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Deadlands - Doomtown:RangeWars - Ghost Creak

~ 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. Yeah, I know I'm missing most of the Flat designations... and a few dudes too. RSVP if you can help me fix this spoiler. Note: My check-list has the flat numbers, but not the correct faction/outfit.)

 

Beauchamp's Rebels - ´ Black Spades

Flat Name C I P BR V S Bul Disk Text
GC24 Arizona Reinforcements 4 1 4 2 2 R 3B May not brawl a R Dude.
GC49 Auxiliary Rifleman 5 1 2 1 2 R 3S May not shoot at a Dude pinning or being pinned by another friendly Dude
GC01 Beauchamp's Rifleman 6 1 3 2 2 R 3B If B (4-) to shoot, may shoot silver bullets instead of brass.
Corporal Hix 10 3 3 4 4 P 2S Unique. SA: B (10+) to force up to three Dudes from your gang stack to ambush Hix. These Dudes are UR. Lucky Shot
GC 10/37/61 Crawlin' Confederate 2 1 4 1 4 - - Unearthly. If aced during the Brawlin' Phase, Confederate is knocked out instead.
GC16  Field Cannon 12 1 1 1 6 R 5B Big U'n. If B to shoot, must B (4-). Cannon does not need LOS to target if another friendly Dude has LOS to target. SA: B (4-) to target one Dude within 18". Toss a Joker. If it comes up live, place 5 brass bullets on the target.
GC12 Gunnery Officer 7 1 3 2 2 P 4B SA: B (10+) to place a token on a target Dude within 12". All Dudes shooting at this target may toss silver bullets thsi round.
Hardened Veteran 8 1 3 5 5 P 2S Arcane. If pinning an Unearthly Dude, may B to shoot that Dude.
GC46 Kentucky Pistoleer 5 1 4 2 2 P 3S If Quickdraw or B to move and shoot, toss brass bullets instead.
Patterson's Lieutenant 9 3 4 4 3 P 2B Bushwacker. SA: B to move a Card from one friendly R Dude within 6" to another friendly UR Dude within 6".
GC 49/46 Rebel Spy 8 2 5 5 2 Bushwacker. SA: B (8-) to force a friendly R Dude within 6" to immediately B, regardless of that Dude's Card.
GC05 Rifle Brigade 8 1 3 1 2 R 4S If shootin' at a target within 6", toss brass bullets instead of silver.
GC61 Sergeant 6 1 3 2 3 R 1S SA: B (K) to deal Cards from your Hand to up to two friendly UR Dudes within 6".
Steam Wagon 9 2 4 5 9 Big 'Un. Gadget (3). Friendly Dudes may be recruited on Wagon. If Wagon is pinned during Deal Phase, you may still deal it a Card as if it were not pinned.

 

Blackjacks - © Black Diamonds

Flat Name C I P BR V S Bul Disk Text
Badlands Bandit 4 1 3 2 4 P 2B Wanted (X). If B to shoot, receives +X S. If Bandit aces or helps ace an enemy Dude this round, place a token on Bandit. X=the number of tokens on Bandit.
GC66 Blackjack Recruiter 8 1 4 2 5 P 3B SA: If in Jail, B(5-) to discard all tokens on Jail and place Dudes "in Jail" in your Home. You are now the controller of these Dudes for the rest of the game. Lucky Shot
Desperado 6 1 4 2 4 R 3B Wanted (2). If Desperado aces a Lawman, that Lawman has a bounty of 3.
GC23 High Plains Robber 7 1 4 5 4 R 2B If in a Commercial Building you don't control, both you and the Building's controller may add that Building's PR to your total PR this round.
Horse Thief 4 1 5 2 4 Wanted (2). If B to move, you may place up to three bullets on the Thief. Thief receives +2 P for each bullet.
Lighting Gunslinger 7 1 3 3 4 P 3B If Gunslinger B to shoot and at least one bullet is a hit, Gunslinger may immediately shoot a second time.
Pale Horse Rider 9 1 5 2 4 P 3S Unearthly. If B to shoot, may either toss bullets normally or place one brass bullet on the target.
GC10 Rooftop Killer 8 1 3 2 2 R 4B Sniper. If indoors, is a Lucky Shoot.
Shale Congaree 9 3 2 1 4 P 3B Unique. SA: If pinning an enemy Dude, B (5-) to place this Dude in your Home. You are this Dude's Controller for the rest of the game. Lucky Shot
GC37 Spirit o' Vengeance 7 1 5 1 4 P 3B Unearthly. SA: If pinning a Lawman, B (5+) to ace that Lawman. Lucky Shot
GC01 Virgil and Nadine Walker 12 2 4 3 6 R 4B Unearthly. Unique. SA:: If in a Building, B (5-) to place all UR enemy Dudes in the Building outdoors, within 3" of the Building and not pinning any other Dude.

