TEXT:  
  CCoom
  mbbaatt  M
  Maanneeuuvveerrss  
  Aim: +2 Shooting/Throwing if character does not move. 
  Area Effect Attacks: Targets under template suffer damage, raises don’t add to damage, treat 
  cover as armor; missed attack rolls cause deviation: 1d6” if thrown, 1d10” if launched; Short range 
  x1, Medium range x2, Long range x3; d12 for direction. 
  Autofire: -2 Shooting; number of die rolled x ROF equals number of bullets used. 
  Breaking Things: See Obstacle Toughness pg 66; Parry 2; No bonus damage or Aces. 
  Called Shots  
  Limb: -2 attack;   
  Head/Vitals: -4 attack; +4 damage;  
   
   
  Small target: -4 attack;  
  Tiny target: -6 attack. 
  Cover   
  Light: -1   
  Medium: -2  
  Heavy: -4. 
  Darkness  
  Dim: -1 attack;  
  Dark: -2 attack; targets not visible beyond 10”  
   
  Pitch Darkness: Targets must be detected to be attacked at -4. 
  Defend: +2 Parry; character may take no other actions. 
  Disarm: -2 attack; defender must make a Str roll vs. the damage or drop his weapon 
  Double Tap/Three Round Burst: +1 attack and damage/+2 attack and damage 
  The Drop: +4 attack and damage 
  Fighting on mount: Use lowest of Fighting or Riding skills for attack. 
  Finishing Move: Instant kill to helpless foe with lethal weapon 
  Firing Into Melee: See Innocent Bystanders 
  Full Defense: Fighting roll becomes Parry until next action; may not move at all. 
  Ganging Up: +1 Fighting per additional attacker; maximum of +4 
  Grappling: Fighting roll entangles; raise Shakens. Opposed Strength/Agility to cause damage 
  (break free); Str damage/raise d6(consumes action; act normally with raise). 
  Innocent Bystanders: Missed Shooting or Throwing roll of 1(1 or 2 with shotguns or autofire) hits 
  random adjacent target 
  Nonlethal Damage: Edged weapons -1. Incapacitated Extras knocked out for 1d6 hours; Wild 
  Cards check Incapacitation Table. 
  Obstacles: If attack would hit without cover, then obstacle adds Armor to Toughness. 
  Prone: Medium cover at greater than 3”; defenders suffer -2 Fighting, -2 Parry in melee. 
  Ranged Weapons in Close Combat: Pistols only; Target Number is defender’s Parry 
  Suppressive Fire: Shooting with normal Mods.; Success: targets in the Medium Burst Template 
  make a Spirit roll + cover mod. or be Shaken; 1’s are 1 hit for normal damage. 
  Test of Wills: Intimidate opposed by Spirit; Taunt opposed by Smarts; Success: attacker gains +2 
  to next action against this target; Raise: opponent is Shaken as well. 
  Touch Attack: +2 Fighting 
  Trick: Describe action; make opposed Agility or Smarts roll; opponent is -2 Parry until next action; 
  with a raise, the foe is -2 Parry and Shaken 
  Two Weapons: -2 attack; additional -2 for off-hand if not Ambidextrous 
  Unarmed Defender: Armed attackers gain +2 Fighting 
  Unstable Platform: -2 Shooting from a moving vehicle or animal 
  Wild Attack: +2 Fighting; +2 damage; -2 Parry until next action. Multiple attacks are OK. 
  Withdraw from Close Combat: Adjacent foes get one free attack at retreating character 
  SStteeaalltthh  M
  Mooddiiffiieerrss  
  Modifier 
  Situation 
  +2 
  Crawling 
  -2 
  Running 
  +1 
  Dim light 
  +2 
  Darkness 
  +4 
  Pitch darkness 
  +1 
  Light cover 
  +2 
  Medium cover 
  +4 
  Heavy cover 
  T
  Trraacckkiinngg  M
  Mooddiiffiieerrss  
  Situation 
  Modifier 
  +2 
  Tracking more than 5 individuals 
  +4 
  Recent snow 
  +2 
  Mud 
  +1 
  Dusty area 
  -4 
  Raining 
  -2 
  Tracking in poor light 
  -2 
  Tracks are more than one day old 
  -2 
  Target attempted to hide tracks 
   
