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THE RULES WITH NO NAME PLAYSHEET 2 Hit Location Chart

D6Throw Location Head

ver. 1.00

Roll a D6 for location (on the left of chart) and compare this with another D6 roll for the effect (top columns). The effect roll may be modified (see below). Apply effects immediately to the target model.

1
Graze

2
Graze

3
Flesh Wound

4
Flesh Wound & Knocked Out. Throw 6 to recover. Flesh Wound & knocked Down

5
Dead

6
Dead

1 2 3

Chest

Graze

Flesh Wound

Flesh Wound & knocked Down Flesh Wound

R. Arm

Graze

Flesh Wound

Flesh Wound

Serious Wound & Knocked Out. Throw 6 to recover. Serious Wound. Cannot shoot with that arm. Cannot reload or shoot rifle.

Dead

L. Arm

Graze

Flesh Wound

Flesh Wound

Flesh Wound

Serious Wound. Cannot shoot with that arm. Cannot reload or shoot rifle.

Belly

Graze

Flesh Wound. No movement or turning.

Flesh Wound & Knocked Down. No movement or turning. Flesh Wound & Knocked Down. Movement reduced by one dice.

Legs

Graze

Flesh Wound. Movement reduced by one dice.

Serious Wound & Knocked Out. Throw 6 to recover. No movement ot turning. Flesh Wound & Knocked Down. Movement reduced by one dice.

Dead

Serious Wound & Knocked Down. Cannot shoot with that arm. Cannot reload or shoot rifle. Serious Wound & Knocked Down. Cannot shoot with that arm. Cannot reload or shoot rifle. Dead

Serious Wound & knocked Down. Throw 6 to recover. No movement or turning.

Serious Wound & Knocked Out. Throw 6 to recover. No movement or turning.

Effect Roll Modifiers


Muzzleloader+2 Any Shotgun at 3 or less range+1 Shotgun, Blunderbuss or Musketoon at over 6 range-1 Wounded / Grazed: models behind cover MUST Duck Back, even if the cover stopped the shot. Wounded (not Grazed): model must use an action recovering before making any other action. Knocked Down: model must Get Up before making any other action other than recovering. Movement Reduced: models move is reduced one dice for each serious wound and each flesh wound to a leg. No Movement / Turning: model may NOT move or turn with a serious leg or belly wound.

Le Mat Revolver or Sawn-off Shotgun at over 6 range-2 Shotgun, Blunderbuss or Musketoon at over 18 range-2 Knocked Out: model must attempt to throw a 6 on a D6 each time they get a turn, until they succeed they may make no actions. Serious Arm Wound: models cannot fire a pistol in that hand, and may not fire a rifle at all or reload any weapon.

Lance Serious Wounds: These count as Terrible Wounds instead (see Fighting Chart).

Fighting Chart

Fighting occurs when models are in base contact. Attacker AND defender roll the appropriate number of D6 based on weapon used by the attacker. Each 6 rolled by the attacker is a hit, and a D6 is thrown for each to determine effect. Each 6 rolled by the defender nullifies one 6 rolled by the attacker. If defender rolls more 6 s than attacker, the attacker is knocked down and must recover before making any other action. Knocked down or out models cannot attack or defend. Knocked out defenders are automatically hit with each D6 thrown by attacker. Dice Rolled 1 2 3 4 5 6 Weapon (Att / Def Dice) Fist (3 / 4) Knocked Knocked Knocked Flesh Knocked Knocked Down Down Down Wound Out Out Pistol (2 / 2) Knocked Knocked Flesh Shot Shot Shot Down Down Wound Clubbed Pistol (3 / 3) Knocked Knocked Head Knocked Knocked Knocked Down Down Wound Out Out Out Rifle (2 / 2) Knocked Knocked Knocked Flesh Shot Shot Down Down Down Wound Clubbed Rifle (5 / 3) Flesh Flesh Head Head Knocked Knocked Wound Wound Wound Wound Out Out Sword or Bayonet (5 / 5) Knocked Flesh Flesh Terrible Terrible Terrible Down Wound Wound Wound Wound Wound Bowie Knife, Machete, or Mounted Lance (4 / 3) Knocked Flesh Flesh Terrible Terrible Terrible Down Wound Wound Wound Wound Wound Knife or Lance on Foot (4 / 4) Knocked Knifed Knifed Knifed Knifed Knifed Down Tomahawk or hand axe (5 / 3) Knocked Knocked Head Knocked Head Dead Down Down Wound Out Wound & Knocked Out Trample or thrown from horse (2 / 2) Bowled Broken Knocked Badly Knocked Knocked Over or foot Limb Out Bruised Down Down caught in stirrup Modifiers to Number of Dice Thrown Defender is behind cover-1 Dice Model is a Citizen-1 Dice Attacker moves over 9 +2 Dice Model is a Shootist/Warrior+1 Dice Each flesh wound-1 Dice Model is a Legend/Mighty Warrior+2 Dice Each serious wound-2 Dice Wounded in right arm-1 Dice Attacked from the side-2 Dice Backshooting+2 Dice Attacked from the rear-4 Dice Defender on the ground or knocked down+2 Dice Model is impaled by an arrow(s) still in them-2 Dice Model Hates opponent+1 Dice (+2 Dice if Extreme) Model is impaled but arrow(s) removed-1 Dice Model Fears opponent-1Dice (-2 Dice if Extreme) Using a Lance in first round of combat+1 Dice Horse Combat Only: Model mounted+1 Dice Model using lance+3 Good/Expert Rider+1 Dice per movement dice rolled Model Diving+4 Horses trampling opponent+1 Dice per movement dice rolled Model Dodging+2 Striking or receiving a passing blow-1 Dice Model making Heroic Leap-2 Terrible Wound: Roll for location and effect on the Hit Shot: Roll for location and effect as for normal shooting on the Location chart and apply results as normal. Count graze and Hit Location chart. flesh wound results as a serious wound instead. Knifed: Roll for location and effect on the Hit Location chart. Flesh Wound: Roll on Hit Location chart and apply results as normal. Shields: If the defender has a shield, all effect rolls above of 1 are Head Wound: Roll on Hit Location chart to determine the effect ignored instead. of the head wound. Escaping From Close Combat Models can only leave close combat contact under two circumstances: His side outnumbers the opponent in close combat; He rolls more 6 s than his opponent, in which case he leaves the combat INSTEAD of apply the results of the throw.