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Complete Ruleset Cinematic Wild West Skirmish Edition: v1.3 Reforged

Cowpoke: Reforged

The complete, unabridged rules for cinematic Spaghetti Western shootouts, saloon brawls, and frontier showdowns. Built around the high-octane Handful of Dice combat engine.

Players 👥 2–6 Players (+ Optional GM)
Play Time ⏱️ 60–120+ min
Scale & Grid 📏 28mm Miniature Skirmish
Dice Engine 🎲 Bucket of D6 (6s Hit)
Activation ⚡ Full Posse Activation
🛠️

Tactical Field Tools & Quick Calculators

Interactive Player Aid

Select weapon, range band, and situational modifiers to calculate the exact size of your dice pool:

Calculated Dice Pool:
3 Dice
Standard shot. Look for any 6 to land a Hit.

Select or roll hit location and severity to determine damage, battle scars, and thematic hit reactions:

Location: Head • 2 Points Damage (Serious)
2 Points Damage
Critical Battle Scar (If 2+ total damage accumulated to Head): Concussed: Cannot use Aim or Overwatch.
Frontier Hit Reaction:
"Solid crack to the cranium! Bells are ringing and the horizon is spinning wildly."

Draw a random Boon Card when scoring First Blood or check the deck effects:

Click to draw a card from 1 to 20
🖨️ Download High-Res Printable Card Sheets (Sheets 1–5) in Appendix B →

Select environment and roll D6 to generate battlefield conditions & tactical modifiers:

SECTION 1.0

1.0 Introduction

"There are two kinds of people in this world, my friend. Those with loaded guns, and those who dig. You? You look like you're doin' a whole lot of digging." — "One-Eyed" Jack, shortly before the incident at Miller's Creek

1.1 Game Overview

Cowpoke is a fast-paced 28mm skirmish game set in the unforgiving Wild West. It isn't about simulating the boredom of a cattle drive; it's about capturing the high-octane tension and stylish lethality of a classic Spaghetti Western.

In this game, henchmen drop like flies, heroes stare down death with a grin, and the difference between glory and a shallow grave is a single trigger pull. The rules are designed to be "quick and dirty," focusing on cinematic moments, gambling your luck, and rolling big handfuls of dice.

1.2 What You Need to Play

  • Miniatures: Models representing your Posse (Cowpokes, Lawmen, Banditos, or Drifters). Fits 28mm or 15mm miniatures agnostically. About 3 characters per player are quite manageable, but up to about 5 or so characters per player should work well. A rough rule of thumb is that a game will take about an hour per 6 characters—for example, a game with 4 players and 12 characters might take about 2 hours.
  • Dice: You will need a lot of six-sided dice (D6). In Cowpoke, you don't roll one die; you roll a "bucket" of them.
  • Measuring Tape: Marked in inches (").
  • Character Stat Cards: Every Cowpoke has a dedicated card to track their Weapons, Skills, and Wounds. Health conditions and injuries are marked and managed entirely on the character cards (there are no separate condition tokens to clutter the table, other than tactical markers like Out of Ammo).
  • Play Table with Terrain: A battlefield to fight over—from a full Old West town to a handful of rocks and wooden fences.

1.3 Core Concept: The "Bucket of Dice" System

Rolling the bucket of dice
Throwing the bones: "Any six lands a hit."

Forget complex math charts. Cowpoke uses a visceral shooting mechanic designed to keep the action moving fast.

The Golden Rule: When you want to do something violent—like shooting a revolver or swinging a whiskey bottle—you don't add modifiers to a target number. Instead, modifiers change how many dice you get to roll.

