Dmh Quick Reference Gangs Sotek486

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Dead Man’s Hand Gangs Character Hits Nerve Shoot HtH Rep Notes Sheriff 5 2+ +1 0 6 1: Pistol. Marshal 4 3+ +2 0 5 0-1: Pistol. Deputies 4 4+ 0 0 2 2+: Pistol, Rifle or Repeater; Up to 2 shotguns. Citizens 3 6+ -1 -1 1 0-4: Pistol; Up to ½ shotguns. I Am The Law: Any Lawman in line of sight of the Sheriff receives additional +1 to nerve tests. And Justice For All: The player may remove a single under fire marker at the end of each turn. THE LAW Character Hits Nerve Shoot HtH Rep Notes Boss 5 2+ +1 +1 6 1: Pistol or Repeater. Gunslinger 4 3+ +2 0 5 0-1: Pistol. Dudes 4 4+ 0 0 2 2+: Pistol or Repeater; Up to 2 shotguns. Varmints 3 6+ -1 -1 1 0-2: Pistol; Up to ½ shotguns. Above Snakes: Once per turn a model may duck back as normal, but if nerve test is passed, doesn’t burn its activation card. Cheatin’: Once per game, following reveal of initiative cards, may swap one card in hand with one of their initiative cards. OUTLAWS Character Hits Nerve Shoot HtH Rep Notes Range Boss 5 2+ +1 +1 6 1: Pistol, Rifle or Repeater. “Man with no Name” 4 3+ +2 0 5 0-1: Pistol, Rifle or Repeater. Cowboys 4 4+ 0 0 2 2+: Pistol, Rifle or Repeater; Up to 1 shotgun. Greenhorns 3 6+ 0 0 1 0-2: Pistol; Up to ½ rifles. See How The Cat Jumps: Following reveal of initiative cards, may play as second, face down card to a model within 20cm of Boss. May be used to replace original card. Tough As Old Boots: Once per turn, if a model is facing a nerve text that will put him out of action, may declare “Tough as Old Boots” and take test at 3+, no modifiers. COWBOYS Character Hits Nerve Shoot HtH Rep Notes Boss 5 2+ +1 +1 6 1: Pistol. Killer 4 3+ +2 0 5 0-1: Two Pistols. Bandits 4 3+ 0 0 2 2+: Pistol, Rifle or Repeater; Up to 1 shotgun. Low Lifes 3 5+ -1 -1 1 0-4: Pistol; Up to ½ rifles. Life Ain’t Worth Spit: May shoot into hand-to-hand. Draw card, even hits friendly model, anything else hits enemy. Also ignore nerve text when Outlaw’s “Hostage” card is used. A Hog Killin’ Time: Once per turn at the end of a pistol armed model’s actions, model may take further shoot action. Shooter receives under fire marker, can’t be used if shooter is in substantial cover. Crazy As A Loon: Once per game, declare this before any models are activated. Models ignore nerve tests for this turn. Models doing so receive an under fire marker at end of turn. Two Pistols: Models may have two pistols in which case they ignore an out of ammo result on the shooting table. This has no effect against the “For a few bullets more” card. DESPERADOS

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Transcript of Dmh Quick Reference Gangs Sotek486

Page 1: Dmh Quick Reference Gangs Sotek486

Dead Man’s Hand Gangs

Character Hits Nerve Shoot HtH Rep Notes

Sheriff 5 2+ +1 0 6 1: Pistol.

Marshal 4 3+ +2 0 5 0-1: Pistol.

Deputies 4 4+ 0 0 2 2+: Pistol, Rifle or Repeater; Up to 2 shotguns.

Citizens 3 6+ -1 -1 1 0-4: Pistol; Up to ½ shotguns.

I Am The Law: Any Lawman in line of sight of the Sheriff receives additional +1 to nerve tests. And Justice For All: The player may remove a single under fire marker at the end of each turn.

THE LAW

Character Hits Nerve Shoot HtH Rep Notes

Boss 5 2+ +1 +1 6 1: Pistol or Repeater.

Gunslinger 4 3+ +2 0 5 0-1: Pistol.

Dudes 4 4+ 0 0 2 2+: Pistol or Repeater; Up to 2 shotguns.

