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The Rules

WHAT YOU
NEED TO PLAY

The following items are necessary to play games of


Wild West Exodus:

Bases &
Arc of Sight

Wild West Exodus rules


Wild West Exodus miniatures
Wild West Exodus Profile Cards
Several 10-sided dice
Templates And Counters
Tape measure or ruler
Dry erase marker
A flat play area of at least 4' x 6' with a selection of
terrain and scenery.

We recommend
mounting the models
used in Wild West
Exodus on the round
bases provided. These
are the Small Base
(1" diameter), the
Medium Base (1"
diameter), the Large Base
(2" diameter), and the Massive
Base (4" diameter).

Rules
The very thing you are reading.

Miniatures
Wild West Exodus features some of the most beautiful
and detailed miniatures on the market. Note that, as
well as calling them miniatures, we often refer to them
as models the two terms are interchangeable. You
will need a miniature to represent each member of your
Posse on the tabletop. Many people find collecting,
building, and painting the miniatures to be as important
to their hobby as actually playing the game.
In this rulebook, you will find many current and
future models that will increase your enjoyment of
the game.

Look for monthly releases on the Wild West


Exodus website www.wildwestexodus.com
highlighting new and exciting characters, models,
and factions.

Models normally have a 360Arc of Sight; they can see


all around them. However, in some situations a models
Arc of Sight is reduced to an arc of 180 to its front.
If this is the case, determine which way the model is
looking this is the center point of its 180 arc. Its Arc of
Sight extends along the base at 90 angles either side of
this point, as shown in the diagram.
Its a good idea to mark these points on the models
base. You might, for example, paint a very thin line
on the edge of the models bases.
If a model does not have a base (some of the larger
models may not fit on any base, for example), you
might want to discretely mark the limits of its 180
arc on the model itself you can use markings,
battle damage or other painting elements as a way of
indicating where the arc
begins and ends.

Profile Cards
Each model in Wild West Exodus comes with a
Profile Card (as shown on the right). These cards
feature all of the statistics and special rules for that
model. All players must have the appropriate cards
to accompany their models during the course of each
battle. Profile Cards are available with each model,
and additional copies of the Profile Cards may be
purchased separately on the Wild West Exodus
website: www.wildwestexodus.com.

10-Sided Dice
Wild West Exodus uses a 10-sided die, or D10.
These are polyhedron, flat-faced dice with 10 equally
sized faces numbered 1 through 10. It will speed up
game play to roll several at once, so we suggest having
at least four or five D10s per player.
Many 10-sided dice show a 0 instead of a 10 always treat
the 0 as a 10. In the same way, our special customized
D10s show a Wild West Exodus star symbol to represent
the 10 so the best result you can get is to go for the star.
Sometimes you will have to roll more than one D10 at
once. 2D10 means rolling two ten-sided dice together
and adding the results together (for a total result of 2
to 20), 3D10 means rolling three dice, and so on.
Sometimes the roll of the D10 can be modified by
positive or negative modifiers, for example D10+2
or D101. Roll the die and add or subtract the
modifier to the number as appropriate.
Example: If you are required to roll D10+2, this
means you roll the die and add 2 to the result in
order to get the final result (this will generate a final
result between 3 and 12).

Templates and Counters


You will need an assortment of tokens, markers, and
counters in order to use various weapons, as well as
to mark different types of actions and effects on the
tabletop. You will find the templates needed in the
back of this rulebook. Simply photocopy or print the
templates you need in color and then glue them on
plasticard or thick cardboard. You will also be able to
purchase official templates and counter sets from the
www.wildwestexodus.com web store.

Sometimes you will have to divide the die roll, for


example: D10/2. Roll the die and divide the result
by the number indicated, rounding results up to the
next whole number. Note that distances determined
this way, whether movement or ranges, are never
rounded off always use the exact result.
Example: The result of 7 on a D10/2 roll would
yield a result of 4. (7/2 = 3, rounded up to 4.) If
this roll was to determine movement or distance of
any kind, the exact result of 3" would be used.

Tape Measure or Ruler


All measurements in the game are given in inches.
You will need some sort of ruler or tape measure
marked in inches in order to measure movement,
weapon ranges and other game effects.
When measuring the distance between models,
always measure the distance between the closest
points on their bases. Ignore any bits that stick out
of the base, like gun barrels or long limbs. If a model
does not have a base, as in the case of some heavy
support vehicles, measure to its hull/main body,
once again ignoring limbs or weapons that might
stick out of the hull/main body.

A dry erase marker is useful for marking damage and


other effects on the Profile Cards. Standard size card
sleeves are useful for covering each models card to
ensure long term usability of the cards.

Hills, trees, cacti, picket fences, water troughs,


hitching posts, barrels, crates, outhouses, the
saloon, the cat-house, the general store, an RJ-1027
Recharging Station the only limit for terrain
options is your imagination. Terrain may be scratchbuilt from everyday household and craft store items,
or there are many appropriate pieces available on the
market for purchase.

Gaming Table & Terrain

You will find many examples of appropriate terrain


in the photographs and artwork throughout this
book, as well as in Wild West Exodus: The Comic Book.

Markers & Card Sleeves

Wild West Exodus is best played on a 4' x 6' flat


surface. A tabletop or the floor will do the trick,
but the best games are played on a specially made
gaming table.

The playing area should be decorated with model


terrain and buildings to create an interesting
battlefield to fight over. Your characters will need
places to hide, objects to take cover behind, things
to climb and all manner of battlefield debris to
block Line of Sight and make sure the game is
equally challenging for both sides. While a Posse of
miniatures armed with a lot of long-ranged weapons
might prefer a wide-open table, a player with a close
combat-oriented Posse wont have much fun as he
tries to close the distance with absolutely no cover.
Likewise, a battlefield so packed with terrain that
no one can draw long lines of fire will be of unfair
advantage to the melee-oriented Posse.

PREPARING
FOR THE GAME

Creating your Posse


The Posse is the name we use to refer to the group
of models you control during a game of Wild West
Exodus. This rulebook describes four different
Posses: the Union, the Outlaws, the Warrior Nation
and the Enlightened.
Each Posse must always have a Boss, who is its
undisputed leader. Usually he will be accompanied
by a few Underbosses, the Bosss most trusted
men. These main characters can be accompanied
by several Sidekicks younger, less important,
characters who aspire to one day become bosses
themselves. The bulk of the Posse is made up of
Hired Hands the nameless and faceless goons
leaving their home in search of fortune and glory.
The Posse can also be supported by Light and
Heavy Support models miniatures with special
weapons, flying iron horses, and even tanks and
monsters. Finally, Mercenaries are models that do
not belong to any of the Factions, or indeed any
Posse at all any Faction can add them to their
ranks. Normally a Mercenary is a Sidekick-level
character and will therefore take up one of those
slots, but keep an eye on its Profile Card, as it might
work differently for some Mercenaries.
When creating your Posse, there are limitations on
how many of each class of model you may include.

Models Class

Limit

Boss

Underboss

0-4

Sidekick

0-8

Hired Hands

Unlimited

Light Support

0-6

Heavy Support

0-3

Mercenaries

Special

Each model has a dollar cost associated with it.


The relative costs are an indicator of how effective
each model can be on the tabletop, and are used to
balance opposing forces to try and create a fun and
challenging game for each player.
Before playing a game of Wild West Exodus, the
players must agree on a total dollar amount for the
game. Each player then selects models from his
Posse, paying the dollar amount it costs to hire the
model. Subject to the limits by model class that are
listed above, the player may select models up to the
total dollar amount agreed upon for the game. You
may always spend fewer dollars than the agreed total,
but may never spend more than the point total.

500 Dollars

I think we have a problem


get the guns.

750 Dollars

A difference of opinions
just got ugly.

1,000 Dollars

Theres a price to pay for


mouthin off.

1,250 Dollars

There will be blood, and


lots of it.

1,500+ Dollars

This is no mere shootout,


this is WAR!

Large Games

Any game of 1,500 points or higher may double


all of the limits above, so the Boss limit becomes 2,
Underbosses become 0-8, Sidekicks become 0-16,
and Heavy Support become 0-4. These games are
best played on a 4x8 table.

Game Scenarios
After selecting a Posse, the players choose or
randomly determine which Scenario they are
going to play, as described in the Scenarios section
(see page 56). The Scenarios set the scene for the
battle and detail why the Posses are fighting, as
well as set-up, terrain, and other vital gaming
information. After setting up the Posses
based on the Scenarios instructions, the
game is played out based on the rules
provided in the following pages.

PLAYING THE GAME


CHARACTERS
STATISTICS

The characters that are part of Wild West Exodus are


a varied bunch. Some can be considered the good,
the bad, the ugly or even the unholy. Each model
in Wild West Exodus is referred to as a Character and
has its own profile made up of several statistics (or
stats). These stats determine a characters strengths
and weaknesses in game play, and are compiled onto
an easy-to-use Profile Card.

Q (Quickness)
How fast, in inches, that model may move when
performing a Move Action.

AP (Action Points)
How many Actions this model performs each time it
is activated.

M (Marksmanship)
How good a shot this model is with ranged
weaponry.

PA (Physical Ability)
The models strength, athletic ability and hand-tohand fighting prowess.

S (Strikes)
The number of times this model may attack per close
combat Action.

A (Armor)
The models ability to withstand damage based on
the protective gear he is wearing.

L (Lifeblood)
The number of points of damage this model can take
before being removed from play. Each individual
Lifeblood is represented on the card and must be
marked on the card as the model receives damage.

C (Courage)
The models mental fortitude and bravery.

I (Influence)
The number of dice the model contributes to the
Influence Pool each turn.

Halo
The distance in inches that a models Fighting Halo
extends when determining its close combat range.

Cost
The amount of points a model costs in the game.

In addition to its Stats, a character may have special


rules and abilities that may be used during the game.
Those will be found on the back of the Profile Card,
under the Special Rules header, together with the
list of the models weapons.

An example of a characters stats:

If the die roll is equal to or higher than the relevant


statistic, the character passes its test. If the die roll is
lower than the relevant statistic, the test is failed.

Outlaw Rifleman
Hired Hand Cost: 25

Halo: "

Q AP M PA S A L C I

5 2 5+
6+ 1 0 6 5+ 0
You will notice that the stats are written in either of
two different ways. Some stats are simply a number
in this case, the higher the number, the better the
model is. For example, a model with Quickness 5 is
slower than a model with Quickness 6.
Other stats are expressed as a number followed by
a + symbol (for example: 2+ or 3+, 6+ and so
forth). These other stats are those that are used in
Statistic Tests, as explained below, and in their case,
the lower the number of the Stat, the better the
model is at something.

Statistic Tests
Sometimes a model will be required to take a test
based on a certain statistic on its Profile Card. In
order to pass the test, the player must roll a D10.

Passing and failing the test will have different effects


based on the type of test being taken, as described
in the appropriate rule (for example, it could be the
difference between climbing a vertical surface or
failing to do so).
Modifiers may be applied to a specific statistic
for a test. The more difficult the test, the higher
the modifier to the statistic, as explained in the
example below.
Example: A model with a Physical Ability Stat of
5+ that has to take a Physical Ability Test must roll
equal to or greater than 5 on a D10. If that model
was to take a Physical Ability +2 Test (also called
a +2 PA Test), you must add 2 to the models stat,
so the PA of the model is modified from 5+ to 7+,
and the player is going to need to roll a 7 or higher
to succeed.
This is a very important mechanic to remember, as
many events that transpire on the tabletop will be the
result of some sort of Statistic Test.

TURN SEQUENCE

Games of Wild West Exodus are played in Turns.


Each Turn is divided in the following three phases:
Initiative
Activations
End of Turn

Initiative
The Initiative during the first turn of the game is
normally defined by the Scenarios you are playing.
To see examples of this, go to the scenario section on
page 56. Each of the scenarios in this section have a
description of how to determine Initiative.

On subsequent turns, each player rolls a D10, with


the player who rolls highest choosing whether to go
first or second that turn. The player going first is said
to have the Initiative that turn. In the case of a tie,
the players re-roll the die until the tie is broken.

