Gunslinger Tables Cards

List of Characters

List of Weapons

Actions

Striking Table

Impact Table

List of Characters

Townsfolk

C

Character

Weapons

Bonus Cards

Skills

St

1H 2H BR OH
B BANKER W44, SW45 (d.a.) -- 0 0 0 no 20
C CLERK R10s, C32 (d.a.), KNF -- 0 0 0 no 20
D DUDE R10s, SW45, SW38 (d.a.) 3 +2 +2 0 no 20
E FAST EDDIE W44s, C44, KNF 2 +1 0 0 no 20
F FLOOZY R41d, KNF 1, 4, 7 0 -2 0 no 20
G GAMBLER R10, C44, R41d, KNF, KNF 2, 4 +2 0 +2 -1 10
K BARKEEP R10s, C45, KNF 5, 8 0 0 +2 no 20
L LADY (none) -- -2 -2 -2 no 15
L LING HO SD58 1, 4, 5, 6, 7 0 0 +2 0 20
M MARSHAL W44, C45, C45, KNF 2, 5, 6, 9 +3 +3 0 -2 20
O OWNER R10, SW38, KNF -- 0 0 0 no 20
S SMITH SD58, C45c, KNF 8 0 0 +2 no 30

Rural Folk

C

Character

Weapons

Bonus Cards

Skills

St

1H 2H BR OH
A ANDY SH50, C45, KNF 4, 6, 9 0 0 0 no 25
C CATTLE BARON W44, C45, KNF -- 0 0 0 no 20
B LITTLE ERNIE H44, SW45, KNF 1, 2 +1 0 0 -2 15
F FOREMAN W44, C44, KNF 5, 8 0 +1 0 no 25
H HAPPY H44, C45, KNF -- 0 0 0 no 20
I IKE W44, C44, KNF 3 +2 +2 0 -1 20
L LUCKY W44, C44, KNF 6 0 0 0 no 20
O OLD MAN R10, C36c, KNF 5, 7, 8 0 0 +1 no 25
R REB W44, C36c, KNF 3 0 0 0 no 20
R RUNNING BOY KNF 1 -1 0 -2 no 15
S SODBUSTER SD58, C45c, KNF 9 0 0 0 no 20
W WOMAN KNF 4, 7 -1 0 0 -1 25

U.S. Army

C

Character

Weapons

Bonus Cards

Skills

St

1H 2H BR OH
N NCO C41, SBR 9 0 0 +1 no 20
U U.S. SCOUT W44, C44, KNF 7 +2 +2 +1 -1 25
V VETERAN SD58, C45, KNF -- 0 +1 0 -1 20
Y YANKEE SD58, C45, KNF 3, 6 0 0 +1 no 20

Wanderers

C

Character

Weapons

Bonus Cards

Skills

St

1H 2H BR OH
D DRIVER R10, C45, KNF 3 0 0 +1 no 20
G GUARD W44, C44, KNF 6 +1 +1 0 no 20
J JOHN HENRY SH50, C45, KNF 5, 6, 8, 9 0 0 +2 no 40
L LIGHTNING W44, C41 2 0 0 0 no 20
M MOUNTAIN MAN SH50, C45c, TWK, KNF, KNF 4, 5, 7, 8 0 +3 +2 0 30
P PROSPECTOR H44, C44, KNF -- 0 0 0 no 25
Q QUIET MAN W44, C44, C32, KNF 3 +2 0 0 no 20
S SLIM W44s, C44, KNF -- 0 +1 0 no 20
T TEXAS W44, C44, KNF 3, 9 +1 +1 +1 no 25

Outlaws

C

Character

Weapons

Bonus Cards

Skills

St

1H 2H BR OH
A AXE R10, TWK, KNF, KNF 4, 5, 6, 7, 8 0 0 +2 -1 30
B BORDER RIDER H44, C45, R41d 3 +2 +2 0 no 20
C CHIEF aSH50, C45c, KNF 8, 9 +1 0 0 no 20
D THE DRIFTER W44, C44, C32, KNF 3 0 +2 0 no 20
E EAGLE H44, TWK, KNF -- 0 +1 +1 no 20
F FAST DRAW H44, C44, KNF 2 +1 0 0 no 20
G GUN ARTIST W44, C45, SW38 -- +3 +3 0 0 20
H HAWK W44s, KNF 1 0 +2 0 no 20
I INNOCENTE R10, C45, C45, KNF 7, 8 +2 0 0 0 25
J EL JEFE W44, C44, C44, KNF -- +2 0 0 no 20
K THE KID W44, C45, C32, KNF 2, 2 +3 0 0 -1 20

