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Death in the West - Magnificent Seven

Sequence

Move Phase
Shootin Phase
Melee Phase
Morale Phase

Movement Phase - Initiative based on players card drawn


A figure may do up to 2 actions in a Movement Phase
1. Move - one action, Double move 2x Actions (but cannot shoot)
2. Turn (>45 degrees) - one action
Base Double Wounded/
3. Mount or dismount - one action
Move
Move
Damaged
4. Go Prone/stand
Horse
12
24
6
Horse - base move 12, Gallop (2x actions),
Foot
6
12
3
Foot - base move 6, Run (2x actions) 12, climb 3
May move forward up to 45 degrees in either direction ( >45 degrees is changing face)
A figure contacted by another figure may not move further in that turn
A figure that does not move is marked (to be used during the shooting phase)
Types of terrain
Scrub - Blocks line of sight, +1 fire cover +1 to defender in melee ( 1st phase only)
Stream move for foot and mounted if fordable, defending against crossing gets +1 melee
(does not block line of sight)
Rock move for foot and mounted, +2 fire cover, +1 melee (+2 if higher)
o It costs 3 inches for a foot figure to climb over a wall or in through a window
Wood building/object - +1 fire cover, +1 defender in melee
Stone building/object - +2 fire cover, +1 defender in melee
Shootin
Shootin can occur at any point in the movement phase (with movement modifier), but cannot
occur if Double movement (running/gallop) is performed
Range is measured base to base
May not shoot through another a figure
May not fire into a melee or from a melee
Terrain always blocks line of sight
May fire into terrain/buildings/etc with cover effects

Weapon Ranges
Weapons

Point Blank
Effective
Long
Pistol
3
6
9
Rifle
6
18
24
Muzzle Loader
6
12
18
Shotgun*
6
9
12
Sawed off Shotgun*
3
6
9
Knife/Tomahawk
2
4
N/A
* Shotguns (sawed off and regular) Roll 2x Firing dice (2x D10, 2X D6) per shooting action.
Both shotguns guns require 1 action (next turn) to reload

Shootin Modifiers
To Hit (D10) Modifiers (add them up)
1. Firer Mounted
-1
2. Point Blank
+1
3. Long range
-1
4. Cover
-1 to -3 (See terrain effects)
5. Shooter or Target Moved -1 (dismount/facing change do not effect)
6. Ambush fire
+1
7. Firing to rear
-2
8. Fall back firing
-1
9. Takin Aim/Gun at rest
+1
10. Firer Wounded
-1
Shootin Results (Each time you shoot roll a D10 and a D6)
D10 Roll
1- 7

Result
miss

D6 Roll
1

8-10

hit

2-6

Result
Shot to Head youre
Dead
Shot to Body

Shootin in Movement Phase


May only fire if only did one movement action
Full turn (> 45 degrees) or Dismounting counts as an action (no movement penalty)
You cannot shoot into or out of a melee
Saves
Player hit then attempts to save rolling a D10
D10 Roll
1- 7
8-10

Result
Doesnt Save
Save

If the player saves there is no effect to the hit, if the player does not save, a ring is placed on
the figure with maximum number of wounds listed below:
Wound Table
# Wounds
Heroes (Mag 7)
3 Wounds
Banditos & Bank
2 Wounds
Robbers
Townsfolk
1 Wound
If a figure dies it is removed from play
If figure is mounted and saves roll D10 again, on a Save (8-10) figure stays mounted,
otherwise dismounted (no damage/wound)

Ambush Fire (foot figures only)


If a figure starts the game hidden and has not moved it gets the ambush bonus for firing if a
figure or group of figures moves near its location while it is hidden
A figure in ambush may activate at any time on their turn (tell GM you are ambushing)
Defenders attacked from ambush cannot fire at the attacker (first contact only)
Ambushing foot can ambush foot and/or mounted figures

Melee
Attacker moves their figure into contact during their movement phase
The defender can attempt to fall back one move distance to avoid the fight
o Roll D10 > 7 to fall back
o If successful the Defender back-ups facing the attacker
o The attacker gets to shoot at the defender if they fall back (if they have a weapon).
o The defender does not get to shoot at the attacker if they choose to fall back
Defender in a building can only be attacked by 1 figure at a time (walls & roofs dont count)
Only Defenders get benefit of cover for terrain/building not the attacker
Melee Modifiers Roll a D10 for each attack with the following modifiers for each melee:
+2 if mounted
-2 if wounded
+1 if charging at a figure in the open (first phase only)
+ 1 to defender for cover
-2 to the defender, if multiple figures are fighting the defender (max of 3 figures on one)
+1 for attacking rear (figure in the open)
+1 if attacking from higher elevation
D10 Roll
Difference = 0
Difference = 1-3
Difference = 4-6
Difference > 7

Result
Both Wounded
No Effect
Loser Wounded
Loser Dead

Hero Saves
Only heroes may save if they are killed in melee (>7).
If the Hero saves (rolls >8) the hero takes a wound, if the player does not save, the hero dies
Unit Morale
Units need to check for morale if unit reaches 50% losses, and for each loss after they go
below 50%
Morale check is a single D10 roll below the number of figures that remain in the unit
(includes unit leader)
If unit leader is alive, subtract 1 from the die roll
If the overall Leader is still alive the unit gets a second chance re-roll for morale with the
same modifiers as the previous roll
For each loss after reaching 50%, the unit needs to roll morale.
Units cannot be combined or use other leaders.
Magnificent Seven Cast
Yul Brynner as Chris Adams (leader of the Magnificent 7)

Eli Wallach as Calvera (leader of the Banditos)

Steve McQueen as Vin

Horst Buchholz as Chico

Charles Bronson as Bernardo O'Reilly

Robert Vaughn as Lee

Brad Dexter as Harry Luck

James Coburn as Britt

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