Activations
Each game turn, players take turns activating
groups of 1 to 3 models. A player may not activate
the same model more than once per game turn.
Players continue alternating until every model
has been activated on both sides. If one player
has finished activating all of his models, and the
other player still has models to activate, that player
continues to activate the remainder of his models
until he has activated them all. Once every model
on both sides has activated, the game turn is over.
Players may find it useful to mark models that
have activated that turn with a recognizable token,
such as the official Wild West Exodus badge token.
The token may be placed next to the model on the
tabletop, or on top of its Profile Card, to indicate
that that model has already activated that turn.
At the end of the turn, once every model from
both sides has been activated, tidy up the table by
removing all of the Activated markers as well as
any templates or effects that disappear at the end of
the turn.

Types of Activation

When a model activates, it uses its Action Points to


do things such as move, fight or shoot. A models
Action Points Stat indicates how many Action
Points it may use each turn when activated. When
activating a group of two or three models, the
player must declare whether he is going to activate
the models in the group in one of two different
ways: in a sequence or simultaneously. You cannot
mix these two types of group activation for the
same group, but must choose one system and stick
to it for that group.

A) Activating models in a sequence


This is the simplest way of activating a group of
models, and its normally the best solution when
the activated models are not interacting directly,
but performing different tasks in different parts of
the battlefield.

When activating models in a sequence, the player


simply declares which models are being activated in
this group and the intentions of each model in that
turn as they are activated. It is appropriate to mark
each model in the activating group with a marker.
Then, the player picks one of the models and spends
all of that models Action Points to perform the
Action he declared.
Once that model has spent all of it Action Points,
the player can move to the next model in the group
and do all of its Actions, before finally doing the
same with the third model, if activating a group of
three models.

B) Activating models simultaneously


This second way of activating models is considerably
more complex and lengthier, but its better suited at
coordinating the Actions of several models that need
to work together.
When activating simultaneously, you must declare
the first Action of every activated model, then they
all perform their first Action, in any order you like.
Then you declare the second Action of all activating
models, and then execute it. Then declare and
execute the third Action of any models in this group.
As all models in the activated group must declare
their first Action before any of them perform it,
if they declare to fight or shoot, they must also
declare their intended target(s). If their target is
destroyed, killed, or otherwise removed from play
before they get to use that declared Action, the
Action is wasted.
Example: Billy the Kid and 1 Hired Hand are
activated simultaneously. They all declare as their
first Action shooting at XIII, Dr. Carpathians
evil creation. Billy the Kid then rolls his shooting
attack, and kills XIII. The Hired Hands shooting
attack is wasted, as his target is now destroyed.

End of Turn
In this phase, the players do the tidy-up, removing
all Activation Markers, Influence Tokens, and any
other markers that last until the end of the turn.
Several other game events can occur during this
phase, as described in the rules, like Posses testing
for courage (see Courage), and even civilians
moving around the table, etc.

Gang Actions
When it is your turn to activate, you may
declare that you are executing a Gang
Action instead of activating one to three
models as normal. A Gang Action is a
special type of activation, similar to B)
Activating models simultaneously, but with
the exceptions listed below.
A Gang is a temporary group containing
between five and ten Hired Hand models,
with no member separated from the group by
more than 2", at the time the Gang Action
is declared. The Gang Action allows you to
simultaneously activate 5-10 Hired Hands at
one time rather than the usual one to three
models. Remember that a Gang Action
is only allowed when moving groups of
Hired Hands.
The obvious advantage of activating this many
models simultaneously is to speed up game
play, allowing much larger games with many
more Hired Hands. The Gang Action also
makes it much easier to coordinate the efforts
of these larger groups. The Gang Action is
far more limited in options than a standard
activation, however. The first action of the
Gang must be a Move action all of its
models perform a normal Move action. The
second action must be a Shoot and/or Fight
action some models in the Gang may Shoot
while others Fight; they are not all required to
perform the same action.
After completing their Shoot or Fight actions,
the models end their activation, cease being
a Gang, and are all considered activated for
the turn, even if they had more action points
available. Your opponent then proceeds with
his next set of activations, as normal.
It is worth stating once more that the Gang
only exists for the instant of the activation
and therefore the models in the Gang are not
bound to end their Move within 2" of another
Gang model, but are free to move however
they like, following the normal rules. In the
same way, they do not have to target the same
enemy with their attacks.

INFLUENCE POOL

The Dark Council secretly manipulates events from


the shadows, while the Great Spirit protects its
Native American children and guides their hands.
To represent the influences these powers have over
events, each faction has a pool of Influence Tokens
based on the models they choose to field in battle.

The Influence Statistic


A models Influence statistic indicates how many
Tokens it contributes to the players Influence
Pool. The player may use these Tokens throughout
each turn of the game to influence the outcome of
important events. When a model is removed from
play, remove a number of Tokens from the Pool
equal to its Influence Statistic.
The models Influence Statistic can be found
on each card by looking for the Stat labeled
I. Some models may have 1, 2, 3 or
even more Influence Tokens that are
added to the Pool. Other models of
less importance to their Posse may
have 0 Influence and thus add no
Tokens to the Pool.

10

Influencing Dice Rolls


Before making any die roll, a player may commit
any amount of available Infuence Tokens from his
Pool to that roll. The player then makes his roll as
normal. If he does not like the result of the roll,
he may spend one of the Influence Tokens he had
committed to the roll and re-roll that die, using
the result of the re-rolled die instead. Always roll
Influenced die rolls separate from Un-Influenced
die rolls.
If he committed more than one Influence Token
for the roll, he may continue to re-roll the dice, one
at a time, until he decides to keep a result up to a
number of times equal to the number of Influence
Tokens he committed.
Each Influence Token used allows a player
to re-roll a single die once. The player

always uses the last die roll made, even if it is worse


he may not revert to a previous result once he has
re-rolled the dice.
All Tokens committed to the roll are used up,
even if they are not actually used to re-roll the dice.
Discard the Tokens committed to the roll and do not
return unused Tokens to the Pool until the start of
the next turn.
Tokens from the Influence Pool may be used on any
dice roll in the game, including the roll for Initiative,
Shooting, Armor Rolls, Scatter any dice roll at any
time. The number of Tokens used must be declared
before any dice are rolled. Those Tokens are spent,
and no additional Tokens may be allocated to that
particular outcome. Influence may not be used to
force an opponent to re-roll any dice.

Replenishing Influence
At the start of each Activation Phase, before
doing anything else, both players MUST take the
appropriate number of Influence Tokens generated
by the models in their Posses and place them in front
of them to form their own Influence Pool.
If at any point the player loses a model that
contributes Tokens to the Pool, those Tokens are
removed and are not returned to the Pool.
Example: An Outlaw player has four Tokens
left in his Influence Pool. Frank James has just
been shot, and is in danger of dying if he rolls
a poor Armor Roll. Since Frank is vital to the
players plans this turn, he decides to commit two
Tokens from his Influence Pool to this roll. The
player takes Franks Armor Roll, and rolls a 2
Not good, as the resulting damage will end up
killing Frank. He rolls one of the two committed
Influence Tokens and scores a 7. Doing the math,
the player knows that this will leave Frank alive
with 2 Lifeblood left, so he decides not to use the
second Token to re-roll, keeping the result of 7.
Both Tokens (the used and the unused one) are
discarded, leaving the Outlaw player with two
Tokens left in his Pool, but keeping Frank James
alive to fight.

11

ACTION POINTS
AND ACTIONS

A model may use its Action Points to perform one


of the Actions listed below per point. Models may
perform the same Action again and again, as long
as they have Action Points left. A model may also
choose not to use an Action Point, passing on it.
Action Points do not accumulate over turns; any
Points not spent by the end of the models activation
are lost. Each Action is fully described from page 25
through 39; what follows here is a summary.

Move

A model may spend an Action Point to move up to


its Quickness in inches.

Take Cover

A model can hunker down behind the cover he is in,


maximizing its protection.

Go On The Lookout

A model may spend its Action to be On The


Lookout, allowing it to shoot or otherwise react
during an opponents activation. Only one model
may Go On The Lookout per player turn unless
stated on a models profile card.

Aim

A model may use an Action to take careful aim


before firing on a target.

Shoot

A model may shoot if it has a ranged weapon.

Climb

A model may try to climb a vertical surface.

Jump

A model can jump obstacles or gaps.

Mount/Dismount

Fight

A model may fight in hand-to-hand combat, striking


any models in its Fighting Halo.

Throw/Push

A model may spend an Action Point to attempt to


throw or push a model.

A model may mount or dismount a vehicle.

Go Prone

A model may lie down on the ground and enter the


Prone state.

Get Up

A model must spend an Action to recover from the


Prone state and stand up.

12

Rally

A Broken model must attempt to Rally. This special


Action is explained in the Courage section.

MOVE

Moving to Engage

A model may spend an Action Point to move up to


its Quickness value in inches across open ground.
A model does not have to move in a straight line,
but may instead rotate freely on its base any number
of times, snake its way or turn at any point during
its movement, as long as the total distance does not
exceed its Quickness Stat.

If a model makes a Move Action and ends it


move in a position where it is Engaging one or
more enemy models in its own Fighting Halo,
the moving model may immediately perform
one Free Strike Action at the end of the move,
without spending an additional Action Point,
as explained on page 37.

When measuring, measure the movement from the


front of the models base, as shown in the diagram
below. The models base may not move farther than
the models Quickness.
Movement may be vertical, as long as it is along
something that is, in reality, easy to climb, such as
a ladder or staircase. If a model wishes to move
vertically up a surface that is not designed to allow
it to do so (a wall, a cliff, a rope), it must instead use
a Climb Action (see page 28). Players should agree
before the game starts what can be moved vertically
on at normal speed and what else needs climbing.

A model may choose to spend Action Points on


shooting or fighting and not move at all. It may
also spend multiple Action Points to Move, moving
several times in a row.
A model may not move so that its base would
pass over the base of another model friendly
or enemy. There must be enough space between
models bases, or between bases and impassable
ground, for the moving models base to pass
through unimpeded.

13

Terrain
Terrain and scenery might affect a models Move.
Before deployment, discuss with your opponent what
each terrain feature represents and how it will be
handled during the game. Consider whether a door is
locked or unlocked, whether a patch of scrub grass is
difficult or open ground, or whether windows are big
enough for models to fit through.

Impassable Ground

This type of terrain (like large boulders, steep cliffs,


canyons, quicksand, etc.) cannot be moved across,
and models must go around it. If you think models
should be able to climb or jump some terrain they
might not be able to simply walk across, discuss this
with your opponent before the game starts. The edge
of the table and other models bases are normally
considered Impassable Ground.

Difficult Ground

A model moving through Difficult Ground (swamp,


thick brush, stream, cactus patch, forest, etc.) treats any
distance travelled through Difficult Ground as double.
Example 1: An Enlightened Hired Hand has a
Quickness of 5. Moving entirely over a set of train
tracks(Difficult Ground), The model only moves 2
instead.
Example 2: An Outlaw Hired Hand has a Quickness
of 5. He moves 2" across open ground before entering
a stream (Difficult Ground). He is able to move 1"
across the stream with his remaining movement.

14

Area Terrain
Some terrain, such as forests, shallow ponds,
or swamps, are normally represented by an
area of the battlefield that is covered by that
terrain. There is normally a base or template
delineating the area with several terrain
models (trees, for example) that may be moved
around within that template to accommodate
models movement.
Area Terrain is normally considered Difficult
Ground in its entirety, including the parts of
this area that have no terrain the assumption
is that the trees or other elements of terrain are
considerably thicker and more numerous that
the ones you actually have on the tabletop. Area
terrain that has tall vertical elements, such as
forest, also provides Cover to models standing
on the areas base. Models may see through an
area of forest and other tall pieces of Area
Terrain for up to one inch, after which line of
sight is considered blocked.

