- Deadlands Reloaded Character Sheet Excel
- Deadlands Reloaded Character Sheet Fillable
- Deadlands Reloaded Character Sheet Fillable
Nsf viewer tool. For those interested, I have produced a sheet of the chances of making a given TN for a 1-5 dice of d4-d12. It includes the average result and the Deadlands Radio Drama. Just an update for anyone who is interested. I've been e-mailing Pinnacle Legal and have gotten permission to use Deadlands, the Deadlands setting, Deadlands Radio Drama.
- Cheyenne's Savage Sheets. Deadlands: Reloaded (SWEX Ed). You can play out massive battles in record time with all the character advancement and cool special.
- Deadlands: Reloaded. Rank: 0 Num Ratings: 0 Average Rating: 0.00 Num Owned: 18 Prev. Deadlands Character Sheet: Deadlands Character Sheet English: Hida Mann. 2010-02-08 User Information Add a copy to your collection.
- A Deadlands Weird West RPG character creation guide that focuses on coming up with ideas for your character. Their are several tools in the players handbook.
- Idiot's Guide to Deadlands RPG Character Creation. Deadlands Weird West is a wild west and supernatural horror themed roleplaying game by Pinnacle games.If y.
Deadlands Classic : The Adventure Party
Combat Cheat Sheet
if you don't quite understand the Basics cheat sheet then look over there first…
When Combat starts
Surprise
- if character is surprised roll cognition (tn 5) if expecting something or (tn 11) if they are not.
- If the roll fails no cards until passing a fair(tn5) guts check in following rounds.
- those who passed surprise check can make leadership rolls to keep others unsurprised
Action Deck
- roll quickness(tn5). draw a card from action deck,plus additional for a success and 1 for each raise.
- goin' bust means no cards
- red jokers can be used at any time (but cannot be sleeved); you also draw a random chip from fate pot,
- black jokers cause you to lose any cards up your sleeve and the deck is reshuffled next round. -Marshall draws from fate pot
- Action counts down from ace to deuce and you take your actions when your cards are called .
- Suit initiative - Spade -> Heart -> diamond -> club
Cards up the sleeve.
When a card comes up in a round, you can choose to keep it up your sleeve to use at any future time in this combat or for interruptions - until the black joker is drawn
Interrupt - with a card up your sleeve you can interrupt another characters action with an opposed quickness(tn5) test.
- success means simultaneous actions
- success+raise you move first
Movement
- each square is 2 yards(or 2 pace)
- walking has a -2 to shooting
- moving at double your pace is running and you have a -4 penalty on other actions.
Lockwiper. Shooting
you can fire your weapon's ROF each action.
shootin' is (tn5) + range divided by weapons range modifier.
Xcode game tutorial. roll your shootin' and hit location(d20) and reliability (if using mad science [d20])
Other shootin' related actions:
- draw a bead: each action spent drawin' a bead ads +2 to your shootin' roll up to a +6.
- vamoosin', gettin' distracted, or stunned loses the bonus.
- call a shot
size | Penalty |
guts | -2 |
legs, arms | -4 |
head, hands, feet | -6 |
eyeball, heart | -10 |
- draw a weapon
- quickdraw: roll tn5 get to pull a weapon and fire in the same round.
- (-2 modifier for pullin' 2 guns )
- (+2 for a quickdraw holster)
- reload: one bullet per action. automatics usually require 2. speed load clips require 2 actions.
- speed load: fail still yields 1 bullet
TN | result |
fail | load 1 bullet, speed load in normal time |
tn5 | speed load clip in 1 action |
tn9 | 2 bullets in chamber |
tn11 | 3 bullets in chamber |
bust | nuthin' |
- fan the hammer: using a single action pistol with a free hand, fire up to 6 shots in an action.
- -2 on shootin' roll, each raise means another bullet has hit a target.
- Can choose to hit adjacent targets (2 yards away)
- dual pistols: suffer a -2 for main hand, and -6 for off-hand (unless you've got 2 gun kid merit)
Fightin'
fightin' has to beat a (5) roll to land an attack. +2 to location. called shots work the same,
2 handed attacks in same round work the same
- weapons with a defensive bonus have that number added to opponents attack target number
- bolas whips and lariats ensare target if they beat opponents dodge roll
Hit locations
1-4 | legs – (odd – left: even-right) |
5-9 | guts |
10 | gizzards (+1 damage dice) |
11-14 | arms (odd-left: even-right) |
15-19 | guts |
20 | noggin (+2 damage dice) |
- +2 when fightin'
- +2 advantage with waist high advantage
- +4 head high
- raises allow you to adjust hit location up and down by 1 point
Test o' Wills – scare an opponent into submission without pullin' a trigger
bluff vrs scrutinize | overawe v guts | ridicule v ridicule
success | unnerved | target has -4 on next action |
1 raise | distracted | target loses cheat card or next highest card |
2 raise | broken | unnerved + distracted and character gets to draw from fate pot. |
Vamoosin'
Deadlands Reloaded Character Sheet Excel
burn your highest action card (or sleeve card) to avoid an attack before damage is rolled
- dodge opposed by shootin' (for missile attacks)
- fightin' by fightin' :(if fighting, character has to move back 1 square or suffer -4 on vamoose roll.)
Damage Rolls
damage rolls for weapons are the sum of all dice instead of the highest number,
if a weapon has a trait or attribute roll, its the highest number of the trait roll, plus all the damage
+1die of damage for gizzards, +2 dice for noggin (no extra dice if using hands)
Wounds levels damage total divided target's size.
characters suffer a negative modifier of their highest wound level on all rolls.
Serious and higher wounds bleed out wind each round.
wound level | modifier |
light | -1 |
heavy | -2 |
serious | -3 bleeds 1 wind/round |
critical | -4 bleeds 2wind/round |
wound | -5 bleeds 3 wind/round |
Wind: roll 1d6 for each wound level received & lose that much wind. open ended roll
Stun: roll vigor against wound level – failure means no actions until succeed at recovery check.
wound level | TN |
wind | 3 |
light | 5 |
heavy | 7 |
serious | 9 |
critical | 11 |
when no wind is left, go unconscious -
Healing
Deadlands Reloaded Character Sheet Fillable
- wind can be recovered by an easy (tn3) medicine roll or at 1 wind per minute.
- requires a medicine check at the same level of difficulty as the stun check
- natural healing gets to roll vigor every 5 days.
- maimed in limbs means loss, in guts, gizzard, head: death
Fate Chips
Chip Type | White | Red | Blue | Legend |
aptitude roll | 1 exta die per chip spent. Cannot be used with red or blue | roll a bonus die and add to roll. can only spend 1 chip per action. Marshall draws from fate pot on use | roll a bonus die and add to roll. | reroll any die roll, including busts |
wound negation | 1 wound or 5 winds | 2 wounds or 10 wind | 3 wounds or 15 wind | 5 wounds or all wind |
bounty point | 1 | 2 | 3 | 5 |
Deadlands Reloaded Character Sheet Fillable
need more? go to the Unique Firearms Cheat Sheet