wild west exodus rules free 2015

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The Rules 1

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Page 1: Wild West Exodus Rules FREE 2015

The Rules1

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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.

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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).

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.

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.

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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 scratch-built 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.

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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.

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.

Large gamesAny 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.

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

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!

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PLAYING THE GAMECHARACTERS’

STATISTICSThe 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-to-hand 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.

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.

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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.

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TURN SEQUENCEGames 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 activationWhen 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 sequenceThis 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.

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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 simultaneouslyThis 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.

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INFLUENCE POOLThe 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.

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.

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

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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.

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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.

cLimBA model may try to climb a vertical surface.

JumpA model can jump obstacles or gaps.

mount/DismountA model may mount or dismount a vehicle.

go proneA model may lie down on the ground and enter the ‘Prone’ state.

get up A model must spend an Action to recover from the ‘Prone’ state and stand up.

take coverA model can hunker down behind the cover he is in, maximizing its protection.

go on the LookoutA 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.

shootA model may shoot if it has a ranged weapon.

fightA 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.

raLLyA Broken model must attempt to Rally. This special Action is explained in the Courage section.

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MOVEA 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.

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.

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.

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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 grounDThis 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 grounDA 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.

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.

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.

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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).

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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.

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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.

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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.

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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.

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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).

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.

Frank James

Jesse James

Major Sherman

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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.

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.

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.

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.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 hyper-velocity 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.

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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 CoMbatA 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).

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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.

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.

fiGhtinG halo & teRRainIf no Line of Sight can be drawn from one model to another because of terrain in between them, then

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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.

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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.

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

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

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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.

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 follow-up 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.

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.

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COURAGEIn 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.

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RJ-1027 WEAPONRYRJ-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...

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

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

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

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-hanDeDA Two-Handed weapon requires two hands to use, so other weapons may not be used at the same time.

heavyA model must spend 2 Action Points to perform a Shoot Action with a Heavy weapon. Unless otherwise specified, Heavy weapons are Two-Handed weapons.

tempLateA 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.

meLeeThis 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.

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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.

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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 scatterA 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.

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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.

AccurateThis weapon suffers no penalty for Shooting at Long Range.

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

InaccurateThis 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 RingerA 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.

DecapitationWhen 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.

FireA 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.

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

RJ-1027The 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.

IrradiateAny 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.

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

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Rail Ammo 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 WeaponThe 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.

ReloadAfter 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.

RetrieveRetrieve 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 AimA 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 EdgeWhen 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.

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

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

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

Wave MotionInstead 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.

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LIGHT SUPPORTLight 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

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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.

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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.

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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.

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.

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.

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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

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.

If the Ramming model collides with another Heavy Support model, it stops and the opposing rammed Heavy Support model suffers one hit at the Power of the Ramming weapon.

Example: A Great Elk has 3 Action Points on its profile and has used 0 up to this point in this activation. The Great Elk wants to make a Ram Attack using its ‘Great Antlers’ Ram weapon. It can either spend 1 AP preparing for the Ram (changing direction or even moving back to gain more momentum), and then 2 AP for the Ram, or instead skip all tactical subtleties and simply do a 3-APs Ram.

daMaGe 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

REPLACE WITH HEAVY SUPPORT

CARD

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Structure Point box is marked, that location is destroyed.

Damage LocationsDamage 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 SourceIf the Power Source Location is destroyed, the model’s Action Points are reduced to 1 for the remainder of the game.

WeaponsIf the Weapons Location is destroyed, the model cannot fire any of its weapons for the rest of the game.

PropulsionIf 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.

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

of excess damage, this excess damage will go to the Power Source.

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.

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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 fortressA fortified military building constructed of heavily reinforced stone.

Structure Points: 28 Armor Rating: 5

timBer fortressA fortified military building constructed of heavily reinforced timber.

Structure Points: 20 Armor Rating: 3

stone BuiLDingA well-built civilian building of brick or stone.

Structure Points: 14 Armor Rating: 1

timBer BuiLDingA well-built civilian building constructed of timber.

Structure Points: 10 Armor Rating: 0

shackA construction built of fragile material, for example a decrepit barn or outhouse.

Structure Points: 6 Armor Rating: 0

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shootinG at buildinGs Buildings can only ever be damaged by weapons that have the Blast or Armor Piercing special rule, any other weapon type has no effect on buildings.

A model can use a Shoot Action to specifically target a building. The building must be within the Line of Sight of the shooting model, and within its 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.

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CIVILIANSThe 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 DamageIf 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.

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SCENARIOSPlayinG 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 chartBoth 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

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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.

sCenaRios foRMat All the scenarios follow the same format:

setting the sceneA brief overview of the scenario.

game sizeA description of the dollar amount available for each side and whether there are any mandatory models.

oBJectiveThis section describes each side’s objectives and how to win the game.

Victory PointsSome 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.

terrainThis 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.

Models are allowed to deploy Prone or Taking Cover if you choose so – declare this to your opponent as you deploy.

initiativeThis section describes which side has the Initiative at the start of the game and in subsequent turns.

game LengthThis section explains how many turns the game will last or if there is no turn limit.

speciaL ruLesSpecial 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.

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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.

GaMe lenGth The game lasts for 6 turns.

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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.

GaMe lenGth The game lasts for 6 turns.

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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.

GaMe lenGth The game lasts for 6 turns.

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