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The Rules



The following items are necessary to play games of
Wild West Exodus:

Bases &
Arc of Sight

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

We recommend
mounting the models
used in Wild West
Exodus on the round
bases provided. These
are the Small Base
(1¼" diameter), the
Medium Base (1¾"
diameter), the Large Base
(2¼" diameter), and the Massive
Base (4½" diameter).

The very thing you are reading.

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 – –
highlighting new and exciting characters, models,
and factions.

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.

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

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

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

Sometimes you will have to divide the die roll, for
example: D10/2. Roll the die and divide the result
by the number indicated, rounding results up to the
next whole number. Note that distances determined
this way, whether movement or ranges, are never
rounded off – always use the exact result.
Example: The result of 7 on a D10/2 roll would
yield a result of 4. (7/2 = 3½, rounded up to 4.) If
this roll was to determine movement or distance of
any kind, the exact result of 3½" would be used.


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

A dry erase marker is useful for marking damage and
other effects on the Profile Cards. Standard size card
sleeves are useful for covering each model’s card to
ensure long term usability of the cards.

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

Gaming Table & Terrain

You will find many examples of appropriate terrain
in the photographs and artwork throughout this
book, as well as in Wild West Exodus: The Comic Book.

Markers & Card Sleeves

Wild West Exodus is best played on a 4' x 6' flat
surface. A tabletop or the floor will do the trick,
but the best games are played on a specially made
gaming table.


The playing area should be decorated with model
terrain and buildings to create an interesting
battlefield to fight over. Your characters will need
places to hide, objects to take cover behind, things
to climb and all manner of battlefield debris to
block Line of Sight and make sure the game is
equally challenging for both sides. While a Posse of
miniatures armed with a lot of long-ranged weapons
might prefer a wide-open table, a player with a close
combat-oriented Posse 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.


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

Model’s Class








Hired Hands


Light Support


Heavy Support




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

500 Dollars

I think we have a problem –
get the guns.

750 Dollars

A difference of opinions
just got ugly.

1,000 Dollars

There’s a price to pay for
mouthin’ off.

1,250 Dollars

There will be blood, and
lots of it.

1,500+ Dollars

This is no mere shootout,
this is WAR!

Large Games

Any game of 1,500 points or higher may double
all of the limits above, so the Boss limit becomes 2,
Underbosses become 0-8, Sidekicks become 0-16,
and Heavy Support become 0-4. These games are
best played on a 4x8 table.

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


C (Courage) The model’s mental fortitude and bravery. Each individual Lifeblood is represented on the card and must be marked on the card as the model receives damage. that model may move when performing a Move Action. the ugly… or even the unholy. Those will be found on the back of the Profile Card. Halo The distance in inches that a model’s Fighting Halo extends when determining its close combat range. PA (Physical Ability) The model’s strength. Q (Quickness) How fast. Cost The amount of points a model costs in the game. and are compiled onto an easy-to-use Profile Card. 6 In addition to its Stats. M (Marksmanship) How good a shot this model is with ranged weaponry. I (Influence) The number of dice the model contributes to the Influence Pool each turn. a character may have special rules and abilities that may be used during the game. in inches. 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. S (Strikes) The number of times this model may attack per close combat Action. Each model in Wild West Exodus is referred to as a Character and has its own profile made up of several statistics (or stats). under the ‘Special Rules’ header. the bad. together with the list of the model’s weapons. . Some can be considered the good. These stats determine a character’s strengths and weaknesses in game play. AP (Action Points) How many Actions this model performs each time it is activated. athletic ability and hand-tohand fighting prowess. PLAYING THE GAME CHARACTERS’ STATISTICS The characters that are part of Wild West Exodus are a varied bunch.

