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You were missing a finger, but the next one in line was your favorite anyway.īack injury causes stiffness and makes movement difficult. +4 Sight, +1 Damage, +1 Max HP, -5 Max Luck The eye couldn't be saved, but it seems it was just holding your other eye back. Some organs had to be removed, but that gives the other fellas less to aim at.Ī shot to the face so bad, even Lady Luck turns away. Your scars slow you down, but make your dodging unpredictable.Ī deep cut results in severe enfeeblement. The right wounds will be specific to a body parts while disease and other afflictions do not transform.ĭamage to the foot results in reduced movement rate. At the third battle it may be better to see a doctor since battles get harder and at the fourth battle there's no point not healing it since it won't change before the end of the scenario. Since there are 5 battles per scenarios, its use is limited unless you get the wound on the first or second battle. When damaged, you have a chance to receive a wound, if you finish this battle and the next battle with it, it will turn into an handicap with some advantages and reduced disadvantages. Some are received in map events while in battle it requires you to enable Combat Injuries at the start of a scenario. No ability on its own, but Jokers serve as wild cards for making better hands. Shoot at all enemies in sight in sequence. Kill an enemy to get a chance to kill another and another. You are ingnored by enemies in setup stage.īounce bullets off one or more ricochet objects.īolster your parameters when surrounded by enemies. Ravage an enemy not protected by sunlight. But then you tend to lose them.įire a bullet that shoots through everything, and is sure to hit anything. You somehow find the best guns in the world on dead enemies. When not in direct sunlight, you become invisible.
#HARD WEST TIPS PLUS#
Your shots don't replenish enemy luck, plus nearby enemies lose luck all the time. If there's a chance to dodge the bullet, you will. Survive a fatal shot if you kill your killer, you'll make it, otherwise, you'll die. ***One Card still missing, coming soon!***ĭeveloper CFG Remi created this nice image with the cards and their iconsĮat human flesh to gain strength and restore health. (Not sure of the amount, maybe it is simply your CtH since that's how it work in reverse?) Your next turn your CtH is the same but his luck his now at 3/100, you will hit and he will replenish some of his Luck. The enemy will evade and lose 67 of his 70 Luck. If the chance to hit is too high or luck too low, it will be a hit and some luck will be replenished.Įx: Total CtH is 67%, you don't know the enemy luck but it's at 70/100. When you have a chance to hit, if the enemy Luck is higher, it will be expanded and he will evade. Aim, Defense, Range Modifier and Cover all influence it, some weapons also have aim bonus or malus. (See CtH) Cover only works in the direction it is in, getting shot in the side or back negate cover.Ĭhance to hit - Clicking more info when attacking give you more information to your hit chances. Some weapons do more damage against cover.
#HARD WEST TIPS FULL#
Shield/Cover - A full cover usual mean you only receive 1 damage while half-cover protect a little less. Some weapons have the ability to use only one Star. Usually requires 2 for most special shot while abilities or items require only one. Stars/AP - Number of actions you can do in a turn, in most case attacking use all remaining stars.
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Range Modifier - At what range the equipped weapon can hit. Heat - How visible you are in the Setup phase. Movement - How far you can move in tiles.
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Is expanded when evading and replenished when hit.ĭefense - Your ability to not get hit, reduce Aim of the attacker by the same amount. Luck - Your ability points to use some active abilities and also allow you to evade when getting attacked.
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