  H
  Heeaalliinngg  M
  Mooddiiffiieerrss  
  Modifier 
  Condition 
  -2 
  Rough traveling 
  -2 
  No medical attention 
  -2 
  Poor environmental 
  conditions, such as intense 
  cold, 
  heat, or rain 
  - 
  Medical Attention (1940 or 
  earlier) 
  +1 
  Medical Attention (1941 or 
  better) 
  +2 
  Medical Attention (2010 
  and beyond) 
  L
  Looaadd  L
  Liim
  miittss  
  A character’s load limit is equal to 5 x Strength. 
  Every multiple of the load limit after the first 
  subtracts 1 from a character’s: 
  • Agility and all linked skills 
  • Strength and all linked skills 
  F
  Feeaarr  T
  Taabbllee  
  1d20* 
  Effect 
  1-4 
  Adrenaline Surge: The hero’s “fight” response takes over. He adds +2 to all Trait and 
  damage rolls on his next action.  
  5-8 
  Shaken: The character is Shaken. 
  9-12 
  Panicked: The character moves full pace in opposite direction then is Shaken. 
  13-16 
  Minor Phobia: The character gains a Minor Phobia Hindrance somehow associate with 
  the trauma. 
  17-18 
  Major Phobia: The character gains a Major Phobia Hindrance. 
  19-20 
  The Mark of Fear: The hero is Shaken and also suffers some cosmetic physical 
  alteration —a white streak forms in the hero’s hair, his eyes twitch constantly, or some 
  other minor physical alteration. This reduces his Charisma by 1. 
  21+ 
  Heart Attack: The hero is so overwhelmed with fear that his heart stutters. He bcomes 
  Incapacitated and must make a Vigor roll at -2. If successful, he’s Shaken for 1d4 
  rounds before he can attempt to recover. If he fails, he dies in 2d6 rounds. A Healing roll 
  at - 4 saves the victim’s life, but he remains Incapacitated. 
  *Add the creature’s Guts penalty as a positive number to this roll. 
  R
  Reeaaccttiioonn  T
  Taabbllee  
  2d6 
  Initial Reaction 
  2 
  Hostile: The NPC is openly hostile and does his best to stand in the hero’s way. He won’t 
  help without an overwhelming reward or payment of some kind. 
  3-4 
  Unfriendly: The NPC isn’t willing to help unless there’s a significant advantage to him. 
  5-9 
  Neutral: The NPC has no particular attitude, and will help for little reward if the task at 
  hand is very easy. If the task is difficult, he’ll require substantial payment of some kind. 
  10-11 
  Friendly: The NPC will go out of his way for the hero. He’ll likely do easy tasks for free 
  (or very little), and is willing to do more dangerous tasks for fair pay or other favors. 
  12 
  Helpful: The NPC is anxious to help the hero, and will probably do so for little  or no pay 
  depending on the nature of the task. 
   
  
   
