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Last Hope Frontier

Last Hope Frontier

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Weapon Profiles and Purchasable Items

Tutoring 3
Skill 4
Idea 4
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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 

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