The Sequence:

  1. Check Range: Measure the distance to your target.
  2. Grab the Bucket: Consult your weapon chart for the starting dice at that range (e.g., 4 dice for a Revolver at Point Blank).
  3. Adjust Your Grip: Add or subtract dice from your hand based on the situation (e.g., target running is -1 die, aiming is +3 dice).
  4. Roll the Bones: Roll all the dice simultaneously.
  5. Look for Sixes: Unless you are Blazing Away, rolling one or more 6s results in 1 HIT. (Multiple 6s do not grant extra hits on a standard shot).
💡 Developer's Note
We designed the "Bucket" system because nobody wants to do algebra during a gunfight. You instantly know if you succeeded just by glancing at the table. If you see a six, you hit. If you don't, you missed. Simple as that.
📜 Example of Play: Quick Shot
Sheriff Coleman sees a bandit running across the street 5 inches away. He raises his Revolver.
  • Base Dice: The Revolver chart says 3 Dice for Short Range (< 6").
  • Modifier: The bandit is sprinting fast, giving Coleman -1 Die.
  • The Roll: Coleman rolls his remaining 2 Dice.
  • Result: He rolls a 2 and a 6. The six is a hit! The bandit clutches his shoulder in pain.
SECTION 2.0

2.0 The Posse

"I've met a lot of men in my life. Some were fast, some were mean, and some were just plain lucky. The dead ones? Usually, they were just slow." — "Calamity" Jane, regarding her third husband

2.1 Character Profiles & Stat Cards

In Cowpoke, your models are characters with handles, reputations, and scars. Every model is defined by a Stat Card tracking:

  • Name: Give them a handle ("Shootist #3" is bad luck).
  • Tier: Experience level (Greenhorn, Cowpoke, or Legend).
  • Weapons: A character may carry a maximum of two shooting weapons (e.g., two revolvers, or one rifle and one revolver, but never two long arms). In addition, they may carry one Melee weapon (Basic or Heavy).
  • Wound Track: A diagram of the body (Head, Chest, Gut, Arms, Legs) to record specific injuries.

2.2 Experience Tiers

Experience Tiers Lineup
Experience Tiers: Greenhorn Deputy, Seasoned Cowpoke, and Legendary Gunslinger
Fragile Muscle
1. Greenhorn
HP: 2
Skill Modifier: -1 Die to all Shooting and Brawling pools.
Disposable muscle, nervous deputies, and hired hands. Dangerous in numbers, but fold under pressure.
The Standard
2. Cowpoke
HP: 4
Skill Modifier: None (Standard dice values).
The backbone of your posse. Capable, seasoned outlaws, lawmen, and bounty hunters.
The Hero
3. Legend
HP: 4
Skill Modifier: +1 Die to all Shooting and Brawling pools.
The star of the show. The Man with No Name or Angel Eyes. Hits harder and lasts longer.

2.3 Skills & Traits

While Tiers define general competence, Skills give a unique tactical edge:

  • Brawler: Loves saloon fights. Add +2 Dice to your pool when making a Brawling (Melee) roll.
  • Fast: Add +2 Inches to any Run action.
  • Lucky: Once per game, after an enemy rolls their dice pool to shoot or brawl this character, you may force them to reroll all of their successful 6s.
  • Marksman: Choose one specific signature weapon (e.g., "Winchester Rifle"). When attacking with this weapon, add +1 Die to your shooting pool.
  • Quick Draw: If an enemy moves into base contact to initiate a Brawl, this character may take one free Point Blank shot with a Revolver before the Opposed Melee roll is resolved.
  • Tough: Ignore the very first Light Wound (1 Damage) received in the game. (Note: Does not reduce Serious or Mortal wounds; remains active until a Light Wound is taken).

2.4 Health & Wounds

Standard Cowpokes and Legends have 4 Health Points (HP). Greenhorns have 2 HP. When HP reaches 0 or less, the character is incapacitated and removed from play.

SECTION 3.0

3.0 The Game Turn

"The world doesn't wait for you to reload. You either make your move, or you end up as a stain on the saloon floor." — Sheriff Miller, advice to a new deputy
High-noon initiative standoff
Winning Initiative grants total positional momentum

3.1 The Turn Cycle

Cowpoke is played in continuous Game Turns representing a few chaotic seconds of real time. There are no cleanup phases—the action never stops.

  1. Initiative: All players roll 1D6 to determine the order of play.
  2. First Player's Turn: The winner activates ALL of their characters, one by one.
  3. Next Player's Turn: Play passes to the next player, who activates ALL of their characters.
  4. New Game Turn: As soon as the last player finishes, a fresh Game Turn begins immediately with a new Initiative roll.

3.2 Initiative

At the start of every Game Turn, all players roll a single D6 (reroll ties). Highest roll goes first, and turns proceed clockwise around the table (or in descending initiative order by pre-game agreement).

