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INDIAN MUTINY LOTW PLAYSHEET - MOVEMENT MOVEMENT Normal Charge * Foot 6" +D6 6" +2D6 Horse 10" +2D6 10" +3D6 Camel 10" +2D6 10" +3D6 Elephant 10" +D6 Special Bullock 8" +D6 n/a Add 2" If travelling by road Deduct 2" For rough ground Deduct 4" For very rough ground Deduct 6" If pulling wagons or artillery Max 6" Through jungle Formation changes Require a full move * Must pass pluck test to charge HORSE JUMP TABLE For barriers > 1/2" but < 2" For gaps up to 4" wide D6 roll Result 1 Refuses 2-6 Bounds across with ease JUMP TABLE For barriers > 1/2" but < 2" D6 roll Result 1 Stumbles, does not cross 2-5 Crosses but cannot move further 6 Crosses and continues move CHARGING 1. Declare charge target 2. Roll for pluck test 3. Roll for movement 4. Move figures 5. Must be in base to base contact with target to close. CLIMB TABLE For unaided climbing (no ladders) Maximum climb 4" per turn D6 roll Wall >2" <4" Wall >4" 1 Fall-no damage Fall-takes 1 wound 2-5 Reaches top Still climbing 6 Reaches top Reaches top Can continue PLUCK TEST Roll 2D6 Add unit leaders pluck or War Leaders if within 12" Add any bonuses Require 10 or greater to pass Test when Charging Receiving wounds from volley fire Receiving wounds from artillery Being charged by elephants Losing a Unit or War leader Being charged by Highlanders

INDIAN MUTINY LOTW PLAYSHEET - MOVEMENT

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INDIAN MUTINY LOTW PLAYSHEET - MOVEMENT. INDIAN MUTINY LOTW PLAYSHEET - FIRING. INDIAN MUTINY LOTW PLAYSHEET - ARTILLERY. INDIAN MUTINY LOTW PLAYSHEET - MELEE. TURN SEQUENCE The drop Movement Firing Melee. - PowerPoint PPT Presentation

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Page 1: INDIAN MUTINY LOTW PLAYSHEET - MOVEMENT

INDIAN MUTINY

LOTW PLAYSHEET - MOVEMENT

MOVEMENT    

  Normal Charge *

Foot 6" +D6 6" +2D6

Horse 10" +2D6 10" +3D6

Camel 10" +2D6 10" +3D6

Elephant 10" +D6 Special

Bullock 8" +D6 n/a

Add 2" If travelling by road

Deduct 2" For rough ground

Deduct 4" For very rough ground

Deduct 6" If pulling wagons or artillery

Max 6" Through jungle  

Formation changes Require a full move

* Must pass pluck test to charge

HORSE JUMP TABLE

For barriers > 1/2" but < 2"

For gaps up to 4" wide

D6 roll Result

1 Refuses

2-6 Bounds across with ease

JUMP TABLE

For barriers > 1/2" but < 2"

D6 roll Result

1 Stumbles, does not cross

2-5Crosses but cannot move further

6 Crosses and continues move

CHARGING  

1. Declare charge target

2. Roll for pluck test  

3. Roll for movement  

4. Move figures  

5. Must be in base to base contact

with target to close.

CLIMB TABLE  

For unaided climbing (no ladders)

Maximum climb 4" per turn  

D6 roll Wall >2" <4" Wall >4"

1 Fall-no damage Fall-takes 1 wound

2-5 Reaches top Still climbing

6 Reaches top Reaches top

  Can continue move  

PLUCK TEST  

Roll 2D6  

Add unit leaders pluck or War Leaders if within 12"

