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Aliases: James "Jim" Brooks
Age: 45
Height: 5'11"
Weight: 185lbs.
Hair Color: Brown
Eye Color: Brown
Birthplace: Oklahoma City, Oklahoma
Power Source: Gunslinging and Time Travel
Group Affiliation: None
Occupation: Adventurer, Temporal Bounty Hunter
First Appearance: Freedom Five Annual #10
Complexity: 2
Set: Shattered Timelines
Nemesis: Plague Rat, La Capitan (VotM), and Doc Tusser


HP: 28
Innate Power:
Quick Shot - Chrono-Ranger deals 1 Target 1 Projectile Damage.
Incapacitated Powers: Choose one each turn
  • One Player may play a Card.
  • One Hero may use a Power.
  • One Hero may deal 1 Target 1 Projectile Damage.

Chrono-Ranger: The Best of Times

HP: 29
Innate Power:
True Purpose - Select a non-Hero Target. Until after the next time you use a Power, all Bounty Cards also affect that Target and are not destroyed when that Target leaves play.
Incapacitated Powers: Choose one each turn
  • One Player may Draw a Card now.
  • One Hero may use a Power now.
  • Until the start of your next turn, at the start of a Player's turn, they may discard 1 Card to play 1 Card.


Chrono-Ranger Original Standard Front.png

Jim Brooks was one of the fastest guns in the west. He maintained order in the lawless wastes for many years, facing down many of the worst bandits and outlaws as Sheriff of Silver Gulch. One day, there was a disturbance at the edge of town - the townsfolk panicked at the sight of a giant glowing hole hovering just past the general store. Jim clapped his hat on his head and cinched up his gun belt as he made his way to the shimmering portal. "Now, y'all stay back," he softly drawled, before stepping through the portal, never to be seen in Silver Gulch again.

Jim fell through time, mighty perturbed at the situation he found himself in. After what felt like weeks or maybe seconds of free-fall through a twisting field of glowing energy, Jim fell into darkness and passed out.

He awoke to growling and slowly sat up, not sure it this was the usual Tuesday morning type of growling from the dogs around town, or if he was still in some crazy predicament. Squinting at the giant forms stalking towards him and the nightmarish orange sky up above, he came to the conclusion that the ordeal was far from over. Then, he was attacked.

A pack of two-story-tall rat creatures tore into him, all teeth and claws and vile stench. Jim managed to get one hand on his hat, holding it tight to his head - in his other hand, his Colt rang out sharply. Dropping three with headshots and a fourth in the gut, Jim was feeling pretty good about his chances, when a fifth rat-man bit into his shoulder and tore his left arm clean off.

Jim was having a bad day.

He shot the arm-thieving rat in the face, holstered his now-empty pistol, and made tracks away from the horde of approaching rat-men, drawn by the commotion. He only ran for a few minutes before a metallic voice cried out, "Hey! Over here!" Without pausing to consider, he launched himself through the half-open doorway in the side of the giant steel bunker.

"Am I glad to see you! Oh! You're losing blood fast! Let's get you bandaged up," the metallic voice prattled on, though Jim didn't see anyone in the room. A few robotic arms disengaged from the walls, guiding him to a platform that extended from the wall. Jim lied down on the table as the voice chattered on. "Let's get you some antiseptic and something for the pain. And I'll just build you a new arm, like one of these wall-arms here. That would work well, don't you think? Do you have a particular color in mind? What's your name? I am the Concordant Harmonic Entity, version 4! But you can just call me Con. Oh, hey, you passed out. Well. I'll fix you up in no time."

Jim came to hours later, and Con explained to him that he had made his way thousands of years into the future, and the time he'd found was terrible. All sorts of monstrous creatures populated the world now: Giant yetis, Mongolian death worms, vile skunk apes, nasty chupacabras - the shorelines were overrun by New Jersey devils, what used to be Asia was now occupied by towering lizard creatures, and the seas were full of terrible serpents and sea-beasts. But the worst of all were the huge rat-men. They were the most numerous and most devious of the monsters, and they infected and destroyed everything they touched.