3.3 The Player's Turn

When it is your turn, you activate every character in your posse strictly one at a time:

  • 1. Select: Pick one character who hasn't acted yet.
  • 2. Act: That character performs up to 2 Actions (Walk, Shoot, Aim, etc.).
  • 3. Resolve: Completely resolve all actions for that model before picking the next one.

3.4 Tokens

  • Aim Token: Placed next to the target to mark a +2 or +3 shooting bonus.
  • Overwatch Token: Placed next to a character declaring a 90° reaction arc.
  • Out of Ammo Token: Placed on empty weapons after Blazing Away or firing a Derringer.
  • Dynamite Token: Marks the landing spot of live dynamite before detonation next turn.
SECTION 4.0

4.0 Actions

"Most men die because they can't decide whether to run, shoot, or pray. My advice? Shoot first. If you miss, shoot again. If you miss twice... well, start praying." — "Preacher" Silas, unordained

4.1 The Action Economy

Each activation grants 2 Action Points (AP). You may repeat the same action twice (such as Shoot twice for 2 AP). Free Actions (0 AP) include talking, dropping items, turning facing, or switching equipped weapons.

4.2 Movement Actions

  • Walk (1 AP): Advance up to 6". (Strict maximum of 1 Walk per turn).
  • Run (2 AP): Sprint 6" + 2D6". Consumes the entire turn (no shooting or brawling allowed).

4.3 Combat Actions

  • Shoot (1 AP): Fire a ranged weapon at a visible target.
  • Brawl (1 AP): Engage an enemy in base contact in melee.
  • Throw Dynamite (1 AP): Hurl a stick of dynamite (Sure Throw up to 6" or Hail Mary 1D6+6").
  • Reload (1 AP): Remove an "Out of Ammo" token from a weapon.

4.4 Special Actions

Blaze Away fanning the hammer
Blazing Away: Fanning the hammer scores multiple hits
  • Aim (1 AP): Place an Aim token on a visible target. Your next action must be a Shoot against that target. Grants +2 Dice (Revolvers/Derringers/Shotguns) or +3 Dice (Rifles/Bows). Aim is lost if you move, take another action, or lose LoS. Cannot be combined with Blaze Away.
  • Blaze Away (1 AP): Fan the hammer or crank the lever wildly! Grants +3 Dice (Revolver) or +2 Dice (Lever-Action). Every 6 rolled counts as a separate hit! Weapon is immediately emptied (gains Out of Ammo token).
  • Overwatch (1 AP): End activation immediately and cover a 90° arc. Interrupt an enemy moving into that arc to take an immediate free Shoot action.
  • Interact (1 AP): Open doors, pick up loot, light fuses, smash windows.
SECTION 5.0

5.0 Movement & Terrain

"There are two ways to cross a street in this town: slow and careful, or fast and lucky. If they're shooting at you, I recommend the second one." — "Slick" O'Malley, shortly before tripping over a spittoon
Diving through saloon window
Window Crash: Clearing the frame ends all remaining movement

5.1 Measuring & Pacing

Pre-measuring is permitted at any time unless playing with the Dead Reckoning optional module.

5.2 Walk & Run Breakdown

Walk (1 AP, up to 6"): Allowed only once per activation. May curve around obstacles.
Run (2 AP, 6" + 2D6"): Mad sprint. Fast skill adds +2". Consumes the entire turn.

5.3 Terrain & Obstacles

  • Blinded Penalty: Moving into a building from outside applies -2 Dice to all Shoot and Brawl actions this turn as eyes adjust to the darkness.
  • Doors: Free passage without stopping.
  • Windows: Climbing through forces the character to stop immediately inside; all remaining movement for that action is lost.
  • Vertical Movement: Climbing stairs or a ladder costs a flat 6" of movement per floor. No ending movement halfway.
  • Difficult Terrain: Movement speed is halved through mud, water, or dense brush.