  M
  Moonnssttrroouuss  E
  Eddggeess  
  Aquatic: Native to water; can’t drown. Pace in water typically equal to their Swimming skill. 
  Armor: Each point of Armor adds to the creature’s Toughness. 
  Burrowing: The creature can burrow underground a distance equal to its Burrow ability. It can surprise attack at +2 to attack 
  and damage (+4 with a raise) by making an opposed Stealth vs. Notice.  
  Construct: +2 to recover from being Shaken; No additional damage from called shots; Immune to disease and poison; Wild 
  Cards do not suffer wound penalties. 
  Elemental:  No additional damage from called shots; Fearless; Immune to disease and poison; Wild Cards do not suffer 
  wound penalties.  
  Ethereal: The creature is immaterial and cannot be harmed by physical weapons. 
  Fear: Anyone who sees the monster must make a Guts check minus the creature’s Fear modifier. 
  Fearless: The creature never makes Guts checks and cannot be Intimidated. 
  Gargantuan: Size 9+; +4 to be hit ; add size - opponents size to Str. Dmg.; heavy armor; heavy weapons. 
  Hardy: Second Shaken does not cause a Wound. 
  Infection: Failed Vigor roll after a Shaken or wound result results in an infection of some sort. 
  Infravision: The creature can see heat and halves penalties for bad lighting when attacking living targets. 
  Immunity: The creature is immune to damage from the listed attack form, such as heat, cold, etc. 
  Invulnerability: The horror suffers wounds only from a particular Weakness. It can be Shaken normally. 
  Low Light Vision: The creature ignores all penalties for bad lighting except in pitch darkness. 
  Paralysis: A target who is Shaken or wounded must make a Vigor roll or be paralyzed for 2d6 rounds. 
  Poison: A target who is Shaken or wounded must make a Vigor roll or suffer the effects of the poison. 
  Regeneration, Fast: The creature makes a natural healing roll every round. 
  Regeneration, Slow: The creature makes a natural healing roll once per day. 
  Size: Adds to Toughness; Small: -2 to be hit; Large: +2 to be hit; Huge: +4 to be hit; Min. Toughness is 2. 
  Stun: If hit make Vigor roll or be Shaken, even if not damaged. Can’t attempt to recover for 1d6 rounds. 
  Undead: +2 Toughness; +2 to recover from being Shaken; No additional damage from called shots; Undead Wild Cards 
  never suffer from Wound Modifiers; Immune to disease and poison. 
  Wall Walker: The creature can walk on horizontal surfaces or even upside down at its normal Pace. 
  Weakness: The creature suffers additional effects from its Weakness; see the individual creature description. 
  T
  Toouugghhnneessss  M
  Mooddiiffiieerrss  
  Mod 
  Size of a... 
  -2 
  Cat, fairy, pixie, large rat, dog 
  -1 
  Bobcat, half-folk, goblin,  
  0 
  Human 
  +1 
  Orc 
  +2 
   Bull, gorilla, bear, horse 
  +3 
  Ogre, kodiak 
  +4 
   Rhino, Great White 
  +5 
   Small elephant 
  +6 
   Drake, bull elephant 
  +7 
  T-Rex, orca 
  +8 
  Dragon 
  +9 
  Blue whale 
  +10 
  Kraken, leviathan 
   
   
               
   
   
   
  IInnccaappaacciittaattiioonn  T
  Taabbllee  
  An Incapacitated Wild Card must make an immediate Vigor roll, applying wound 
  modifiers as applicable. 
  Raise: The hero is only stunned. The hero still has three wounds, but is not 
  Incapacitated. He is Shaken and suffers a temporary impairment as well. Roll 2d6 
  on the Injury Table. The effects are short term and go away when the combat is 
  over. 
   
  Success: The hero is unconscious. He regains consciousness with a successful 
  Healing roll, as noted above or after an hour has passed. Roll 2d6 on the Injury 
  Table. The injury goes away when all wounds are healed. 
   
  Failure: Your hero is bleeding out.  At the start of each combat round make a Vigor 
  roll, with applicable penalties. A failure means he has to roll again next round. A 
  result of 1 or less means that he dies.  A success means he stabilizes but remains 
  unconscious until healed. Roll 2d6 on the Injury table as well. The injury is 
  permanent and requires specialist healing.  
  Non-lethal damage: Treat this as a Success except hero is unconscious for 1d6 
  hours. 
   
  Critical Failure: 
  The hero is dead. Nothing can bring him back. 
  Non-lethal damage: Treat this as a Success except hero is unconscious for 2d6 
  hours. 
   
  IInnjjuurryy  T
  Taabbllee  
  Roll 2d6 on the table below. If the attack that caused the Injury was directed at a 
  specific body part, use that location instead of rolling randomly. 
   
  2d6 
  Wound 
  2 
  Unmentionables: The hero suffers an embarrassing and painful 
  wound to the groin. If the injury is permanent, reproduction is out of 
  the question without miracle surgery or magic. 
  3-4 
  Arm: The character catches one in the left or right arm (determined 
  randomly). The arm is rendered useless. 
  5-9 
  Guts: Your hero catches one somewhere between the crotch and the 
  chin. Roll 1d6 on the sub-table below: 
   
   
   
  1-2 
  Broken: His Agility is reduced by a die type (min d4). 
  3-4 
  Battered: His Vigor is reduced by a die type (min d4). 
  5-6 
  Busted: His Strength is reduced by a die type (min d4). 
   
