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Q!!.

ICK REFERENCE
A 11roles are open ended (Leader Au roll is NOT open
en ded), I.e. if you roll the highest on any dice you roll ag ain, add that on and so on. Max level with modifiers is D2D, after that receive bonus dice, lowest regardless of modifiers is D4. Shooting modifiers: Target's Dex check Injured Target has been taken out Firer is out of Line of Sight -1 level Level is D4 -1 level

Game sequence:

,
I Choose encounter. 2 Roll Au for leaders= active. action points, highest is

Firer's Acc check Injured Pointblank Long range Target in cover (less than 75% of model visible) -1 level +1 level -1 level -1 level Variable

3 Declare action type.


4 Nominate first model to perform action.

Weapon Bonus

5 Resolve action and possible reactions.


Range chart: 6 Deduct action total by one. Firer's Ace D4 D6 D8 Point blank range 4" / LOcm 6" / 15cm 8" / 20cm 10" / 25cm 12" / 30cm Long Range 12" / 30cm 16" / 40cm 20" / 50cm 24" / 60cm 28" / 70cm

7 Return with the active gang until both sides have


zero action point= recovery phase.

Action types:
A number of figures equal to your current m ay be perform each action declared. action total

DID
D12

Hand-to-Hand Mooement
Models may move 4" fIDem. han d-to-hand combat. Sp rinting: 1 2-3 4-6 7-9 10+ Stumbles. The model moves D4" and is stunned. 5"/12.5cm 6" /15cm 7" / 17.5crn 8"/20cm Parry bonus Weapon bonus They may move into

Combat:

The active model is known as the attacker and the target model is the defender. The Com attribute of both models is used to determine whether the attack is successful and, if not, the possibility that the defender can retaliate.

Hand-to-hand

Combat

Modifiers

,~'

Defender's Com check Injured Defender has been taken out -1 level Level is D4 Variable Variable

hootinx.:
A eeminus Dex

Result Miss. Hit. Critical hit.

Attacker's Com check Injured Defender is behind obstacle Attacking from side Attacking from rear Weapon bonus -1 level -1 level +1 level +2 levels Variable

o or less
1-4 5+

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108

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5-

Defender's Com roll


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10 1-..

t~om:1'oll
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1m :3 Miss Miss Hit ~Hit Hit Crit Crit lnj Inj Inj Inj Out-

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Hit

Miss
1-' flit
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Miss Miss Miss Hit .. Hit Hit Crit Crit Inj Inj ". Inj lnj

Cntr Miss Miss Miss Hit Hit Hit Crit Crit

Cntr Cntr Miss Miss Miss Hit HitHit Crit Crit Inj Inj

Cntr Cntr Cntr Miss Mis Miss Hit Hit Hit Crit Crit lnj

Rip ChiT 'Lnti;


A

'Rip ~ .. Rip Cntr Cntr, Cntr ~_Miss _' :i!Miss Miss Hit " 'I!!,Hit Hit erit'R

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Rip Rip Rip

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Rip Rip Rip Cntr Cntr -, - 1-

Rip-~Rip -"'I' Rip -,

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5

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Hit

Hit Hit Crit Crit -_Inj Inj Inj Inj Out Out

Crit Crit fuj Inj Inj Inj OutOut Out

Cntr Miss" Miss Miss Hit Hit

_~Rip-' (nfr",_ Cntr Cnb:~ Miss Miss Miss Hit Hit

,--

...

IDp"i!! Rip Cntr Cntr Cntr iilrvfu,s Miss Miss Hit

,:- -,

Cntr
Miss Miss
.Miss

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rae

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lnj Inj Inj

I~ Hit
Crit Crit

Hit Hit Hit

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il'-':l'l:;tl',!,1
Miss Hit Crit Inj Out Miss.

Hit. Roll for damage as normal using model's Dam. Critical Hit. +1 damage bonus die on the damage roll. Injured. Target is injured without a damage roll. Taken Out. Target is taken out without a damage roll. automatically break from combat with a normal move. Note that no surprised marker is placed or action total -expended regardless of the success of the Re test.

Cnir = Counter attack. The defender takes a Re test. On a score of 4+, the defender may now make an attack or

Rip

= Riposte. As caunter attack, except that no Re test

is required.

(In the cases of Cntr and Rip if successful the defending models gang becomes active).
Parrying

When facing attacker, may parry before Com check The defender makes a Dex check and consults the chart below, A taFget that attempts to parry may not later counter or riposte: result treated as a miss.

