Friday, September 23, 2016
Fistful of Lead Reloaded: Reading Review
I've read through the rules for Fistful of Lead--Reloaded in preparation for the Wild West Miniatures session I want to do. (See Recent Dr. Skull's Workshop Entries). Here are my impressions:
Just like Savage Worlds, except no Joker, Aces are wild. Special Bonuses for certain cards (e.g., if you get a Queen of Heats you can heal one wound). Should be smooth.
Each figure can do 2 things, e.g. Move and Move, Move and Shoot, Shoot and Shoot, Aim and Shoot, get off Horse and Shoot. Also smooth.
Roll d10, 5 or better to hit, close range, 8 or better to hit, long range. A handful of modifiers nothing hard. Roll a "1" when shooting means you ran out of bullets.
Hits can result in PIN, WOUND, or DEAD: Pin works similar to SHAKEN in Savage Worlds. Wound gives -1 penalty and knocks you down. 3 wounds or a dead result means dead. If roll a "1" when trying to get up from PIN or WOUND means you run off in terror.
There are some extra rules for TNT and Gatling Guns and for some minor unit customization and campaign play. It is free of in-game record keeping and should be fast and fun. It was a good choice I think