  10 
  Leg: The character’s left or right leg (determined randomly) is 
  crushed, broken, or mangled. His Pace is reduced by 1. 
  11-12 
  Head: Your hero has suffered a grievous injury to his head. Roll 1d6 
  on the sub-table below: 
   
  1-2 
  Hideous Scar: Your hero now has the Ugly Hindrance. 
  3-4 
  Blinded: One or both of your hero’s eyes was 
  damaged. He gains the Bad Eyes Hindrance. 
  5-6 
  Brain Damage: Your hero suffers massive trauma to 
  the head. His Smarts is reduced one die type (min d4). 
   
   
  
   
  T
  Thhee  D
  Diissppuutteedd  T
  Teerrrriittoorriieess  
  d20 
  Encounter 
  1-4 
  2d6 Partisan Raiders (Soldier profile) 
  5-9 
  2d6 Outlaws 
  10 
  2d4 Veteran Outlaws 
  11 
  2d4 Walkin’ Dead 
  12 
  Glom 
  13 
  Mourning Mist 
  14-15 
  Jackalope 
  16-20 
  Prairie Ticks 
  T
  Thhee  G
  Grreeaatt  B
  Baassiinn  
  d20 
  Encounter 
  1-2 
  1d4 Guardian Angels (10% chance of Lost Angel 
  Cultist) 
  3-5 
  2d6 Soldiers (d6: 1-3 = Union; 4-6 = Confederate) 
  6-10 
  2d6 Outlaws 
  11-12 
  2d4 Veteran Outlaws 
  13-14 
  2d4 Indian Braves 
  15 
  2d4 Veteran Indian Braves 
  16 
  Mojave Rattler 
  17-18 
  1d6 Tumblebleeds 
  19-20 
  1d4 Dust Devils 
  T
  Thhee  G
  Grreeaatt  M
  Maazzee  ((L
  Laanndd))  
  d20 
  Encounter 
  1-6 
  2d4 Guardian Angels (50% chance of Lost Angel 
  Cultist) 
  7-10 
  1d6 Iron Dragon Martial Artists 
  11-14 
  2d4 Soldiers (d10: 1-4 = Union; 5-8 = Confederate; 
  9-10 = Mexican) 
  15-16 
  1d4 Dusters 
  17 
  Gaki 
  18 
  1d6 Wall Crawlers 
  19-20 
  1d4 prospectors (use townsfolk)  
  T
  Thhee  G
  Grreeaatt  M
  Maazzee  ((SSeeaa))  
  d20 
  Encounter 
  1-4 
  1d10+10 Devil Rays 
  5-6 
  Maze Dragon 
  7 
  Giant Octopus 
  8 
  Giant Saltwater Crocodile 
  9 
  Giant Shark 
  10-11 
  2d8 Wave Shadows 
  12 
  1d4 Weresharks 
  13-20 
  Ship (roll 1d10 = 1 Union ironclad; 2 = Union raider; 
  3 = Confederate ironclad; 4 = Confederate raider; 
  5-6 = Pirate; 7-8 = Chinese pirate (use martial 
  artists for crew); 9-10 = Mexican) 
   
  T
  Thhee  G
  Grreeaatt  N
  Noorrtthhw
  weesstt  
  d20 
  Encounter 
  1-2 
  Catamount 
  3-4 
  Chinook 
  5 
  Sasquatch 
  6 
  Wendigo 
  7-8 
  Wolflings 
  9-14 
  2d6 Settlers 
  15 
  2d20 Settlers 
  16-19 
  2d6 Braves 
  20 
  Prospector 
  T
  Thhee  H
  Hiigghh  P
  Pllaaiinnss  
  d20 
  Encounter 
  1-2 
  Adult Rattler 
  3-6 
  Devil Bats 
  7-8 
  Dread Wolves 
  9-10 
  2d6 Indian Braves 
  11-12 
  2d4 Outlaws 
  13-14 
  Pit Wasp 
  15-18 
  Prairie Ticks 
  19-20 
  2d6 Young Rattlers 
  R
  Reeppuubblliicc  ooff  D
  Deesseerreett  
  d20 
  Encounter 
  1 
  1d4 Wall Crawlers 
  2-8 
  2d10 Nauvoo Legion (Deseret) 
  Soldiers 
  9-12 
  Catamount 
  13-14 
  Salt Rattler 
  15-16 
  Automaton Patrol (1d4) 
  17-18 
  Walkin’ Fossil 
  19-20 
  Tunnel Critter 
  SSiioouuxx  N
  Naattiioonnss  
  d20 
  Encounter 
  1 
  Poison Woman 
  2 
  Pox Walker 
  3 
  Uktena 
  4-9 
  2d6 Indian Braves 
  10-12 
  2d4 Veteran Indian Braves 
  13-14 
  1 Prospector 
  15-16 
  1d4 Prospectors 
  17-18 
  2d6 Raiders (Outlaws) 
  19-20 
  2d4 Iron Dragon Miners(Martial 
  Artists) 
   