AS part of any movement, shooting or hand-to-hand action one or more models (within the maximum number allowed to act) may instead perform a special action. See main rules for specifics of each action. Models in base contact may not perform special actions. Reloading Recover Wits

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Parry Modifiers and Results


Defender is injured Defender is behind cover -l Ievel +1 level Variable

Hide Stand Ready Drag Regroup

..

Weapon bonus
',h
H

Dexscine
1

Result Fumble! The attacker gains a bonus#die to his Com check Missed parry. There is no additional modifier.
Parry, The defender gains a bonus die for

2--4
i\

;~, ,~
,,,,,"
;t-

5-8 9+

his Com check Feint. The defender gets two bonus dice lor his Com check

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I09 2

Damage Chart
Target's Con roll Dam roll
1
2 3 4 5 6 7 8 9

2 N/E

10 N/E N/E N/E N/E N/E N/E N/E N/E N/E

11

12+ N/E N/E N/E N/E N/E N/E N/E N/E N/E N/E N/E

Stun Stun Stun Inj Inj Inj Inj Inj Inj Out Out Out

N/E N/E

N/E N/E N/E

N/E N/E N/E N/E

N/E N/E N/E N/E N/E

N/E .N/E N/E N/E N/E N/E

N/E N/E N/E N/E N/E N/E N/E

N/E N/E N/E N/E N/E N/E N/E N/E

N/E N/E N/E N/E N/E N/E N/E N/E N/E N/E

Stun Stun Stun Inj Inj Inj Inj Inj Inj Out Out

Stun Stun Stun Inj Inj Inj Inj Inj Inj Out

Stun Stun Stun Inj Inj Inj Inj Inj Inj

Stun Stun Stun , Inj Inj Inj Inj Inj

Stun Stun Stun Inj Inj Inj Inj

Stun Stun Stun Inj Inj Inj

Stun Stun Stun Inj Inj

Stun Stun Stun Inj

10
11

Stun Stun Stun

Stun Stun

12+

Stun

N/E Stun Inj Out

No effect. The target is unharmed. Stunned. Injured. Taken Out.

J?tcovery Phase:
When both players have zero action or both pass it's the recovery phase. The following happens: Stunned models attempt to recover. A 4+ is required on a D6. (no modifiers)

J?tactz"oru Summary:
Re-actions cost 1 action total, (except counter attack). If successful you then become active gang. Require 4+ on Re test. Reaction Roll Modifiers The following modifiers apply to the Re rolls of the models. No line of Sightto the opposing
model"

Fleeing and Spooked models attempt to recover. A 3+ is required on a Dar test. If hidden automatically passed. Fleeing models that do not recover will run away as described. Surprised models lose their markers. Any other special effects are resolved as detailed in their specific rules. New Au test for action total and active gang.

-1 level -1 level

Reactingmodel is injured

*In the case of reacting to a model being taken out, this is applied if the reacting model cannot see the enemy that took out their companion.

If Leader is taken out or removed, next highest worth is leader with temp Au D4.

J?tactt'on summary table


Circumstance Enemy shoots and misses
6"

Reaction Targetedmodel may move (may engage shooting model in combat)

Enemy approaches within 6"/ 15cm* Shoot or engage approaching enemy Friendly model is 'taken out' within I 15cmby an enemy

'

May shoot or move to engage the enemy model that took out the friendly model. May attack or break away from combat. (No action expended if cntr Reaction fails)

Model rolls counter attack result in combat

*Only one model may react to this action. If an enemy moves within 6" of several models, or a friendly model is taken out within 6" of several models, choose which will try to react.

lIO

Effects summary:
Spooked and Fleeing Models: Spooked models may not engage enemy in combat, shoot or react. May move to cover and hide. Remove in recovery 3+ on a Dar test. Fleeing models sprint toward table edge immediately. Stunned: -1 level all tests. Can't react. Remove in recovery 4+ on D6. Hidden: In cover may hide, cannot be seen. Removed when model makes an action.

Fleeing an Encounter:
Any model that fled an encounter roll a D6:
D6roll 1 Consequence Fell in a ditch. The model had a bad experience and is injured - treat this as if they had been taken.out during the encounter and roll on the injury chart Fugitive. If the opposing gang won the encounter, the model has been captured trying to escape. If the opposing gang lost, the model manages to elude capture but is not available for the next encounter while he lays low; Lives to fight another day. The model makes it back to the gang's headquarters without incident.

