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Sequence
Move Phase
Shootin Phase
Melee Phase
Morale Phase
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
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)
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)