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Deadlands - Doomtown:RangeWars

~ Dude Spoiler listed alphabetically per Outfit ~

(Note: A bold & underlined flat # means that the disk in question comes on a fixed flat in the Outfit Box.)

Beauchamp's Rebels - ´ Black Spades

Lots of Bullets, units work in combos, relatively low Vigor.
Flat Name C I P BR V S Bul

Disk Text
23 Aero Cavalry 11 2 7 1 2 R 4B Flying. Gadget (3). If outdoors, there is always LOS between Aero Cavalry and all other Dudes.
03 09 Atlanta Crackshot 9 1 4 1 3 P 6B If B to shoot, may shoot three bullets at one target, then three at another.
39 Bayou Scouts 9 2 5 1 2 R 1B Sneaky. Sniper. Lucky Shot.
59 Beauchamp's Elite 10 3 4 3 2 R 4B SA: B (J+) to force up to two friendly, unpinned, UR shooters within 6" to immediately shoot once.
21 Beauchamp's Regulars 4 1 3 3 2 P 2S May not shoot at Unearthly Dudes.
23 Dead Reb 9 1 3 3 3 P 4B Unearthly. Receives +1 P, BR, and S if one or more other Dead Rebs are within 6".
38 Gatling Gun 9 1 2 1 3 R 6S Gadget (3). May B to move or shoot, but may not do both. May not Quickdraw. If B to shoot, must B (4-)
07 General Beauchamp 15 7 3 6 5 R 4S Unique. Arcane. SA: B (J+) to rearrange Cards between up to three friendly R Dudes within 12".
58 Major Collins 10 3 3 1 4 P 4B Unique. SA: B (10+) to force up to three outdoor UR friendly Dudes within 6" to ambush one enemy Due within 12" of Collins.
41 Novice Heavy Rifleman 6 1 2 1 3 R 6B If B to shoot, toss a Joker. If it comes up dead, you must place bullets that hit on Rifleman and/or friendly Dudes within 6". May not Quickdraw.
37 Patterson's Cavalry 8 1 5 4 3 - - Big 'Un. Bushwacker. Receives +5 BR when attacking.

 

Blackjacks - © Black Diamonds

Lots of cheap guys, good BRawling and Vigor, very low Influence.
Flat Name C I P BR V S Bul

Disk Text
Demo Extortionist 5 1 4 3 3 - - If pinning an enemy Dude, that Dude has zero BR.
60 Frenchie the Knife 9 2 4 2 5 P 3B Unique. If Frenchie shoots at and hits an enemy R Dude, that Dude is made UR. Its card is discarded. Lucky Shot.
06 11 Ghost Rock Raider 6 1 5 4 5 P 1B If in an Industrial Building, receives +2 I.
10 Gomorra Outcast 4 1 3 2 3 P 4B Wanted (2). May not enter a Building you don't control.
07 Graveyard Bandit 9 1 3 3 4 R 4B Unearthly. SA: B (5-) to Jolt (2) an enemy Dude within 12".
45 Highwayman 9 2 5 2 5 P 2B Gadget (4). Fleet-Footed. Wanted (4). If pinning an enemy Dude with 3 V or less, that Dude is instantly aced.
11 Low-down Varmint 4 1 2 3 4 P 3B If in a Building, that Building receives -3 PR to a minimum of 0.
Demo Low-down Varmit  5 1 2 3 4 P 3B Sneaky.
58 One-eyed Tom 6 3 3 6 5 P 1B Unique. Wanted (6). If in a Building you don't control, that building has zero PR.
09 Saloon Gal 9 2 2 2 4 P 1S Sneaky. If at least one Saloon Gal is in a Commercial Building you control, that Building's PR is doubled. Lucky Shot.
24 Shady Jack 8 5 4 3 5 - - Unique. Huckster (3). SA: B to make a Wanted Dude within 12" not Wanted for the rest of the round.
10 Stick-up Artist 6 1 4 3 3 - - Wanted (2). If pinning an enemy Dude, that Dude has zero I and BR.
Demo Supply Line Raider 7 1 5 4 6 P 1B Two-fisted
26, 63 Syndicate Kidnapper 7 1 3 2 5 P 4B Wanted (4) If pinning an enemy Dude in a Building you control, that Dude's cost is added to your total PR.