 

Collegium - ´ Red Spades

Flat Name C I P BR V S Bul Disk Text
GC05 Glom 8 1 2 5 5 Unearthly. Two-fisted. If Glom aces or helps ace an enemy Dude this round, remove all bullets from Glom during Economy.
GR-7 Mutagen Test Subject 7 1 3 1 3 P 4B SA: B (10+) to discard the Cards on all R Dudes within 12" and in LOS, then ace Test Subject.
GC32 Knife Runner 8 1 4 2 4 - - Immediately after Runner B to brawl a Dude, place a bullet on that Dude. Runner may now move a second time (but place no more bullets).
Library Patrons 1 4 3 0 1 May not B to brawl. If within 6" and in LOS of a Dude who is aced, R Patrons are made UR.
Library Security 6 1 3 1 2 P 4B If B (4-) to only shoot, has 12" range.
GC23 Livestock Internalist 8 1 4 6 3 - - Bushwacker. Place a token on Internalist for each Dude it knocks out. During any Economy Phase, you may add 10 times the number of tokens to your total PR, then discard tokens.
GC66 Miwok Trickster 7 2 3 6 6 - - SA: B (5+) to force one R enemy Dude within 12" to ambush Trickster. That Dude is made UR.
  Pneumatic Tranquilizer Delivery System 5 1 3 1 3     SA: B (5-)to knock out a target Dude within 6", then make a Gadget (2) check.
  Radin' Party 6 1 3 3 5 P 3S Big'Un. If B (5-) to move, feceives +4 P.
Ramblin' Rustler 8 1 5 1 2 P 3B Sneaky. Fleet-footed. May not be brawled by Big 'Uns.
  Six-shootin' Medicine Man 10 2 4 2 4 P 4B SA: B (10+) to force a target enemy UR shooter within 12" to shoot another enemy Dude within the shooter's range and LOS.
Steel Dragon 7 1 4 2 7 R 3S Gadget (2). May not enter Homes. If Dragon enters a Building, toss three Jokers. If all three Jokers come up dead, that building is removed from play and all dudes inside it (including Dragon) are aced. If not, place one bullet on Dragon for each dead Joker.
Wasatch Sniper 10 1 5 1 3 R 4B Sniper. Gadget (2). Flying. Is Gadget only when moving. If indoors, may only be brawled by other Flying Dudes.

 