Doors
Unless specified before the game as being locked,
models may move through doorways with no
penalty, as long as they have sufficient movement
for their base to completely clear the doorway. If a
model cannot completely cross the doorway, it must
stop its movement at the door.

model must spend an Action Point to open or unlock


the window before moving through it.
This rule assumes the majority of doors are modeled
as closed. If your buildings have open doorways, or
doors that open and close, a model may stop inside
such a doorway, as long as there is room for its base.
Human-sized models may pass through normal
doorways; larger models may only pass through
doorways that are large enough; agree this with your
opponent before the game. If a door is closed or
locked, a model must spend an Action Point to open
or unlock the door before moving through it.

Windows
Unless specified before the game as being locked,
human-sized models may move through windows
(both open and closed ones crash!) with no penalty
as long as the window is large enough and the model
has sufficient movement for their base to completely
clear the window.
If a model cannot completely cross the window, it
must stop its movement at the window.
Large windows can be moved through by larger
models as long as you agree with your opponent
before the game. If a window is closed or locked, a

Obstacles
An Obstacle is terrain element that is up to 2" tall/
wide, and normally represents something that the
character can vault over without slowing down too
much, like a fence, barrel, water trough, etc.
An Obstacle requires 3 of movement to move
across. If the model does not have 3 of movement
remaining to clear the obstacle, it must stop when
it reaches it, or choose a different route. Move the
model as normal until it reaches the obstacle, then
continue its move from the other side of the obstacle.
If the obstacle is taller or wider than 2", the models
Move Action ends when it reaches the obstacle, and
the model must instead perform a Climb or Jump
Action to move across it, if you have agreed that it
can be climbed/jumped. See the Climb/Jump Actions
below.
Example: A model with Quickness 6 moves 2" up to
a fence that is 1" tall and just under 1" wide. The
model may continue moving over the obstacle,
but may only move another 1" after crossing
the obstacle (it pays 3" of its remaining 4"
in order to cross the obstacle).

15

CLIMB

If a model wishes to climb a surface that is not
obviously intended for that purpose (i.e. it is not
a ladder, stairs, etc.), it may attempt to climb said
surface. Remember to agree with your opponent
which surfaces can be climbed on and which ones
cannot before you deploy your Posses. The model
must start this Action already in contact with the
surface, or at its edge if climbing down, and spends
the Action Point to make a Climb attempt which
results in taking a Physical Ability Test.
If the test is successful, the model climbs its
Quickness in inches, vertically, up or down.

If the model reaches the end of his climb and still


has any leftover part of his Quickness value, it
can continue to move horizontally for the amount
of leftover Quickness, as per a normal move. For
example, a model with Quickness 6 that successfully
climbs 4" up or down can then move horizontally 2".
If the test is failed, the model must immediately take
a second Physical Ability Test to avoid falling. If
successful, the model manages to avoid falling, but
its activation ends. If the test is failed, the model is
considered to have been half-way complete with the
Climb Action when the attempted climb fails and
then falls, suffering damage as described by Falling
Damage (opposite).

Sitting Bull is
climbing this
building. He has a
movement of 7 and
the building is 6 tall.
This allows Sitting
Bull to move up on
top of the building
and another 1 if he
chooses.

16

Note that there must be somewhere for the model


to stand at the conclusion of the movement a
landing, a rooftop, any horizontal platform
that you can physically place the model. If the
movement will not allow you to place a model,
you may not climb.
Example: A model with Quickness 5 is at the
bottom of a building, and wishes to climb to the
roof. The roof is 6" from the ground, so the model
may not Climb it and must find stairs or a ladder.

JUMP

If a model wishes to move across a gap or other


piece of Impassable Terrain that is more than 2
wide, but up to 2" high (a stream, crevasse, the gap
between two rooftops, etc.), it must attempt to Jump
it. A model spends the Action Point and must pass a
Physical Ability Test. If successful, the model jumps
a distance equal to half of its Quickness, in a straight
line, crossing over any gap or obstacle up to 2" high.
Obviously, an obstacle that is wider than half of the
models Quickness cannot be jumped.
Example: Billy the Kid has a Quickness of 6, he
is able to cross a gap of 3by passing a Physical
Ability test. He is also able to get over the 1 wall.

Falling Damage
Any time a model falls from an elevated
position greater than 2" onto solid ground
whether it jumps from a roof or is thrown or
pushed off it takes Falling Damage.
The Damage from Falling Damage is
Power 2 for every full inch fallen. So if a
model falls 6" (rounding the total inches
down), it would take a Damage 12 hit. The
model may take its normal Armor Roll and
applies any damage.
If the model suffers any damage, it will
become Prone. If no damage is suffered, the
model has landed on its feet.
Of course the scenario being played may
include different Falling Damage rules
for different types of fall, and players may
agree to vary the effect of Falling Damage
as they like. For example, even falling from
a relatively low height into a pit filled with
sharp spikes, rattlesnakes or lava could
simply mean instant death, while falling on
top of a haystack will inflict less damage or
none at all

MOUNT/DISMOUNT

A model may spend an Action Point to Mount a
model with the Transport special rule (normally
a Heavy Support vehicle model) that is within 1".
Remove the model from the table and place it aside
it is considered to be mounted on the vehicle.
A model may spend an Action Point to Dismount
from a Transport. Place the model on foot within
1" of the Transport. The model may spend any
remaining Action Points as normal.
A Transports Profile Card will state how many
models can be mounted on it at any one time.
Once a model is mounted it can no longer
shoot and does not have a Fighting Halo,
until it dismounts.

17

GO
PRONE

A model may spend an Action Point to Go Prone.
While the character the model represents is laying
flat on his belly, its status on the table top might be
represented by using a Prone Token placed next to
the model, rather than laying your carefully painted
miniature down on the terrain.
A Prone model is considered to be " tall when
determining its Line of Sight in other words, you
draw Line of Sight from the models knees (i.e.
normally from in between its legs.) instead of his
eyes. When determining Line of Sight towards a
Prone model, enemies need to be able to see its

base or any part of the Prone models body up to a


height of " (roughly up its knees in the case of a
standing model).
A Prone model may spend Action Points to Move
(crawl) and remain Prone, but only moves 2" per
Move Action (ignoring penalties for Difficult
Ground). A Prone model may not move through
windows or doors, climb, or jump, throw/push,
mount and dismount.
A Prone model may Shoot, but remember that its
Line of Sight must be worked out from a " height.
However, a Prone model cannot Shoot using a
Thrown weapon. In addition, a Prone model only
has an Arc of Sight of 180 (see page 14).
When a Prone model is the target of a Shooting
attack, the attacker suffers an additional +1 penalty
to his roll to hit.
A Prone model has no Fighting Halo. When an enemy
attacks a Prone model in close combat, the Prone
models strikes are reduced to 1, regardless of its stats,
number of weapons, special rules, etc. In addition, it
cannot use Melee weapons, so counts as fighting with
improvised weapons; its attacks have Power: 3, and it
suffers a +2 Physical penalty on its rolls to hit. A Prone
Model may spend 1 Action Point to stand up and fight
as normal.
Prone models may not Quick Draw.
Heavy and Light Support models, as well as
mounted models, may never Go Prone (except for
Infantry Light Support models, which can), and
cannot be knocked down into Prone position by
weapons that have this effect.
Some scenarios allow models to start the game in the
Prone position as they are deployed.

GET
UP

The only way a Prone model may recover from the
Prone state is to use an Action Point to Get Up.
Once a model spends an Action Point to Get Up,
immediately discard its Prone Token, and then the
model may act as normal from that point on.

18

GO
ON THE LOOKOUT

The Lookout model performs this one Action, the


On The Lookout status expires, and the model is
done activating that turn.

A single model in your posse may use all of its


Action Points for the activation to go On The
Lookout. A model may not go On The Lookout if
it has already used an Action Point to perform any
other Action. Mark the On The Lookout model with
the appropriate token. Normally you can only have
one of your models On The Lookout, but additional
models may also Go On The Lookout if they have a
special rule that allows them to perform the action.

Models may go On The Lookout on consecutive


turns, but must spend Actions each turn to do so.
Models with Heavy Weapons May not go On The
Lookout.

A model that is On The Lookout only has an Arc of


Sight of 180, to represent the fact that it is focusing
its attention on enemy activity within its immediate
field of vision.

AIM

A model may spend an Action to Aim. If the
models next Action Point in the same turn
is spent to Shoot, the model will receive the
following bonuses:
-2 to his Marksmanship (M) when rolling to hit.

A model On The Lookout may spend an Action


Point at any time in the game turn when an enemy
model declares an Action within its Line of Sight, or
if an enemy model moves to within its Line of Sight.
The On The Lookout Action may be any normal
Action that takes one Action Point Shoot, Fight,
Go Prone, Move, etc.
The On The Lookout Action takes place before
the enemys declared Action, or may interrupt an
enemys Move Action at any point within Line of
Sight of the On The Lookout model. After the On

The models shot(s) ignore Intervening Terrain,


Shooting Into Combat, and Prone hit modifiers.
These bonuses apply to all shots fired with that
Action Point (in case of multiple shots from
weapons with high ROF or multiple weapons).
Multiple uses of the Aim Action have no
cumulative effect. Any Action taken after
Aiming other than Shoot removes the
Aiming bonus. The Aiming bonus
expires at the end of the turn.

19

SHOOT

There is a modification to this rule for models that


have gone Prone, as explained on page 230.

A model may spend an Action Point to Shoot with


one of his ranged weapons.

The most important thing to remember, and what


makes things ultimately fair, is that normally if you can
see a model, that model can see you. So, for example,
making a model taller in order to give him better Line
of Sight, also means that the model is going to become
more visible to the enemy, and vice-versa.

To perform a Shoot Action, the model first spends the


Action Point and then declares a target. The target
must be in Line of Sight (see below). If the target is not
in Line of Sight, the model may choose a new target
(since it never saw the other model in the first place).

Line of Sight
A model can see targets to which it has Line of
Sight. Usually, it will be easy to tell if a model has
Line of Sight to its target or not. If there is any
question, hunker down and get a models eye view of
the situation. If it is still questionable, you may find
the use of a laser pointer useful.
If a model can draw Line of Sight to any part of
the target models figure or base, then it has Line of
Sight to the target, even if the models figure or base
is partially hidden.

Note that if the model is Prone, or has a limited Arc


of Sight for any other reason, the target must also lie
at least partially within the attackers Arc of Sight.
To determine this, simply extend imaginary lines
from the attackers base noting its 180 Arc of Sight
(see page 14).

Range
Next, measure the distance between the shooter and
the target. All measurements are made from the
closest points on the models bases within Line of
Sight. If the target is beyond the weapons maximum
range, the shot misses automatically (the Action
Point is still spent).

Frank James

Major Sherman

Jesse James

20

Frank James and Jesse


James have gotten the drop
on Sherman. Frank is
within his regular gun range,
but the Line of Sight to
Sherman has Intervening
Terrain. Sherman is also
base to base with it so he
gains cover. This gives Frank
a total of a +2 Modifier to
his To Hit Rolls. Jesse has
a clear line of sight and is
within regular range so he
suffers no penalties.

Marksmanship Roll
If the target is within range, the shooting model
must pass a Marksmanship Test (D10 roll equal to
or higher than the models Marksmanship Stat) to
hit the target. This is also referred to as a Roll To
Hit, or even a To Hit roll these expressions are all
interchangeable.
The Marksmanship of the firing model may be
modified by range, cover, special abilities and other
factors. However, a natural roll of 10 (0) on a die
is always considered a success (a Lethal Hit),
regardless of modifiers. A natural roll of 1 is always
considered a failure, regardless of modifiers. After a
successful hit, the target must make an Armor Roll.

Modifiers to Hit
Long Range (+1)
Intervening Terrain (+1)
Cover (+1)
Taken Cover (+1)

Long Range (+1)


If the target model is further than half the weapons
maximum range, the shooter suffers a +1 penalty to
his Marksmanship.
Example: General Grant is firing his Federal Hand
Cannon against an Outlaw that is 12 away from
him. Since the Hand Cannon has a maximum
range of 16, and the target is more than 8 (i.e.
half the range) away, General Grant suffers a +1
modifier to his Marksmanship.

