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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.
7/25/2019 Dmh Quick Reference Sotek486
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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.