Fortunately, Con had a plan. Specifically, Con had a time-machine. Con could outfit Jim with new gear, fancy gadgets, and send him back in time to destroy these monsters before they could ever grow strong or reproduce. Jim agreed, but didn't want Con to mess with his pistol or his hat - they worked just fine, thank you very much.

So all the urban legends you hear about the Loch Ness monster or Big Foot? The tales of creatures terrible and bizarre? No one has any proof, do they? That's because the Chrono-Ranger got to them first.

You don't have to worry about the monster under the bed - Jim's got you covered.

Chrono-Ranger Best of Times Standard Front.png

Chrono-Ranger:The Best of Times

Variant: Originally revealed during the Villains of the Multiverse preorder event.

Jim was stranded outside time after his chrono-badge got busted. It was hard to tell how long he waited, but when the nice, silver-haired lady in the pirate ship sailed by and offered him a ride, he was right pleased. The folks on the ship fixed up his arm and his badge, and the captain of the ship just asked for one simple thing in return: fix the mistakes of her youth. Apparently, she'd made a mess of things when she first got that ship, and she was depending on Jim to set things right. Fair enough. He was good at jobs.


Legacy Wants to Remind You!

This information is from Sentinel Tactics, one of two branching alternate timelines after the OblivAeon Event!

DELAYED: Character is from the now delayed indefinitely Sentinel Tactics: For Profit

The ruins of Rook City are an ideal battleground for guerrilla combat. A single combatant can take on an entire team using hit-and-run tactics and harrying an opponent. Such a combatant has been creating significant trouble for Exemplar's squads, and he is offering quite a payout for the head of Renegade.

The reports of Renegade are downright contradictory. Some claim him a man with a gun, others a killer robot. There are stories of hats, dusters, and pistols, but just as many of metal claws or a glowing green eye. Who - or what - could this creature be?!

No matter the truth of it. For Profit doesn’t care much about the particulars. They’re confident that this Renegade won’t give them too much trouble. How much trouble can just one target be?




  • Plague Rat, Akash'Bhuta, Ambuscade, Citizen Truth, and Crackjaw Crew are portrayed on the bounty cards "The Ultimate Target," "By Any Means," "Kill on Sight," "No Executions," and "The Whole Gang"[1] respectively.
  • The Illusory Demon, one of the Dreamer's projections, is featured on the card "Sudden Contract".
  • Doc Tusser is featured on the cards "Eye on the Prize," "Terrible Tech-Strike," and "Dead or Alive".
  • Chrono-Ranger is holding Akash'Bhuta at gunpoint on "Just Doin' My Job".
  • Gloomweaver appears on the card "Displaced Armory".
  • Chrono-Ranger's original incapacitated art is the period when he is lost in time and space following his encounter with Ambuscade in Wagner Mars Base when he failed to kill the villain as his bounty specified. He was eventually saved from his situation by La Comodora. His alternate-art incap shows him beginning to turn into a Rat Beast following his battle with Plague Rat before Dark Watch finished the job and he was able to return to CON to be cured.[2]. The Best of Times promo's original incapacitated art depicts Jim taking the direct hit by OblivAeon during the destruction of Rook City and his alternate-art incapacitated art shows him in Pompeii as Mount Vesuvius erupted in 79 AD - the young La Capitan stranded him there at the conclusion of their conflict.


  • The rat creature that bit Chrono-Ranger's arm off is likely a descendant of Plague Rat (or perhaps even the original), explaining why they are nemeses.
  • Chrono-Ranger is briefly alluded to, although not mentioned by name, in the backstory for The Eternal Haka.