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. as described in the appropriate rule (for example. and the player is going to need to roll a 7 or higher to succeed. 7 . the test is failed. These other stats are those that are used in Statistic Tests. a model with Quickness 5 is slower than a model with Quickness 6. the higher the modifier to the statistic. If that model was to take a Physical Ability +2 Test (also called a ‘+2 PA Test’). This is a very important mechanic to remember. as explained in the example below. For example. 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. it could be the difference between climbing a vertical surface or failing to do so). as explained below. and in their case. Statistic Tests Sometimes a model will be required to take a test based on a certain statistic on its Profile Card. you must add 2 to the model’s stat. as many events that transpire on the tabletop will be the result of some sort of Statistic Test. The more difficult the test. the character passes its test.An example of a character’s stats: If the die roll is equal to or higher than the relevant statistic. Passing and failing the test will have different effects based on the type of test being taken. the higher the number. 6+ and so forth). Some stats are simply a number – in this case. the better the model is at something. If the die roll is lower than the relevant statistic. the player must roll a D10. the lower the number of the Stat. the better the model is. so the PA of the model is modified from 5+ to 7+. Other stats are expressed as a number followed by a ‘+’ symbol (for example: 2+ or 3+. In order to pass the test. Modifiers may be applied to a specific statistic for a test.

Players may find it useful to mark models that have activated that turn with a recognizable token. once every model from both sides has been activated. 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. 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.
 Activations Each game turn. fight or shoot. Once every model on both sides has activated. the players re-roll the die until the tie is broken. and the other player still has models to activate. and it’s normally the best solution when the activated models are not interacting directly. You cannot mix these two types of group activation for the same group. The token may be placed next to the model on the tabletop. the game turn is over. 8 . to indicate that that model has already activated that turn. A) Activating models in a sequence This is the simplest way of activating a group of models. To see examples of this. On subsequent turns. In the case of a tie. Each of the scenarios in this section have a description of how to determine Initiative. A model’s Action Points Stat indicates how many Action Points it may use each turn when activated. each player rolls a D10. with the player who rolls highest choosing whether to go first or second that turn. go to the scenario section on page 56. Players continue alternating until every model has been activated on both sides. Types of Activation When a model activates. such as the official Wild West Exodus badge token. The player going first is said to have the Initiative that turn. but must choose one system and stick to it for that group. 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. or on top of its Profile Card. that player continues to activate the remainder of his models until he has activated them all. players take turns activating groups of 1 to 3 models. If one player has finished activating all of his models. A player may not activate the same model more than once per game turn. At the end of the turn. When activating a group of two or three models. but performing different tasks in different parts of the battlefield. it uses its Action Points to do things such as move. TURN SEQUENCE Games of Wild West Exodus are played in Turns.

Gang Actions When it is your turn to activate. The ‘Gang Action’ also makes it much easier to coordinate the efforts of these larger groups. A ‘Gang Action’ is a special type of activation. at the time the ‘Gang Action’ is declared. even if they had more action points available. but with the exceptions listed below. they do not have to target the same enemy with their attacks. Dr. and even civilians moving around the table. Then. you may declare that you are executing a ‘Gang Action’ instead of activating one to three models as normal. with no member separated from the group by more than 2". Once that model has spent all of it Action Points. It is appropriate to mark each model in the activating group with a marker. The second action must be a Shoot and/or Fight action – some models in the ‘Gang’ may Shoot while others Fight. if activating a group of three models. They all declare as their first Action shooting at XIII. The first action of the ‘Gang’ must be a Move action – all of its models perform a normal Move action. End of Turn In this phase. removing all Activation Markers. the Action is wasted. and then execute it. as described in the rules. the models end their activation. B) Activating models simultaneously This second way of activating models is considerably more complex and lengthier. Example: Billy the Kid and 1 Hired Hand are activated simultaneously. Carpathian’s evil creation. 9 .When activating models in a sequence. Then declare and execute the third Action of any models in this group. When activating simultaneously. and are all considered activated for the turn. A ‘Gang’ is a temporary group containing between five and ten Hired Hand models. The Hired Hand’s shooting attack is wasted. you must declare the first Action of every activated model. In the same way. as his target is now destroyed. the players do the tidy-up. or otherwise removed from play before they get to use that declared Action. they are not all required to perform the same action. then they all perform their first Action. Influence Tokens. and kills XIII. etc. The ‘Gang Action’ is far more limited in options than a standard activation. allowing much larger games with many more Hired Hands. but are free to move however they like. The ‘Gang Action’ allows you to simultaneously activate 5-10 Hired Hands at one time rather than the usual one to three models. as normal. Your opponent then proceeds with his next set of activations. like Posses testing for courage (see Courage). After completing their Shoot or Fight actions. following the normal rules. before finally doing the same with the third model. in any order you like. and any other markers that last until the end of the turn. however. Remember that a ‘Gang Action’ is only allowed when moving groups of Hired Hands. the player picks one of the models and spends all of that model’s Action Points to perform the Action he declared. the player can move to the next model in the group and do all of its Actions. similar to ‘B) Activating models simultaneously’. The obvious advantage of activating this many models simultaneously is to speed up game play. Several other game events can occur during this phase. cease being a ‘Gang’. they must also declare their intended target(s). but it’s better suited at coordinating the Actions of several models that need to work together. If their target is destroyed. 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. killed. 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 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. Billy the Kid then rolls his shooting attack. Then you declare the second Action of all activating models.

