Rival Guns 2023 ME
Rival Guns 2023 ME
A SUPPLEMENT FOR
             B Y A L E X C . VA N A L L E N
                                              IN T RODUC T ION
                                              Welcome to Rival Guns, the first            I have played with incorporating into
                                              supplement for Dead by Lead. Within         Dead by Lead since its very conception,
                                              this book, players will find the            but creating what is essentially an
                                              resources needed to create a rival          “A.I” system for a tabletop game is
                                              gang of gunslingers to play against!        an incredibly challenging process. As
                                              These new resources include tables          such, this content has been crafted as a
                                              for naming your new rivals, and             vital step towards a fully autonomous
                                              rules for helping them cause havoc in       system for players to enjoy games
                                              and around the city of Bloodstone. In       alone or cooperatively with friends.
                                              addition, you will find rules for playing   The scenarios within these pages are
CREDITS                                       games of Dead by Lead either solo or        intended to act as a foundation for these
                                              cooperatively. We have designed three       purposes. Players should consider
Author and Game Designer,                     new scenarios for you to play to help       the underlying framework within this
Alex C. Van Allen
                                              showcase these new rules.                   text, and expand on it where desired
Graphic Design and
Layout, Gregory Horton                                                                    to make it the most enjoyable gaming
                                                 Rival Guns provides players with
and Mitchell Englander
                                              new ways of approaching games of            experience possible.
Illustration, Carl Genovese
Map, The Forge Studios                        Dead by Lead. The idea of having
Roster Sheet Design, Garrett Kipp             recurring rivals that challenge you at
Miniatures, Skullforge Minis,                 every twist and turn is something that
Artizan Designs, Black Scorpion
Miniatures, Great Escape Games,
Knuckleduster Miniatures,
Wargames Foundry
M E D I A C O N TAC T
info@electi-studio.com
CONNECT WITH US
CREATING A RIVAL GANG                                               •   For each member, roll 1d12 on each chart to determine
                                                                        the character’s NICKNAMES, FIRST NAMES, and
The process of creating an enemy gang for Rival Guns is also            SURNAMES.
fairly straightforward. This rival gang generator is meant to
                                                                    •   Designate one member of the rival gang to be the leader.
be a starting point for players wishing to play Dead by Lead
                                                                        Give this character the “Rival Leader” profile.
solo or cooperatively. Feel free to change things or tweak
                                                                    •   Roll 1d6 from the henchman professions for each other
them where necessary to help fit the narrative you and your
                                                                        gang member and assign the results.
friends are trying to tell.
                                                                5
NICK N A MES
                                      6
                                                          Designate one member of the rival gang to be the leader.
RI VA L PROFESSIONS                                       Give this character the “Rival Leader” profile.Roll 1d6 from
                                                          the henchman professions for each other gang member and
                                                          assign the results.
1-2 3-4
   Thug (Henchman)
                                                            Muscle (Henchman)
    IRON         BRAWL          GRIT           LUCK
                                                             IRON        BRAWL           GRIT          LUCK
       1             2            2              1
                                                                2               4          4             2
   Cruel Hearted - Thugs do not care for the
   well being of the other rival gang members,              Stay Down - Models who lose a Brawl
   as such, a Thug does not have to roll to                 against Muscles are reduced to 1 AP
   randomly determine the target when shooting              during their next activation.
   at a target in base contact with an ally.
5-6
   Sure Shot - Models who are wounded in                     Cunning - Assuming the movement is
   the Torso hit box by an Ace Shot’s ranged                 unrestricted, Rival Leaders may move an extra
   attack suffer 1 additional damage.                        2”- free of cost - at the end of their activation.
                                                             Additionally, Rival Leaders may always roll twice
                                                             on post-game injury tables, choosing either result.
                                                      7
PL AY ING RI VA L GUNS
In the following section, players will find a “Solo &                          core rules, should they desire to lengthen their solo or
Cooperative NPC Flowchart”. The flowchart provided                             cooperative campaigns.
should be used to determine the actions of non-player                             If playing a campaign, players should roll for Keepin’
characters during a match. Should any circumstance arise                       Busy and any post-game injuries as per normal.
that “breaks” the flowchart, or does not make sense in
                                                                                  Keep track of all advancements in rival gang member’s
accordance with what the NPC would “logically do”, it is
                                                                               Notoriety. For every 5 Notoriety received by a rival gang
always best to use your personal judgment and tweak the
                                                                               member, increase their highest statistical value by ‘1’; up to
chart where needed.
                                                                               a maximum value of ‘6’. Should the character have multiple
   When playing matches solo or cooperatively, NPC                             statistics as their “highest”, simply choose one to increase.
enemy gangs activate characters two at a time, by order
of the gunslinger’s Iron values. NPC gangs always go
last in the initiative order, unless otherwise noted by a                              Check Base Contact
particular scenario.                                                                   Is the character in base contact with an enemy?