5.5 Falling & Jumping

When dropping without stairs/ladders, all remaining movement is lost:

  • 1 Floor (Balcony/Roof): Roll 1D6. 1–3: Safe. 4–6: 1 Damage (Light Wound) & activation ends.
  • 2 Floors (Water Tower): Roll 1D6. 1–3: 1 Damage. 4–6: 2 Damage (Serious Wound) & activation ends.
  • 3+ Floors (Clocktower/Cliff): Automatic 4 Damage (Mortal Wound / Instant Death).
  • Soft Landings (Hay wagon, awning): Reduces fall height by 1 floor.
SECTION 6.0

6.0 Shooting

"I count six shots," the kid sneered.
"I count two guns," the Marshal replied.
Sharpshooter taking aim
Aiming from cover grants steady dice advantages

6.1 Line of Sight & Cover

LoS is drawn from the shooter's head to any part of the target model's body (torso or limbs). If the target is partially obscured (at least 50% of their body is hidden behind an obstacle from the attacker's angle), they claim Cover. Light and Heavy cover share the same 50%+ obstruction requirement, differentiated by material:

  • Light Cover (Wood or similar) — -2 Dice: Anything made of wood or lighter materials, such as wooden fences, boardwalks, crates, saloon tables, furniture, wagons, or thin timber.
  • Heavy Cover (Stone, Brick, Metal, or similar) — -3 Dice: Anything made of solid stone, brick walls, metal boilers, iron safes, or thick earthworks.

Player Intent & Sportsmanship: It is always assumed that a player's intent is to gain the 50% coverage provided by adjacent cover even if not explicitly declared (such as placing a miniature peeking around a saloon corner or crouching behind a crate). Miniature bases and physical terrain can sometimes make exact alignment awkward, but if the intent to take cover is clear and adjacent terrain permits it, grant the cover. Conversely, if a piece of terrain is physically incapable of concealing at least 50% of the model from an aggressor's firing angle (such as standing behind a narrow lamppost or in an open flank), no cover is awarded. Use good sportsmanship to resolve tough table decisions quickly and fairly.

6.2 Dice Pool Modifiers Table

Tactical Condition Dice Modifier Details
Attacker Walked or Ran -1 Die Shooter moved during this active turn
Defender Walked or Ran -1 Die Target moved in their last activation
Blinded (Entered Building) -2 Dice Entered building from outside this turn
Light Cover (Wood) -2 Dice Target at least 50% obscured by wood, fences, crates, or similar
Heavy Cover (Stone) -3 Dice Target at least 50% obscured by stone, brick, metal, or earthworks
Back Shot +1 Die Targeting rear 180° arc
Aiming (1 AP) +2 or +3 Dice +2 for Revolvers/Shotguns; +3 for Rifles/Bows
Blazing Away (1 AP) +2 or +3 Dice +3 for Revolvers; +2 for Lever-Action. Every 6 hits!
Greenhorn Tier -1 Die Inexperienced shooter penalty
Legend Tier +1 Die Heroic competence bonus

Minimum Dice Rule: If modifiers reduce your pool to 0 or fewer dice, the shot cannot be attempted unless positive modifiers (like Aiming) raise the total to at least 1 die.

SECTION 7.0

7.0 Brawling

"Real courage isn't shooting a man from across the street. Real courage is looking him in the eye while you try to drown him in a horse trough." — "Knuckles" McGinty, Saloon Bouncer
Saloon fist brawl
Opposed Melee: Equal sixes inflict double hits

7.1 Close Quarters Combat

Moving into base contact engages characters. Engaged models cannot shoot and must Brawl or attempt to Disengage.

7.2 The Opposed Melee Roll

Both combatants roll simultaneously. Base pool is 3 Dice, modified by:

  • Basic Melee Weapon (Knife, Tomahawk, Knuckles) — +2 Dice: All player characters and posse members are assumed to carry at least a basic knife by default. Unarmed townsfolk or civilians might not, fighting truly unarmed at the base 3 Dice.
  • Heavy Melee Weapon (Cavalry Sword, Pickaxe, Sledgehammer) — +4 Dice
  • Brawler Skill — +2 Dice
  • Legend Tier — +1 Die | Greenhorn Tier — -1 Die
  • Blinded (Entering Bldg / Dark Interior) — -2 Dice

7.3 Fight Resolution

  • Clear Winner (More 6s): Winner inflicts a Hit on the loser. Fighters remain locked in contact.
  • Bloody Draw (Equal 6s, at least one): BOTH fighters take a Hit simultaneously!
  • Scuffle (Zero 6s): No damage; action spent; remain locked in contact.