10 Influencing Dice Rolls Before making any die roll. Each Influence Token used allows a player to re-roll a single die once. When a model is removed from play. each faction has a pool of Influence Tokens based on the models they choose to field in battle. INFLUENCE POOL The Dark Council secretly manipulates events from the shadows. 2. using the result of the re-rolled die instead. one at a time. The player then makes his roll as normal. If he does not like the result of the roll. while the Great Spirit protects its Native American children and guides their hands. The model’s Influence Statistic can be found on each card by looking for the Stat labeled ‘I’. The Influence Statistic A model’s Influence statistic indicates how many Tokens it contributes to the player’s Influence Pool. Some models may have 1. 3 or even more Influence Tokens that are added to the Pool. The player may use these Tokens throughout each turn of the game to influence the outcome of important events. he may spend one of the Influence Tokens he had committed to the roll and re-roll that die. he may continue to re-roll the dice. a player may commit any amount of available Infuence Tokens from his Pool to that roll. Other models of less importance to their Posse may have 0 Influence and thus add no Tokens to the Pool. If he committed more than one Influence Token for the roll. Always roll ‘Influenced’ die rolls separate from ‘Un-Influenced’ die rolls. The player . To represent the influences these powers have over events. remove a number of Tokens from the Pool equal to its Influence Statistic. until he decides to keep a result – up to a number of times equal to the number of Influence Tokens he committed.

even if they are not actually used to re-roll the dice. the player knows that this will leave Frank alive with 2 Lifeblood left. Example: An Outlaw player has four Tokens left in his Influence Pool. Frank James has just been shot. He rolls one of the two committed Influence Tokens and scores a 7. including the roll for Initiative. Both Tokens (the used and the unused one) are discarded. Replenishing Influence At the start of each Activation Phase. he decides to commit two Tokens from his Influence Pool to this roll. 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. as the resulting damage will end up killing Frank. Scatter – any dice roll at any time. Tokens from the Influence Pool may be used on any dice roll in the game. Discard the Tokens committed to the roll and do not return unused Tokens to the Pool until the start of the next turn. If at any point the player loses a model that contributes Tokens to the Pool. but keeping Frank James alive to fight. leaving the Outlaw player with two Tokens left in his Pool. before doing anything else. Influence may not be used to force an opponent to re-roll any dice.always uses the last die roll made. Those Tokens are spent. The number of Tokens used must be declared before any dice are rolled. keeping the result of 7. even if it is worse – he may not revert to a previous result once he has re-rolled the dice. so he decides not to use the second Token to re-roll. Since Frank is vital to the player’s plans this turn. and is in danger of dying if he rolls a poor Armor Roll. 11 . Shooting. All Tokens committed to the roll are ‘used up’. Armor Rolls. and no additional Tokens may be allocated to that particular outcome. Doing the math. those Tokens are removed and are not returned to the Pool. The player takes Frank’s Armor Roll. and rolls a 2… Not good.

