The Rules

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The Rules

1


WHAT YOU

NEED TO PLAY

The following items are necessary to play games of

Wild West Exodus:

• 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.

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.

Bases &

Arc of Sight

We recommend

mounting the models

used in Wild West

Exodus on the round

bases provided. These

are the Small Base

(1¼" diameter), the

Medium Base (1¾"

diameter), the Large Base

(2¼" diameter), and the Massive

Base (4½" diameter).

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

all around them. However, in some situations a model’s

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.

It’s a good idea to mark these points on the model’s

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 180º

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.

2


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 ‘D10–1.’ 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 = 3½, rounded up to 4.) If

this roll was to determine movement or distance of

any kind, the exact result of 3½" would be used.

3


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.

Markers & Card Sleeves

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 model’s card to

ensure long term usability of the cards.

Gaming Table & Terrain

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 won’t 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.

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.

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.

4


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 Boss’s 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.

Model’s Class

Boss

Underboss

Sidekick

Hired Hands

Light Support

Heavy Support

Mercenaries

Limit

1

0-4

0-8

Unlimited

0-6

0-3

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 There’s 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 Scenario’s instructions, the

game is played out based on the rules

provided in the following pages.

5


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 character’s 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 model’s 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 model’s 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 model’s 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 model’s Fighting Halo

extends when determining its close combat range.

Cost

The amount of points a model costs in the game.

6

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 model’s weapons.


An example of a character’s stats:

Outlaw Rifleman

Hired Hand Cost: 25 Halo: ½"

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.

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.

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 model’s 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.

7


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 model’s

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 it’s normally the best solution when

the activated models are not interacting directly,

but performing different tasks in different parts of

the battlefield.

8


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 model’s 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 it’s 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. Carpathian’s

evil creation. Billy the Kid then rolls his shooting

attack, and kills XIII. The Hired Hand’s 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.

9


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 model’s Influence statistic indicates how many

Tokens it contributes to the player’s 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.

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

The model’s 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


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

player’s plans this turn, he decides to commit two

Tokens from his Influence Pool to this roll. The

player takes Frank’s 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 model’s 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.

Climb

A model may try to climb a vertical surface.

Jump

A model can jump obstacles or gaps.

Mount/Dismount

A model may mount or dismount a vehicle.

Go Prone

A model may lie down on the ground and enter the

‘Prone’ state.

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 opponent’s activation. Only one model

may ‘Go On The Lookout’ per player turn unless

stated on a model’s 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.

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.

Rally

A Broken model must attempt to Rally. This special

Action is explained in the Courage section.

Get Up

A model must spend an Action to recover from the

‘Prone’ state and stand up.

12


MOVE

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.

When measuring, measure the movement from the

front of the model’s base, as shown in the diagram

below. The model’s base may not move farther than

the model’s 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.

Moving to Engage

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.

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 model’s base to pass

through unimpeded.

13


Terrain

Terrain and scenery might affect a model’s 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 2½”

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 1½"

across the stream with his remaining movement.

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 area’s 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.

14


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

model must spend an Action Point to open or unlock

the window before moving through it.

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 model’s

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 1½" 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

model’s Quickness cannot be jumped.

Example: Billy the Kid has a Quickness of 6, he

is able to cross a gap of 3”by 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 6¾" (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 Transport’s 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 ½" tall when

determining its Line of Sight – in other words, you

draw Line of Sight from the model’s 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 model’s body up to a

height of ½" (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 ½" 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

model’s 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

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.

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.

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 enemy’s declared Action, or may interrupt an

enemy’s Move Action at any point within Line of

Sight of the On The Lookout model. After the On

The Lookout model performs this one Action, the

On The Lookout status expires, and the model is

done activating that turn.

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.

AIM

A model may spend an Action to Aim. If the

model’s 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.

The model’s 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

A model may spend an Action Point to Shoot with

one of his ranged weapons.

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 model’s 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 model’s figure or base, then it has Line of

Sight to the target, even if the model’s figure or base

is partially hidden.

