Grunts

Grunts are just simple thugs that can’t do much besides hassle the posse. Give them a Sharps Big 50 and that might be a different story!

Anything can be designated a grunt – banditos and walkin’ dead are the most likely candidates, but any type of enemy will do. Grunts work pretty simply. They don’t have hit locations and don’t take wounds; instead, they work on a hit point system. Since the average joe’s size is 6, and there are 5 wound levels, most grunts only have 30 hit points – Marshals should feel free to adjust this around for wimpier or tougher grunts. Players still get to roll hit location and add extra damage for head or gizzard hits. Wind and/or brawling damage counts the same as lethal damage against a grunt. For every 30 (or so) points of damage done, the group of grunts is reduced by one.

Grunts also run a little bit differently when it comes to action cards. Grunts can be split up into any number of groups the Marshal finds appropriate – a posse of 5 that gets jumped by 20 walkin’ dead might face 4 groups of 5 walkin dead, for example. Each group only gets a single action card, and go as one big nasty family. Roll the normal dice for attacks, but add one to the aptitude or trait for every TWO grunts in the group. The aforementioned 5 walkin’ dead, then, would roll 5d8 on their fightin’ check. The extra fella just gets left out of the fun.

Grunts

Cowboys From Hell DarkLordOfJello