Dead Man’s Hand: Plains Indians

This is one of the extra gangs available for Dead Mans Hand and is not truely aligned with any of the expansions, but rather fills an interesting hole in the options. They are available as a set of 7 Metal Figures from Great Escape Games and come with their rules and unique cards.

The cards and rules can also be bought seperately also from Great Escape Games

So what are we told about the Plains Indians? Well according the the historically accurate resource AKA the great escape games webstore.

Tenacious in defence, swift and courageous on the attack, with a warlike nature borne out of the invasion of their lands and massacres of their people, these native warriors are on the warpath again!

PLAIN INDIANS – Great escape games Website

So there are 4 model types covered by the Plains Indians

The Chief – every raiding party or village needs a chief and so does every gang, he comes to battle armed with H2H Weapon and throwing Knives/tomahawks. What no fire arm – no and this is a feature of this gang as we shall see.

The Medicine Man – for the Number 2 in a gang this guy is cheap – only 2 rep points – and his true functionality comes to light with the gangs special rules. He is armed with H2H Weapon and Shield.

Hunters – upto 2 hunters can join the gang – they are the ranged experts of the gang and can be armed with Bow or throwing knives/tomahawks.

Warriors – at least 2 join the chief in any of his adventures, they can be armed with H2H Weapon + Shield and Throwing Knives/tomahawks, Upto 2 can be armed with Spear and Shield.

First up lets have a look at the new equipment options

  • H2H Weapon and shield – this provides an additional +1 in Hand 2 Hand combat, and I am really pleased to see that this is clearly stated as in addition to any bonuses from thier base profile
  • Spear and Shield – models with this gain a new ACTION – ATTACK WITH SPEAR – this can be used when the model is 2cm aware from an enemy figure to enagage in a round of H2H combat with the target, but as the attacker is 2cm away if they lose the round they take no underfire markers. This action can only be taken once per turn per model and using it does not cause the figure to become engaged in H2H combat rather it is a prod from range. Therefore it is perfectly legal if the figure starts their turn 2cm away from the enemy for them to ATTACK WITH SPEAR for 1 action and then INITIATE H2H COMBAT for 2 actions – enabling them 2 rounds of H2H combat.
  • Bow – is a repeating rifle but with upto 3 shots per turn and due to the lack of loud bangs on a result of 15-18 it only causes an under fire marker not an under fire marker and nerve test.
  • Knives/Tomahawk – these have the range of a single barrelled shotgun with a maximum 1 shot per turn and only a +2 to hit at Point Blank range.

Now we come to the MEDICINE MAN – each turn he may chose to use his 3 actions to perform one of 3 dances.

  • HEALING SPIRIT DANCE – when performed removes 1 under fire marker from all Plains Indians with Line of Sight of the Medicine Man. (Remember all characters have 360 vision)
  • WAR DANCE – when performed all Plains Indians with Line of Sight of the Medicine Man gain +1 to H2H for the remainder of the turn.
  • HUNTING DANCE – when performed all Plains Indians with Line of Sight of the Medicine Man gain +1 to shooting for the remainder of the turn.

But what are their Ace, King, Queen, Jack cards?

  • ACE – “Vision Quest” – when played the player nominates 1 model on the table friend or foe, for the rest of the turn the Plains Indian player can choose to reroll or force a reroll on any dice affecting this model.
  • KING – “The Great Hunt” – use this card once one member of the gang has performed all its actions for the turn, that member is then allowed to perform 1 more action. THis overrides any Rate of FIre restrictions – so would enable a Spear armed gang member to attack with spear , move, move, play cards attack again with spear,
  • QUEEN – “Ghost Dance” – another card that can be played at any time, once played for the purpose of shooting movement penalties count as double.
  • JACK – “Medicine Wheel” – when a model is taken out of action, you can play this card and remove the medicine man instead. The original model remains in play with no under fire markers.

This is a nice H2h Gang with some interesting special rules

Published by Hysnap - Gamer and Mental Health sufferer

I created this blog as a place to discuss Mental health issues. I chose to include Music ,PC Gaming videos and more recently tabletop gaming as all of these have helped with the management of my Mental Health and I thought people who find the Blog for these may also find the Mental Health resources useful. I am aware that a lot of people with Mental Health concerns are not aware that this is what they have or how to go about getting help, I know I was one of these people for at least 10 years. Therefore if one person is helped by the content on my Blog, if one person discovers the blog and gets a better understanding of Mental Health through the videos I post, then all the work will have been worthwhile. If not.. well I am enjoying making the videos and writing the blog, and doing things I enjoy helps my mental health so call it a self serving therapy.

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