Varmints 3 6+ -1 -1 1 0-2: Pistol; Up to ½ shotguns.

Above Snakes: Once per turn a model may duck back as normal, but if nerve test is passed, doesn’t burn its activation card. Cheatin’: Once per game, following reveal of initiative cards, may swap one card in hand with one of their initiative cards.

OUTLAWS

Character Hits Nerve Shoot HtH Rep Notes

Range Boss 5 2+ +1 +1 6 1: Pistol, Rifle or Repeater.

“Man with no Name” 4 3+ +2 0 5 0-1: Pistol, Rifle or Repeater.

Cowboys 4 4+ 0 0 2 2+: Pistol, Rifle or Repeater; Up to 1 shotgun.

Greenhorns 3 6+ 0 0 1 0-2: Pistol; Up to ½ rifles.

See How The Cat Jumps: Following reveal of initiative cards, may play as second, face down card to a model within 20cm of Boss. May be used to replace original card. Tough As Old Boots: Once per turn, if a model is facing a nerve text that will put him out of action, may declare “Tough as Old Boots” and take test at 3+, no modifiers.

COWBOYS

Character Hits Nerve Shoot HtH Rep Notes

Boss 5 2+ +1 +1 6 1: Pistol.

Killer 4 3+ +2 0 5 0-1: Two Pistols.

Bandits 4 3+ 0 0 2 2+: Pistol, Rifle or Repeater; Up to 1 shotgun.

Low Lifes 3 5+ -1 -1 1 0-4: Pistol; Up to ½ rifles.

Life Ain’t Worth Spit: May shoot into hand-to-hand. Draw card, even hits friendly model, anything else hits enemy. Also ignore nerve text when Outlaw’s “Hostage” card is used. A Hog Killin’ Time: Once per turn at the end of a pistol armed model’s actions, model may take further shoot action. Shooter receives under fire marker, can’t be used if shooter is in substantial cover. Crazy As A Loon: Once per game, declare this before any models are activated. Models ignore nerve tests for this turn. Models doing so receive an under fire marker at end of turn. Two Pistols: Models may have two pistols in which case they ignore an out of ammo result on the shooting table. This has no effect against the “For a few bullets more” card.

DESPERADOS

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Character Hits Nerve Shoot HtH Rep Notes

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

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

Caballeros 4 4+ 0 0 2 2+: Plethora of Pistols, Rifle or Repeater; Up to 1 shotgun.

Vaqueros 3 6+ -1 -1 1 0-4: Pistol; Up to ½ rifles.

Plethora of Pistols: A model armed with a plethora of pistols 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, but not within 20cm of any enemy.

BANDITOS

Character Hits Nerve Shoot HtH Rep Notes

Chief 5 2+ +1 +2 6 1: Pistol and Hand Weapon.

Dog Soldier 4 3+ +2 +1 5 0-1: Pistol and Hand Weapon.

Warriors 4 4+ 0 +1 2 2+: Hand Weapon and Pistol, Rile or Repeater.

Braves 3 6+ -1 0 1 0-2: Hand Weapon.

Hand Weapon: All Indian Renegades with pistols as their sole weapon are armed with a fighting 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 fight 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).

RENEGADE INDIANS

Character Hits Nerve Shoot HtH Rep Notes

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

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

Detectives 4 3+ 0 0 2 2+: Pistol or Repeater; Up to 2 shotguns.

Nightwatchmen 3 6+ -1 -1 1 0-4: Pistol or Repeater.

Relentless: Once per game, for a single turn, all Pinkerton models may ignore negative modifiers for Nerve tests. “We Never Sleep”: Once per turn, one Pinkerton that has line of sight to an opposing model, may take a free move 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 modifiers.

PINKERTONS

Character Hits Nerve Shoot HtH Rep Notes

Officer 5 2+ +1 +1 6 1: Pistol and Sword.

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

Troopers 4 4+ 0 0 2 2+: Carbine.

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

Sword: The Officer is armed with a sword which allows him to force an opponent to reroll his HTH score. Carbine: Max shots = 1; Point Blank = N/A; Close = 0-40; Long = 41+; May aim twice. NCO: In scenes without an officer, 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 officer 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 final scenes at a cost of 1 Rep instead of 3.

7TH CAVALRY