      T
  Thhee  CCooyyoottee  CCoonnffeeddeerraattiioonn  
  d20 
  Encounter 
  1 
  Night Raven 
  2 
  Pox Walker 
  3 
  Skin Shifter 
  4 
  Uktena 
  5-10 
  2d6 Veteran Indian Braves 
  11-20 
  2d8 Indian Braves 
      T
  Thhee  W
  Wiilldd  SSoouutthhw
  weesstt  
  d20 
  Encounter 
  1-2 
  Bloodwire 
  3-4 
  Carcajou 
  5 
  Chupakabra 
  6 
  Desert Thing 
  7 
  Hangin’ Judge 
  8 
  Mexican Dragon 
  9 
  Mojave Rattler 
  10 
  Terrantulas (d6: 1-3 = swarm; 4-
  5=large; 6=gargantuan) 
  11-15 
  2d6 Indian Braves 
  16-17 
  2d6 Confederate Soldiers 
  18-20 
  2d4 Outlaws 
    
   
  
   
  Weapon 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  Automatics 
   
   
   
   
   
   
   
   
  Gatling Gun (.45) 
  24/48/96 
  2d8 
  3 
  $1500 
  40 
  100 
  – 
  AP 2; may not move 
  Carbines 
   
   
   
   
   
   
   
   
  Sharps ’55 (.57) 
  20/40/80 
  2d8 
  1 
  $18 
  8 
  1 
  – 
  AP 2; Reload 2 
  Spencer (.56) 
  20/40/80 
  2d8 
  1 
  $15 
  8 
  7 
  – 
  AP 2 
  LeMat Carbine (.42) 
  20/40/80 
  2d8 
  1 
  $35 
  9 
  9 
  – 
  AP 1; see notes 
  & Shotgun (16-ga) 
  12/24/48 
  1–3d6 
  1 
  – 
  – 
  1 
  – 
  - 
  Derringers & Pepperboxes 
   
   
   
   
   
   
   
   
  Derringer (.41) 
  5/10/20 
  2d6 
  1 
  $8 
  .5 
  2 
  – 
  AP 1 
  English 1840 Model (.36) 
  5/10/20 
  2d6 
  1 
  $5 
  1 
  8 
  – 
  AP 1; reload 2 
  Rupertus Pepperbox (.22) 
  5/10/20 
  2d6 
  1 
  $6 
  1 
  8 
  – 
   
  Wesson Dagger- Pistol (.41) 
  5/10/20 
  2d6 
  1 
  $6 
  1 
  2 
  – 
  AP 1; see notes 
  Revolvers, Single-Action 
   
   
   
   
   
   
   
   
  Colt Army (.44) 
  12/24/48 
  2d6+1 
  1 
  $12 
  2 
  6 
  – 
  AP 1 
  Colt Buntline Special (.45) 
  15/30/60 
  2d6+1 
  1 
  $500 
  3 
  6 
  – 
  AP 1; see notes 
  Colt Dragoon (.44) 
  12/24/48 
  2d6+1 
  1 
  $11 
  4 
  6 
  – 
  AP 1 
  Colt Navy (.36) 
  12/24/48 
  2d6 
  1 
  $10 
  3 
  6 
  – 
  AP 1 
  Colt Peacemaker (.45) 
  12/24/48 
  2d6+1 
  1 
  $15 
  2 
  6 
  – 
  AP 1 
  Lemat Grapeshot Pistol (.40) 
  12/24/48 
  2d6 
  1 
  $25 
  4 
  9 
  – 
  AP 1; see notes 
  & Shotgun (16-ga) 
  5/10/20 
  1–3d6 
  1 
  – 
  - 
  1 
  – 
  - 
  Revolvers, Double-Action 
   