ACTION POINTS AND ACTIONS A model may use its Action Points to perform one of the Actions listed below per point. Move A model may spend an Action Point to move up to its Quickness in inches. any Points not spent by the end of the model’s activation are lost. Climb A model may try to climb a vertical surface. . maximizing its protection. A model may mount or dismount a vehicle. passing on it. Jump A model can jump obstacles or gaps. Aim A model may use an Action to take careful aim before firing on a target. what follows here is a summary. 12 Rally A Broken model must attempt to Rally. Get Up A model must spend an Action to recover from the ‘Prone’ state and stand up. as long as they have Action Points left. allowing it to shoot or otherwise react during an opponent’s activation. Shoot A model may shoot if it has a ranged weapon. This special Action is explained in the Courage section. Mount/Dismount Fight A model may fight in hand-to-hand combat. Action Points do not accumulate over turns. Each Action is fully described from page 25 through 39. A model may also choose not to use an Action Point. Go On The Lookout A model may spend its Action to be ‘On The Lookout’. Go Prone A model may lie down on the ground and enter the ‘Prone’ state. Take Cover A model can hunker down behind the cover he is in. Throw/Push A model may spend an Action Point to attempt to throw or push a model. striking any models in its Fighting Halo. Only one model may ‘Go On The Lookout’ per player turn unless stated on a model’s profile card. Models may perform the same Action again and again.

as shown in the diagram below. snake its way or turn at any point during its movement. as explained on page 37. Movement may be vertical. for the moving model’s base to pass through unimpeded. a rope). the moving model may immediately perform one Free Strike Action at the end of the move. If a model wishes to move vertically up a surface that is not designed to allow it to do so (a wall. as long as the total distance does not exceed its Quickness Stat. The model’s base may not move farther than the model’s Quickness. A model may choose to spend Action Points on shooting or fighting and not move at all. moving several times in a row. as long as it is along something that is. a cliff.MOVE Moving to Engage A model may spend an Action Point to move up to its Quickness value in inches across open ground. but may instead rotate freely on its base any number of times. or between bases and impassable ground. 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. A model may not move so that its base would pass over the base of another model – friendly or enemy. easy to climb. without spending an additional Action Point. Players should agree before the game starts what can be moved vertically on at normal speed and what else needs climbing. in reality. it must instead use a Climb Action (see page 28). measure the movement from the front of the model’s base. It may also spend multiple Action Points to Move. such as a ladder or staircase. A model does not have to move in a straight line. 13 . When measuring. There must be enough space between models’ bases.

The edge of the table and other models’ bases are normally considered Impassable Ground. or whether windows are big enough for models to fit through.) treats any distance travelled through Difficult Ground as double. whether a patch of scrub grass is difficult or open ground. Impassable Ground This type of terrain (like large boulders. or swamps. Example 1: An Enlightened Hired Hand has a Quickness of 5. canyons. discuss with your opponent what each terrain feature represents and how it will be handled during the game. He moves 2" across open ground before entering a stream (Difficult Ground). cactus patch. He is able to move 1½" across the stream with his remaining movement. quicksand. it must stop its movement at the door. . shallow ponds. If a model cannot completely cross the doorway. discuss this with your opponent before the game starts. Before deployment. such as forests. are normally represented by an area of the battlefield that is covered by that terrain. forest. Consider whether a door is locked or unlocked. for example) that may be moved around within that template to accommodate models’ movement. There is normally a base or template delineating the area with several terrain models (trees. Area Terrain is normally considered Difficult Ground in its entirety. 14 Area Terrain Some terrain. thick brush. steep cliffs. and models must go around it. Area terrain that has tall vertical elements. Moving entirely over a set of train tracks(Difficult Ground). etc. The model only moves 2½” instead. after which line of sight is considered blocked. Example 2: An Outlaw Hired Hand has a Quickness of 5. Models may see through an area of forest and other ‘tall’ pieces of Area Terrain for up to one inch. models may move through doorways with no penalty. Difficult Ground A model moving through Difficult Ground (swamp.Terrain Terrain and scenery might affect a model’s Move. 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. etc. stream. also provides Cover to models standing on the area’s base. If you think models should be able to climb or jump some terrain they might not be able to simply walk across. such as forest. as long as they have sufficient movement for their base to completely clear the doorway.) cannot be moved across. Doors Unless specified before the game as being locked.

