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  • 8/18/2019 LDMH Factions

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    BANDITOS

    Model Weapons Hits Nerve Shoot HtH Rep

    1 Honcho Plethora of Pistols 5 2+ +1 0 6

    0-1 Charro Plethora of Pistols 4 3+ +2 0 5

    2+ Caballeros Plethora of Pistols, rie or repeater; upto 1 may have a shotgun 4 4+ 0 0 2

    0-4 Vaqueros Pistol; up to half may have ries 3 6+ -1 -1 1

    Plethora of Pistols: A model armed with a plethora of pistol may have no other weapon. The model ignores the

    out of ammo result on the shooting table and instead counts it as a miss.

    Strength in numbers: Whenever called upon to make a nerve test against shooting, the target gets a -1 bonus

    if the Bandito player has more models on the gaming table.

    Ambush: Played at the start of the game after models have been set up. The Bandito player may remove a dude

    from the game. This model has set up an ambush. At the start of any turn, before initiative cards are placed,

    this model may be set up anywhere on the gaming table, as long as it is not within 20cm of any enemy.

    RENEGADE INDIANS

    Model Weapons Hits Nerve Shoot HtH Rep

    1 Chief Pistol, hand weapon 5 2+ +1 +2 6

    0-1 Dog Soldier Pistol, hand weapon 4 3+ +2 +1 5

    2+ WarriorsHand to hand weapon plus pistol. Rie

    or repeater4 4+ 0 +1 2

    0-4 Braves Hand to hand weapon 3 6+ -1 0 1

    Hand to Hand Weapon: All Indian Renegades with pistols as their sole weapon are armed with a ghting knife,tomahawk, war club or similar close combat weapon. This confers an additional +1 to their HTH value.

    Keen as the Hare: Once per turn, a model may move 20cm when using a Duck Back interruption, instead of

    the normal 10cm.

    Counting Coup: This ability may be used once per game when an opposing model is killed by one of yours

    in Hand to Hand combat. The killer makes an immediate 10cm move if the move results in getting into base

    contact with another enemy model. An immediate hand-to-hand ght is resolved. If the target of this attack

    survives and has not yet activated, he may “break off” from the combat (see DMH, page 13)

    PINKERTONS

    Model Weapons Hits Nerve Shoot HtH Rep

    1 Special Agent Pistol 5 2+ +1 +1 6

    0-1 Bounty Hunter Pistol 4 3+ +2 0 5

    2+ DetectivesPistol or repeater; up to 2 may have

    shotguns4 3+ 0 0 2

    0-4 Nightwatchmen Pistol or repeater 3 5+ -1 -1 1

    Relentless: Once per game, for a single turn, all Pinkerton models may ignore negative modiers for Nerve

    tests.

    "We Never Sleep": Once per turn, one Pinkerton that has line of sight to an opposing model, may take a freemove as long as it brings him closer to an enemy model. This move does not affect the model’s three actions

    in any way, including for shooting modiers.

    LEGEND OF DMH FACTIONS

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    7TH CAVALRY

    Model Weapons Hits Nerve Shoot HtH Rep

    1 Ofcer Pistol, Sword 5 2+ +1 +1 6

    0-1 Indian Fighter Pistol 4 3+ +2 0 5

    2+ Troopers Carbine 4 4+ 0 0 2

    0-4 Recruits Carbine 3 6+ -1 -1 1

    Sword: The Ofcer is armed with a sword which allows him to force an opponent to reroll his HTH score.

    NCO: In scenes without an ofcer, one trooper acts as an NCO, receiving a -1 bonus to his Nerve.

    Bugle: Any trooper may be designated as the troop’s bugler (best to use a model with a bugle to avoid confusion)

    whilst alive the gang receives an additional +1 to any Big Nerve Tests that have to be taken. This ability works

    whether the ofcer is present or not.

    Drilled: 7th Cavalry do not receive a -1 penalty for shooting with a carbine when they take two move actions.

    Cavalry: For one off games, 7th Cavalry troops may all be mounted in nal scenes at a cost of 1 Rep instead

    of 3.