To Other Works

  • Chrono-Ranger is a clear analogue for the "Weird West" tales that were popular in the late fifties and early sixties. The genre often took wild west characters and settings and introduced super-science, time travel, and magic into the mix. One of the most famous characters to emerge from this genre was DC's Jonah Hex, a deformed outlaw who made more than a few trips into the future. Most of the Chrono-Ranger's character traits seem to be based on Hex.


  1. Christopher confirms it as being Truth in GTG forum thread "Phantom's House of Fun and Speculation!
  2. Podcasts/Episode 25
  3. Christopher comments in GTG forum thread "Bounties"
  4. Christopher answers questions in his Reddit AMA

Incapacitated Images

Variant Pack New Artwork

The All Heroes Variant Pack released with OblivAeon contains new artwork for the heroes and their variant cards.

Chrono-Ranger Hero Deck


Bounty Board (x2)
Move all Bounty cards from your trash into your hand. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Art: Chrono-Ranger looking at a holographic bounty board with various wanted posters on it, one is flashing up collected, his gun is smoking;
Flavor text: "That's it. Everything's fine, Con. I'm done here." - The Chrono-Ranger, Draw!
Displaced Armory (x4)
Search your deck or trash for an Equipment card and put it into play. If you searched your deck, shuffle your deck. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Art: Chrono-Ranger with a portal over his shoulder, transporting Danny-Boy into his hand, Gloommweaver looms in the background;
Flavor text: "Now you sit tight there a second. I've got just th' thing for you." - Chrono-Ranger, Mystery Comics #293
Eye on the Prize (x4)
Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
Art: A low shot of a hostler and hand (presumably Chrono-Ranger's) ready to draw, with Doc Tusser in the background facing him, also ready to draw;
Flavor text: "You may take this moment to reconsider. I'll give you that much." - Chrono-Ranger, Draw!
"Just Doin' My Job" (x4)
Each Player may discard 1 card. Draw X cards, where X = the number of cards discarded this way.Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Art: Chrono-Ranger standing over a crumbling Akash'Bhuta, gun smoking;
Flavor text: "He emptied his pistol, tipped his hat, and walked through a portal as it closed." - Tachyon, Freedom Five Annual #10
Ranger's Mark (x3)
Put a Bounty card into play from your trash. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Art: Plague Rat in the sewers, a tiny electronic dart in his back;
Flavor text: "Now I've got you, you mangy critter…" - Chrono-Ranger, The Last Hunt #2
Sudden Contract (x4)
Search your deck for a Bounty card and put it into play. Shuffle your deck. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Art: The Illusory Demon menacing Chrono-Ranger, he is steadfastly ignoring it;
Flavor text: "Well, this is awful unexpected." - Chrono-Ranger, Nightmare World #4
Terrible Tech-Strike (x3)
Chrono-Ranger deals 1 Target 2 Melee Damage. Chrono-Ranger deals 1 Target 1 Projectile Damage.
Art: Chrono-Ranger grabbing hold of the face of Doc Tusser with his replacement mechanical arm ;
Flavor text: "Thunder and mud! Enough is enough!" - Chrono-Ranger, Draw

Ongoing, Limited

Hunter and Hunted (x3)
Increase Damage dealt to and by Chrono-Ranger by the number of Bounty cards in play.
Power: Destroy this card.
Art: Chrono-Ranger and Plague Rat fighting in the Sewers;
Flavor text: "Time to put you down, varmint!" - Chrono-Ranger, The Last Hunt #6

