest 
  scoring Die wins by 1. Otherwise the Fight is a Draw 
  and has no effect, the Action ends and the models remain 
  engaged (in Contact) with each other.
  3: Loser Makes a Save
  Damage
  When a model Fails a Save, the amount by which the Save 
  was Failed determines the Damage suffered by the model:
  AMOUNT FAILED BY
  DAMAGE RESULT
  1-2
  Shaken
  3-4
  Downed
  5+
  Removed as Casualty
  Shaken
  While Shaken, a model treats its Grit Die as one Rank lower, 
  to a minimum of D6. Further Damage results of Shaken cause 
  the model to be immediately Downed.
  Downed
  Whilst Down, a model may only be Activated to make a Move 
  Action to crawl up to 2” and can be ignored by all models. It 
  may not be Shot at but can be Fought – no Fight Test is made 
  and the Downed model is immediately removed as a Casualty.
  Basic Weapon Summary
  WEAPON
  S
  M
  L
  JAM
  NOTES
  Pistol
  4”
  8”
  12”
  D10
  Pistol
  Carbine
  6”
  12”
  18”
  D10
  Rifle
  Shotgun
  4”
  8”
  12”
  D10
  Shotgun. +1 Die Shooting at up to 4”, and -1 Die at 9-12”
  Bow
  6”
  12”
  18”
  D10
  Native Americans only. Targets gain a +1 Save Modifier T -12”, and +2 at 13-18”
  Rifle
  8”
  16”
  24”
  D8
  Rifle
  Special Weapon Summary
  WEAPON
  S
  M
  L
  JAM
  NOTES
  Heavy Pistol
  4”
  8”
  12”
  D8
  Pistol. Targets suffer -1 Save Modifier at up to 4”
  Sixgun
  4”
  8”
  12”
  D6
  Pistol. May Shoot twice as one Action
  LeMat Pistol
  4”
  8”
  12”
  D8
  Pistol. Once per game, may Shoot as Sawn-Off Shotgun
  Repeater Rifle
  6”
  12”
  18”
  D6
  Rifle. May Shoot twice as one Action
  Buffalo Gun
  10”
  20”
  30”
  D6
  Rifle. Targets suffer-1 Save Modifier at up to 10”
  Sawn-Off Shotgun
  6” Fire Corridor
  Auto
  Shotgun. Automatically Jams after Shooting
  Jamming Checks. If you missed and at least one Die scored a 1, you must make a Jamming Check. On a Success nothing 
  happens, but on a Failure the Weapon receives a Jammed Token, which must be cleared before it can be used again!
  
  Skills
  SKILL
  NOTES
  Trigger-
  Happy
  This model may Shoot the same Weapon twice in 
  a single Activation, following all usual rules. This 
  Skill cannot be used as part of a Reaction, and 
  cannot be combined with the Gunslinger Skill.
  Gunslinger
  If armed with two Pistol-Class Weapons, this model 
  may fire both as a single Shoot Action, against 
  different Targets if you wish. Resolve each Attack 
  separately, following all the usual rules. This Skill 
  cannot be used as part of a Reaction. Sixguns may 
  not fire twice, and LeMat Pistols cannot use their 
  once-per-game ability when using this Skill.
  Hawkeye
  This model may re-roll a Failed Spotting Test, and 
  ignores the usual rules for Shooting into a Fight – 
  in this case, it may freely pick its Target.
  Gunsmith
  This model may re-roll any Failed Jamming Check.
  Trick 
  Shooter
  When it Shoots with a Rifle-Class Weapon, this 
  model ignores either the Long Range or the Cover 
  Die Modifier. Declare which Modifier you are 
  ignoring before making the shot.
  Deadeye
  This model gains an extra +1 Die Modifier on its 
  Shooting Tests.
  Fighting Skills
  SKILL
  NOTES
  Close Work
  This model may use an unjammed Pistol-Class 
  Weapon during a Fight to gain a +1 Die Modifier. 
  Using two Pistols grants a +2 Modifier, but cannot 
  be combined with the bonus from a Derringer in 
  this case.
  Fearsome
  Enemy models wishing to Fight this model (even if 
  it is Down!) must pass a 1 Die Nerve Test or suffer 
  a -1 Die Modifier on its Fight Tests this Activation. 
  Note that other Fearsome models ignore this Skill.
  Bull-Rush
  If this model Charges and wins the ensuing Fight, 
  the Defender suffers a -1 Save Modifier.
  ‘Ornery
  This model ignores the penalty for being in Contact 
  with multiple enemies in a Fight.
  Tough
  This model always has a +1 Save Modifier.
  Mean
  This model gains an extra +1 Die Modifier on its 
  Fight Tests.
  Gumption Skills
  SKILL
  NOTES
  Bushwhacker
  When this model is on Lookout and Reacts, after 
  resolving their Reaction roll one Grit Die on 
  their behalf. If you score a Success, this model 
  retains its Lookout marker and is not classed as 
  Done. It can still only React once per triggering
  Action, however!
  Nerves of Steel
  This model may re-roll any one Die result on all 
  its Nerve Tests, including Bottle Checks when 
  applicable.
  Hard to Kill
  If this model is Downed at the start of the 
  Recovery Phase, it automatically stands up 
  Shaken.
  Quickdraw
  This model may re-roll a Reaction Test.
  Lead-belly
  This model ignores the Grit Penalty whilst 
  Shaken.
  Slick
  When Activated, this model may roll one Grit 
  Die. On a Success, it can make an additional 
  Action this Activation.
  Lasting Injuries
  INJURY
  NOTES
  Old Wound
  The model must roll one Grit Die before 
  Deployment at the start of each game from now 
  on. If the roll is Failed, the model begins that 
  game already Shaken.
  One-Eyed
  The model suffers a -1 Die Modifier on all 
  Shooting Tests from now on.
  Limp
  If on foot, the model can only make one Move 
  Action per Activation from now on, regardless 
  of how many Actions it has.
  Weakened
  The model suffers a -1 Die Modifier on all Fight 
  Tests from now on.
  Notes
  For more gaming resources and information 
  about upcoming releases, please visit:
  WWW.OSPREYGAMES.CO.UK
  
SOURCE: textdata/thevault/Osprey System/Dracula's America/Osprey - DAM - Dracula's America - Shadows of the West - Quick Reference Sheet (Portrait).pdf