Drifters - Miscellaneous

Flat Name C I P BR V S Bul Disk Text
 GC22 Angry Mob ´ 5 1 3 3 4 - - Arcane. Two-fisted.
  Gal with no Name © 12 2 4 4 6 P 3S Unique. Unearthly. Fleet-footed. If Gal is aced, toss three Jokers. If they all come up live, Gal is knocked out instead.
  Gremlins ® 3 1 5 1 2 - - Unearthly. All Gadgets within 6" receive Gadget (-1) (to a minimum of 1).
Horse Carriage ´ 9 1 5 2 9 - - Big 'Un. Friendly non-Big 'Un Dudes within 6" of Carriage may B to board Carriage. Dudes "on board" are set aside and are aced if Carriage is aced. No move than five Dudes may be "on board". During Economy, Dudes "on board" may be recruited for free onto the unpinned Carriage.
GC37 Jackalope 4 1 5 2 2 - - Unearthly. Sneaky. Bushwacker.
GC11/65 Night Haunt © 9 1 5 8 3 - - Unearthly. Bushwacker. Two-fisted. Dudes knocked out by Haunt are aced. Immune to shootin'. Spell-casters within 12" and in LOS may B (5-) to ace Haunt.
GC12 Payin' Customer 4 3 3 1 2 - - If at least two Payin' customers are in a Commercial Building, that Building receives +1 VP.
 GC24 Society Belle © 3 3 2 0 1 - - May be recruited in any Residential Building you control.
GC28 The Black Masked Stranger © 9 4 4 3 6 P 5S Unique. Wanted (6). If Stranger shoots and aces a target, discard the Card from all R enemy Dudes within 6" of the target.
GC32 Town Drunk 3 1 1 1 3 - - If B to move, toss a Joker. If it comes up live, Drunk receives +3 P and +3 BR this round.
Wendigo 7 1 4 6 4 - - Unearthly. If Wendigo aces or helps ace an enemy Dude this round, remove all bullets from Wendigo during Economy.

 

Law Dogs - Red Hearts

Flat Name C I P BR V S Bul Disk Text
Double-barrel Surprise 5 1 2 4 5 - - May Quickdraw to Jolt (4) a target Dude within 3".
GC14 Hangin' Judge 9 4 3 1 2 - - SA: B (10+) to make an enemy Dude within 6" Wanted (0) this round. B (5-) to ace one Wanted Dude within 6"
  Hangman's Posse 8 1 4 2 4 P 4B Fleet-footed. Big'Un. If attacking an enemy that is pinning a friendly Dude, receives +4 BR.
CG28 Harold McCain 8 3 3 3 5 Unique. Blessed. Shooters within 6" and in LOS may not B to shoot, or move and shoot.
GC58 Junior Deputy 4 2 3 4 3 P 1B Lawman. If within 6" of a Wanted Dude, may not B to brawl any non-Wanted Dudes.
GC57 Loose Cannons 7 1 3 2 2 P 5B SA: B (5+) to Jolt (2) all enemy Dudes within 6" and in LOS.
GC24 Mercenary Manhunter 5 1 4 3 6 R 5B May only shoot at Wanted Dudes.
GC58 Midnight Home Defender 4 2 3 1 2 P 1B If in a Residential Building you control, receives +2 BR and S.
GC32 Miles Fisher 8 2 3 4 4 - - Unique. Arcane. Huckster (2). SA: B (10+) to Jolt (3) an Unearthly Dude within 6".
GC23 Raven Daughter 9 2 5 2 4 Unique. Shaman. Flying. If Raven B (5-) to cast a Spell, she may move normally after casting it.
Sawbones 8 3 4 0 3 May not B to Brawl. SA: B to remove any two bullets from all Dudes within 6".
  Special Division Field Tester 7 2 3 5 5 - - Gadget (2). Bushwacker. Two-fisted. SA: If pinning another Dude, B (5-) to place two bullets on that Dude.
GC10 Undertaker 4 3 3 1 2 - - If in Funeral Parlor, recieves +3 I and is immune to shootin'.

 