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Weapon Lists

One-Handed Guns (Wielding = 4)

Code

Description

Calibre

Ammo

Range

Loading

C32 Sneak gun .32 5 -- normal
C36c Navy .36cb 6 -- cap & ball
C41 Lightning .41 6 -- normal
C44 Colt frontier .44 6 -- normal
C45 Peacemaker .45 6 -- normal
C45c Dragoon .45cb 6 -- cap & ball
R41d derringer .41 2 -- breakopen
SW38 Target pistol .38 6 -- breakopen
SW45 Schofield .45u 6 -- breakopen

Two-Handed Guns (Wielding = 2)

Code

Description

Calibre

Ammo

Range

Loading

H44 Henry rifle .44r 16 D3 breakopen
R10 Shotgun1 10g 2 B7 breakopen
R10s Sawed-off shotgun1 10g 2 B5 breakopen
SH50 Sharps old 50 .50 1 D4 normal
SD58 trapdoor .58 1 D3 normal
W44 Winchester 73 .44 16 D4 normal
W44s carbine .44 13 D22 normal

1 Double-barrelled gun (see rule 25).

2 Shooter needs only two or more AIM points on his target

Melee Weapons

Code

Description

Hands

Wielding

KNF Knife 1 hand 4
SBR Sabre 1 hand 2
THK Tomahawk 1 hand 4
AXE Two-handed axe 2 hands 1
PF Pitchfork 2 hands 1
SPD Spade 2 hands 1
PAIL Pail 1 hand 2
B Bottle 1 hand 4
DYN Dynamite 1 hand 4

Movable Obstacles

Code

Description

Hands

Wielding

R Rock 2 hands -3
CHAIR Chair 2 hands -3
BALE Bale of hay 2 hands -6
TABLE Table 2 hands -6

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Summary of Actions

1. All options must be stated when action is revealed.

2. A player has the option to instantly release a weapon from his hand(s) any time he reveals any action. See rule 10.22.

3. A card number prefixed with a "B" denotes a bonus card.

Foot Actions (see rule 9)

Action

Card(s)

Time

Movement:

ADVANCE1 1 2 Move ahead 2
ADVANCE1 B1 1 Move ahead 2
BACK UP1 (1) 3 Move back 2
GET UP/DOWN (5) 3 Flip body counter
HEAD OUT/BACK (8), (9) 2 Place or remove head
LEAP/DROP3 (4) 1 Flip body counter
RUN1 2 1 Move ahead 2
SPIN AROUND (2) 2 Turn to face back 2
SPRINT1 3, 4 1 Move straight ahead 4
TURN (3) 1 Turn to face ahead 2

Notes:

1. Get two delay points if DOWN

2. Right, left,or straight

3. Draw two delay cards

4. Draw one delay card

Hand Actions (see rule 11)

Action

Card(s)

Time

Effect on weapon

COCK/AIM/SHOOT 5, 6 2 Aim 1, shoot 1, or cock 2
DRAW AND COCK 9 3 Move and cock 2
DRAW AND COCK B3 2 Move and cock 2
DRAW AND COCK B2 1 Move and cock 2
LOAD 8 3 Load (see 10.4, 27)
SHOOT 7, (B2), (B3) 1 Shoot 1, or do nothing 1
THROW (6) 2 Throw 1, or do nothing 1

Notes:

1. Can transfer aim when card is revealed. See rule 12.5.

2. One-handed gun can fanfire instead of being cocked

Attack Actions (see rules 18 and 28)

Action

Card(s)

Time

BE Hits: (upwards)