 

Collegium - ´ Red Spades

Lots of Gadgets, with the benefits and penalties that they bring.
Flat Name C I P BR V S Bul

Disk Text
Promo Buzzsaw Automation 6 1 2 6 4 P 3S Gadget (2). Dudes knocked out by Automaton are aced.
25 Dr. McDermitt 6 3 4 2 6 P 5B Unique. Gadget (3). Unearthly. If shootin', any Bullet that misses hits McDermitt instead.
63 Fellow of Earth Sciences 5 2 3 3 3 - - If at least one Fellow is in an Industrial Building you control, that Building's PR is doubled.
15 Ghost Rock Express 9 3 3 9 9 P 4B Big 'Un. Gadget (3). May brawl Unearthly Dudes.
04 Laboratory Assistant 8 1 4 5 5 P 1B Two-Fisted. If in a Building, that Building receives +2 PR. Lucky Shot.
01 Ornithopter 7 1 4 1 3 P 2B Flying. Gadget (3). SA: If outdoors, B (5+) to Jolt (2) a target outdoor Dude within 12".
39 62 Professor of Life Sciences 7 2 3 2 3 - - SA: If pinning another Dude, B to remove up to any three bullets from, or place up to three regular bullets onto that Dude.
45 Steam Mechanic 5 1 3 2 4 - - All friendly Gadgets within 6" (and not affected by another Steam Mechanic) receive Gadget (+1).
56 Vulcan, the Mechanical Man 9 3 3 2 6 R 3B Unique. Gadget (3). All Industrial Buildings you control within 6" of Vulcan receive +2 PR.
04 Wasatch Agent 6 2 3 1 3 P 6B Gadget (2). Is Gadget only when Shootin'.
38 Wasatch Battlesuit 5 2 3 2 6 P 4B Gadget (3). Must B (5-) to Boot.

 

Drifter - Miscellaneous
Flat Name C I. P BR V S Bul

Disk Text
Promo Alliance Abomination 9 1 3 6 2 - - Bushwacker. Two-fisted. SA: B (10+) to ambush an enemy Dude within 6"
08 Bounty Hunter © 5 1 3 2 4 R 1S If R, receives +3 BR.
Promo Demon Hunter 7 2 4 1 5 R 1B If shootin' at Unearthly Dudes, receives +4 S
24 Flying Buffalo © 7 1 7 X 4 - - Flying. Gadget (3). Sneaky. If B to move, must move in a straight line. If B to move, must brawl or enter a Building or move full Pace. X=the number of flips Buffalo moved this round.
67 Ghost Train 12 1 4 5 10 - - Big 'Un. Unearthly. If pinning an enemy Dude with 4 V or less, that Dude is aced and the Train may continue moving. Two Economy Phases after being recruited, remove all bullets from the Train and place it back in your gang stack at the end of the Economy Phase.
62 Nevada Scout ´ 7 1 3 1 3 R 3B If B only to shoot, receives +2 S.
09 Phantasmal Cowpoke © 7 1 3 3 2 R 2B Does not have to stop moving upon entering a Building.
56 Scalp-taker ® 6 1 4 4 6 - - If pinning an enemy Dude, add that Dude's I to Scalp-taker's BR.
26 63 Shopkeeper © 7 2 2 1 2 P 2B If in a Commercial Building no other Dudes are in, that Building receives +3 PR. May be recruited in any Commercial Building you control.
41 War Lance ® 6 1 3 4 4 P 1B Sneaky. SA: B (5+) to ambush an enemy Dude within 6".
57 War Rider ® 6 1 6 1 3 R 1S Sneaky. May not enter a Commercial Building. Lucky Shot.
37 WereWolf © 9 1 4 9 4 - - Fleet-footed. SA: B (4-) to remove up to three non-silver bullets, then move.
03 45 Yeller Belly © 3 1 4 1 3 P 1B Will not be in a gang with, or shoot at, any Unearthly Dudes. If within 6" of at least one other Yeller Belly, receives +3 BR.