YES NO
YES NO
YES NO
                                                         10
SET-UP                                                          Deploy the attacking models at least 16” away
This scenario should be played on a 4’ x 4’ square           from the stage coach. The attacker may not deploy
table. Run a single dirt road directly from one              within 6” of the road.
corner of the table to the opposite corner. Place a             The attacker automatically starts with initiative
few additional terrain pieces - such as buildings,           for the first round.
rocks, or hills - on each side of the road.
attack, or defend Judge Blackburn’s stagecoach. The game ends as soon as the stagecoach escapes off
Whatever the decision, the rival gang will the table corner opposite of its starting position, if it
automatically take the opposing role.                        is immobilized (destroyed), or the defending gang is
                                                             defeated.
   The defender deploys first. Deploy all defending
models within 6” of the stagecoach, or alternatively,
they may deploy unmounted riding on top of
the coach, so long as their models may freely fit.
Position the stagecoach on the road within 6” of one
of the corners, facing towards the opposite.
                                                        11                                 R i v a l G u n s , A l e x Va n A l l e n
SPECIAL RULES                                                    Any model wishing to board must spend 1 AP
The stagecoach is controlled by the defending player          while adjacent. Roll 1d12. Unmounted models are
and receives its own activation each turn.                    successful on a 6+, while mounted models are
                                                              successful on a 4+. Any model who fails an attempt
   Any model who is moved through by the
                                                              at boarding is knocked directly backwards 2”, and
stagecoach is considered to have been “run over”
                                                              suffers 2 wounds to their torso hit box.
and is immediately defeated. Treat the model as
though it has suffered a torso injury for the purposes
                                                              REWARDS
of post-game injury rolls.
                                                              All surviving members in the winning gang are
   Hostile models may attempt to board the                    awarded 2 Notoriety each.
stagecoach, assuming there is room on the
stagecoach model for them to do so, in order to
engage in melee with enemies riding it.
  STAGECOACH
           IRON                       BRAWL                           GRIT                        LUCK
             -                            -                             10                           -
  Mount - Stagecoaches may move up to 10” in a straight line per AP, and are not affected by “difficult
  terrain”. Stagecoaches may never climb, but are still subject to falling damage. Stagecoaches may not use
  stairs, swim, or enter buildings. A stagecoach may turn up to 45 degrees per AP spent on movement. As
  such, a stagecoach may never turn more than 90 degrees during a single activation. All damage dealt to
  the stagecoach is applied to a single ‘Torso’ hit box for any ruling purposes. Any unmodified attack rolls
  of ‘12’ against the stagecoach are automatic hits, but are not considered “deadly”. Each wound suffered
  by a stagecoach results in a cumulative -1” to its movement. Stagecoaches automatically lose brawls if
  engaged in melee combat. Models may “mount” the stagecoach using standard mounting rules. While
  on top of the stagecoach, allied models should be considered “mounted”, and as such, they activate with
  the stagecoach. However; during the stagecoach’s activation, all models mounted on the stagecoach are
  permitted to spend their allotted APs during the activation as normal. Models riding the stagecoach are
  treated as automatically having “standard cover”, and suffer a -1 penalty while shooting a ranged weapon.
                                                         12
SET-UP                                                          are still fire markers on the table, place one new
This scenario should be played on a standard 3’ x               fire token on the building that started with the
3’. The table should be set up as a clustered western           fire markers. In this way, the flames continue to
frontier town with several structures in close                  spread each turn until all the flames have been
proximity to one another. Ideally, there should be              extinguished, or until all of Marcy has caught on
at least six buildings on the table. Place your gang            fire.
within 10” of one of the table edges, and deploy the                The flames are dangerously hot, and spreading
rival gang the same distance on the opposite side.              quickly. Any model who moves within 2” of a
   Place a number of fire markers equal to half the             building with a flame marker on it automatically
player’s gang size rounded down, to a minimum of                suffers 2 wounds to their torso hit box, and will
one. These markers start on the building that is                continue to do so each time they activate within 2”
closest to the rival gang.                                      of the on fire building.
   Place one water terrain feature within 6” of                     Any model within 1” of the water terrain feature
the player’s deployment area. This terrain feature              may “collect a water bucket” for 1 AP. Models
may be a well, a stream, small pond, or any water               carrying a water bucket may throw them for 1 AP
feature of your choosing.                                       at a range of 6”. Doing so, extinguishes a desired
                                                                fire marker within range at the expense of the
WINNING CONDITIONS                                              water bucket. Immediately remove the fire marker
Marcy Burning is played until one of the following              from the table.
conditions are met: If all the buildings catch fire, the
players lose the scenario. If the rival gang is defeated        REWARDS
before the town burns, the players win.                         Any character who defeats a member of the rival
                                                                gang is awarded 2 Notoriety. Additionally, if all the
SPECIAL RULES                                                   flames are successfully extinguished, each model
Each turn, before rolling for initiative, move all of           in the player’s gang who survives the match earns
the fire markers to the nearest building without                5 Notoriety.
any current fire markers on it, and then, if there
                                                           13                             R i v a l G u n s , A l e x Va n A l l e n
                                                          Below, you will find some new purchasable
NEW EQUIPMEN T                                            equipment. Feel free to use these new pieces of
                                                          equipment in addition to the standard one found in
                                                          the core rules.
