dmh quick reference sotek486

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  • 7/25/2019 Dmh Quick Reference Sotek486

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    ead Mans Hand Quick Reference

    . Initiative

    Draw top card of deck face up and assignit to a model. Highest card has initiative.Draws are resolved by drawing additionalcards 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 withanother card of theirs in play.

    . 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 bydiscarding same value card.

    . 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.

    Action Summary Notes

    MoveMove up to 10cm, mount/dismount ahorse, enter hand-to-hand fighting.

    Aim +1 to hit per aim.Affects 1st following shot. Shotguns maynot aim. Rifles/carbines may aim twice.

    Shoot Take a single shot.

    Reload/Change

    Weapon Reload, unjam or switch guns.

    Recover Remove an Under Fire Marker.

    Cannot get closer than 2cm to an enemymodel unless engaging in hand-to-hand.

    Cannot use 3 move actions to enter into

    hand-to-hand fighting. Can jump gaps up to 6cm. Can climb up 8cm but must clear to next

    level completely or stay at bottom. Obstacles can be crossed for free.

    INTERRUPTIONS

    Duck Back

    If a model has not been activated, it maydeclare it is ducking back against a modelthat is shooting at it.

    Move model 10cm and discard the modelsactivation card.

    Even if model moves out of sight, shootercan fire a single shot. Movement andcover modifiers apply but measure rangeto starting point.

    Quick Shot

    Discard activation card in response toenemy activation to fire a single shot.

    Only a single quick shot can be taken perenemy activation.

    If target is shooting, quick shot fires firstif target is at long range. If at close or

    point blank range, the shooting issimultaneously resolved.

    If target is moving, quick shot can beresolved at any point in the move.

    To hit modifiers are applied normally.

    NERVE TESTS

    Roll 1D10 and compare to models nerve. Natural 1 always fails. If failed, take an Under Fire Marker.

    Modifiers

    Under fire -1 per Under Fire Marker

    Friendly modelswithin 15cm

    +1 (maximum of +1)

    BIG NERVE TESTS

    If more than your models are out of action at the start of a turn than must test. Test usingremaining 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 ofmodels the test is automatically failed.

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    SHOOTING MODIFIERS

    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

    SHOOTING

    Roll a D20, modify result based on the shooter andtarget modifiers, check shooting results table.

    Out of Ammo

    Natural 1 means shooter is out of ammo andremaining shooting actions are lost for thatactivation.

    Closest Target

    Must shoot at closest target unless a nerve test is

    passed to pick a different target. Line of Sight

    Determined by base size. If base passes throughanother models base then target is obscured.

    Falling

    If shot while jumping at gap, model falls. If shot while on a roof or riding a horse, roll

    1D10. On a 1-5 the model falls forward, 6-10 themodel falls backwards.

    If falling, resolve one unmodified D20 roll onshooting results. If falling from higher than 20cm,resolve two rolls on the shooting results.

    Shooting from Higher Ground

    If shooter is firing from 6cm or higher thantarget, target does not benefit from linear cover.

    Cover

    Substantial cover must obscure 50% of the modelto count as substantial cover.

    Weapon

    Max

    Shots

    Range cm)

    Notes

    oint

    Blank

    Close Long

    Pistol 3 0-10 11-20 21-30 +2 at Point Blank.

    Rifle 1 N/A 0-50 51+ May aim twice.

    Repeater 2 N/A 0-40 41+

    Carbine 1 N/A 0-40 41+ May aim twice.

    Shotgun

    Single Barrel2 0-10 11-20 N/A

    +4 to hit at Point Blank; may not aim; out

    of ammo if 2 shots taken in one turn.Shotgun

    Both Barrels1 0-10 11-20 N/A

    +6 to hit at Point Blank and out of ammo;may not aim or Quick Shoot.

    Shooter is: Mod Notes

    Taking 2 moveactions

    -1Applies if twomoves declaredfor activation

    Point Blankwith pistol

    +2

    Close range 0

    Long range -1

    Aimed shot +1Effects followingshot only

    Second shot -1

    Third shot -2

    Firing frommount

    -1

    Under fire -1-1 per under firemarker

    Target is: Mod Notes

    Moving -1-1 per moveaction taken

    In substantialcover

    -1

    A Boss -1No effect if firingmodel is a boss

    Mounted +1

    Obscured -1

    HAND-TO-HAND FIGHTING

    Up to 2 move actions to engage. Both sides roll 1D10. +1 for each under fire marker enemy model has. +1 for coming from higher ground. +1 for initiating the combat this turn.

    Losing model suffers under fire marker for eachpoint of difference in rolls; draws fight next turn.

    Cant shoot into combat; no more than one model can

    be engaged in a single hand-to-hand fight. Subsequent HtH rounds, highest initiative card starts

    combat and gets +1. If combat resolved, survivor maytake two actions based on initiative card.

    May break off from HtH for two movement actions.