Post on 16-Jan-2016
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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
2-5Crosses 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
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
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
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