Add any bonuses  

Require 10 or greater to pass  

Test when Charging  

 Receiving wounds from volley fire

 Receiving wounds from artillery

  Being charged by elephants

  Losing a Unit or War leader

 Being charged by Highlanders

Page 2: INDIAN MUTINY LOTW PLAYSHEET - MOVEMENT

INDIAN MUTINY

LOTW PLAYSHEET - FIRING

MISSILE WEAPON Range StrengthMove Penalty Special rules

Revolver / Six-gun 10" 3 none Fanning

Heavy pistol 12" 4 half Improvised weapon

Saturday night special 6" 3 none Concealed: slow reload

Le Mat revolver 12" 3 half Scattergun setting

Rifle - Enfield 24" 4 half Slow reload

Musket - 1842 pattern percussion 18" 3 half Slow reload

Buffalo gun / Camel gun 30" 4 full Blown away; slow reload; 2 handed weapon

Shotgun 12" 3/5* half Shotgun; variable strength; forceful

Sawed off shotgun Template 3 half Spread

Jezzail 20" 2 half Slow reload

Thrown weapon St x2" As user none Improvised weapon

Bow 18" 2 half  

Dynamite St x2" 6 half blast area

Nitro   10 full blast area

Page 3: INDIAN MUTINY LOTW PLAYSHEET - MOVEMENT

INDIAN MUTINY

LOTW PLAYSHEET - ARTILLERY

ARTILLERY RANGE    

Calibre Range Strength Damage Damage to buildings

3 - 6 lbs 8 - 48" 7 Template D3

8 - 9 lbs 8 - 60" 8 Template D3 +1

12- 18 lbs 8 - 60" 10 Template D6

24 lbs Naval Gun 10 - 72" 12 Template D6 +2

Howitzer 12 - 48" 4 Template Ineffective

Identify target  

Can only fire if it has at least 2 crew  

Cannon need line of sight  

Roll on artillery target table  

Direct hit from cannon - full strength hit, no saving throw.

-other models in template, single strength 2 hit

Direct hit from howitzer - full strength 4 hit to all models in template.

Canister - any model in canister template takes strength 4 hit

ARTILLERY EFFECT - CANNON

D6 roll Effect Roll D6  

1 MISFIRE 1 Weapon destroyed

    2-5 Jammed for D3 turns

    6 Delayed reaction – re-roll

2 FALLS SHORT by 2D6  

3 FALLS SHORT by D6  

4 FALLS LONG by D6  

5 FALLS LONG by 2D6  

6 DIRECT HIT    

ARTILLERY EFFECT - HOWITZER

D6 roll Effect Roll D6  

1 MISFIRE 1 Weapon destroyed

    2-5 Jammed for D3 turns

    6 Delayed reaction – re-roll

2 FALLS SHORT by 2D6  

3 FALLS SHORT by D6  

4 FALLS LONG by D6  

5 FALLS LONG by 2D6  

6 DIRECT HIT    

Page 4: INDIAN MUTINY LOTW PLAYSHEET - MOVEMENT

INDIAN MUTINY

LOTW PLAYSHEET - MELEE

WOUNDS CHART                

  Grit  

  1 2 3 4 5 6 7 8 9 10

  1 4 5 5 6 6 6/4 6/5 6/6 - -

  2 4 4 5 5 6 6 6/4 6/5 6/6 -

  3 3 4 4 5 5 6 6 6/4 6/5 6/6

Strength 4 3 3 4 4 5 5 6 6 6/4 6/5

  5 3 3 3 4 4 5 5 6 6 6/4

  6 3 3 3 3 4 4 5 5 6 6

  7 3 3 3 3 3 4 4 5 5 6

  8 3 3 3 3 3 3 4 4 5 5

  9 3 3 3 3 3 3 3 4 4 5

  10+ 3 3 3 3 3 3 3 3 4 4

FIGHTING WEAPONS SUMMARY CHART  

   

  Dice modifiers  

Weapon Winning the fight Rolling to wound Notes

Hand weapon - - -

Two handed weapon -1 +1 needs 2 hands

Unarmed -1 -1  

Improvised weapon -1 - -

TURN SEQUENCE

1. The drop

2. Movement

3. Firing

4. Melee