   
   
   
   
   
   
   
  Colt Frontier (.32–20) 
  12/24/48 
  2d6 
  1 
  $8 
  2 
  6 
  – 
  AP 1 
  Colt Lightning (.38) 
  12/24/48 
  2d6 
  1 
  $13 
  2 
  6 
  – 
  AP 1 
  Colt Peacemaker (.45) 
  12/24/48 
  2d6+1 
  1 
  $15 
  2 
  6 
  – 
  AP 1 
  Colt Thunderer (.41) 
  12/24/48 
  2d6 
  1 
  $14 
  2 
  6 
  – 
  AP 1 
  Starr Revolver (.44) 
  12/24/48 
  2d6+1 
  1 
  $9 
  2 
  6 
  – 
  AP 1; reload 2 
  Rifles 
   
   
   
   
   
   
   
   
  Ballard ’72 (.56) 
  24/48/96 
  2d8 
  1 
  $24 
  11 
  1 
  – 
  AP 2; Reload 2 
  Bullard Express (.50) 
  24/48/96 
  2d10 
  1 
  $30 
  11 
  11 
  d8 
  AP 2 
  Colt-Paterson Model ’36 (.69) 
  24/48/96 
  2d10 
  1 
  $25 
  12 
  7 
  d8 
  AP 2; Reload 2 
  Colt Revolving Rifl e (.56) 
  24/48/96 
  2d8 
  1 
  $24 
  11 
  5 
  d6 
  AP 2; Reload 2 
  Enfield Musket (.58) 
  12/24/48 
  2d8 
  1 
  $25 
  9 
  1 
  – 
  AP 2; reload 2 
  EvansOld Model Sporter (.44) 
  24/48/96 
  2d8 
  1 
  $30 
  12 
  34 
  – 
  AP 2 
  Sharp’s Big 50 (.50) 
  24/48/96 
  2d10 
  1 
  $20 
  10 
  1 
  d8 
  AP 2 
  Springfield (.58) 
  24/48/96 
  2d10 
  1 
  $8 
  9 
  1 
  d6 
  AP 2; reload 2 
  Winchester ’73 (.44–40) 
  24/48/96 
  2d8 
  1 
  $25 
  7 
  15 
  d6 
  AP 2 
  Winchester ’76 (.45) 
  24/48/96 
  2d8 
  1 
  $40 
  7 
  15 
  – 
  AP 2 
  Shotguns (all 12-gagues) 
   
   
   
   
   
   
   
   
  Colt Revolving Shotgun 
  12/24/48 
  1–3d6 
  1 
  $45 
  10 
  5 
  d6 
  +2 Shooting rolls 
  Double Barrel 
  12/24/48 
  1–3d6 
  1–2 
  $35 
  8 
  2 
  – 
  +2 Shooting rolls 
  Scattergun 
  6/12/24 
  1–3d6 
  1–2 
  $35 
  5 
  2 
  – 
  +2 Shooting rolls; 
  SBT 
  Single Barrel 
  12/24/48 
  1–3d6 
  1 
  $25 
  6 
  1 
  – 
  +2 Shooting rolls 
  Winchester Lever- Action 
  12/24/48 
  1–3d6 
  1 
  $35 
  8 
  4 
  d6 
  +2 Shooting rolls 
  Other Ranged Weapons 
   
   
   
   
   
   
   
   
  Bolas 
  4/8/16 
  Str+1 
  1 
  $3 
  .5 
  1 
  – 
  see notes 
  Bow 
  12/24/48 
  2d6 
  1 
  $3 
  2 
  1 
  – 
   
  Dynamite 
  4/8/16 
  2d6/stick 
  1 
  $3 
  .5 
  1 
  – 
  MBT; +1” radius;+1 
  inch damage per 
  additional stick 
  Nitro (8 oz. bottle) 
  4/8/16 
  3d6 
  1 
  $1.25 
  .5 
  1 
  – 
  LBT; see notes 
  Gatling Guns 
   