There is a modification to this rule for models that

have gone Prone, as explained on page 230.

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.

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 attacker’s Arc of Sight.

To determine this, simply extend imaginary lines

from the attacker’s base noting its 180º 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 weapon’s maximum

range, the shot misses automatically (the Action

Point is still spent).

Jesse James

Frank James

Major Sherman

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.

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 model’s 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.

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.

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 weapon’s

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.

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 Brave’s 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 Jesse’s 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 weapon’s 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 target’s 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

target’s 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 – Weapon’s Power = Damage

Example 1: An Outlaw with Armor 1 is hit by

a Union Soldier’s 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 weapon’s 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 Outlaw’s Pistol with Power 6. The Soldier’s

player rolls a 10, for a total of +5 (10+1–6=+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 weapon’s

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, there’s a chance it’s 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 shooter’s 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 model’s 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 model’s

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

neither model is considered to be within the other’s

Fighting Halo.

A model may attack another model across a linear

obstacle or other terrain that partially obscures the

target, provided the attacker’s 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

attacker’s Fighting Halo, the attacker may divide

his Strikes between those models however he

chooses. The Strikes must be allocated before any

dice are rolled.

24


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.

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

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).

Alternatively, a model engaged in Close Combat

may try to move out of the enemies’ Fighting Halo

(see below).

Moving to Engage – Free Strike

If a model that is not Engaged when activated

makes a Move Action that ends with the model

Engaging an enemy model in its own Fighting

Halo, the moving model may immediately perform

one Free Strike at the end of the move, without

spending an additional Action Point. Note that

in this Free Strike Action, the model may make a

single Strike regardless of the number of Strikes on

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 model’s

activation that turn. Because it is an instinctive and

instant reaction, the Quick Drawing model suffers a

+2 Marksmanship penalty to hit.

Counter Strike

If the enemy that performed the Free Strike is

inside the Fighting Halo of your model, your

model can perform a Counter Strike (and not

a Quick Draw).Immediately perform a single

Strike, in exactly the same way as a Free Strike.

The Counter Strike does not count as that model’s

activation that turn.

Once a model has made a Quick Draw or a

Counter Strike, it may not make another Quick

Draw or a Counter Strike during the current Game

Turn.

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.

Armor Roll

When a model is hit, it must make an Armor Roll.

Roll a D10 and add the target’s 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 target’s

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 – weapon’s Power = Damage

Example: A Brave with Armor 0 is hit by a

sharpened blade with Power 8. The Brave’s

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

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 model’s

activation.

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

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 enemy’s 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

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

enemy’s 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

model’s 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 model’s 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 Grant’s

Halo without taking

a strike because it

has begun and ended

a single Movement

Action outside of

Grant’s 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 model’s base. In this case the model’s only

option is to fight.

Moving Across the Fighting Halo

Note that if a model starts its Move outside an

enemy’s Fighting Halo and then moves into the

enemy’s 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

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 ½" of. Models may only try to Throw/

Push models with an equal base size or smaller.

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 Attacker’s grasp. If

the target fails the test, it is Thrown/Pushed by the

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.

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.

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

3½" directly away from Grant, over the

edge of the Gem’s 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 model’s 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 model’s 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. It’s a dangerous world out there...

29


Weapon Stats

WEAPONS

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.

Weapon Profiles & Types

One-Handed

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 Two-

Handed 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 model’s Marksmanship

Stat instead of its Physical Ability Stat when

throwing the weapon. Unless otherwise

specified, Thrown weapons are One-Handed

weapons.

30


Models Carrying Multiple 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 weapon’s 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 One-

Handed 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.

Template Weapons

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 attacker’s 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 model’s 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 Outlaw’s 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.

Example: Dr. Carpathian fires his atomic blunderbuss

at one of Jesse’s 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 4½" 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.

32


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 won’t 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

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.

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 model’s 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.

33


Rail Ammo

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.

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.