Intervening Terrain (+1)


If the Line of Sight crosses any Intervening Terrain
between the shooter and the target, and the terrain
obscures Line of Sight to 50% of the target model
or more, the shooter suffers a +1 penalty to his
Marksmanship.
This penalty is not applied to cover that the shooter
is in base contact with.
This penalty is cumulative with Cover (see the
opposite page).
If it is not clear whether Line of Sight to the target
model is over 50% obscured, then the attacking
model does not suffer the penalty from Intervening
Terrain.

Lethal Hit
There are times when a bullet, or an arrow,
finds a vital organ or the chink in the toughest
armor, and no matter how tough or well
protected the enemy is, it will instantly be killed
or destroyed.
To represent this, if you roll a natural 10 on
your Marksmanship Test, not only do you
hit automatically, regardless of modifiers, as
described above, but you also land a Lethal Hit.
A Lethal Hit ignores all armor regardless of the
Armor Stat of the target model.

Example: Jesse James is shooting at a Warrior


Nations Brave who is out in the open, running
towards him. Half way between them there is a
wooden fence that clearly hides more than half
of the Braves body. Jesse suffers +1 M to hit
the Brave, since the shot may ricochet off the
intervening fence. If the Brave was also standing
in base contact and behind a barrel, or indeed the
fence itself, the Cover modifier would also apply,
for a total of +2 to Jesses Marksmanship.

Cover (+1)
If the target model benefits from the Intervening
Terrain modifier (see above) and is also inside
or in base contact with Intervening Terrain, the
Shooter suffers an additional+1 penalty to his
Marksmanship. Multiple terrain features providing
Cover do not provide multiple benefits.

Take Cover (+1)


A model that is in cover may spend an Action Point
to Take Cover, maximizing the protection afforded by
the cover. A model that has Taken Cover imposes an
additional +1 to the Marksmanship of enemies shooting
at it (for a total of +2M), and a +1 to its Armor Roll.
A model that has Taken Cover loses this bonus if
it performs any Action other than Take Cover.
Models that have Taken Cover should be
marked with a token to indicate their
status.

21

Weapon ROF

.
Every weapon has a Rate of Fire or ROF. For each
Action Point spent to Shoot, the model makes a
number of shots equal to its weapons ROF. All of
the shots may be fired at the same target, or may be
divided among different enemies. When dividing shots
from a single weapon, each shot must be declared
before measuring the range, and before any dice are
rolled. A shooter must make a To Hit Roll for each
individual shot of a ROF.
Example: A Union Heavy Support Gunner is
armed with a gatling gun, ROF 4. He declares a
Shoot Action against a group of Warrior Nation
Braves. He declares two shots against Brave A, and
two shots against Brave B. Then he measures the
range, and rolls a die to hit each individual target.

Multiple Weapons
A model armed with two one-handed weapons may
fire both with one Action Point, either at the same
target or even at different targets.
If fired at the same target, simply resolve the two shots
simultaneously. If the weapons are identical, you just
need to double the ROF of a single weapon of that type.
Example: An Outlaw is armed with two hypervelocity pistols, each with a ROF of 2. Using one
Action to Shoot, he fires 2 shots with one pistol and
2 shots with the other against an unfortunate Union
Rifleman, for a total of 4 shots.
If fired at two (or more?) different targets, each
weapon is fired separately, one after the other in the
order chosen by the shooter.
All targets must be declared before measuring
range or rolling dice.

22

Armor Roll
When a model is hit, it must make an Armor Roll.
Roll a D10 and add the targets Armor Stat to the
roll. Then subtract from this total the Power of the
weapon. A negative result means that your Armor
has failed to stop the attack and the model has
suffered Damage. Mark one Lifeblood box on the
targets card for each point of Damage suffered.
When a model has its last remaining Lifeblood box
marked, it is removed from the table as a casualty.
D10 + Armor Weapons Power = Damage
Example 1: An Outlaw with Armor 1 is hit by
a Union Soldiers Blaster Pistol (Power 8). The
Outlaw player rolls a D10 and gets a 4. Added to
its Armor 1, he gets a total of 5. Subtracting the 8
points of the weapons Power, you get a negative
-3. This means that the Outlaw takes 3 Lifeblood
damage from the hit.
Example 2: A Union Soldier with Armor 1 gets hit
by an Outlaws Pistol with Power 6. The Soldiers
player rolls a 10, for a total of +5 (10+16=+5).
The Soldier takes zero Damage.

Life Saving Dodge


If the result of the Armor roll is a natural 10 (i.e. the
die result is a ten before any modifier is applied) the
model performs a Life Saving Dodge and ignores all
damage caused by that hit, regardless of the weapons
Power (even if the firer had scored a lethal hit).
This rule represents all sorts of lucky events
that would result in the target taking no damage
whatsoever. Stuff like a bullet just going through the
hat of an outlaw, or lodging itself into a Bible or flask
carried in a front pocket. Maybe a round ricocheted
off a sheriff s badge, or even a high-powered round
punching right through a vehicle without hitting any
internal systems or crew.

Shooting into Close Combat


A model may deliberately target a model that is
Engaged (or engaging) in close combat with friendly
models. When doing this, the shooting model suffers
an additional +2 Marksmanship penalty on its roll to
hit, to represent its hesitation for fear of hitting a friend
in the swirling melee. If the model takes the shot and
misses the target, theres a chance its going to hit a
friend by mistake roll a D10 for each miss. On a roll
of a 2+ nothing happens and the shot just flies wild of
the target, but on a result of 1, the enemy can allocate
the hit on one of the shooters friendly models that is
either engaging or Engaged by the target.
If a Blast template scatters so that it covers models
involved in close combat, it will hit any models
under the template as normal. Teardrop templates
may be placed so that models involved in close
combat fall under the template.
A model may also try to shoot through the gaps
between the bases of models that are Engaged. As
the swirling melee of close combat is not static like
the models themselves are, consider the entire area
of the close combat to count as Intervening Terrain
(see page 33).

23

FIGHT

A model may spend an Action Point to Fight
in close combat attacking one or more targets
within the models Fighting Halo with one of his
Melee weapons.
If a weapon is not defined as a Melee or Thrown
weapon, it cannot be used to Strike during a
Fight Action.

Fighting Halo
Each model has a circular zone of threat around it,
measured as normal from the edge of its base. This
represents the area at which a model can engage its
enemies with close combat weapons and control
its immediate environment. The range of a models
Fighting Halo is noted in its stats.
A player may measure the Fighting Halo of any of
his models at any time.

Fighting Halo & Terrain


If no Line of Sight can be drawn from one model
to another because of terrain in between them, then

24

neither model is considered to be within the others


Fighting Halo.
A model may attack another model across a linear
obstacle or other terrain that partially obscures the
target, provided the attackers Fighting Halo has
sufficient distance to reach the target. The target will
benefit from the cover, as described later.
Example: Sitting Bull has a 3"Fighting Halo,
which would normally engage the Union Soldier,
but since there is a high wall between the two
models that prevents Line of Sight, Sitting Bull is
not engaging the Union Soldier.

Fight Action
Number of Strikes
When a model spends an Action Point to fight,
it makes a number of attacks equal to its Strikes
Stat against any model within its Fighting Halo.
If more than one enemy model is inside the
attackers Fighting Halo, the attacker may divide
his Strikes between those models however he
chooses. The Strikes must be allocated before any
dice are rolled.

Models With Multiple Melee


Weapons & Striking
A model with multiples of the same melee weapon
will be shown on their profile with a (2x) after
the weapon name for example, Tomahawk (2x).
These models make their full number of Strikes
with both weapons for every Action spent to
Fight. For example, a Brave with 2 Strikes and 2
tomahawks will make 4 attacks for every Action he
spends to Fight.

Engaged in Close Combat


When a model has one or more enemies within
its Fighting Halo, or when a model is within the
Fighting Halo of one or more enemies, that model
is considered to be Engaged in Close Combat, or
simply Engaged. Note that standing models never
normally lose their Fighting Halo, and can engage
any number of models that end their move within
the Fighting Halo.
If a model is Engaged in Close Combat, he must
deal with the imminent threat. A model Engaged
in Close Combat, when activated, must use its
Action Points to Fight the model(s) Engaging it
if those models are within its Fighting Halo, or
must spend the first AP to Move to Engage at
least one of them if they are not, and then the
rest of his APs to fight them. Remember that a
model that moves in this way is already engaged
at the start of its Move and so does NOT get a
Free Strike when moving to engage (so no chance
for Quick Draws and Counter Strikes either).

All strikes from a single Fight Action must be


made with the same weapon, so a model armed
with multiple different melee weapons must choose
which weapon to make its attacks with in each
Fight Action.

Striking
The attacker takes a Physical Ability Test for each
Strike to see if he hits his target. This is sometimes
referred to as a To Hit Roll and works exactly like
a roll to hit in a Shoot Action, except that it uses
Physical Ability rather than Marksmanship and that

its profile, or of the number of weapons he carries


just one attack.
However, if the enemy survives the Free Strike,
that enemy also gets one free Action he can either
choose to execute a Quick Draw or Counter Strike
against your model.

Quick Draw
If the enemy that performed the Free Strike is
outside the Fighting Halo of your model, your
model can perform a Quick Draw. Immediately
take one Shot with a single one-handed ranged
weapon (ignoring ROF) the model possesses, even
if your model has already activated this turn.
The Quick Draw does not count as that models
activation that turn. Because it is an instinctive and
instant reaction, the Quick Drawing model suffers a
+2 Marksmanship penalty to hit.

Counter Strike

Alternatively, a model engaged in Close Combat


may try to move out of the enemies Fighting Halo If the enemy that performed the Free Strike is
(see below).
inside the Fighting Halo of your model, your
model can perform a Counter Strike (and not
a Quick Draw).Immediately perform a single
Moving to Engage Free Strike
Strike, in exactly the same way as a Free Strike.
If a model that is not Engaged when activated
The Counter Strike does not count as that models
makes a Move Action that ends with the model
activation that turn.
Engaging an enemy model in its own Fighting
Halo, the moving model may immediately perform Once a model has made a Quick Draw or a
one Free Strike at the end of the move, without
Counter Strike, it may not make another Quick
spending an additional Action Point. Note that
Draw or a Counter Strike during the current Game
in this Free Strike Action, the model may make a
Turn.
single Strike regardless of the number of Strikes on

25

the Long Range to hit modifier does not apply. The


intervening Terrain and Cover modifiers apply as
normal. The target must then make an Armor Roll
for each successful attack. Note that the Lethal Hit
rule applies to this roll just the same as for the roll to
hit with a Shoot attack.

Example: A Brave with Armor 0 is hit by a


sharpened blade with Power 8. The Braves
player rolls a 2 and takes 6 Damage. Since the
Brave only had 5 Lifeblood, he is removed from
the table as a casualty.

Striking Back

Armor Roll
When a model is hit, it must make an Armor Roll.
Roll a D10 and add the targets Armor Stat to the
roll. Then subtract from this total the Power of the
weapon (unless the result was a Life Saving Dodge,
as described on page 38).
A negative result means that your Armor has
failed to stop the attack and the model has suffered
Damage. Mark one Lifeblood box on the targets
card for each point of Damage suffered. When a
model has its last remaining Lifeblood box marked,
it is removed from the table as a casualty.
D10 + Armor weapons Power = Damage

If an enemy model survives the attacks of your


activating model, he will be able to Strike Back for
free. Once your model has finished executing all of
its Strikes, all enemy models that he has attacked but
not slain can choose to Strike Back. This is effectively
a free Fight Action for the enemy, as described
above. This means that an enemy Striking Back gets
to make one strike with one melee weapon that it is
carrying. This is differentiated from a normal Fight
Action, however, as an enemy that is Striking Back
is limited to attacking only enemy models that have
attacked him during this activation. Striking Back
is a free Action and does not count as the models
activation.