   
   
   
   
   
   
   
  Gatling Pistol (.45) 
  12/24/48 
  2d6+1 
  2 
  $800 
  5 
  12 
  – 
  AP 1 
  Gatling Rifl e (.45) 
  24/48/96 
  2d8 
  2 
  $1200 
  13 
  12 
  d6 
  AP 2 
  Gatling Shotgun 
  12/24/48 
  1–3d6 
  2 
  $1500 
  15 
  12 
  d8 
  – 
  Gatling weapons cannot fire single shots and must fire at their full Rate of Fire. 
    
  Weapon 
  Damag
  e 
  Wei-
  ght 
  Price 
   Notes 
  Brass 
  Knuckles 
  Str+d4 
  1 
  $1 
  – 
  Club 
  Str+d4 
  1 
  – 
  – 
  Club, War 
  Str+d6 
  3 
  $3 
  – 
  Club, War 
  (Bladed) 
  Str+d8 
  6 
  $8 
  AP 2; Parry –1; 
  Requires 2 hands 
  Knife 
  Str+d4 
  1 
  $2 
  – 
  Knife, Bowie 
  Str+d4
  +1 
  2 
  $4 
  AP 1 
  Lariat 
  – 
  3 
  $4 
  Parry –1; Reach +2; 
  see notes 
  Rapier 
  Str+d4 
  3 
  $10 
  Parry +1 
  Saber 
  Str+d6 
  4 
  $15 
  – 
  Spear 
  Str+d6 
  5 
  $3 
  Parry +1; Reach 1; 
  requires 2 hands 
  Tomahawk 
  Str+d6 
  4 
  $3 
  – 
  Whip  
  Special 
  2 
  $10 
  Parry –1; Reach +2; 
  see notes 
  F
  Feeaarr  L
  Leevveell  00  
  TThhiiss  iiss  hhaappppyy  llaanndd,,  ffoollkkss..  TThhee  nnaattiivveess  aarree  ffrriieennddllyy,,  tthhee  sskkyy  iiss  bblluuee,,  aanndd  
  yyoouu  ccaann  wwaallkk  tthhee  ssttrreeeettss  aatt  nniigghhtt..  PPeerrhhaappss  yyoouu  wwoonn’’tt  bbee  ssuurrpprriisseedd  ttoo  
  hheeaarr  tthhaatt  oonnllyy  aa  ffeeww  ooff  tthheessee  ppllaacceess  aarree  lleefftt  iinn  tthhee  W
  Weeiirrdd  W
  Weesstt,,  aanndd  
  tthheeyy  aaiinn’’tt  eeaassyy  ttoo  ffiinndd..  
  F
  Feeaarr  L
  Leevveell  11  
  HHeerree,,  ssoom
  mee  ffoollkkss  bbeelliieevvee  m
  moonnsstteerrss  eexxiisstt,,  tthheeyy  jjuusstt  hhaavveenn’’tt  sseeeenn  aannyy..  
  TThhee  sskkyy  iiss  ssttiillll  bblluuee,,  bbuutt  iiff  yyoouu  m
  muusstt  ggoo  oouutt  aatt  nniigghhtt,,  bbrriinngg  aa  bbuuddddyy..  
  F
  Feeaarr  L
  Leevveell  22  
  NNoo  oonnee  ggooeess  nneeaarr  tthhee  ccrreeeeppyy  oolldd  sshhaacckk  oonn  ttoopp  ooff  tthhee  hhiillll..  TThhee  llaanndd  
  llooookkss  aabboouutt  tthhee  ssaam
  mee,,  bbuutt  tthhee  sshhaaddoowwss  aarree  aa  lliittttllee  bbiitt  lloonnggeerr..  IItt’’ss  nnoott  
  rreeaallllyy  ssaaffee  ttoo  ggoo  oouutt  aalloonnee  aatt  nniigghhtt,,  bbuutt  iitt’’ss  nnoott  aa  ddeeaatthh  sseenntteennccee,,  
  eeiitthheerr..  TThhiiss  iiss  tthhee  ggeenneerraall  FFeeaarr  LLeevveell  iinn  m
  moosstt  ppllaacceess  tthheessee  ddaayyss..  
  F
  Feeaarr  L
  Leevveell  33  