BEAR HUG3 B8 3 VITAL (LEG)
BELT1 12 3 CRIT (BODY)
CHOP1 B4 2 HEAD (GUN)
HOOK1 B6 2 BODY (ARM)
JAB1 10 2 SIDE (SIDE)
KICK2 B7 3 CRIT (BODY)
LOCK3 B5 3 GUN (LEG)
SWING1 11 3 HEAD (LEG)

Notes:

1. Aim time is the weapon's wielding factor (3 for barehanded attacks).

2. Aim time is 3 (ignore weapons).

3. Target is frozen and aim time is 3 (ignore weapons)

Defense Actions (see rule 19)

Action

Card(s)

Time

Stops:

BLOCK2 (11) 2 JAB, BELT, HOOK, BEAR HUG
COVERUP1 (B6) 2 JAB, SWING, BELT, LOCK, HOOK
DUCK1 (10) 1 JAB, SWING, CHOP, LOCK
GUARD2 (12) 2 SWING, BELT, LOCK, HOOK, KICK
HIP THROW3 (B5) 2 JAB, SWING, CHOP, BEAR HUG
SIDESTEP1 (B4) 1 JAB, BELT, HOOK, KICK
TRIP3 (B7) 2 SWING, BELT, LOCK, KICK

Notes:

1. Attacker's penalty is one delay card.

2. Attacker's penalty is two delay cards.

3. Attacker's penalty is DROP and LIGHT 1.

STRENGTH Actions (see rule 20)

Card

Time

Effect on attack or throw:

(7) 2 Add 4 to wielding or 2 to damage
(B8) 2 Add 8 to wielding or 4 to damage
B9 1 Add 3 to wielding or 1 to damage
(B9) 2 Add 6 to wielding or 3 to damage

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Striking Table

WEAPON

HIT LOCATION

VITAL

CRIT

BODY

SIDE

HEAD

GUN

ARM

LEG

Bare hands LIGHT4

LOSE AIM

LIGHT 3

LOSE AIM

LIGHT 2 LIGHT 1 STUN 1 LIGHT 1

LOSE AIM

LIGHT 1 LIGHT 1
PAIL, DYN

Bottle (B)

one-handed gun

ammo source

LIGHT 5

LOSE AIM

LIGHT 4

LOSE AIM

LIGHT 3 LIGHT 1 LIGHT 6

LOSE AIM

LIGHT 2

GUN HAND

LIGHT 2

OTHER HAND

LIGHT 2
SPD, CHAIR

two-handed gun

BEAR HUG attack

KICK attack

STUN 4 LIGHT 6

LOSE AIM

LIGHT 3

LOSE AIM

LIGHT 2 STUN 3 LIGHT 3

GUN HAND

GUN ARM 1

LIGHT 3

OTHER HAND

OTHER ARM 1

LIGHT 3
TABLE, BALE

Rock (R)

LOCK attack

LIGHT 10

LOSE AIM

STAGGER

LIGHT 8

LOSE AIM

DROP

LIGHT 6

LOSE AIM

DROP

LIGHT 2 STUN 4

DROP

STUN 2

GUN HAND

GUN ARM 2

STUN 2

OTHER HAND

OTHER ARM 2

STUN 2

STAGGER

LEG 0

Tomahawk (TWK) KILL LIGHT 5

LOSE AIM

LIGHT 4 LIGHT 2 STUN 4

SERIOUS 0

STUN 2

GUN HAND

GUN ARM 1

STUN 2

OTHER HAND

OTHER ARM 1

LIGHT 3
Knife (KNF) KILL STUN 3

SERIOUS 1

LIGHT 4

LOSE AIM

STUN 1 LIGHT 3

LOSE AIM

STUN 1

GUN HAND

GUN ARM 1

STUN 1

OTHER HAND

OTHER ARM 1

LIGHT 3

LEG 0

Pitchfork (PF) KILL STUN 6

SERIOUS 2

STUN 3

SERIOUS 1

LIGHT 3 LIGHT 3

LOSE AIM

STUN 1

GUN HAND

GUN ARM 2

STUN 1

OTHER HAND

OTHER ARM 2

STUN 3

DROP

SERIOUS 0

LEG 1

AXE

Sabre (SBR)