7.5 Disengaging (Parting Shots)

Declaring a Walk or Run away triggers a free attack from each engaged enemy: 1D6 (Unarmed) or 2D6 (Armed with Knife or better) with no modifiers. (Note: Armed means possessing a knife or better melee weapon; it does not refer to holstered firearms). Any 6 scores a Hit. If the fleeing model survives, they complete their movement.

SECTION 8.0

8.0 Damage & Recovery

"It ain't the bullet that kills you. It's the hole. It lets all your luck leak out." — "Doc" Holliday, unlicensed
Bandaging bullet wound
Battle Scars: 2+ damage to a limb causes permanent penalties

8.1 The Reality of Violence

In Cowpoke, Health Points (HP) represent blood, grit, and the will to stay standing. When a character takes a hit, it isn't just an abstract number—it's a bullet in the shoulder or a knife in the gut. Injuries are marked directly on the character's Stat Card.

8.2 Determining the Injury

Whenever a Hit is scored, roll two dice: Location Die (1D6) and Severity Die (1D6).

8.3 The Master Wound Chart

Location (D6) Glancing (1–2) Solid Hit (3–4) Critical (5) Lethal (6) Battle Scar (If 2+ Dmg Taken)
1: Head 1 Dmg 2 Dmg 4 Dmg 4 Dmg Concussed: No Aim or Overwatch.
2: Chest 1 Dmg 2 Dmg 4 Dmg 4 Dmg Winded: No Run or Blaze Away.
3: Gut 1 Dmg 1 Dmg 2 Dmg 4 Dmg Bleeding: Roll D6 on act; 1 = 1 Dmg.
4: Arms 1 Dmg 1 Dmg 2 Dmg 2 Dmg Maimed: -2 Dice two-handed wpns.
5: Legs 1 Dmg 1 Dmg 2 Dmg 2 Dmg Hobbled: Walk 3". Run 6"+1D6".
6: Wild Re-roll Location Die

Battle Scars: If a specific body location accumulates 2 or more total damage, the character suffers the permanent Critical Effect listed in the right-hand column.

8.5 Death & Defeat

Greenhorns have 2 HP; Cowpokes & Legends have 4 HP. When HP hits 0, the model is incapacitated and removed from the table immediately.

SECTION 9.0

9.0 Optional Rules

"Rules? In a knife fight? Son, the only rule is 'don't die'. Everything else is just polite conversation." — "Smiling" Jack, shortly before breaking a chair over a poker table

9.1 Dead Reckoning (No Pre-Measuring)

Under Dead Reckoning, all pre-measuring is banned. You must declare your action and target before putting the tape measure down. If you come up short, your movement stops in the open or your shot is wasted.

9.2 The Campaign: Dust to Dust

When a character drops to 0 HP, roll 1D6 post-game to determine their survival:

  • 4, 5, or 6 (Survival): The character crawls to the doctor, digs out the bullet, and recovers to fight in the next battle.
  • 1, 2, or 3 (The End): The character dies, is permanently crippled, and is retired permanently from the roster.
APPENDIX A

Appendix A: The Armory

A.1 The Master Weapon Chart

Weapon Point Blank (< 2") Short (< 6") Medium (< 12") Long (< 24") Extreme (> 24")
Derringer 3♠ 1♠ — — —
Revolver 4 3 2 0 —
Lever-Action Rifle 2 3 4 2 0
Shotgun 2 5♥ 2♥ 1 —
Single-Shot Rifle 1 2 4 3 2
Gatling Gun — 6 5♥ 4♥♥ 3♥♥♥
Bow 1 2 3 1 —
Dynamite 6♦ 3♦ — — —

A.2 Weapon Traits

  • ♥ The Spread (Shotguns, Gatling Guns): The number of Hearts indicates maximum additional secondary targets within X inches of the primary target. Roll separate full dice pools for each target!
  • ♠ Out of Ammo (Derringers, Blaze Away): Weapon is empty immediately after firing; requires 1 AP Reload action to shoot again.
  • ♦ The Blast (Dynamite): Proximity explosion dealing massive area damage.