2-3

Surprised: Caused by Failed reaction; cannot react. Removed with change of active gang or- model engaged in combat. Ready: +1 Re: test. No action spent. Lost if other action performed. Injured: Injured. (-1 level all tests, 2 injured markers= taken out). Taken Out: Lay down, may do nothing, D4 all tests. (Another inj, out = critical. Remove model).

4+

ampatJ!!1L' l1,JUry Chart


Con score
1

Result Dead. Seriously Wounded. Wounded. Fine.

2-3
4-6

7+

Post-game campai'gn sequence:


l. Resolve injuries 2. Gain experience 3. Calculate fame 4. Work out funds 5. Generate income 6. Resolve ransoms, bounties 7. Convert prisoners and collect fees 8. Recruit 9. Recruit members IO.Buyequipment 11.Upgrade headquarters

Level-up Chart:
If a fighter goes up to a new level make a level up roll for each new level.
Level 1 (Lubber) 2 3 (ordinary hand) 4 5 (seasoned hand) 6 7 (Leader starting level) 8 9 10 11 12 13 14 15 16 17 18 19 20 21 Experience 0-5 06-10 11-15 16-20 21-25 26-30 31-40 41-50 51-60 61-70 71-80 81-90 91-100 101-120 121-130 131-150 Weapons Choice ;~ Up to two common Up to two common Any common Any common Any common 1 uncommon Any common 1 uncommon Any Any Any Any Any Any Any Any Any Any Any Any Any Any Any
".

Injuries:
Any model taken out must roll. Critical reduce Con by -I level permanently before taking the test.

"

151-170 171-190 " 191-210 211-230 231+

III

For each level a model goes up after a game roll a D6: 1-4 = attribute raise. Roll a D8 and refer to the result below:
1 2

Skill Table:
1 - Backstabber. 2 - Beguiling. 3 - Commanding Presence. (leader only) 4 - Dead-eye. 5- Deadly, 6 - Foolhardy. 7 - Headlong Charge. 8 - Inspirational. (leader only) 9 - Intimidating. 10 - Marksman. 11- Medic. 12 - Pistoleer. 13 - Quick-witted. 14 - Sleight-of-hand. 15 - Sneak. 16 - Surgeon. 17 - Faction skill 1. 18 - Faction skill 2. 19 - Faction skill 3. 20 - Faction skill 4.
(If you roll a skill that you already have or a leader only skill, you may choose from any of the skills listed here including your faction specific skills.)

+1 Re level +1 Ace level +1 Com level +1 Dex level +1 Con level +1 Dam level

3
4 5

6
7

+1 Dar level Choose any attribute to raise (inc Au for leader)

Note the maximum level any fighter (except certain special characters) can achieve is D12, though you can roll a D20 via any +1 level bonuses that may apply. (If you roll on a stat increase that is already at the maximum, i.e. D12 you may choose any stat to increase)

5-6 = new skill. Roll a D20 on the New Skills chart below: (or leader may choose +1 Au level instead of skill)

Income:
Income equal Leader Au roll x5, plus any fame / infamy and scenario bonuses. Ransoms, Bounties, Prisoners etc: Refer to the main rules to resolve any captured models or bounties.

New JV.cruits:
Make Au roll, results are cumulative. $10 for bonus die Max 3. Fame / infamy offers bonus dice. Choose highest (or lowest if at a minus die penalty). This shows the recruits available, you still must pay for them.

II2

Recruitment Au Roll
1-2 3-4 5-6 7-8 9-10 11 12+

Chart Number of recruits available No recruits.


1 Lubber. 1 Lubber 1 Ordinary Hand. 1 Lubber, 1 Ordinary Hand 1 Ordinary Hand, 1 Seasoned Hand. 1 Seasoned Hand

Recruits have the profile given for starting

gangs.

