Last Hope Frontier
Weapon Profiles and Purchasable Items
Weapon profiles and purchasable items –
Different weapon profiles add +1/+2/+3 damage against shot/combat targets toughness. Purchasable at gang creation
Padded clothing profiles add +1/+2/+3 defence against the shot/combat of attacking model. Purchasable at gang creation.
Derringer – range 0 – adds 0 damage – can be used in base to base combat as a shot vs defence test if a melee weapon isn’t on models profiles
Pistol – range 0 to 1 – adds + 1 damage
Revolver – range 0 to 1 – adds +1 damage
Shotgun – range 1 – 2 – adds +2 damage, needs reloading after every three shots
Carbine rifle – range 2 – 3 – adds +3 damage, needs reloading after every shot
Scope rifle – range 3 – 4 – adds +3 damage, needs reloading after every shot
Switchblade – base to base, adds 0 damage
Hunting knife – base to base, (can be thrown in 1 distance, but item is lost) adds 1 damage
Hatchet – base to base, adds 2 damage
Machete – base to base, adds 3 damage
Light Leather clothing – adds 1 to defence
Medium Leather clothing – adds 2 to defence
Fine Leather clothing – adds three to defence
Other purchasable/campaign findable items –
Whiskey – free action to use during movement phase, heals one wound
Hooch – free action to use during movement phase, heals two wounds
Dynamite – strength vs defence action to use, no modifiers from face cards allowed, successful attack is +2 damage to all models (friend and foe) within a 1 card length circle from chosen target.
Rabbits foot – held by leader, can spend 1 per rabbits foot to increase value of high card draw card for first turn initiative.
Horse – only usable by leader or deputy – movement becomes 2 cards length but shooting from horse is -1 in difficulty
Town map – held by leader/deputy – allows for an interrupt in the setup phase. Spend the map and two models can set up on a players turn
Leave a Reply