A.3 Dynamite Rules

Dynamite fuse burning in street
Sizzling Dynamite detonates at the start of your next activation
  1. The Fuse: Thrown this turn, explodes at the start of the thrower's next activation.
  2. The Throw: Sure Throw: up to 6" automatically. Hail Mary: Roll 1D6+6" for distance.
  3. The Explosion: Every model within 2" takes 6 Dice; models 2"–6" take 3 Dice. Every single 6 rolled scores a distinct hit!
APPENDIX B

Appendix B: The Notch Deck (Boon Cards)

Carving a notch into pistol grip
Scoring First Blood earns valuable cinematic Notch Cards

The Notch Deck represents the grit, luck, and momentum gained when gunning down an opponent. All Notch Cards are one-shot items—as soon as a card is played and resolved, it is immediately discarded.

How to get them: Draw 1 random Notch Card whenever a character drops an enemy model to 0 HP (First Blood). The GM may also deal 1 random card to each player at game start.
How to use them: Keep hidden in hand; spend on any character in your posse; discarded immediately after resolution.

🎴 Print-and-Play Notch Card Sheets
300 DPI High-Res Printable PNGs

Download and print the complete 20-card deck formatted across 5 letter-sized sheets (4 cards per sheet) ready for card sleeves or heavy cardstock:

#1
Adrenaline Rush
Play on an active character to grant them +1 Free Action Point (AP) this turn. Discard after use.
#2
Quick Step
Play to give a character a free 6" Walk (does not count toward the '1 Walk per turn' limit). Discard after use.
#3
Dive for Cover
Play when targeted by Shoot. Immediately move up to 3" into adjacent terrain to claim Cover (-2 or -3 Dice), or Complete Concealment if Line of Sight is broken (cancelling the shot and wasting the enemy's AP). Discard after use.
#4
Hell for Leather
Play when declaring a Run. Automatically treat the 2D6 roll as a 12 (resulting in an 18" sprint). Discard after use.
#5
Dead Eye
Play before a Shoot action. Gain an Aim Token (+2 or +3 dice) without spending an AP to aim. Discard after use.
#6
Lucky Ricochet
Play after a missed Shoot action. Pick up and reroll up to two dice. Discard after use.
#7
Through the Wood
Play when targeting an enemy in Light Cover (Wood). Completely ignore the -2 Cover penalty. Discard after use.
#8
Quick Load
Play at any time to instantly remove an Out of Ammo token without spending an AP. Discard after use.
#9
Spitting Lead
Play when declaring Blaze Away. After resolving the attack, do not place an Out of Ammo token. Discard after use.
#10
High Ground
Play when shooting an enemy on lower elevation. Add +2 Dice to your pool. Discard after use.
#11
Fuse Whisperer
Play when throwing Dynamite using 'Hail Mary'. Reroll the distance die if desired. Discard after use.
#12
Sucker Punch
Play before making a Brawling roll. Add +2 Dice to your melee pool for the first melee round only. Discard after use.
#13
Dust in the Eyes
Play when targeted by Shoot or Brawl. The attacker suffers -2 Dice to their pool. Discard after use.
#14
Fistful of Grit
Play when your character takes a Light Wound (1 Damage). Ignore the damage entirely. Discard after use.
#15
Cheating Death
Play when suffering a Mortal Wound (4 Damage). Downgrade the hit to 3 Damage instead. Discard after use.
#16
A Fistful of Dollars
Play at the start of a Game Turn before Initiative. Gain an automatic +2 bonus to your Initiative roll. Discard after use.
#17
Liquid Courage
Play on an active character. For the rest of the turn, ignore the -1 Die penalty for shooting while moving (applies to character's own attacks after moving). Discard after use.
#18
Ace up the Sleeve
Play after any attack or opposed roll. Force one enemy die to be rerolled, or immediately cancel an enemy's active reaction token. Discard after use.
#19
Smoke & Mirrors
Play when targeted by a ranged attack. Kick up a sudden cloud of dust or smoke, imposing an immediate -2 Dice penalty to the attacker's pool. Discard after use.
#20
Second Wind
Play during the Start Phase on any character with 2+ accumulated damage. That character ignores all Critical Battle Scar penalties for the duration of the current Game Turn. Discard after use.
APPENDIX C

Appendix C: Weather & Environmental Hazards

Frontier gunfights rarely took place in pristine conditions. Swirling dust storms, blinding lightning squalls, mountain scree, and marsh mists can drastically alter tactical decisions. Use this optional system to add unpredictable frontier elements to your shootouts without bogging down the action.

