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TURN SEQUENCE
1. Initiative
Draw top card of deck face up and assign
it to a model. Highest card has initiative.
Draws are resolved by drawing additional
cards from deck, highest wins initiative.
Draw face down card and assign for each
remaining model in gang.
Reveal all initiative cards. Player with
lowest initiative card can swap it with
another card of theirs in play.
2. Activations
Activate each model in initiative order
(Ace high, 2 low, joker highest).
Each model gets 3 actions.
Play cards from hand. Any card can be
trumped (cancelled) by opponent by
discarding same value card.
3. End of Turn
Remove all movement markers.
Draw a card into your hand if you used a
card during this turn.
Reshuffle the discard pile and add it to
your draw pile.
Duck Back
If a model has not been activated, it may
declare it is ducking back against a model
that is shooting at it.
Move model 10cm and discard the models
activation card.
Even if model moves out of sight, shooter
can fire a single shot. Movement and
cover modifiers apply but measure range
to starting point.
Quick Shot
Discard activation card in response to
enemy activation to fire a single shot.
Only a single quick shot can be taken per
enemy activation.
If target is shooting, quick shot fires first
if target is at long range. If at close or
point blank range, the shooting is
simultaneously resolved.
If target is moving, quick shot can be
resolved at any point in the move.
To hit modifiers are applied normally.
NERVE TESTS
MOVEMENT
INTERRUPTIONS
Modifiers
Under fire
Friendly models
+1 (maximum of +1)
within 15cm
If more than your models are out of action at the start of a turn than must test. Test using
remaining model with highest nerve. Each additional model (beyond ) out of action is -1.
If number of Under Fire Markers on your models is double or more, than the remaining number of
models the test is automatically failed.
ACTION SUMMARY
Action
Summary
Move
Aim
Shoot
Reload/Change
Weapon
Recover
Notes
SHOOTING
HAND-TO-HAND FIGHTING
SHOOTING MODIFIERS
Shooter is:
Mod Notes
Taking 2 move
actions
-1
Point Blank
with pistol
+2
Close range
Long range
-1
Aimed shot
+1
Second shot
-1
Third shot
-2
Firing from
mount
-1
Under fire
-1
Target is:
Applies if two
moves declared
for activation
Effects following
shot only
Mod Notes
Moving
-1
In substantial
cover
-1
A Boss
-1
Mounted
+1
Obscured
-1
-1 per move
action taken
No effect if firing
model is a boss
Shooting Results
Natural 1 = Out of ammo
2-10 = miss
11-14 = under fire marker
15-18 = under fire marker and
nerve test
19+ = Out of action
WEAPONS TABLE
Weapon
Max
Shots
Pistol
Range (cm)
Notes
Point
Blank
Close
Long
0-10
11-20
21-30
Rifle
N/A
0-50
51+
Repeater
N/A
0-40
41+
Carbine
N/A
0-40
41+
Shotgun
Single Barrel
0-10
11-20
N/A
Shotgun
Both Barrels
0-10
11-20
N/A
+2 at Point Blank.
May aim twice.