WHAT YOU
NEED TO PLAY
Bases &
Arc of Sight
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.
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).
PREPARING
FOR THE GAME
Models Class
Limit
Boss
Underboss
0-4
Sidekick
0-8
Hired Hands
Unlimited
Light Support
0-6
Heavy Support
0-3
Mercenaries
Special
500 Dollars
750 Dollars
A difference of opinions
just got ugly.
1,000 Dollars
1,250 Dollars
1,500+ Dollars
Large Games
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.
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.
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.
TURN SEQUENCE
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.
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
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
10
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
Move
Take Cover
Go On The Lookout
Aim
Shoot
Climb
Jump
Mount/Dismount
Fight
Throw/Push
Go Prone
Get Up
12
Rally
MOVE
Moving to Engage
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
Difficult Ground
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.
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.
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
JUMP
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
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
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.
19
SHOOT
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.
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
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)
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.
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.
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.
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.
24
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.
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
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
25
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
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.
26
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.
THROW/PUSH
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.
27
COURAGE
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
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.
Special
Any special rules, abilities or ammunition the
weapon has.
Two-Handed
Heavy
Template
Melee
Thrown
30
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
Maximum Scatter
Ka-Boom!
WEAPON
SPECIAL RULES
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.
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.
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Rail Ammo
Tangle
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.
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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
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.
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
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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
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HEAVY SUPPORT
6+ 8
Large Base
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).
Shoot
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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.
REPLACE WITH
HEAVY SUPPORT
CARD
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
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
Damage Locations
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
Excess Damage
40
OPTIONAL RULES:
DESTROYING
BUILDINGS
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
Timber Building
Armor Rating: 1
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.
Fire Damage
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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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
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
43
SCENARIOS
D10 Scenario
D10 Scenario
1-3
4-6
7-9
Shoot Out
King of the Hill
Gold Rush
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
44
Initiative
Scenarios Format
Game Length
Special Rules
Game Size
Objective
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
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.
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.
45
COMPETITIVE
SCENARIO 1
SHOOT-OUT
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.
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
47
COMPETITIVE
SCENARIO 2
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
49
COMPETITIVE
SCENARIO 3
INTRUDERS
Game Size
Deployment
Terrain
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
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
51