How to Use Weather: Agree on a Location Type before model deployment (or roll a D6). Then roll 1D6 on the corresponding table below (or use the interactive Weather Generator) to determine prevailing environmental hazards for the match.
Tabletop Rule — The Prone Condition: A character that slips on ice, falls from an elevation, or is knocked down is Prone.
  • Standing Up: It costs 1 Action Point (AP) to stand up before a character can Walk, Run, or Shoot normally.
  • Ranged Defense: A Prone model has a low profile, gaining Light Cover (-2 Dice to be hit) from ranged attacks beyond 6".
  • Melee Vulnerability: A Prone model is defenseless in close quarters: enemy attackers gain +2 Dice against a Prone defender in Brawling.

1. Arid Desert & Badlands

Sun-bleached alkali flats, cactus scrub, and scorching red canyonlands.

D6 Weather Condition Tabletop Effect & Modifiers
1 Clear & Scorching No modifiers. Blazing desert sun and unobstructed line of sight across the flats.
2 Dust Devils Swirling mini-twisters kick up stinging sand. All Shoot actions at Long or Extreme range (beyond 12") suffer -1 Die.
3 Sweltering Heat Mirage Wavy heat lines distort the distant horizon. Shots at Extreme range (beyond 18") suffer -1 Die.
4 Rattlesnake Scrub Models entering thick scrub, brush, or rocky gullies must roll D6; on a 1, suffer 1 Light Wound (1 Damage) from a coiled viper bite.
5 Haboob (Blowing Dust Storm) Churning red dust and gritty wind blow across the flats. Maximum Line of Sight is capped at 24 inches; all Shoot actions at Long or Extreme range (beyond 12") suffer -1 Die.
6 Sudden Downpour & Flash Flood Watch A sudden cloudburst drenches the hardpan flats into slick red runoff. All Run sprint movement is reduced by 2". The torrential deluge soaks powder and fuses: Dynamite cannot be lit, and when shooting firearms, rolling two or more 1s with zero 6s results in a wet-powder misfire, immediately placing an Out of Ammo (Reload) token on the shooter (requires 1 AP to clear).

2. High Plains & Prairie Territory

Rolling grasslands, big skies, prairie winds, and sudden violent thunderheads.

D6 Weather Condition Tabletop Effect & Modifiers
1 Golden Prairie Sun Standard conditions. Crisp prairie breezes and crystal-clear visibility.
2 Brisk Prairie Breeze A brisk, whistling crosswind sweeps uninterrupted across the grasslands. All Shoot actions at Long and Extreme range (beyond 12") suffer -1 Die due to buffeting crosswinds.
3 Howling Prairie Gale Fierce gusts buffet combatants. All Long and Extreme range shots suffer -1 Die; thrown Dynamite distance is reduced by 1".
4 Grassfire Smoke Dense plumes of gray smoke from a distant grassfire drift across the prairie. Tracing Line of Sight to targets in open ground at Long or Extreme range (beyond 12") grants the defender Light Cover (-2 Dice) due to the obscuring haze.
5 Rolling Thunderstorm Deafening crashes of thunder and sheet lightning mask sound across the plains. Combatants cannot place or hold Overwatch tokens, as continuous thunderclaps break concentration and reaction timing.
6 Sudden Downpour & Flash Flood Watch Torrential prairie downpours soak the open ground. All Run sprint movement is reduced by 2". The torrential deluge soaks powder and fuses: Dynamite cannot be lit, and when shooting firearms, rolling two or more 1s with zero 6s results in a wet-powder misfire, immediately placing an Out of Ammo (Reload) token on the shooter (requires 1 AP to clear).

3. Mountain Pass & High Altitude

Alpine pines, rocky ledges, freezing mountain squalls, and dizzying cliffside drops.