Weapons reference:
Ship's Pistol: Dam: D6. No long range. Duelling Pistol: Dam: D6. No long range, Point blank range is increased by 4" / 10em. Brace of pistols: 2 shots with 1 action, -1 Ace level penalty. reload separately. Musket Dam - DB - No penalty for long range and no bonus for point blank range. Blunderbuss: Max 12" / 30em range. Damage D20 and loses one level for every 4" / 10em. One use per game. Unarmed: -1 Dam level penalty in hand-to-hand combat. Club, maul, etc: No special rules. Dagger: +1 Com die. May not parry. Cutlass: +1 bonus die Dam Longsword: +1 bonus die for parry Axe: +1 Dam level Hammer: Knockback. May not parry. Bastard sword: Two-handed. +1 Dam Great hammer: Two-handed. Knockback. +1 Dam. May not parry. Great axe: Two-handed. +1 Dam level and +1 bonus die Dam. May not parry. Spear/ bayonet Two-handed. + 1 Com level unless attacking a model also armed with a spear or bayonet. Amulet Immune to the Undead 'raise the dead' rule. Fowler's rum: One use per game: Gives the user +1 level in com, Con and Dam but -1 level in Ace, Rec and Dex. Can be taken at any point, Lasts until the next recovery phase. Parrot +1 Com bonus die. Powder Monkey: Free reload during move action. Spyglass: Special action reveals all hidden in LOS to ALL models. Leader: Also +1 Au check for first roll of game. Lucky charm: Once per game +1 bonus die for any attribute check taken by the modeL Can be used after seeing results of roll. Grenade: One use only. May be thrown up to 12". Nominate target point and make Ace check: 1- Grenade explodes in model's hand!
2 - Grenade travels D6" / D6x2.5cm past target point 3 - Grenade travels D6" / D6x2.5cm short of target point (if it lands on or behind thrower it's assumed it hit a rock or similar and bounced back!) 4+ Grenade explodes on target. All models within 4" of final landing point are hit with 08

Dam attack and are stunned regardless of Dam rolls.

New skills chart


1 2 3
4

Backstabber - When engaged with a single enemy and attacking, the model may be moved from the front of the 'enemy to the side, or the side of the enemy to the rear, before any parries are made. Beguiling - Enemies cannot counter-attack against this model, and riposte results are treated as a counter-attack Commanding Presence - Leaders only. Grants a bonus die when making Au rolls for the gang's action total.

Dead-eye - The model gains a bonus die for all shooting Dam rolls. Deadly - The model gains a bonus die for all hand-to-hand Foolhardy - The model gains a bonus die for all Dar checks. Headlong Charge - If the model moves to engage an enemy model over open ground, it may make an imm_!"diate: attack as part of the same action. This does not apply if the defender is behind an obstacle. InspirationalLeader only. Any friendly m~del within 6" / 15cm cannot be spooked. Spooked models that move within range lose their marker at the end of their movement. Has no effect on fleeing models. Intimidating - Any enemy wishing to engage the model must first pass a 4+ Dar check. If the check is failed,.the enemy model does nothing and the action is wasted. Marksman - The model gains a bonus die for all Ace checks. Dam rolls.

5 6 7 8 9 10
11

Medic - May perform a special action when in base contact with an injured model. A Dex check of 6+ by the medic allows the model to remove its injured marker. Cannot heal self. Pistoleer - Negates the -1 penalty for firing a brace of pistols. Quick-witted - The model cannot be surprised.

12 13 14

Sleight-of-hand - After both models have made their Com checks in hand-to-hand combat, the model may force a re-roll. The first result is discarded and both models roll again (with all of the previous modifiers) and the second result is used. Sneak - Enemy must be able to see at least 75% of the model to stop it being hidden. Not spotted by spyglasses. Surgeon - Re-roll an injury once for one model post game (not on himself). You must accept the second result. If you have another surgeon he can re-roll for another injured model, but never twice for the same model. Faction skilll. - The first skill on your faction specific skill list.

15 16 17 18 19 20

Faction skill 2. - The second skill on your faction specific skill list. Faction skill 3. - The third skill on your faction specific skill list. Faction skill 4. - The fourth skill on your faction specific skill list.

Fame chart
Action

~~,

If going isfamous +5 fame +1 fame for every full $50 difference +1 fame -1 fame +1 fame +5 fame +10 fame Variable -1 fame -5 fame -5 fame -1 fame for every full $50 difference

If gang is infamous -5 fame

11'1.'

Winning an encounter Defeat a gang with higher worth Each enemy taken out Each enemy crippled Each enemy fled Enemy lead;i- taken out Enemy leader crippled Encounter-specific actions Each member taken out or crippled Leader taken out or crippled Lost an encounter Defeated by a gang with lower worth

-1 fame for every full $50 difference -lfame -1 fame +1 fame -5 fame -10 fame Variable +1 fame +5 fame +5 fame +1 fame for every full $50 difference

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