or choose a different route. Human-sized models may pass through normal doorways. If a window is closed or locked. etc. the model’s Move Action ends when it reaches the obstacle. 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 the model does not have 3” of movement remaining to clear the obstacle. If a door is closed or locked. and the model must instead perform a Climb or Jump Action to move across it. and normally represents something that the character can vault over without slowing down too much. If your buildings have open doorways. a model may stop inside such a doorway. it must stop its movement at the window. like a fence. If the obstacle is taller or wider than 2". if you have agreed that it can be climbed/jumped. or doors that open and close. agree this with your opponent before the game. it must stop when it reaches it. Example: A model with Quickness 6 moves 2" up to a fence that is 1½" tall and just under 1" wide. water trough. An Obstacle requires 3” of movement to move across. but may only move another 1" after crossing the obstacle (it pays 3" of its remaining 4" in order to cross the obstacle). If a model cannot completely cross the window. The model may continue moving over the obstacle. This rule assumes the majority of doors are modeled as closed. Move the model as normal until it reaches the obstacle. larger models may only pass through doorways that are large enough. as long as there is room for its base.model must spend an Action Point to open or unlock the window before moving through it. a Obstacles An Obstacle is terrain element that is up to 2" tall/ wide. barrel. See the Climb/Jump Actions below. Large windows can be moved through by larger models – as long as you agree with your opponent before the game. then continue its move from the other side of the obstacle. 15 . Windows Unless specified before the game as being locked. a model must spend an Action Point to open or unlock the door before moving through it.

For example. the model climbs its Quickness in inches. it may attempt to climb said surface. as per a normal move. If the test is failed. He has a movement of 7 and the building is 6” tall. stairs. vertically. If the test is failed.CLIMB If a model wishes to climb a surface that is not obviously intended for that purpose (i. the model must immediately take a second Physical Ability Test to avoid falling. The model must start this Action already in contact with the surface. Remember to agree with your opponent which surfaces can be climbed on and which ones cannot before you deploy your Posses. the model is considered to have been half-way complete with the Climb Action when the attempted climb fails and then falls. a model with Quickness 6 that successfully climbs 4" up or down can then move horizontally 2". it can continue to move horizontally for the amount of leftover Quickness. This allows Sitting Bull to move up on top of the building and another 1” if he chooses. up or down. 16 . or at its edge if climbing down.e. Sitting Bull is climbing this building. it is not a ladder. If successful. suffering damage as described by Falling Damage (opposite). but its activation ends. and spends the Action Point to make a Climb attempt – which results in taking a Physical Ability Test. If the model reaches the end of his climb and still has any leftover part of his Quickness value. etc. If the test is successful. the model manages to avoid falling.).

If the movement will not allow you to place a model. A Transport’s Profile Card will state how many models can be mounted on it at any one time. The model may take its normal Armor Roll and applies any damage. so the model may not Climb it and must find stairs or a ladder. Example: Billy the Kid has a Quickness of 6. If the model suffers any damage. Obviously. the model jumps a distance equal to half of its Quickness. So if a model falls 6¾" (rounding the total inches down). A model spends the Action Point and must pass a Physical Ability Test. JUMP If a model wishes to move across a gap or other piece of Impassable Terrain that is more than 2” wide. it must attempt to Jump it. even falling from a relatively low height into a pit filled with sharp spikes. you may not climb. rattlesnakes or lava could simply mean instant death. Place the model on foot within 1" of the Transport. The model may spend any remaining Action Points as normal. and players may agree to vary the effect of Falling Damage as they like. it would take a Damage 12 hit. The Damage from Falling Damage is Power 2 for every full inch fallen. 17 . The roof is 6" from the ground. the model has landed on its feet. Example: A model with Quickness 5 is at the bottom of a building. For example. Remove the model from the table and place it aside – it is considered to be mounted on the vehicle. If successful. He is also able to get over the 1” wall. but up to 2" high (a stream.). it will become Prone. until it dismounts. Of course the scenario being played may include different Falling Damage rules for different types of fall. he is able to cross a gap of 3”by passing a Physical Ability test. If no damage is suffered. a rooftop. in a straight line. any horizontal platform that you can physically place the model. 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. Once a model is mounted it can no longer shoot and does not have a Fighting Halo.Note that there must be somewhere for the model to stand at the conclusion of the movement – a landing. etc. the gap between two rooftops. 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". A model may spend an Action Point to Dismount from a Transport. an obstacle that is wider than half of the model’s Quickness cannot be jumped. and wishes to climb to the roof. crossing over any gap or obstacle up to 2" high. crevasse.