D6 Weather Condition Tabletop Effect & Modifiers
1 Crisp Alpine Clarity Thin, crystal-clear mountain air. Stationary shooters spending an AP to Aim gain an extra +1 Die bonus on Long or Extreme range shots.
2 Thin Mountain Air Oxygen is scarce at high elevations. Characters declaring a Run roll 1D6 instead of 2D6 for bonus sprint distance.
3 Dense Mountain Fog Heavy alpine fog blankets the high elevation terrain. Maximum Line of Sight is capped at 24 inches; all Shoot actions at Long or Extreme range (beyond 12") suffer -1 Die from poor visibility.
4 Freezing Sleet & Ice Ledges, wooden boardwalks, stairs, and slopes are coated in slick black ice. Any character declaring a Run action, or moving up/down stairs or ladders, must roll a D6; on a 1, they slip and fall Prone (requires 1 AP to stand up), immediately ending their movement for the turn.
5 Howling Mountain Squall Freezing gusts whip sleet through the passes. All Shoot actions at Long or Extreme range suffer -1 Die. Dynamite cannot be thrown using the 'Hail Mary' distance bonus.
6 Unstable Scree & Loose Rock Crumbling scree, shale, and loose stones litter the battlefield. Any model declaring a Run action must roll 1D6; on a 1, loose rock slips underfoot, immediately reducing their sprint distance by 2" and ending movement. Furthermore, any model suffering 2+ damage in a single attack while within 2" of an elevated ledge must roll 1D6 (3+ to keep footing); on a 1–2, they lose footing and fall Prone.

4. Swamp & Bayou Territory

Cypress swamps, murky bayous, spanish moss, and suffocating humidity.

D6 Weather Condition Tabletop Effect & Modifiers
1 Stagnant Murk Humid, heavy air. No modifiers.
2 Creeping Bayou Mist Low-hanging vapor shrouds the waterline. All targets at Long or Extreme range (beyond 12") gain Light Cover (-2 Dice) due to mist concealment.
3 Muddy Quagmire Deep sucking mud. Declaring a Run adds only 1D6" instead of 2D6" bonus sprint distance.
4 Swarm of Marsh Flies Biting insects swarm aggressively. Spending an AP to Aim provides +1 Die bonus instead of the standard +2 due to constant swatting.
5 Tropical Deluge Blinding rain cascades from the sky. Maximum Line of Sight is capped at 24 inches; all Run sprint movement is reduced by 2". Wet powder and fuses prevent Dynamite from being lit, and firearm attacks rolling two or more 1s with zero 6s suffer a misfire, immediately placing an Out of Ammo (Reload) token on the shooter (requires 1 AP to clear).
6 Bog Sinks & Quicksand Any model moving through standing water or marsh patches must roll D6; on a 1, sink into a mud pocket and become trapped (must spend 1 AP on next activation to break free before moving).

5. Ghost Town & Canyon Basin

Abandoned mine shafts, wind-whipped ghost towns, echo chambers, and decaying wood.

D6 Weather Condition Tabletop Effect & Modifiers
1 Eerie Dead Calm Uncanny stillness hangs over the ruins. No modifiers.
2 Whistling Canyon Wind Violent winds funnel between buildings. Any Shoot action where the line of sight passes down a street or alleyway (between two opposing buildings within 4" of the bullet path) suffers -1 Die due to severe crosswinds.
3 Swirling Ash & Cinders Drifting embers and hot soot from smoldering ruins blow across the streets. Characters ending their movement within 2 inches of ruined or burned structures must roll 1D6; on a 1, stinging ash gets in their eyes, imposing -1 Die on their next Shoot or Brawl action.
4 Echo Basin Gunfire echoes thunderously off stone canyon walls. Whenever a firearm is discharged (Shoot or Blaze Away), the deafening reverberation startles combatants: any enemy model within 6 inches of the shooter currently holding an Overwatch token immediately loses it.
5 Rotting Boardwalks Decayed timber. Running across wooden boardwalks rolls D6; on a 1, boards collapse (take 1 Light Wound / 1 Damage and end turn immediately).
6 Twilight Shadowfall Deep indigo shadows. Targets in open ground at Long or Extreme range (beyond 12") gain Light Cover (-2 Dice) unless illuminated by an adjacent lantern, campfire, or burning building.