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. 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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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