Morgan Cattle Company - © Red Diamonds

Flat Name C I P BR V S Bul Disk Text
Augustus Macalister 8 3 3 2 4 - - Unique. Blessed. Arcane. Receives +5 BR and is a Bushwacker when attacking Unearthly Dudes.
GC23 California Greenhorn 3 1 3 2 3 P 4B Immediately after Greenhorn shoots, its target's controller may move Greenhorn one flip in any direction of his choice.
GC14 Free Range Cowgirl 6 2 3 4 4 SA: B (5+) to place a token on a target Dude within 6". This Dude has zero P, BR, and S this round.
  Hector Swanson 8 4 4 2 6 - - Unique. Arcane. SA: B to force a friendly, UR Huckster within 6" to cast a Hex from either your Spell Deck or from the Spells that have already been cast this round.
  Lilliam Morgan 6 4 4 2 2 P 2B Unique. Huckster (4). May not cast Spells if in a Building with a friendly Dude. Lucky Shott
GC02 Morgan Hired Gun 7 1 3 2 5 R 3S Wanted (1) If in a Commercial Building, Hired Gun is Wanted (3).
GC03 Ranch Wife 5 2 3 1 2 P 2B If in a Residential Building, is immune to shootin'. Lucky Shot
GC22 Rancher's Union 8 1 3 2 5 R 3B SA: If in, or within 6" of an Industrial Building, no enemy Workers may be recruited in that Building.
GC03 Rough Rider 4 1 5 5 3 R 2B May B to move or shoot, but not both.
GC37 Sister Sarah Verger 7 3 3 0 4 - - Unique. Blessed. SA: B (10+) to make another friendly Dude within 6" Blessed this round.
GC61 Speaks to Lightning 8 3 3 1 4 - - Unique. Shaman. SA: B (5-) to Jolt (5) a target Gadget within 12".
GC66 Trail Boss 6 1 5 5 3 - - Worker. SA: B (10+) to force a friendly Dude within 6" to ambush an enemy Dude within 6".
GC12 Zack Tyler 7 2 4 4 3 - - Unique. Uneathly. SA: B (5-)to place a token on a target Dude within 6". During the next Deal Phase, this Dude may not be delt a Card. Thne discard the token.

 

Sweetrock Mining Company - Black Hearts

Flat Name C I P BR V S Bul Disk Text
Creek Panner 4 1 2 2 2 SA: If in an Industrial Building, B (5-) to toss five Jokers. Place a token on Panner for each Joker that comes up live. During Economy, add the number of tokens on Panner to your total PR, then discard tokens.
GC65 Claim Jumper 7 2 3 2 4 P 3B SA: B (10+) to move an unpinned enemy Dude within 12" up to two flips in any direction.
 GC24 Dead Shot 9 2 3 2 5 P 3B When tossin' Jokers fo Lucky Shot, toss only two Jokers. Lucky Shot.
GC52 Dixon's Moles 7 1 3 4 4 - - SA: B to force one friendly, unpinned, UR Dude within 6" to burrow another friendly outdoor Mole within 24".
Kendall Cravin 7 3 4 5 3 Unique. Huckster (2). During the Deal Phase, enemy Dudes within 6" must have their Cards dealt face-up.
Labor Negotiator 6 2 3 3 3 P 4B May not be brawled or shot at by Worker Dudes.
GC37 Mucky Stiff 7 1 2 2 4 R 2S Unearthly. Spell-casters within 12" may not B to cast Spells. Lucky Shot
Overtime Volunteer 5 1 2 1 2 Unearthly. Worker. During Economy, add one to your total PR for each friendly outdoor Volunteer within 6" of an Industrial Building.
GC61 Range Stalker 7 1 3 6 3 Bushwacker. May Quickdraw to ambush an enemy Dude within 12" and LOS.
Runaway Mine Car 7 1 2 3 4 R 3B If Car B to move in an Industrial Building, it receives +5 P and is a Bushwacker this round.
Tunnel Crew 4 1 3 4 4 Worker. May not B to brawl a R Dude.