Outnumbering
When a model finds itself within the Fighting Halo
of more than one enemy model, it will lose 1 Strike
for each enemy engaging it beyond the first, to a
minimum of 1 Strike.
Example: A Union Sidekick with 2 Strikes finds
himself within the Fighting Haloes of 3 Braves
of the Warrior Nation. He would lose 2 Strikes
outnumbered 3-1, but cannot be reduced to below
1 Strike. This rule represents the fact that mobs of
weaker opponents can gang up and reduce a more
powerful enemys fighting ability by attacking him
from many sides at once. Even the biggest Boss can
be brought down a group of hired hands.

Moving Out of the Fighting Halo

26

Sitting Bull and Grant


have each other as well as
XIII in their Halos, but
XIII does not have either
Grant or Sitting Bull in
his Halo. He is not able to
make strikes against either
Grant or Sitting Bull
but would take a strike if
leaving the Fighting Halo

A model that is Engaged may use an Action Point to


Move. If this move would cause the model to leave
the Fighting Halo of the enemy model engaging it,
the Moving model must pass a Physical Ability Test.
If the test is failed, the model stops at the edge of the
enemys Fighting Halo, still Engaged.
If the test is passed, it does not mean the model is
off the hook. Any model that is leaving another
models Fighting Halo stands the chance of being

shot in the back.


Once the model has passed the test, but before the
model is moved, the enemy can choose to make one
attack with any one of its weapons within range
against the Moving model. Either a ranged or melee
attack may be made. The attack made on an enemy
leaving a models Fighting Halo hits automatically.
Unless the Moving model is killed, it then finishes
its Movement Action, and may use any other Action
Points as normal.

The Enlightened
Iron Horse is able to
move through Grants
Halo without taking
a strike because it
has begun and ended
a single Movement
Action outside of
Grants Halo.

A model that is surrounded by his enemies may


not be able to Move to leave close combat, because
models may not move so that their bases move over
another models base. In this case the models only
option is to fight.

Moving Across the Fighting Halo


Note that if a model starts its Move outside an
enemys Fighting Halo and then moves into the
enemys Fighting Halo and immediately (as part of
the same move) out of said Fighting Halo, the moving
model does not require to take any test, nor it can be
struck or attacked by the enemy (unlike models that
are Moving to Engage, against which a model can do
a Quick Draw or Counter Strike). This represents the
model just quickly moving past the enemy without
actually threatening a close combat attack.

THROW/PUSH

Attacker the target model is moved D10/2 inches


directly away from the Attacker in a straight line. The
Thrown/Pushed model is then Prone. If the Throw/
Push Action moves the model to a place where it
would fall (off a roof, into a chasm, etc.), the model
will take Falling Damage. The target model will stop
if it hits another model or obstructing terrain.

A model may spend an Action Point to try to Throw/


Push an enemy model that lies within its 180 Arc of
Sight. Models may only Throw/Push a model that
they are within " of. Models may only try to Throw/
Push models with an equal base size or smaller.

The Attacker may then immediately make a followup move directly toward the Thrown/Pushed model,
up to the distance rolled for the Throw/Push. A
model may never move farther than its Quickness
during this follow-up move.

The model making the Throw/Push Action is


considered the Attacker. The Attacker must take
a test on his Physical Ability Stat. If the roll is
unsuccessful, the target avoids the Throw/Push
and nothing happens. If the test is successful, the
Attacker grabs hold of the target, and now the
target must take a Physical Ability Test. This test
is modified by +2 PA if the Attacker has a larger
base than the model being Thrown/Pushed. If the
target passes the test, it manages to resist the Throw/
Push and frees himself from the Attackers grasp. If
the target fails the test, it is Thrown/Pushed by the

Example: Jesse James (PA 4+) and General Grant


(PA 6+) are duking it out on the roof of the Gem
Saloon. General Grant is activated, and spends an
Action to Push Jesse James. Grant rolls an 8, passing
his test and grabbing Jesse James. The Outlaw must
also then take a test, but rolls a 2. As this is a fail,
Grant lifts Jesse James and throws him. Grant
then rolls a 7 for distance, so Jesse is shoved
3" directly away from Grant, over the
edge of the Gems roof, and crashes to the
street below where he will take Falling
Damage and become Prone.

27

COURAGE

In the heat of battle, when bullets are flying, even


the toughest cowboy may decide that discretion is
the better part of valor, no matter what we, as their
omniscient generals, may want them to do.

The Courage Test


Whenever a model is damaged by a weapon with
Fire, the Blast special rule or a weapon with a Power
of at least 14, it must take a Courage Test.
If the test is passed, the model stands its ground.
If failed, the model is Broken (place a Broken
counter next to it) and must immediately move its

full Quickness value in inches, modified as normal


for terrain, directly away from the model that just
damaged it. If there are models or Impassable
Terrain in the fleeing models way, the model will
go around them by the shortest route to end its
movement as far as possible from the model that
damaged it.
Heavy Support models, as well as any model without
a Courage value, never have to take this Courage
Test.

Broken Models and Rally


A Broken model does not have a Fighting Halo,
and when activated, it must spend all of its Action
Points to make a single attempt to Rally. To Rally,
the model must pass a Courage Test. If the model
can see a friendly Boss or Underboss model, the
Rallying model may use that models Courage to
take the test instead of its own. If this test is passed,
the model is no longer broken and may act normally
its next Activation. If failed, the model must move
its full Quickness (i.e. a single Move Action) toward
the closest edge of the table in an attempt to leave
the battle. If a Broken model reaches the edge of the
table, it is removed from the battle, in the same way
as a model that has lost all of its Lifeblood.

Clearing Out
Many battles can be won by one side forcing its
enemies to run for the hills. This is represented in our
game by the Clearing Out rule, detailed below.
When your Posse is reduced to less than half its
starting number of models left on the table, and has
lost its Boss, it must pass a Courage Test at the End
of the Turn Phase. This test is based on the best
(i.e. lowest) Courage Stat of the models remaining,
normally the Underboss or Sidekicks.
If the test is failed, the remaining models are
considered Broken and follow the Broken Models
and Rally rule.
If the test is passed, the player must test at the end of
any complete turn in which they suffer one or more
additional casualties.

28

RJ-1027 WEAPONRY

RJ-1027 is a prolific chemical compound formulated by Doctor Burson Carpathian for use
as a powerful energy source. Since the original creation of RJ-1027, it has been modified to
fit into refillable power cells and implemented into casings for use in weaponry. RJ-1027
weapons are stronger than their counterparts, but there have also been advances in ways to
temporarily disrupt the RJ-1027 power signal. Its a dangerous world out there...

29

WEAPONS

Weapon Stats

Weapon Profiles & Types


One-Handed

Type
What sort of weapon it is One-Handed,
Two-Handed, Heavy, Melee, etc. A weapon may
have several types listed; the rules for every type
listed will apply.

Range (R)
The maximum distance a ranged weapon may shoot
at, or that a melee weapon can reach.

Power (P)
How much damage the weapon can cause. The
higher the number, the more devastating the weapon
can be.

Rate of Fire (ROF)


How many times that weapon shoots for each Action
the wielder spends shooting with it.

Special
Any special rules, abilities or ammunition the
weapon has.

A One-Handed weapon allows a model to Fight


or Shoot with up to two of these weapons per
Action.

Two-Handed

A Two-Handed weapon requires two hands to


use, so other weapons may not be used at the
same time.

Heavy

A model must spend 2 Action Points to perform


a Shoot Action with a Heavy weapon. Unless
otherwise specified, Heavy weapons are TwoHanded weapons.

Template

A model with a Template weapon must use


the appropriate game template to measure the
area and the models affected. Unless otherwise
specified, Template weapons are Two-Handed
weapons.

Melee

This weapon is used to make close combat


attacks. Unless otherwise specified, Melee
weapons are One-Handed weapons.

Thrown

This is a Melee weapon that can be thrown as


a ranged attack (Range 6", unless differently
specified). Use the models Marksmanship
Stat instead of its Physical Ability Stat when
throwing the weapon. Unless otherwise
specified, Thrown weapons are One-Handed
weapons.

30

Models Carrying MultipleWeapons Template Weapons


A model that carries one or more Two-Handed
weapons and one or more One-Handed weapons,
can always choose which one to use to Shoot or
Fight up to 2 One-Handed weapons or a single
Two-Handed weapon at the same time. When a
model has more than one weapon of the exact
same type, it will be listed as a multiplier, such as
Hatchet (2x). This multiplier is simply multiplied
by the weapons ROF to determine how many
shots/attacks the weapon makes every time the
character using the weapons spends an Action Point
using them.
Carrying a Two-Handed weapon does not stop a
model from using its One-Handed weapons when the
need arises. It simply means that the model cannot
use both the Two-Handed weapon and any OneHanded weapons during the same Shoot or Fight
Action.

Improvised Melee Weapons


A model that has no Melee weapons may use the
butt of his pistol, the stock of his rifle or even his fists
to make melee attacks. Such models suffer +1 PA to
their To Hit roll in close combat, and their attack is
Range 1" and Power 3.

Some weapons list Small Template, Large


Template, or Blast # on their profile. These
weapons use a template of the listed type when
resolving their attacks.
The small and large teardrop-shaped templates
are resolved in the same manner. The narrow
end is placed touching any point of the front
arc of the attackers base edge, and the wide end
is placed as far as possible from the attacker, in
any direction the attacker wishes. Any models
even partially under the template may be hit by
the attack, friend or foe. The attacker takes a
Marksmanship roll to hit every model (excluding
himself) touched by the template. This roll
never suffers from any negative modifiers to
hit, but is always on the models unmodified
Marksmanship value.
Example: An Outlaw Hired Hand fires a
shotgun at a group of four Union Soldiers. The
small Teardrop Template is placed touching
the Outlaws base, and he positions it to cover
the maximum amount of enemy models
that he can. Three Union Soldiers are under
the template, and the Outlaw must make a
Marksmanship Test to see if he hits each one
by rolling a D10 for each model covered by the
template.

31

Blast Weapons
Weapons with Blast # create a circular area of
effect with a diameter equal to the number in inches,
centered on the model hit. A Blast 4 weapon creates
a 4" area of effect, a Blast 3 weapon 3" diameter, and
so on. Any model partially or completely covered
by the circular area of effect Blast template will be
automatically hit and suffer the effects of the weapon.
Example: Model A is hit by the attack, and the 5"
circular Blast Template is centered on him. Model
B is completely under the template, and Model C is
partially under the template, so both are hit. Model D
is not touched by the template, so avoids being hit by
the blast.
If a Blast weapon misses, the shot will still land
somewhere. To determine where, roll a D10 near
the target point. The number indicates how many
inches the shot misses by. The face at the top of the
D10 points in a clear direction, like an arrowhead;
this is the direction of scatter. Move the template
the number of inches indicated by the die roll in the
direction the die points. Any models touched by the
template in its new location are automatically hit.

32

Example: Dr. Carpathian fires his atomic blunderbuss


at one of Jesses Outlaws 12" away. The Doctor rolls a
2 and misses. Rolling a D10 near the target model, Dr.
Carpathian rolls a 10. The 5" circular template is moved
10" in the direction indicated by the top facet of the D10,
and catches two different Outlaws under the blast instead
of the original target.
If a Blast weapon misses automatically because it
was out of range, the shot does not scatter, but rather
dissipates harmlessly in the air with no effect.

Maximum Scatter

A Blast template may not scatter more than half of


the original range to the target. If the roll for scatter is
farther than half the range to the original target, move
the template half the original range and stop.
Example: A Blast 4 weapon misses a target 9" away.
The attacker rolls a 6 for scatter, but the template is only
moved 4" away from the target point.

Ka-Boom!

After damage has been resolved from a Blast template,


any models even partially under the template
immediately Go Prone (models that cannot go Prone,
such as Heavy Support, are immune to this effect). This
represents the targets of the blast being hurled to the
ground by the concussive force of the explosion.

WEAPON
SPECIAL RULES

Each model will have a variety of special weapons


or unique tools. These weapons will each have a
characteristic that can be found on the Profile Card.
Some weapons may require game play to be altered or
changed from the normal game rules. Always refer to
the Profile Card as the final decisive rule.

Accurate
This weapon suffers no penalty for Shooting at Long
Range.

