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Last Hope Frontier

Last Hope Frontier

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Leader/Faction bonuses

Tutoring 3
Skill 4
Idea 4
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Leaders get an ‘eighth card’ action, could be based upon using a number pair of cards on the leader’s activation as a part of their go. Pair could be a true pair or a card and a joker. 

Eighth Card action for leaders 

Sheriff leader rule – Dead Eyed Aim, Dead Eyed Spirit – Play a pair of matching cards in a shot vs defence/combat vs defence action – your leaders action adds an additional 1 to shot/strength or defence on top of any other bonuses you may receive from cards used in this action. 

Outlawmen leader – Dirt In the Wound, Whiskey in the Wound – Play a pair of matching cards in a shot vs defence/combat vs defence action – add an additional 1 to damage/toughness results, on top of any bonuses you may receive from cards used in this action. The additional 1 to damage calculation/toughness calculation will only apply if the initial shot/combat vs defence test is successful and the action has moved into the damage step. 

Townsfolk leader – Heart of the town – Play a pair of matching cards in a shot vs defence/combat vs defence action – your leader gain 2 wounds back before calculating for damage. These two wounds cannot take you above your maximum hit point total. 

Bootlegger leader – Slippery Paws – Play a pair of matching cards in a shot vs defence/combat vs defence action – your leader steals an item worth less than $10 off the opposing model. 

Sheriffs – Badge of Honour rule – 

Outlawmen – Twist The Knife rule – 

Bootleggers – Risky Business rule – 

Townsfolk – Merchant Lines rule – 

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