KILL STUN 6

SERIOUS 2

STUN 4

SERIOUS 1

STUN 2 STUN 8

SERIOUS 2

STUN 3

GUN HAND

SERIOUS 0

GUN ARM 3

STUN 3

OTHER HAND

SERIOUS 0

OTHER ARM 3

STUN 3

STAGGER

SERIOUS 0

LEG 2

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Impact Table

GUN

SHOTGUN BONUS

HIT LOCATION

VITAL

CRIT

BODY

SIDE

HEAD

GUN

ARM

LEG

SD58

SH50

0-1 KILL KILL STUN 6

STAGGER

SERIOUS 3

STUN 4

STAGGER

SERIOUS 1

KILL STUN 4

GUN HAND

SERIOUS 2

GUN ARM 6

STUN 4

OTHER HAND

SERIOUS 2

OTHER ARM 6

STUN 5

STAGGER

SERIOUS 3

LEG 6

W44

C45

C45c

2 KILL KILL STUN 4

STAGGER

SERIOUS 2

STUN 2

STAGGER

STUN 8 STUN 4

GUN HAND

SERIOUS 1

GUN ARM 4

STUN 4

OTHER HAND

SERIOUS 1

OTHER ARM 4

STUN 3

STAGGER

SERIOUS 2

LEG 4

W44s

H44

C44

SW45

3 KILL STUN 8

STAGGER

SERIOUS 3

STUN 3

SERIOUS 2

STUN 2 STUN 6 STUN 3

GUN HAND

SERIOUS 1

GUN ARM 3

STUN 3

OTHER HAND

SERIOUS 1

OTHER ARM 3

STUN 3

DROP

SERIOUS 1

LEG 3

C41

C36c

4 KILL STUN 6

SERIOUS 3

STUN 2

SERIOUS 1

LIGHT 4 STUN 4 STUN 2

GUN HAND

GUN ARM 2

STUN 2

OTHER HAND

OTHER ARM 2

STUN 2

DROP

LEG 2

C32

R41d

SW38

5+ KILL STUN 4

SERIOUS 2

LIGHT 4 LIGHT 2 LIGHT 4 LIGHT 2

GUN ARM 1

LIGHT 2

OTHER ARM 1

LIGHT 2

LEG 1

Combat Results

Results apply to both the Striking and the Impact tables.

The following penalties are inflicted upon occurrance, but ignored thereafter.

DROP: If upright, he turns down, draws 3 delay cards and loses his aim. If DOWN, no effect.

GUN HAND: Any weapon in his GUN HAND box is dropped in his hex (if a cocked gun is dropped, it fires a WILD SHOT); any weapon in his BOTH HANDS box moves to his OTHER HAND box. He loses his aim.

LIGHT n: He draws n fatigue cards.

LOSE AIM: He loses his aim.

OTHER HAND: Any weapon in his OTHER HAND box is dropped in his hex (if a cocked gun is dropped, it fires a WILD SHOT); any weapon in his BOTH HANDS box moves to his GUN HAND box. He loses his aim.

STAGGER: If the character is upright, two direction cards are drawn. The player moves to the hex directed by the first card, turns to face the direction indicated by the second card, and DROPS. If DOWN, no effect.

STUN n: He draws n wound cards and loses his aim.

WILD SHOT: Every cocked gun on his sheet goes off without hitting anything. It becomes uncocked and loses a shell. If no cocked gun, no effect.

The following penalties have a continuing effect throughout the showdown.

GUN ARM n: He subtracts n from his aim time whenever he fires a gun in his GUN HAND or BOTH HANDS box.

KILL: The character is dead, and out of the game.

LEG n: Each time he moves a hex while upright, he draws n fatigue cards. He does not get the penalty when he staggers. If he is DOWN when he moves then there is no penalty.

OTHER ARM n: He subtracts n from his aim time whenever he fires a gun in his OTHER HAND or BOTH HANDS box.

SERIOUS n: At the start of each turn he draws n fatigue cards. SPECIAL: At the end of the showdown each character with one or more SERIOUS wound points draws a result card and adds its DELAY number to his SERIOUS wound points. If the result is four or more, he is killed.

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