Armor Piercing
Armor Piercing weapons subtract 2 from the Armor
value of their targets, to a minimum of 0.

Inaccurate
This Blast weapon scatters automatically. No
Marksmanship roll is made, but rather roll for
deviation from the target point as if the attack had
missed. However, treat the 0 on the D10 as a zero
and not as a 10, so there is still a small chance thatthe
weapon wont scatter at all.

Bell Ringer
A model hit by this weapon must pass a Physical
Ability Test. If it fails, the model immediately becomes
Prone, and may not be activated for the remainder
of the turn. If the weapon also has a Power value,
immediately proceed on the Armor Roll as normal.
Note that models that cannot go Prone, such as Heavy
Support, are immune to this special rule.

Blast 3, Blast 4, Blast 5


A model with a Blast special rule uses a Blast Template
as the area of effect for its weapon when determining
hits. A weapon with Blast creates a circular area of
effect, centered on the target point (or final impact
point if the shot deviates), with a diameter equal to
the Blast Rating in inches. Therefore, a Blast 3 weapon
creates a circular area of effect with a 3 diameter.

Decapitation

Fire
A model hit by a weapon with the Fire special rule is
On Fire. When a model that is On Fire is activated,
it must immediately roll a D10. On an 8, 9 or 10, the
fire goes out and the model is no longer On Fire. On
any other roll, the model remains On Fire and suffers
an immediate Power 10 hit. A model may elect to
Stop, Drop and Roll instead of making the On Fire
roll the model forfeits its entire activation, becomes
Prone, suffers no damage from the fire this turn, and
the model is no longer On Fire. Note that models that
cannot go Prone, such as Heavy Support, cannot elect
to
Stop, Drop and Roll. Fire continues until a 8, 9, or 10
is rolled, or the model reach 0 Lifeblood.

Interference
Any model hit by this weapon may not use weapons
powered by RJ-1027 during its next activation.

RJ-1027
The dangerous weapons powered by RJ-1027 are
identified by this rule, which has no in-game effects
other than making them vulnerable to the Interference
special rule.

Infected Blade
A model that is wounded by an Infected Blade loses
2 Lifeblood for each wound suffered after the Armor
Roll.

Irradiate
Any model that is hit by this weapon becomes
Irradiated. At the start of that models activation,
the model must pass a Physical Ability +2 Test or
suffer a Power D10 hit. Once a model passes his PA
check, Irradiation expires. Irradiation continues until
the Physical Test is passed or the model reaches 0
Lifeblood.

Poison
A model that suffers damage from a weapon with
Poison becomes Poisoned. When a Poisoned model is
activated, it rolls a D10. On a 8, 9, or 10, it is no longer
Poisoned. Otherwise, it suffers 2 Lifeblood damage and
remains Poisoned. Poison continues until a 8, 9, or 10
is rolled, or the model reach 0 Lifeblood.

When a model attacks in close combat with this


weapon and rolls a To Hit roll of a natural 9, or 10,
any damage inflicted by this hit is doubled. You do
not double the Power of the weapon, but rather the
damage applied after the Armor Roll.

33

Rail Ammo

Tangle

A weapon with Rail Ammo penetrates through


any model that is directly in line with the weapons
shot. A straight line is drawn to any point on the table
and any model that is partially or fully touched by
the line receives damage from the weapon with Rail
Ammo. Models hit by Rail Ammo treat their armor
as a value of 0 regardless of the actual armor value.
Multiple models can be damaged by a single shoot
action using a weapon with Rail Ammo. Resolve
armor saves as normal.

Instead of an Armor Roll, a model hit by a Tangle


weapon must pass a Physical Ability -2 Test. If it
passes, it suffers no effect. If it fails, the target model
is immediately Prone and loses 2 AP during its next
activation. Note that models that cannot go Prone,
such as Heavy Support, are immune to this special rule.

Ram Weapon
The weapon receives a +1 Power for every full 5
travelled by the Ramming model during its Ram
movement before it makes contact with the target.

Reload
After firing this weapon, a model must spend an
Action to Reload it before it may fire again. Place a
Reload Token next to the model to remind you, until
it Reloads.

Retrieve
Retrieve is a rule found mostly on Thrown weapons. A
model may only throw as many of these weapons as it
carries each Turn, regardless of how many Actions it
has.

Spirit Aim
A model using a weapon with Spirit Aim does not
require Line Of Sight to shoot, and never suffers any
negative modifiers to its Marksmanship. This means
that the model may shoot through Intervening Terrain,
Cover, or other models, including models that are
Prone, or Engaged in Close Combat, without penalty.

Spirit Edge
When hit by a weapon with a Spirit Edge blade the
target has its armor reduced to 0 for the remainder of
this turn. The target model also loses its benefits from
Taking Cover. Light and Heavy Support vehicles are
not affected by Spirit Edge weapons.

Stun
Any model that is hit by this weapon will lose 1 AP
during its next activation.

Sound Wave
This weapon does not require Line of Sight to the
target to be fired, and may be fired through any
Intervening Terrain.

34

Thermite Round
A weapon with Thermite Rounds will always halve the
armor value of the model it successfully hits (rounding
down).

Wave Motion
Instead of causing damage, models inside the
template are moved beyond the edge of the template
by the shortest, most direct, route possible, but will
stop if they come into contact with other models or
Impassable Terrain.

LIGHT SUPPORT

Light Support models come in many designs and


options, but in general consist of a light vehicle
or animal with a single or a few riders, or a heavy
weapon and its crew. Some examples of Light
Support choices are the Union Cavalry and Outlaw
Cavalry on Iron Horse Hover Bikes, or the Warrior
Nation Cavalry on Energy Beasts.
All Light Support models have a variety of special
abilities and rules that apply to them specifically.
The exceptions and special rules that apply to Light
Support models are listed below. Anything that is not
mentioned here works for them exactly as for normal
Hired Hands models.

Crew
All Light Support choices have at least one crew member
that operate or ride the bike, horse, or other mode of
light transport. The number of crew members will
be marked by Crew # on the appropriate card. The
Lifeblood of the Light Support model is a combination
of the Lifeblood of the crew and the mount/weapon
itself, and always given as a single Lifeblood Pool. Once
a Light Support model loses all of its Lifeblood, both the
mount/weapon and the crew are destroyed.

Example: Iron Horses Powered by the ubiquitous


RJ-1027 canisters, the hovering Iron Horses have
almost entirely replaced the horse as the primary
personal transport method in the Wild West. Each
Iron Horse has 1 crew member, which combines his
own Lifeblood with that of the Iron Horse itself,
giving the Iron Horse a 12 L Stat. This means
that it will take 12 points of damage to destroy the
Union Cavalry model.

Actions
When activated, Light Support models cannot
execute the following Actions: Climb, Mount/
Dismount, Go Prone, Get Up, Take Cover.
Unless otherwise stated in their Profile Card, they
can Move, Jump, Go On The Lookout, Aim, Shoot,
Fight, Throw/Push and Rally.

Move
Light Support models may not move through
windows, nor can they move up stairs, ladders,
etc. They also may not move through doorways,
unless it is a large enough doorway that the model
could conceivably move through (a barn door, for
example).
A Light Support model may leave an enemys
Fighting Halo at any time without penalty, without
the need to take a Physical Ability Test, and without
suffering any free attacks.

Shoot
All Light Support models have the Steady special
rule they treat Heavy weapons and Two-Handed
weapons as One-Handed weapons instead. This
means that with a single Action Point, they may fire
Heavy weapons or Two-Handed weapons.

Fight
Light Support models have a number of Strikes on
their profile these normally group together the
attacks of all crew, assuming they all use the
same close combat weapon. In the rare
case where the crew use different

35

close combat weapons, or maybe the steed itself


has a different mode of attack, this will be clearly
explained in the Light Support models Profile Card,
which will specify the different Ranges (and Fighting
Halo), Power, and special rules of each different
weapon, as well as how many Strikes are made using
each different weapon.

Ride By Attack
Some Light Support models may have a special
rule that allows them the ability to make close
combat attacks against models within their
Fighting Halo as they move. During a Move
Action, if a Light Support model with the Ride
By Attack special rule catches an enemy model
within its Fighting Halo at any point in its
movement, it may make a single close combat
attack against it. The Light Support model may
only make as many of these attacks during its

Infantry Light Support


Some Light Support models are classed as Infantry
Light Support. These are generally infantry troops
carrying Heavy Weapons such as mini cannon or
rocket pods. These models follow all of the rules for
Light Support given above, except for the following:
They are allowed to Mount/Dismount on/from
Transports, but this requires 2 APs instead of 1.
Also, because of their bulky weapons, Infantry
Light Support models count as being on medium
bases for the purposes of determining how many
can fit on a transport (see page 52), even if they
are on small bases.

Move Action as it has Strikes on its profile, but


each enemy may only be targeted by one of these
attacks per Move Action. Enemies cannot react
to these attacks with Quick Draws or Counter
Strikes, nor do they get to Strike Back.
Example: The Union Cavalry soldier is armed
with a Cavalry Saber and has 2 Strikes. As he
moves, he catches 3 Outlaws within his 2 Fighting
Halo at various points. Since he only has 2 Strikes
on his profile, he cannot attack all three, so he
chooses to attack the first and third models he came
across, leaving the second Outlaw for later.
If the same Union Cavalryman would catch
just one Outlaw in his Fighting Halo during his
Movement Action,he may only make one attack
against the Outlaw, even though he has 2 Strikes
on his profile its all he has time for as he goes
zooming by.

They do not have the Steady rule (unless of


course if the card states otherwise).

Artillery Light Support


Some Light Support models are classed as
Artillery Light Support. These are generally very
heavy weapons, such as large cannon, mounted on
a carriage or other form of support platform, and
operated by one or more crewmen.
These models follow all of the rules for Light
support given above, except for the following:
They are allowed to Take Cover.

They are allowed to Go Prone (and Get Up), but


whilst Prone they cannot Shoot.

They are not allowed to Jump.

They are allowed to Take Cover.

They are not allowed to Throw/Push.

They are not allowed to Jump.

They are not allowed to Go on the Lookout.

They are not allowed to Throw/Push.

When Moving, they dont have the ability of


leaving the Fighting Halo of enemies without
penalty, but rather suffer the same penalty as
normal models when attempting to leave an
enemys Fighting Halo.

When Moving, they dont have the ability of leaving


the Fighting Halo of enemies without penalty, but
rather suffer the same penalty as normal models
when attempting to leave an enemys Fighting Halo.

36

HEAVY SUPPORT

A Heavy Support choice acts as the heavy muscle for


any Posse. Some versions of Heavy Support models
are armored transports, others are iron-clad tanks, or
even spirit-beasts like the Great Elk.
All Heavy Support models have a variety of special
abilities and rules that apply to them specifically,
beginning from a different Stat line, which looks like
the one in the example below.

Rolling Thunder Union Tank


Heavy Support Cost: 200
Q AP M A
5 2

6+ 8

Large Base

As you can see, Heavy Support models have no


Physical Ability, Strikes, Lifeblood, Courage,Halo
or Influence. This is because they work in a very
different manner from other models, as described in
the list of exceptions below.
Some Heavy Support models may be so big that they
do not fit onto a base, and thus are not supplied with
one, and are used in the game without a base. This
is not a problem as we have already stated earlier
on in the rules, if a model does not have a base,
you might want to discretely mark the limits of its
180 arc on the model itself. You can use markings,
battle damage or other painting elements as a way of
indicating where the arc begins and ends.
When measuring the distance to/from a model
without a base, always measure to its hull/main body
(as usual, ignore limbs or weapons that might stick
out of the hull/main body).

The Enlightened
Doomsday with a
group of Crawler
Animations
disembarking. You
can also see the
division of the model
in the right and left
arcs.

37

Actions
When activated, Heavy Support models cannot
execute the following Actions: Climb, Jump, Mount/
Dismount, Go Prone, Get Up, Take Cover, Aim, Go
On The Lookout, Fight, Throw/Push, Rally.
They can Move, Shoot and Ram, which is their own
unique way of executing a Fight Action.