and then the model may act as normal from that point on. rather than laying your carefully painted miniature down on the terrain. its status on the table top might be represented by using a Prone Token placed next to the model. it cannot use Melee weapons.) instead of his eyes. normally from in between its legs. and it suffers a +2 Physical penalty on its rolls to hit. A Prone model has no Fighting Halo. Prone models may not Quick Draw. but remember that its Line of Sight must be worked out from a ½" height. so counts as fighting with improvised weapons. While the character the model represents is laying flat on his belly. a Prone model cannot Shoot using a Thrown weapon. In addition. but only moves 2" per Move Action (ignoring penalties for Difficult Ground). regardless of its stats. mount and dismount. A Prone model may Shoot. In addition. A Prone model may spend Action Points to Move (crawl) and remain Prone. special rules. When a Prone model is the target of a Shooting attack. Heavy and Light Support models. However. 18 . the attacker suffers an additional +1 penalty to his roll to hit. you draw Line of Sight from the model’s knees (i. Some scenarios allow models to start the game in the Prone position as they are deployed. may never Go Prone (except for Infantry Light Support models.GO PRONE A model may spend an Action Point to Go Prone. When an enemy attacks a Prone model in close combat. A Prone model is considered to be ½" tall when determining its Line of Sight – in other words. Once a model spends an Action Point to Get Up. GET UP The only way a Prone model may recover from the Prone state is to use an Action Point to Get Up. number of weapons.e. and cannot be knocked down into Prone position by weapons that have this effect. 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). which can). When determining Line of Sight towards a Prone model. A Prone model may not move through windows or doors. or jump. immediately discard its Prone Token. etc. throw/push. its attacks have Power: 3. climb. the Prone model’s strikes are reduced to 1. A Prone Model may spend 1 Action Point to stand up and fight as normal. a Prone model only has an Arc of Sight of 180° (see page 14). as well as mounted models.

the On The Lookout status expires. A model that is On The Lookout only has an Arc of Sight of 180°. 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). Any Action taken after Aiming other than Shoot removes the Aiming bonus. to represent the fact that it is focusing its attention on enemy activity within its immediate field of vision. The Aiming bonus expires at the end of the turn. Multiple uses of the Aim Action have no cumulative effect. but additional models may also Go On The Lookout if they have a special rule that allows them to perform the action. but must spend Actions each turn to do so. Normally you can only have one of your models On The Lookout. Fight. or may interrupt an enemy’s Move Action at any point within Line of Sight of the On The Lookout model. 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. Move. 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. etc. and the model is done activating that turn. the model will receive the following bonuses: • -2 to his Marksmanship (M) when rolling to hit. After the On • The model’s shot(s) ignore Intervening Terrain. The On The Lookout Action takes place before the enemy’s declared Action. Mark the On The Lookout model with the appropriate token. A single model in your posse may use all of its Action Points for the activation to go On The Lookout. Models may go On The Lookout on consecutive turns. AIM A model may spend an Action to Aim. If the model’s next Action Point in the same turn is spent to Shoot. 19 . Models with Heavy Weapons May not go On The Lookout. Go Prone.GO ON THE LOOKOUT The Lookout model performs this one Action. A model may not go On The Lookout if it has already used an Action Point to perform any other Action. ‘Shooting Into Combat’.