Ongoing, Bounty

"By any means" (x1)
Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
Art: A holographic poster with Akash'Bhuta's face on it;
Flavor text: "Jim, this one's bigger than anything you've seen before. Make some friends." - Con, Freedom Five Annual #10
"Dead or Alive" (x1)
Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains a HP. When that Target leaves play, draw 1 card and destroy this card.
Art: A holographic poster of Doc Tusser, wearing a traditional cowboy hat;
Flavor text: "Got one that's right up your alley. Or shooting range, I suppose." - Con, Draw!
"Kill on Sight" (x1)
Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
Art: A holographic poster with Ambuscade's masked face on it;
Flavor text: "Another hunter, yes, but this one is as much monster as he is man." - Con, Temporal Targets #1
"No Executions" (x1)
Play this card next to a non-Character card Target.When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
Art: A holographic poster of an unknown individual;
Flavor text: "Feel free to use any methods necessary, but we want this one alive." - Con, Into the Sunset #1
"The Ultimate Target" (x1)
Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1.The first time that Target deals Damage each turn, you may use a Power.
Art: A holographic poster with Plague Rat's face on it;
Flavor text: "Go make him pay for your arm!" - Con, The Last Hunt #1
"The Whole Gang" (x1)
Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.
Art: A holographic poster with The Crackjaw Crew on it;
Flavor text: "You're sending me after a posse, now?" - Chrono-Ranger, The Sentinels #17


Compounded Bow (x1)
Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
Art: Chrono-Rangers shirt is shredded, revealing his mechanical arm, transformed into a high tech bow;
Flavor text: "I'd waste bullets as soon as waste words." - Chrono-Ranger, Temporal Targets #4
Danny-Boy (x1)
Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Art: Chrono-Ranger in a saloon, wielding a crossbow with multiple glowing hot arrows;
Flavor text: "You might want to take a step back. Danny can get a bit…rowdy." - Chrono-Ranger, Temporal Targets #3
Jim's Hat : You may play an additional card during your play phase. At the start of your turn, you may destroy a Bounty card.
Art: A traditional broad-brimmed hat, sitting atop Chrono-Ranger's head;
Flavor text: "You don't take a man's gun, and you certainly don't touch his hat." - Chrono-Ranger, Time Cataclysm
Neuro-Toxin Dart Thrower (x1)
Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Art: A pistol sized crossbow;
Flavor text: "I know it's not a pistol, but it's fancy! And highly effective!" - Con, The Last Hunt #3
Temporal Grenade (x2)
Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Art: Ambuscade caught in a glowing explosion, Chrono-Ranger in the background in a 'I have just thrown' position ;
Flavor text: "Don't interfere with nothin' beyond your scope." - Chrono-Ranger, Temporal Targets #5
The Masadah (x1)
Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Art: Chrono-Ranger holding an alien looking rifle;
Flavor text: "As much as I prefer my six-gun this is a fine piece of work." - Chrono-Ranger, Temporal Targets #2

Note: On the Bounty Board one shot, he is attributed as "The Chrono-Ranger"

Sentinel Tactics: Chrono-Ranger Power Cards

Not Yet Released


Fireside Chats

  • Chrono-Ranger may choose the bounty card from the trash that gets put into play by "Ranger's Mark". The wording is updated to read "Select 1 Bounty Card from your trash and put it into play."
  • If "The Ultimate Target" is on a target, and that target deals damage such that it is destroyed after having dealt its damage (via reaction damage for example), Chrono-Ranger still gets to use a power.
  • "The Ultimate Target" is not destroyed if the target to which it is attached leaves play. It stays in the play area where the target was.
  • "No Executions" is not destroyed if the target leaves play by means other than destruction (e.g. "Into the Stratosphere").
  • "No Executions" prevents the card from being destroyed, so other effects that would happen when the card is destroyed do not occur.

Spiff's SotM Rules and Clarifications

  • Playing bounties without a legal target
    • If there are no legal targets in play to attach a bounty card to, the bounty card may still be played, but the bounty will go directly to the trash and isn’t considered to have been destroyed to get there. [1]
  • "The Ultimate Target"
    • Unlike the rest of Chrono-Ranger's Bounty Cards, "The Ultimate Target" doesn't have a line saying that when the target the bounty is on leaves play, you should destroy the bounty card. This is not a misprint. "The Ultimate Target" will stay in play attached to no target once its original target is destroyed. It should be treated like any other ongoing card and still counts as a bounty for cards like the "Masadah".


  1. MigrantP explains Christopher's ruling in GTG forum thread "Discrepancy: playing cards on other cards"