Deadlands HOTT
By John W. Vogel
When using HOTT to represent a Deadlands field battle, each army must always field at least one point of lurkers, representing Walkin' Dead, as nobody really stays underground particularly well on a Deadlands.
Battlefield. Though they function as lurkers, the Walkin' Dead are really just mindless, brain-eating zombies. While they may be effectively cooperating with one side or the other, nobody really wants them around.
Union Army
|
Rider General (McClellan, Meade, Hooker, Burnside, etc.) @2AP |
1 |
|
Shooters (Union Infantry) @2AP |
6 |
|
Artillery (Cannon) @3AP |
1 |
|
Riders (Union Cavalry) @2AP |
3 |
|
Lurker (Walkin' Dead, MANDATORY FOR ALL ARMIES) @1AP |
1 |
Options: Hero General (Grant, Chamberlain or Custer)@4AP, Behemoths (walking ghostrock war-machine) @4AP each, Airboats (flying ghostrock war machines) @3AP each, Sneaker (The Ghost, undead Abraham Lincoln) @3AP, additional lurkers (Union Riflemen or more Walkin' Dead) @1AP, Hordes (the Black Regiment) @1AP each.
Confederate Army
|
Hero General (Lee, Jackson, Longstreet, etc.) @4AP |
1 |
|
Shooters (Confederate Infantry) @2AP |
4 |
|
Artillery (Cannon) @3AP |
1 |
|
Riders (Confederate Cavalry) @2AP |
3 |
|
Behemoth (Walking ghostrock war-machine) @4AP |
3 |
|
Lurker (Walkin' Dead, MANDATORY FOR ALL ARMIES) @1AP |
1 |
Options: Behemoths (Walking ghostrock war-machine) @4AP each, Airboats (Flying ghostrock war machines) @3AP each, Dragons (Really big flying ghostrock war machines) @3AP each, Sneaker (Jefferson Davis doppleganger) @3AP, additional lurkers (Confederate skirmishers or more Walkin' Dead) @1AP, Hordes (The Black Regiment) @1AP each.
Outlaws and Border Ruffians
|
Hero General (Jesse James, Bill Quantrill, etc.) @4AP |
1 |
|
Hero (Harrowed Outlaw) @4AP |
1 |
|
Shooters (Dismounted outlaws) @2AP |
2 |
|
Riders (Mounted outlaws) @2AP |
5 |
|
Lurker (Walkin' Dead) @1AP |
1 |
|
Lurker (Walkin' Dead, MANDATORY FOR ALL ARMIES) @1AP |
1 |
Options: Magician (Huckster or Mad Scientist) @4AP, Artillery (stolen gatling gun) @3AP.
Deseret (Mormon) Army
|
1 Cleric General (Brigham Young) @3AP |
1 |
|
1 Paladin (Mormon Danites) @4AP |
1 |
|
3 Shooters (Mormon Militia) @2AP |
3 |
|
1 Dragon (Dr. Helstromme and really big flying machine) @4AP |
1 |
|
3 Riders (Mormon Mounted Militia) @2AP |
3 |
|
1 Lurker (Walkin' Dead, MANDATORY FOR ALL ARMIES) @1AP |
1 |
Options: Brigham Young can be reclassified as a Paladin, in which case Dr. Helstromme becomes the general. Mormon Danites can be reclassified as Sneakers, if you see them as more of a secret police type organization. Dr. Helstromme can be reclassified as a flyer, airboat, behemoth or magician depending on the particular mad-science apparatus that he brings to the field.
Army of Lost Angels
|
Magician General (Reverend Grimme with demonic servants) @4AP |
1 |
|
Aerial Hero (Powerful demon summoned by Grimme) @6AP |
1 |
|
Flyer (Lesser demons and manitous) @2AP |
1 |
|
Shooters (Outlaw Mercenaries) @2AP |
2 |
|
Rider (Outlaw Mercenaries) @2AP |
1 |
|
Hordes (Deluded starving masses from Lost Angels) @1AP |
5 |
|
Lurker (Walkin' Dead, MANDATORY FOR ALL ARMIES) @1AP |
1 |
Options: Water Lurkers (Horrid, tentacled, things from the shattered California coast) @1AP each, Behemoth (Tunneller) @4AP, Hero (Harrowed Gunslinger controlled by Grimme) @4AP.
Armies of the Indian Nations
|
Magician General (Sioux Medicine Man) @4AP |
1 |
|
Flyer (Bound manitous) @2AP |
1 |
|
Warbands (Indians with bow and spear) @2AP |
5 |
|
Riders (Mounted Indians) @2AP |
3 |
|
Lurker (Indian skirmishers) @1AP |
1 |
|
Lurker (Walkin' Dead, MANDATORY FOR ALL ARMIES) @1AP |
1 |
Options: God (Extremely powerful, but fickle, Indian deity) @4AP, Shooters (Indians with rifles, allowed only for tribes that do not follow the "Old Ways") @2AP each, Dragon (Powerful Bound Manitou) @4AP.