 

Whateleys - ® Black Clubs

Flat Name C I P BR V S Bul Disk Text
Amos Hawthorne 7 4 4 3 5 Unique. If outdoors and at least 3" from a non-Home Building, Amos has 5 PR.
GC07 Corrupt Marshall 11 2 5 2 5 P 6B Lawman. Arcane. If B to shoot, Marshal may toss six copper or three silver bullets.
GC52 Devil Bats 8 0 7 6 5 - - Big 'Un. Unearthly. May only brawl UR, outdoor Dudes. Immediately after Bat B to brawl a Dude, place two bullets on that Dude.
Dire Wolves 5 1 6 3 2 If at least two Dire Wolves are pinning an enemy Dude, all Dire Wolves pinning that Dude are Bushwackers.
GC25 Elizabeth Dupont 8 4 5 5 5 Unique. SA: B to force up to three unpinned friendly Dire Wolves within 6" to immediately move up to their full P. If R, Wolves remain R.
Eustace Dupont 7 2 4 1 5 Unique. Huckster (2). SA: If within 12" of a target enemy Spell-caster, B (5-) to take one random Spell from that Dude's controller Spell Deck and put it in your Spell Deck. You may use that Spell this round.
GC32 Hell-bred Gunfighter 7 1 4 2 2 P 2B Unearthly. SA: B (10+) to ace a pinned target Dude within 6"
GC12 Hungry Dead 5 1 4 1 4 - - Unearthly. If pinning another Dude, B to remove up to any three bullest from Hungry Dead and place them on the Dude being pinned.
GC07 Jenkins' Assistant 6 1 3 4 3 P 2B If pinning an enemy Dude, Assistant is immune to shootin'.
Osman Whateley 6 3 2 1 3 Unique. Huckster (2). SA: B to force one Dude that has been aced this round to ambush Osman from out of play, then ace Osman.
GC10 Margot Dupont 9 3 3 1 4 P 3B Unique. Huckster (2). May Quickdraw to cast a Hex. Lucky Shot.
GC06 The Baron's Helpin' Hand 6 1 3 1 2 P 4B Unearthly. SA: B to remove up to three non-silver bullets from a Dude within 6", then place one bullet on Helpin' Hand.
GC62 Wiley LaRue 6 2 4 1 6 P 2B Unique. Huckster (3). If Wiley makes a Huckster Check, place a bullet on Wiley for each dead Joker. Lucky Shot

 

Wretched - ® Red Clubs

Flat Name C I P BR V S Bul Disk Text
Angry Mime 4 1 3 1 3 P 1B If B to shoot, toss a Joker. If it comes up live, Mime receives +3 this round.
GC11 Backstage Vamp 5 3 3 1 5 P 1B Lucky Shot. May not enter a Building that a Blessed Dude is in. SA: B to make Vamp Unearthly this round.
GC66 Claire Contrell 8 2 4 6 3 - - Unique. Bushwacker. SA: B (10+) to make you the controller of one enemy drifter Dude within 12" this round.
Clown of Tears 8 2 3 4 5 Unearthly. Bushwacker. Toss silver bullets instead of brass when Clown is attacking or defending.
Diseased Actress 6 1 4 2 4 Enemy Dudes within 12" and in LOS of any number of Actresses may not Quickdraw, and receive -1 S (to a minimum of zero) this round.
Eagle's Child 6 1 3 1 6 P 2B During the Deal Phase, you may deal Child multiple Cards, placing one bullet on Child for each Card after the first. Child may B with all Cards.
GC62 Festers the Wound 9 4 2 1 6 - - Unique. Shaman. SA: B (10+) to replace up to three brass bullets on a Dude within 12" with silver bullets.
GC24 Guardian Spirt 7 1 4 0 7     Flying. Friendly Shaman dudes within 6" may not be brawled and are immune to shootin'.
GC25 Madame Zokav 5 3 2 2 2 Unique. Huckster (2). SA: B (10+) to ambush an unpinned friendly Dude within 12", then move normally.
Pox Carrier 6 1 3 3 4 SA: B (5-) to place a bullet on Carrier and all enemy Dudes within 12" and LOS.
GC61 Soul Thief 7 2 4 1 4 P 2B SA: If pinning another Dude, B (5+) to Jolt (3) that Dude, then move normally, adding that Dude's V to Thief's P.
The Harbinger 11 3 4 1 4 P 3S Unique. If in a Building you control, all enemy Dudes in that Building have zero I this round.

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