  TThhiinnggss  aarree  ssttaarrttiinngg  ttoo  ggeett  aa  lliittttllee  wweeiirrdd..  TThheerree’’ss  aann  ooccccaassiioonnaall  
  ddiissaappppeeaarraannccee,,  aanndd  pprroobbaabbllyy  m
  moorree  tthhaann  aa  ffeeww  wweeiirrdd  ccrreeaattuurreess  lliivvee  
  cclloossee  bbyy  ((tthhoouugghh  ffoollkkss  ddoonn’’tt  rreeaallllyy  ttaallkk  aabboouutt  iitt))..  DDoonn’’tt  ggoo  oouutt  aatt  nniigghhtt  
  wwiitthhoouutt  aa  wweeaappoonn  oorr  aa  ffrriieenndd..  
  F
  Feeaarr  L
  Leevveell  44  
  TThheerree  aarree  m
  myysstteerriioouuss  ddiissaappppeeaarraanncceess,,  aanndd  wwhheenn  tthhee  bbooddiieess  aarree  
  ffoouunndd,,  iitt’’ss  ppiieeccee  bbyy  ppiieeccee..  TThhee  llaanndd  iittsseellff  ssttaarrttss  ttoo  cchhaannggee::  tthhee  
  sshhaaddoowwss  oonn  tthhee  cclliiffffss  ssttaarrtt  ttoo  llooookk  lliikkee  lleeeerriinngg  ffaacceess,,  oorr  ccoorrnnrroowwss  
  aallwwaayyss  sseeeem
  m  ttoo  rruussttllee  aass  iiff  ssoom
  meetthhiinngg’’ss  hhiiddiinngg  wwiitthhiinn..  TThhee  wwiinnddss  ooff  tthhee  
  HHiigghh  PPllaaiinnss  m
  miigghhtt  wwhhiissppeerr  yyoouurr  nnaam
  mee..  
  F
  Feeaarr  L
  Leevveell  55  
  TThheerree’’ss  nnoo  ddoouubbtt  ssoom
  meetthhiinngg’’ss  aam
  miissss..  FFoollkkss  hhaavvee  sseeeenn  m
  moonnsstteerrss,,  aanndd  
  aallm
  moosstt  eevveerryyoonnee’’ss  tteerrrriiffiieedd..  M
  Moosstt  fflloowweerrss  ddiiee,,  bbuutt  wweeeeddss  hhaavvee  nnoo  
  pprroobblleem
  m  tthhrriivviinngg..  DDoonn’’tt  ggoo  oouutt  aatt  nniigghhtt  wwiitthhoouutt  aann  aarrm
  meedd  ppoossssee..  
  F
  Feeaarr  L
  Leevveell  66  ((D
  Deeaaddllaanndd))  
  TThhiiss  iiss  aass  bbaadd  aass  iitt  ggeettss,,  M
  Maarrsshhaall::  aa  ffuullll  bblloowwnn  nniigghhttm
  maarree  llaannddssccaappee..  
  M
  Moonnsstteerrss  rruunn  rraam
  mppaanntt,,  rroocckkss  llooookk  lliikkee  sskkuullllss,,  aanndd  nnoott  oonnllyy  ddoo  tthhee  
  wwiinnddss  ooff  tthhee  HHiigghh  PPllaaiinnss  wwhhiissppeerr  yyoouurr  nnaam
  mee,,  tthheeyy  ddoo  ssoo  iinn  yyoouurr  ddeeaadd  
  ffrriieenndd’’ss  vvooiiccee..  AAnnyyoonnee  oouutt  aatt  nniigghhtt  iiss  ddeeaadd  m
  meeaatt..  IIff  tthhee  RReecckkoonneerrss  
  hhaavvee  tthheeiirr  wwaayy,,  tthhee  wwhhoollee  ppllaanneett  iiss  ddeessttiinneedd  ttoo  oonnee  ddaayy  bbeeccoom
  mee  ssuucchh  
  aa  ppllaaccee..  
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Deadlands Reloaded/Misc/DLR - GM Screen Inserts.pdf