Move
Heavy Support models may not move through
windows, nor can they move up stairs, ladders, etc.
They also may not move through doorways, unless
it is a large enough doorway that the model could
conceivably move through (a barn door, for example).

If a Heavy Support model represents


a vehicle, it is assumed to have a crew
operating it. For the sake of simplicity, the
crew is never represented in the game, and if
their vehicle is destroyed, it is assumed that
they are also killed, wounded or otherwise
incapacitated.

Heavy Support Fire Points


Heavy Support models may have a number
of fire points. These fire points represent
the crew of the vehicle shooting out during
the battle.

Heavy Support choices do not suffer any penalties


when crossing over Difficult Ground. Heavy Support
choices may cross over Obstacles without penalty.

Each Heavy Support model will have the


total number of Fire Points marked on its
stat card along with their Power, Range, and
Rate Of Fire.

Shoot

If a Heavy Support model is marked as a


transport, it does not use the weapons of
the models being transported. These models
are considered passengers and do not add
additional weapons, shots, or halos to the
Heavy Support.

Spending an Action Point on a Shoot Action


allows a Heavy Support to fire all of its weapons
(including Heavy weapons), unless stated otherwise
by a special rule on the models card. Each weapon
can target a different enemy model, or the same
one, its up to you.
If a Heavy Support vehicle does not have eyes (as
is normally the case for most vehicles), work out
the Line of Sight of its shots along the barrel of the
weapon you are firing, as the crew of the vehicle
would also be doing that. For weapons mounted
on turrets and other mountings that are capable of
rotating/swiveling, you must imagine that the gun is
able to do so, even if in the case of the actual model
they cannot do so, because they are glued in place
and cannot literally move.
Weapons mounted on a Heavy Support may have
additional special rules that restrict them to be
fired only against targets that are in the right/left
arc of the model. The right/left arcs of a model
are easily understood from the diagram on the
left, and you may want to mark these points at 90
from the models front and rear arcs points on
the models base, if it has one.

38

Heavy Support Crew

Fight
Heavy Support models have no Physical Ability or
Strikes stats, and thus have no Fighting Halo. This
means they cannot Fight (including Free Strike,
Quick Draw, Counter Strike and Striking Back).
On the other hand, a Heavy Support model that
has a Ram weapon may Ram other models, as
described below.
Enemy models that have a Heavy Support in their
Fighting Halo can attack it with close combat
weapons, or they can instead use shooting weapons
against it. This is because neither them nor the
Heavy Support are Engaged in combat, and so the
models are free to move around it with no risk of
being attacked.

any model (other than another Heavy Support),


that model must immediately move out of the way
of the Ramming model using the smallest possible
amount of movement, and then immediately take a
Physical Ability Test. If the test is passed, the model
has moved out of the way in time and is unaffected.
If the test is failed, the model suffers one hit at the
Power of the Ramming models Ram weapon. In
any case, the Ramming model continues its move.

REPLACE WITH
HEAVY SUPPORT
CARD

If the Ramming model collides with another Heavy


Support model, it stops and the opposing rammed
Heavy Support model suffers one hit at the Power of
the Ramming weapon.
Example: A Great Elk has 3 Action Points on
its profile and has used 0 up to this point in this
activation. The Great Elk wants to make a Ram
Attack using its Great Antlers Ram weapon.
It can either spend 1 AP preparing for the Ram
(changing direction or even moving back to gain
more momentum), and then 2 AP for the Ram, or
instead skip all tactical subtleties and simply do a
3-APs Ram.

Damage
Ram
A Heavy Support model that has a Ram weapon may
declare a Ram Attack at any point in its activation.
A Ram Weapon receives a +1 Power for every full
5 travelled by the Ramming model during its Ram
movement before it makes contact with the target.
After declaring a Ram Attack, the Heavy Support
model must declare how many Action Points it is
going to spend for the Ram. This must be from a
minimum of 2 APs to a maximum of however many
APs the model has left in this activation. As calling
a Ram attack requires the use of at least 2 Action
Points, it cannot be done if the model has only 1
Action Point left in this activation.
A model executing a Ram Attack makes a Move
Action per AP point spent on the Ram travelling
directly forward at the maximum speed it can
achieve. During these successive Move Actions,
the model cannot change direction and will stop
only if it crashes into a piece of Impassable Terrain
or another Heavy Support model.
If the Ramming model moves into contact with

As you have seen, Heavy Support models have


no Lifeblood value. Instead, each Heavy Support
models card comes with a Damage Location Chart,
showing the models Damage Locations and the
likelihood of a hit affecting each one. Each location
has a number of Structure Points. An example chart
is shown below.
1: Power Source

2-3: Weapons

4-10: Propulsion
When a Heavy Support model is hit by an enemy
weapon (both from shooting and in a melee), it takes
an Armor Roll as normal except for the fact that
Heavy Support models are immune to Lethal Hits.
The attacker then rolls a D10 and consults the Heavy
Support models Damage Location chart to see
which location has been hit.
The owner of the model marks one Structure
Point box on its card for each point of
Damage suffered. If the last remaining

39

Structure Point box is marked, that location is


destroyed.

Damage Locations

Damage Locations normally belong to one of three


types: Weapons, Propulsion Systems (from wheels
to tracks to legs) and Power Sources (the engine of a
vehicle, the beating heart of a creature).

Power Source
If the Power Source Location is destroyed, the
models Action Points are reduced to 1 for the
remainder of the game.

Weapons

Courage
Heavy Support models have no Courage value. They
always pass their Courage tests, and are never Broken.

Transport
Friendly models can Mount/Dismount Heavy
Support models that have the Transport special rule.

Propulsion

The Transport models card shows how many


Transport Slots it contains. Models mounted on
a Transport fill these slots, restricting the number
of models that can be carried. A models base size
determines how many slots it fills.

If the Propulsion Location is destroyed, the model


cannot move for the rest of the game.

Small base Models with a small base fill 1 slot.

If the Weapons Location is destroyed, the model


cannot fire any of its weapons for the rest of the game.

When a Heavy Support model is destroyed, replace


the model with the equivalent destroyed Heavy
Support model marker. From that point on, treat it as
Impassable Terrain and Cover.

Medium base Models with a medium base fill


2 slots.

Excess Damage

Infantry Light Support models fill 2 slots, even


though they might have small bases.

If a hit on a specific location inflicts more damage


points than the location has left, the remaining
damage goes to another location following these rules:
Excess damage from the Weapons Location goes
to Propulsion.
Excess damage from the Propulsion Location goes
to Weapons.
If excess damage from Weapons or Propulsion
cannot go to the other location, as described
above, because both sections are already
destroyed, then any leftover damage goes to the
Power Source Location.
Example: An attacker has hit a Doomsday
Transport and rolling to determine which location
is hit, scores a 3, indicating the Weapons location.
However, that Location has already been destroyed,
so the damage is taken by the Propulsion
Location. If the Propulsion is also destroyed
by the hit and there are still a few points

40

of excess damage, this excess damage will go to the


Power Source.

Note that only models with small or medium bases


can be mounted on Transports.

Transported models are placed on the side of the


gaming area and are assumed to be keeping low
and out of sight, so they cannot be harmed. If the
Transport is destroyed, however, they all suffer an
immediate hit at Power 10 and must immediately
Dismount. This is a free Move Action, but all of
these models then count as activated for the rest of
the turn, regardless of whether they had already been
activated or not.

OPTIONAL RULES:

DESTROYING
BUILDINGS

These rules let your models shoot or attack buildings,


allowing them to destroy or weaken these structures.
These are optional rules use them only if you and
your opponent agree.

Stone Fortress
A fortified military building constructed of heavily
reinforced stone.
Structure Points: 28

Armor Rating: 5

Timber Fortress
A fortified military building constructed of heavily
reinforced timber.
Structure Points: 20

Armor Rating: 3

Stone Building
A well-built civilian building of brick or stone.

Building Categories

Structure Points: 14

Before the game starts, both players should


agree which buildings on the table are classified
under which category. There are five building
categories, listed below. Each category includes the
buildings Structure Points, which represent how
much damage it can take before it collapses (see
Damaging Buildings below), and, if it is fortified,
a Armor rating, representing the effectiveness of
its defenses.

Timber Building

Armor Rating: 1

A well-built civilian building constructed of timber.


Structure Points: 10

Armor Rating: 0

Shack
A construction built of fragile material, for example
a decrepit barn or outhouse.
Structure Points: 6

Armor Rating: 0

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Shooting at Buildings
Buildings can only ever be damaged by weapons that
have the Blast or Armor Piercing special rule, any
other weapon type has no effect on buildings.
A model can use a Shoot Action to specifically
target a building. The building must be within the
Line of Sight of the shooting model, and within
its weapons range, following all the usual rules for
shooting at a target.

If the total number of Damage Tokens equals or


exceeds the buildings Structure Points, the building
collapses (see below).
Make sure to keep track of the damage caused
with tokens or by writing the hits down on a sheet
of paper.

Its assumed that the model is aiming at a specific


location on the building that may weaken its
structural integrity, perhaps even causing it to
collapse under the weight of the damage.

Fire Damage

Note that when a weapon is aimed at an enemy


model inside the building, that enemy will usually
be at a window or other aperture, and if the
surrounding wall is damaged by the attack, this will
not weaken the buildings structure. This attack
focuses instead on bringing down the building by
focusing on its architectural weak-spots. As such,
there are no positive modifiers to this attack as if the
shot hits the building but misses a weak spot, the
building will still be standing once the smoke clears.

Any models within a building that is On Fire at the


start of their activation must pass a Courage Test as
though damaged by a weapon with the Blast special
rule (see page 44).

Attacking Buildings
in Close Combat
A model that has a building within its Halo can use
a Fight Action to target the building, as long as it
has a close combat weapon with the Blast or Armor
Piercing rule. The model does not get a free attack
when it moves to Engage a building because an
attack to undermine the structure of the building
requires a precise hit.

Damaging Buildings
Buildings have a number of Structure Points,
depending on their category. Some buildings also
have an Armor rating.
When a building is hit by a weapon that has the
Blast or Armor Piercing special rule, it takes an
Armor Roll as normal except that buildings are
immune to Lethal Hits and cannot perform a Life
Saving Dodge. Any other weapon type has no effect
on buildings.

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The player who damaged the building places one


Damage Token next to the building for each point of
Damage suffered that exceeds the Armor value.

A building hit by a weapon with the Fire special


rule is On Fire (see page 45), even if the weapon
normally cant damage the building. A building can
never Stop, Drop and Roll.

Any models within a building that is On Fire at the


end of their activation must pass a Physical Ability
Test, otherwise they also become On Fire.

Collapsing Buildings
When a building suffers damage at least equal to its
Structure Points, it collapses. Remove the building
model and replace it with a suitable set of ruins,
taking up an area no greater than that taken up by
the building.
If there are any models from either side in the
building when it collapses, before removing the
building each model suffers a hit with a Power
equal to 14 if it is built of stone, 10 if it is built
of timber, or 6 if it is a shack. Surviving models
are then placed within 1" of the building by their
owners, ensuring they are not within any enemy
Halos, and the building is then replaced with ruins
as described above.
A building that is On Fire when it collapses
remains On Fire when it is ruins.
Ruins cannot be further damaged, as
they are already destroyed.

CIVILIANS

The Wild West is a harsh place, and most gunslingers


will not hesitate taking cover behind innocent
bystanders if there is such thing. If both players
agree, the game can include Civilian figures the
colorful citizens of the boom towns of the West, the
squaws and followers in the camps of the Warrior
Nation and of the Outlaws, the technicians and
laborers of the Enlightened.
Civilians do not belong to either Posse, and move
randomly around the table, until they are removed as
described below.

Civilian Stats
Q AP M PA S A L C I

D10
0 0 0 4 0 0

Deploying Civilians
If the players have agreed to use Civilians in their
game, first the players deploy as normal, but then,
before starting the first turn, both players roll a D10.
The highest scoring player must deploy that many
Civilian models (or as many as the players have
together). These Civilians must be deployed outside
of either players deployment areas and more than 5"
away from any other non-civilian model.