 

Law Dogs - Red Hearts

Lots of Lawmen, work well with Government Buildings, quite a few Bullets, high Influence.
Flat Name C I P BR V S Bul

Disk Text
60 Circuit Judge 6 6 2 1 3 - - If in Courthouse, every non-Home Building you control is a Government Building.
22 Deputy 9 3 4 5 6 - - Lawman. SA: B (5-) to move, then ace one Wanted Dude with 3 V or less in the Building the Deputy is in.
03 Deputy of Sciences 6 3 3 1 4 P 5B Gadget (2). Is only a Gadget when shootin'.
08 26 Jailer 7 2 3 1 2 P 1S Lawman. SA: B(10+) to place one UR, unpinned enemy Dude within 6" in Jail Building (but not pinning other Dudes.).
20 Portman's Posse 3 1 2 2 2 P 0B Receives +3 S if within 6" of a Government Building.
41 Reverend Thomkins 9 5 3 0 2 P 2B Unique. Arcane. Blessed. May not be brawled by Wanted or Unearthly Dudes.
06 Sheriff Portman 12 5 4 2 4 P 4B Unique. Lawman. Immune to Shootin' if in a Government Building. SA: B (5-) to place Portman in any Government Building, but not pinning an enemy Dude, within 12".
59 Silas Dickens, Prosecutor 9 5 3 2 4 - - Unique. Huckster (3). SA: Boot (10+) in a Building to ace one Dude in that Building with 2 I or less.
57 Special Division Deputies 9 2 3 3 4 P 4B Lawman. May be recruited in any Government Building you control.
58 Special Division Detective 8 4 2 3 4 R 1B Lawman. SA: B (10+) in a Government Building to make one Dude within 6" Wanted with zero Bounty.
22 U.S. Marshal 11 4 3 2 5 R 3B Lawman. SA: B (5-) to force up to two other friendly R Marshals within 6" to move up to their full Pace. They remain R.

 

Morgan Cattle Company - © Red Diamonds

Pretty high Influence, lots of workers, high Pace, seem very moderate in BRawlin, Vigor and Bullets.
Flat Name C I P BR V S Bul

Disk Text
28 Dusty Cowpoke 8 1 4 2 5 P 3B Worker. If B to shoot, may shoot twice at one or two targets, but then may not move. May not quickdraw.
28 Horse Talker 9 2 5 2 4 R 1B SA: (10+) to give up to three friendly Workers within 6" +3 P this round. Lucky Shot.
61 Lester Hancock 8 4 3 6 4 - - Unique. Huckster (2). SA: B (5+) to ambush an outdoor Dude within 12".
08 Lillian Morgan 6 4 4 2 2 P 2B Unique. Huckster (4). May not cast Spells if in a Building with a friendly Dude. Lucky Shot.
39 Morgan Gunsmith 7 2 3 3 6 - - Worker. SA: B (10+) to give another Worker within 6" +3 S this round.
26 63 Morgan Solicitor 7 5 3 2 4 - - Sneaky. May not be shot at by a Lawman.
59 Nathaniel Morgan 11 5 4 5 5 P 1S Unique. Arcane. SA: B (10+) to make one friendly Worker Fleet-Footed. Lucky Shot.
43 Nelson Bradford 12 3 4 2 5 R 6B Unique. If unpinned during Economy, you may recruit up to three Workers on Nelson.
45 62 Ranch Foreman 8 2 5 2 4 P 3B SA: B (Q+) to force one Worker from your gang stack to ambush Foreman. The Worker is UR.
27 Ranch Hand 4 1 4 3 3 P 1B Worker. If indoors, receives -2 P
27 Range Rider 10 1 5 1 5 P 3B Fleet-Footed. Worker.

 

Sweetrock Mining Company - Black Hearts

Lots of Workers, high BRawling, lots of ways to boost PR, Pretty low Influence, not a lot of Bullets.
Flat Name C I P BR V S Bul

Disk Text
05 Company Troubleshooter 7 2 2 5 6 P 1B SA: B to ambush any Dude pinning a friendly Dude within 12".
59 Explosives Crew 8 1 2 2 3 P 1B SA: B (3+) to Jolt (3) all Dudes in a Building within 6". That Building has zero PR this round. Lucky Shot.
02 Gomorra Maze Vets 7 1 3 5 5 - - Worker. SA: B to burrow an indoor Dude within 12".
05 Greenhorn Miners 4 1 3 2 3 - - Worker. SA: B to give an Industrial Building within 6" +1 PR this round.
32 Hydraulic Drillin' Apparatus 12 2 2 1 6 P 3B Big 'Un. Gadget (3). Receives +5 S if target is within 3". :If outdoors and within 6" of an Industrial Building, B (3-) to add 10 to your total PR this round.
62 Mining Engineer 6 3 3 2 2 - - SA: B (10+) to deal a Card (9-), faceup, to a friendly R Worker within 12". That Dude may B with both Cards.
08 09 Mining Forman 8 3 5 2 4 R 2B Worker. If in a non-Home Building you control, that Building is Industrial.
05 Prospector 7 1 3 2 4 P 2B Worker. Receives +3 BR when defending. Lucky Shot.
03 Samuel Dixon 10 5 3 6 4 P 2S Unique. SA: B (5-) to add the PR of a Building within 6" to your own total PR, then reduce that Building's PR to zero for the rest of the round.
 Demo Sweetrock Forman 6 3 3 2 4 R 2B Fleet-footed.
 Demo Sweetrock Troubleshooter 7 2 2 5 6 P 1B SA: B to ambush an enemy Dude within 12".
42 Walter Simmons 7 4 3 4 5 P 1B Unique. If in an Industrial Building you control, Simmons has PR equal to double the number of friendly Workers within 6".