OTHER EQUIPMENT
Rigged Deck        Once per game, a model with a Rigged Deck of Cards may look at
                                                                                      $15
of Cards           the top four cards of the Aim Deck and return them in any order.
                     Extra Strong Whiskey offers a character +1 temporary Grit at
Extra Strong          the expense of -1” movement for the remainder of the game.
                                                                                      $5
Whiskey                 This effect may never bring a gunslinger’s Grit above ‘6’.
                                              Consumable.
                      Permanently increase the optimal range of a buffalo rifle,
                       repeating rifle, or musket by 1”. This item may never be
Rifle Scope                                                                           $16
                       used to upgrade an individual weapon more than once.
                                             Consumable.
                              Lock Picking Kit may be used to negate a
Lock Picking Kit                                                                      $3
                               result of ‘1’ on Keepin’ Busy table Four.
                                                     14
15   R i v a l G u n s , A l e x Va n A l l e n
OP T ION A L RULES
Within this section, you will find new optional rules         “ WE COULD USE A HAND ”
that may be implemented into games of Dead By                 We Could Use A Hand is a basic feature that allows
Lead, assuming all players agree upon doing so.               players who have played at least 1 campaign game,
These rules offer a list of new mechanics that are            to replace any lost character with the following
designed around further balancing campaign play               character, completely free of charge.
to help promote a more even progression for players
who start to “fall behind” after losing several games.
                                                               Farmhand
                                                                 IRON        BRAWL          GRIT         LUCK
“ CHECK THE P O CK ETS”
                                                                    1            1            1            1
Check the Pockets allows gunslingers to loot enemy
                                                               Earn Your Keep - Farmhands may never
bodies during a match. Doing so will allow players             purchase Character Upgrades or Flaws
to roll on a unique items table, and is a good way
to ensure that a character will not leave the match
empty handed. To do so, simply leave any defeated             “ REVEN G E ”
gunslingers on the table during a game, and place
                                                              Additionally, should players desire to do so, they
them on their side to represent a “downed” character.
                                                              may roll 1d12 after each character death. On a result
   During a match, models may choose to “check                of 10+, players may elect to replace a dead character
the pockets” of any downed enemy that they are                with a family member or friend who is “seeking
within 1” of. Doing so requires 2 AP, and allows              revenge”. Replace the dead character with a newly
them to make an immediate 1d12 roll on the                    named character of equal Statistics, reduced by ‘1’.
“Knickknack” table.                                           Do not reduce any statistics below a value of ‘1’ in
                                                              this way. The new character automatically starts at
                                                              1 Notoriety. This character counts as being of the
                                                              same Profession, and should gain that Profession’s
                                                              Trait. Character Upgrades and Flaws may be
                                                              purchased as normal. If desired, the character
                                                              may be equipped with one of the dead character’s
                                                              weapons, free of cost.
                                                         16
K NICK N ACKS
                                          17                                   R i v a l G u n s , A l e x Va n A l l e n
                                                                                                               REFERENCE SHEE T
1 . I N IATIVE &                          3 . B R AWLI N G                         STANDARD ACTIONS                      Brawling (pg 37): Engaging
AC TIVATI O N                             (Dead by Lead, pg 37.)                   The following are standard            in melee combat with
(Dead by Lead, pg 27.)                                                             actions and all require               an enemy model.
                                          •    Both players, 1d12                  1 AP to perform:
•   Each player rolls 1d12.                    + Brawl Stat                                                              Careful Aiming (pg 35): Taking
    Highest roll wins initative.                                                   Movement (pg 28): move 6.”            the time to line up the target for a
                                          •    Apply wounds 1+                                                           +1 Iron modifier before shooting.
                                                                                   May use two movement actions.
•   Players take turns activating              weapon damage
    two characters then                                                                                                  Reloading (pg 35: Topping off
                                          •    Roll on hit location.               Shooting (31): Attacking              the ammunition of a firearm.
    passing to the other player.                                                   an enemy model within
                                          •    Optional Disengage
•   Each character gets two                                                        range and line of sight
    standard actions.                     4 . LU CK                                with a ranged weapon.
                                          (Dead by Lead, pg 38.)
2 . S H O OTI N G                                                          Mounting & Dismounting
                                          Any time you would take a
(Dead by Lead, pg 31.)                                                     (pg 30): Climbing on or off of a
                                          wound you may spend characters
                                                                           friendly horse or mule character.
                                          luck to to roll 1d12 (+luck
•   Determine cover
                                          spent). If result is equal to or
•   Draw cards                            greater than modified roll of
•   Add modifiers                         attack, no damage is taken.
•   Roll 1d12
                                          5 . DA M AG E & WO U N DS                            Check Base Contact
                                          (Dead by Lead, pg 36.)
                                                                                               Is the character in base contact with an enemy?
                                          •    Roll hit location
                                          •    Apply weapon damage
                                               to location.
                                          •    Apply hit box effects
                                                                                              YES                           NO
YES NO
YES NO
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