The Curse of Dead Man’s hand Gang 3 – The Malevolent Seven.
My friend who lent me the Curse Rule book to enable this and the other related gang reviews, also asked me to paint up his miniatures for this gang – and these are the ones that I have used for the photos in this post.
The cards come with the Curse of Dead Man’s hand rules book or can be purchased seperately.
So who are the MaleVolent Seven, they are introduced in the Curse of Dead Man’s Hand
The Malevolent Seven are clouded in as much mystery as the Baron. The one thing that is sure though is that they are the Baron’s Sworn enemy. Dragged from the very depths of Hell they have come to take the Baron Back with them.
Curse of Dead Mans hand – Great escape games
One of the most persistent stories around them is linked to the early signtings of the Baron. A group of gunmen were sent out to kill him. They failed. Each died a terrible death as the Baron took his time to make an example of those sent to stop him. Each man was tortured, broken and skinned yet remained alive.
Many believe the Baron had committed his terrible act on Indian sacred ground and that the Great Spirits had granted the men eternal life in their quest to wreak justice on the Baron.
Never able to find rest until the Baron’s reign is brought to an end, they will stop at nothing to complete this task and will allow nothing to get in their way.
The Seven have 4 model types available. -now I have also noticed a similarity in poses and dress between these undead horrors and The Seven, but I am sure it is just a coincidence.
Reaper – he always leads the Malevolent Seven and has a pistol and a knife.
Brynn aka CHRIS ADAMS
DeathSlinger– is an optional member of the Malelovent Seven and comes with his trusty shotgun
Stevie aka VIN TANNER
Hellfighters – at least 2 of these attend with Brynn and Stevie, but you can take more. They can be armed with a pistol or repeating rifle.
Robbie AKA LEE
Charlie aka BERNARDO O’REILLY
Dex aka HARRY LUCK
Jimmy aka BRITT
Horse aka CHICO
Damned Souls – the gang can take any number from 0-4 of these and they can be armed with a postol or repeater, interestingly there is no commend that 50% must have pistols, but the standard minaiture gang does come with 4 with pistols,2 with repeaters and 1 with a shotgun.
They have 3 gang wide rules.
- UNGODLY – none of the Gang ever fails ANY nerve test UNLESS indicated by a special rule or card, so they are not totally immune. I take it this includes the Big Nerve test as it says ANY,
- TERRIFYING – whenever an opponent wishes to enter H2H combat with one of the gang or is charged by one of the gang they must pass a nerve test, this test includes all relevant modifiers, and if it is failed they of course take a marker and may go out of action before any H2H is rolled. This test must be taken each and every time H2H combat occurs – they never get used to fighting walking skeletons.
- MALIGNED – the gang only gets 1/2 the normal cards in hand (rounded up), so for most games that will be 3. At the end of every turn they can discard 1 cards and draw a new one even if they have played a card, normally you can only discard a card to draw a card if you have not used a card that turn.
But what are their Ace, King, Queen, Jack cards?
- ACE – “Aura of Death” – once played no enemy models can get closer than 1ocm of any of the gang for the rest of this turn. I am assuming this means they cannot actively move closer, but if one of the gang moves with in 10cm of an opponent that has already activated they are not magically pushed backwards, although if that was the case you could use this to push enemies off roofs and out of cover.
- KING – “Death’s Cold embrace” – a single enemy model is nominated for the rest of the turn all Under fire and Nerve test results generate twice as many underfire markers (i.e. 2 instead of 1). This affects models that are ungodly and all the rest of the dirty mortals equally.
- QUEEN – “No Flesh, All Bones” – must be played after intitiatve and before any models have activated, nominate one of the Malevolent Seven for the rest of the turn all shots against that gang member are made at a -1.
- JACK – “Evil Eye” – this can be played at any time and forces an enemy to reroll their last to hit dice, the phrasing of this makes me believe it effects both shooting and H2H combat and also random damage rolls such as falling off a roof.
A very deadly gang, which will be hard to remove from a game, but also are hogtied by having fewer cards in hand, they
Discover more from Hysnaps Politics, Gaming, Music and Mental Health
Subscribe to get the latest posts sent to your email.










2 thoughts on “Dead Man’s Hand: The Malevolent Seven”