Tangle

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.

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.

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


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 enemy’s

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 model’s 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

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 – it’s all he has time for as he goes

zooming by.

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.

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

whilst Prone they cannot Shoot.

They are allowed to Take Cover.

They are not allowed to Jump.

They are not allowed to Throw/Push.

• When Moving, they don’t 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 enemy’s Fighting Halo.

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 not allowed to Jump.

They are not allowed to Throw/Push.

They are not allowed to Go on the Lookout.

• When Moving, they don’t 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

enemy’s 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 Large Base

Q AP M A

5 2 6+ 8

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

180º 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


38

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).

Heavy Support choices do not suffer any penalties

when crossing over Difficult Ground. Heavy Support

choices may cross over Obstacles without penalty.

Shoot

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 model’s card. Each weapon

can target a different enemy model, or the same

one, it’s 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 90º

from the model’s front and rear arc’s points on

the model’s base, if it has one.

Heavy Support Crew

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.

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.

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.

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 model’s 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.

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

Damage

As you have seen, Heavy Support models have

no Lifeblood value. Instead, each Heavy Support

model’s card comes with a Damage Location Chart,

showing the model’s 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 model’s 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.

of excess damage, this excess damage will go to the

Power Source.

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

model’s Action Points are reduced to 1 for the

remainder of the game.

Weapons

If the Weapons Location is destroyed, the model

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

Propulsion

If the Propulsion Location is destroyed, the model

cannot move 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.

Excess Damage

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.

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.

The Transport model’s 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 model’s base size

determines how many slots it fills.

• Small base – Models with a small base fill 1 slot.

• Medium base – Models with a medium base fill

2 slots.

Note that only models with small or medium bases

can be mounted on Transports.

Infantry Light Support models fill 2 slots, even

though they might have small bases.

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.

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


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.

Building Categories

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

building’s 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.

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.

Structure Points: 14 Armor Rating: 1

Timber Building

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

41


42

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 weapon’s range, following all the usual rules for

shooting at a target.

It’s 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.

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 building’s 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.

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.

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.

If the total number of Damage Tokens equals or

exceeds the building’s 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.

Fire Damage

A building hit by a weapon with the Fire special

rule is On Fire (see page 45), even if the weapon

normally can’t damage the building. A building can

never ‘Stop, Drop and Roll’.

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).

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 player’s 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 (you’ll 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.

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.

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

you’re familiar with the game, you may want new

challenges to test your Posse’s strength and tactics.

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.

Competitive Scenario Chart

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

scenario from the chart.

D10 Scenario

1-3 Shoot Out

4-6 King of the Hill

7-9 Gold Rush

Narrative Scenario Chart

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.

D10 Scenario

1 High Noon

2 Bushwhacked!

3 Treasure Huntin’

4 The Raid

5 The Breakout

6 In Hot Pursuit

7 Saloon Brawl

8 Snatch

9 The Heist

10 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.

You’ll see that The Stand-Off scenario is not included

on the above chart. This is because it’s a bonus game

designed for three or four players. If you want to play it,

you’ll 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

This section describes which side has the Initiative at

the start of the game and in subsequent turns.

Scenarios Format

All the scenarios follow the same format:

Game Length

This section explains how many turns the game will

last or if there is no turn limit.

Setting The Scene

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 side’s 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

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 player’s 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 player’s 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.

46

Game Length

The game lasts for 6 turns.


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 player’s 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.

48

Game Length

The game lasts for 6 turns.


COMPETITIVE

SCENARIO 3

INTRUDERS

Setting The Scene

One Posse has to move into the defenders’

deployment zone.

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.

Terrain

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 defender’s

table edge voluntarily, and if they do so they are

removed from the game. If the attacker moves half

of his models off the defender’s 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 defender’s table edge. Attacking

models that move off the defender’s edge while

Broken do not score any points for the Attacker, and

do score victory points for the defender, as normal.

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 player’s 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.

50

Game Length

The game lasts for 6 turns.

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