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Post by Legionnaire on Aug 19, 2008 16:24:34 GMT
Although everyone confirmed to the same rules Sunday, flicking through the rulebook I discovered these differences:
Jamming: On a roll of a 1 you misfire and roll a die again. Only if you roll a 1 again does your gun jam. On a roll of 2-6 nothing happens except that you miss.
Critical Hits: If your roll a 6 on the Wound chart you have to do the following steps. 1. The Target needs to spend Fortune BEFORE checking for Critical Damage. 2. Roll a die again, if you roll 1-5 it's 1 Wound, if you roll a 6 you have scored a Critical Hit and deal 1D3 Wounds instead.
It's up to us to decide whether we use our rules that we played with, or the rulebooks. I opt for the rulebooks view.
The Swede.
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Post by Stephen Mawson on Aug 19, 2008 16:30:20 GMT
I'd tend to agree, it certainly ought to stop us getting quite as many jams as we had on Sunday.
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Post by joeoe18 on Aug 19, 2008 16:36:29 GMT
Ahh that explains why we had so many jams. I also opt for the rulebook
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Post by Legionnaire on Aug 19, 2008 17:00:52 GMT
Thought that should help out gentlemen. ;D
And another thing, yet again according to the rulebook, you may carry 2 Firearms and 2 Handweapons. I don't see a problem in adjusting it to a total of four weapons with a maximum of two Longarms.
And EACH Hero that wasn't Taken Out may search for Rare equipment in between games, not only the Leader.
The Swede.
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Post by joeoe18 on Aug 19, 2008 19:37:46 GMT
On the errata page it states: Also I think we were playing that all heroes could search for rare weapons? I was aware of that anyway, although I didn't actually do any searching myself
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Post by Legionnaire on Sept 5, 2008 8:54:31 GMT
Another thing just struck me, maybe not all of us have seen the maximum profile, which should read:
S: 3+ F: 9 Str: 6 G: 6 A: 3 W: 3 P: 7 Fame: 6 Fortune: 3
And the Henchmen can only gain ONE advancement in each attribute, unless they become Heroes. So you can't get 2 extra Wounds or lower your Shooting twice with a Henchman.
The Swede.
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