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.

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