 

Whateleys - ® Black Clubs

High Magic, not a lot of Bullets, moderate Influence.
Flat Name C I P BR V S Bul

Disk Text
25 Abigail Dupont 8 2 2 1 3 P 1B Unique. All friendly Hucksters within 12" receive Huckster (+1).
58 Cassandra Whateley 11 4 2 1 2 P 1B Unique. Shaman. SA: B (10+) to place Cassandra in a Building you control (not pinning an enemy Dude) within 12". Lucky Shot.
62 Dr. Brown Jenkins 7 3 3 1 4 P 1B Unique. SA: B (5+) to make a Dude within 12" Unearthly for the rest of the round. Lucky Shot.
39 63 Dupont Coven Witch 5 1 3 1 3 - - Huckster (1). If outdoors and within 6" of another Witch, is immune to Shootin'.
47 Dupont Lycanthrope 6 1 4 2 2 - - Fleet-Footed. If UR, receives +4 BR and V
46 Dupont Monster Hunter 10 1 3 5 3 R 3B Sniper. If shootin' at Unearthly or Spell-casters, receives +3 S
42 Hezekiah Whateley 8 4 3 3 3 P 1B Unique. Huckster (3). SA: B (J+) to discard the Card from one target shooter within 6", that Dude is now UR.
47 LaCroix's Hired Hand 7 1 3 1 3 P 4B Sneaky
46 Walkin' Dead 7 1 3 2 2 P 2B Unearthly. May not brawl Blessed Dudes. Immune to shootin' with non-silver bullets.
26 45 Whateley Family Servant 6 1 6 6 6 - - If pinning a Unique Dude, receives +3 BR.

 

Wretched - ® Red Clubs

Weird special abilities, they seem pretty fast overall, low Influence.
Flat Name C I P BR V S Bul

Disk Text
40 Dr. Riley's Combust-o-matic 6 2 3 1 3 P 3B Gadget (2). If shootin', each Bullet that hits the target also hits all other Dudes within 3" of the target.
03 44 Forsaken Brave 9 1 5 2 4 P 3B SA: If pinning an enemy Dude that has taken at least one Bullet, B (10-) to ace that Dude.
08 Fortuneteller 6 1 3 2 4 - - SA: B (10+) to discard the Card from one target R Dude within 12". That Dude is now UR.
39 Ghost Creek Nemesis 12 2 4 4 6 P 5B Wanted (2). If B to only shoot, has 12" range.
41 Jacob McHale 9 3 4 1 3 P 1B Unique, Blessed. SA: B (10+) to force an unpinned, UR enemy Dude within 6" to move two flips in any direction. Lucky Shot.
43 Melinda Eyes-of-madness 8 2 4 1 4 P 3B Unique. If B to shoot, you may place a Bullet on Melinda or a friendly Dude within 6" to receive +3 S this round.
51 Mojave Rattler 9 1 4 6 9 - - Big 'Un. Two-fisted. SA: B (10+) to burrow an outdoor Dude within 12".
44 Pox Victim 7 1 2 1 3 P 2B Unearthly. SA: B (5+) to burrow a Dude within 12". Dudes pinning Pox Victim have zero P.
09 Restless Spirit 8 1 4 1 9 - - Flying. Unearthly. May not brawl a Shaman
61 Shining Bird 8 3 3 2 5 - - Unique. Shaman. SA: B (5+) to remove any one bullet from a Dude within 6"
40 Two-Gunned Tenderfoot 4 2 3 1 3 P 2B May not brawl a Dude with 3 I or more. Lucky Shot.

TM and Copyright 2000 Fantasy Flight Publishing Incorporated, all rights reserved, used by permission.

...please e-mail J. Cooper Cazedessus (editor) and Pat Dolan (typist), Tim Sjoberg (notes) with any errors you find in this dude spoiler...