Moving Civilians
To simulate the panic caused by the ensuing battle
in the general population, Civilians move randomly.
In each End of the Turn Phase, the players alternate
rolling a D10 next to each of the Civilians. The
Civilian model is moved in the direction shown by
the D10 (youll notice that the faces of D10s are
conveniently shaped like an arrow.), for a number
of inches that is equal to the number rolled. When
moving, Civilians move around other models and
Impassable Terrain, trying as much as possible to
follow the direction and distance indicated by the die.
They move just like normal models on foot, except
that they will never risk taking any form of damage
from movement (like attempting to jump over a gap)
and will simply treat as impassable terrain.

Human Shields
Any non-civilian model on foot may move into base
contact with a Civilian. A model behind a Civilian
and in base contact with him/her counts as being
behind Intervening Terrain and in Cover, just as if
the model was in base contact with another model, a
barrel, or other piece of Intervening Terrain.
As long as the model is not Engaged in Combat and
does not go Prone, he holds the Civilian. This means
that when a die is rolled to determine the direction
and distance that the Civilian should move, the
player can instead declare that his model is holding
the Civilian in place and the Civilian is not moved at
all. However, if the die roll is a 10, the Civilian has
broken free, it cannot be held in place and instead
will move 10 inches in the direction indicated by the
die, running away from the brute that was trying to
use them as human shields.
When a model that is holding a Civilian moves,
the Civilian he is holding can be moved along, as
long as the model is simply moving and not trying
to execute any complex movement that requires a
Physical Ability Test, Climbing, Jumping, etc. The
model using the human shield moves at half of its
Quickness value while holding the Civilian hostage.

Collateral Damage

If a model holding a Civilian suffers any damage, the


Civilian that was being held takes the damage instead.
All Civilian models have the same stat line as shown to
the left on this page. Once a Civilian model has run out
of lifeblood it is removed from the game and no longer
provides cover. In the same way, if a Civilian is caught
under any type of template, Rammed by a Heavy
Support model, or indeed involved in any other event
that would require a test of any sort, the Civilian is
removed either being wounded, stunned, or killed, or
simply collapsing on the ground in a trembling heap.

43

SCENARIOS

Playing the Scenarios


Scenarios represent various situations and scraps that
your Posse has to fight its way out of, or missions
that must be successfully completed using quick wits,
cunning, and extreme violence.

Competitive Scenario Chart

There are two categories of scenarios for this game:


competitive scenarios, which are ideal if you want
a quick game for tournament play, or narrative
scenarios, that are more suited for friendly games
where fun is more important than winning.

D10 Scenario

The competitive scenarios are more straightforward,


ideal for your first few games of Wild West Exodus,
and the best way to learn the rules. However, when
youre familiar with the game, you may want new
challenges to test your Posses strength and tactics.

Narrative Scenario Chart

There are several ways to use the scenarios: you


can agree with your opponent on which scenario to
play, or both of you can flip a coin and the winner
chooses. Alternatively, refer to one of the Scenario
charts to the right.

D10 Scenario

One player rolls a D10. If you score a 10, pick any


scenario from the chart.

1-3
4-6
7-9

Shoot Out
King of the Hill
Gold Rush

Both players roll a D10. The higher scorer chooses


which of the two scenarios selected by the dice to
play. If both players roll an equal score, they simply
re-roll again until someone has the higher total.

1
2
3
4
5
6
7
8
9
10

High Noon
Bushwhacked!
Treasure Huntin
The Raid
The Breakout
In Hot Pursuit
Saloon Brawl
Snatch
The Heist
All-Out War

Some scenarios require one side to be the attacker


and one side to be the defender. If both players agree,
they can choose, otherwise roll a D10 to decide, the
higher number chooses.
Youll see that The Stand-Off scenario is not included
on the above chart. This is because its a bonus game
designed for three or four players. If you want to play it,
youll have to rope in extra Posses to join in the carnage.
The narrative scenarios have been listed on the
Narrative Scenario Chart in order of complexity,
so Narrative Scenario 1: High Noon has the least
number of scenario special rules and is the most
straightforward to play, whereas the later scenarios
increase in complexity. We suggest for your first
narrative games that you play each one in order

44

starting with Narrative Scenario 1. This way, by the


time you get to the more complex games, you should
be familiar with most of the special rules.

Initiative

Scenarios Format

Game Length

This section describes which side has the Initiative at


the start of the game and in subsequent turns.

All the scenarios follow the same format:

This section explains how many turns the game will


last or if there is no turn limit.

Setting The Scene

Special Rules

A brief overview of the scenario.

Game Size

A description of the dollar amount available for each


side and whether there are any mandatory models.

Objective

This section describes each sides objectives and how


to win the game.

Victory Points
Some scenarios refer to Victory Points to determine
the winner. Unless stated otherwise, each player
scores Victory Points by counting up the points cost
of enemy models destroyed or that moved off the
table while Broken.

Terrain

This section describes terrain suitable for the


scenario and includes a map showing the suggested
placement. The map is a guide to give you an idea
for a balanced and dynamic placement of terrain, but
they are not required to be exactly as pictured. All
the scenarios assume that you are playing on a 6' x 4'
table

Deployment
Deployment includes how both side lays out their
troops as well Civilian deployment Some models
may have special rules or abilities that let them
deploy farther in, or otherwise deploy differently
than explained here.

Special rules relating to the scenario are listed in this


section.

Alternative Terrain Placement


All of the Scenarios in this section have a map that
gives a diagram of terrain layout. This is a suggestion
of a way to play the scenario, but it is not the only
way to play each scenario. We suggest you try
something similar to the pictured layout the first time
you play each scenario, and then switch the terrain
up a bit each time you play to make each game
different and challenging. In competitive Wild West
Exodus play, the terrain will vary greatly from what
is pictured to promote dynamic gameplay and skill
mastery.

Civilians
If both players agree to use Civilians in their game,
first the players deploy as normal, but then, before
starting the first turn, both players roll a D10. The
highest scoring player must deploy that many
Civilian models (or as many as the players have
together). These Civilians must be deployed outside
of either players deployment area and more than 5"
away from any other non-civilian model.
The rules for Civilians can be found on page 255.
Note that some scenarios forbid the use of Civilians
or have their own rules for Civilian set-up.

Models are allowed to deploy Prone or Taking Cover


if you choose so declare this to your opponent as
you deploy.

45

COMPETITIVE
SCENARIO 1

SHOOT-OUT

Setting The Scene


Rival Posses encounter each other by chance. In no
time at all, the bullets start flying

Game Size
This mission may be played at any dollar amount.
Both sides have the same number of dollars to spend
on creating their forces agreed upon beforehand.

Objective
Each side is trying to kill as many enemies as
possible, while at the same time minimizing their
own casualties.

If a Posse is destroyed, it loses automatically.


Remember that models that leave the table while
Broken count as killed.
If by the last turn of the game (see below), neither
side has been destroyed, the side which has scored
most Victory Points wins the game.
If the Posses score an equal number of Victory
Points at game end, the game is a draw.

Terrain
The terrain for competitive scenarios is a rough
guideline. The expectation is that you create a
balanced but dynamic battlefield for the scenario.

Deployment
The player with the most models in his Posse deploys
first (and will move second). This is to reflect that their
opponents heard them coming with all those men
and are prepared for a fight. If both players have an
equal number of models, roll a D10 the winner may
choose who deploys first (and will move second).
The player who is going to deploy first gets to
choose one of the long table edges as his own, and
his opponent gets the opposite table edge. He then
deploys all of his models each players deployment
area is within 10" of his own table edge. The
opponent then does the same in his deployment area.
Note that some models may have special rules or
abilities that let them deploy farther in, or otherwise
deploy differently than this rule. Any model may
deploy Prone or Taking Cover if you choose so
declare this to your opponent as you deploy.

Initiative
The player that deploys second has the Initiative in
the first turn of the game.
In the second and subsequent turns of the game,
Initiative is determined with a D10 roll off. The
higher number wins initiative.

Game Length

46

The game lasts for 6 turns.

47

COMPETITIVE
SCENARIO 2

KING OF THE HILL

Setting The Scene


The Posses fight over vital objectives.

Game Size
This mission may be played at any dollar amount.
Both sides have the same number of dollars to spend
on creating their forces agreed upon beforehand.

Objective
A model controls an Objective if it is within 3" of
the center of that marker and no enemy model is
within 3" of its center. Broken models cannot control
objectives.
If a Posse is destroyed, it loses automatically.
Remember that models that leave the table while
Broken count as killed. If by the last turn of the
game neither side has been destroyed, the side which
controls the most objectives wins the game.
If the Posses control the same number of Objectives
at game end, the game is a draw.

Terrain
The terrain for competitive scenarios is a rough
guideline. The expectation is that you create a
balanced but dynamic battlefield for the scenario.
After placing the terrain, the players alternate placing
three Objective Markers on the table. Objective
Markers are represented by a small game base
(1.25 circle). Players can decorate these markers as
they like, but in any case, these markers are always
ignored from the points of view of movement, line
of sight, or in fact, from all points of view, except
for determining victory. Markers must be placed
within 6" of the mid-line of the table, and cannot be
placed within 12" of each other, or inside impassable
terrain.

Deployment
The player with the most models in his Posse deploys
first (and will move second). This is to reflect that their
opponents heard them coming with all those men
and are prepared for a fight. If both players have an
equal number of models, roll a D10 the winner may
choose who deploys first (and will move second).
The player who is going to deploy first gets to
choose one of the long table edges as his own, and
his opponent gets the opposite table edge. He then
deploys all of his models each players deployment
area is within 10" of his own table edge. The
opponent then does the same in his deployment area.
Note that some models may have special rules or
abilities that let them deploy farther in, or otherwise
deploy differently than this rule. Any model may
deploy Prone or Taking Cover if you choose so
declare this to your opponent as you deploy.

Initiative
The player that deploys second has the Initiative in
the first turn of the game.
In the second and subsequent turns of the game,
Initiative is determined with a D10 roll off. The
higher number wins initiative.

Game Length

48

The game lasts for 6 turns.

49

COMPETITIVE
SCENARIO 3

INTRUDERS

Setting The Scene


One Posse has to move into the defenders
deployment zone.

Game Size

table edge voluntarily, and if they do so they are


removed from the game. If the attacker moves half
of his models off the defenders table edge this way,
he wins the game. If by the end of the game this has
not happened, the battle is decided by victory points.
In this scenario, the defender scores Victory Points as
normal for killing enemy models. The attacker scores
half Victory Points for killing enemy models and
broken models leaving the table. The attacker scores
full Victory Points for each friendly model that leaves
the table via the defenders table edge. Attacking
models that move off the defenders edge while
Broken do not score any points for the Attacker, and
do score victory points for the defender, as normal.

This mission may be played at any dollar amount.


Both sides have the same number of dollars to spend
on creating their forces agreed upon beforehand.

Deployment

Terrain

The player with the most models in his Posse deploys


first (and will move second). This is to reflect that their
opponents heard them coming with all those men
and are prepared for a fight. If both players have an
equal number of models, roll a D10 the winner may
choose who deploys first (and will move second).

The terrain for competitive scenarios is a rough


guideline. The expectation is that you create a
balanced but dynamic battlefield for the scenario.

Objective
One side is trying to break through the enemy Posse,
while the other is Hell-bent on stopping them, for
good. Attacking models may move off the defenders

The player who is going to deploy first gets to


choose one of the long table edges as his own, and
his opponent gets the opposite table edge. He then
deploys all of his models each players deployment
area is within 10" of his own table edge. The
opponent then does the same in his deployment area.
Note that some models may have special rules or
abilities that let them deploy farther in, or otherwise
deploy differently than this rule. Any model may
deploy Prone or Taking Cover if you choose so
declare this to your opponent as you deploy.

Initiative
The player that deploys second has the Initiative in
the first turn of the game.
In the second and subsequent turns of the game,
Initiative is determined with a D10 roll off. The
higher number wins initiative.

Game Length
The game lasts for 6 turns.

50

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