Line of Sight A model can see targets to which it has Line of Sight. you may find the use of a laser pointer useful. If there is any question. for example. To perform a Shoot Action. Range Next. measure the distance between the shooter and the target. So. Note that if the model is Prone. but the Line of Sight to Sherman has Intervening Terrain. hunker down and get a model’s eye view of the situation. the model may choose a new target (since it never saw the other model in the first place). The most important thing to remember. The target must be in Line of Sight (see below). . as explained on page 230. then it has Line of Sight to the target. If a model can draw Line of Sight to any part of the target model’s figure or base. the shot misses automatically (the Action Point is still spent). If the target is beyond the weapon’s maximum range. Frank is within his regular gun range. and what makes things ultimately fair. Sherman is also base to base with it so he gains cover. Usually. simply extend imaginary lines from the attacker’s base noting its 180º Arc of Sight (see page 14). This gives Frank a total of a +2 Modifier to his ‘To Hit’ Rolls. and vice-versa. is that normally if you can see a model. that model can see you. or has a limited Arc of Sight for any other reason. A model may spend an Action Point to Shoot with one of his ranged weapons. If it is still questionable.SHOOT There is a modification to this rule for models that have gone Prone. making a model taller in order to give him better Line of Sight. the model first spends the Action Point and then declares a target. also means that the model is going to become more visible to the enemy. All measurements are made from the closest points on the models’ bases within Line of Sight. it will be easy to tell if a model has Line of Sight to its target or not. Frank James Major Sherman Jesse James 20 Frank James and Jesse James have gotten the drop on Sherman. even if the model’s figure or base is partially hidden. Jesse has a clear line of sight and is within regular range so he suffers no penalties. the target must also lie at least partially within the attacker’s Arc of Sight. To determine this. If the target is not in Line of Sight.

then the attacking model does not suffer the penalty from Intervening Terrain. the ‘Cover’ modifier would also apply. If it is not clear whether Line of Sight to the target model is over 50% obscured. If the Brave was also standing in base contact and behind a barrel. After a successful hit.e. regardless of modifiers. running towards him. finds a vital organ or the chink in the toughest armor.Marksmanship Roll If the target is within range. maximizing the protection afforded by the cover. This is also referred to as a ‘Roll To Hit’. Half way between them there is a wooden fence that clearly hides more than half of the Brave’s body. if you roll a natural 10 on your Marksmanship Test. regardless of modifiers. Jesse suffers +1 M to hit the Brave. it will instantly be killed or destroyed. and the terrain obscures Line of Sight to 50% of the target model or more. 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. since the shot may ricochet off the intervening fence. the shooter suffers a +1 penalty to his Marksmanship. and the target is more than 8” (i. and a +1 to its Armor Roll. the shooter suffers a +1 penalty to his Marksmanship. special abilities and other factors. A model that has Taken Cover imposes an additional +1 to the Marksmanship of enemies shooting at it (for a total of +2M). 21 . or indeed the fence itself. Multiple terrain features providing Cover do not provide multiple benefits. a natural roll of 10 (0) on a die is always considered a success (a ‘Lethal Hit’). cover. Lethal Hit There are times when a bullet. 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. Example: Jesse James is shooting at a Warrior Nations Brave who is out in the open. The Marksmanship of the firing model may be modified by range. the target must make an Armor Roll. To represent this. but you also land a Lethal Hit. Since the Hand Cannon has a maximum range of 16”. or even a ‘To Hit roll’ – these expressions are all interchangeable. and no matter how tough or well protected the enemy is. A model that has Taken Cover loses this bonus if it performs any Action other than Take Cover. This penalty is not applied to cover that the shooter is in base contact with. for a total of +2 to Jesse’s Marksmanship. This penalty is cumulative with Cover (see the opposite page). Intervening Terrain (+1) If the Line of Sight crosses any Intervening Terrain between the shooter and the target. not only do you hit automatically. Take Cover (+1) A model that is in cover may spend an Action Point to Take Cover. half the range) away. or an arrow. A Lethal Hit ignores all armor regardless of the Armor Stat of the target model. as described above. regardless of modifiers. However. General Grant suffers a +1 modifier to his Marksmanship. the Shooter suffers an additional+1 penalty to his Marksmanship. the shooting model must pass a Marksmanship Test (D10 roll equal to or higher than the model’s Marksmanship Stat) to hit the target. Models that have Taken Cover should be marked with a token to indicate their status. A natural roll of 1 is always considered a failure. Example: General Grant is firing his Federal Hand Cannon against an Outlaw that is 12” away from him.

each weapon is fired separately. 22 . A shooter must make a To Hit Roll for each individual shot of a ROF. ROF 4. or may be divided among different enemies. either at the same target or even at different targets. All of the shots may be fired at the same target. He declares a Shoot Action against a group of Warrior Nation Braves. and rolls a die to hit each individual target. For each Action Point spent to Shoot. When dividing shots from a single weapon. If fired at the same target. for a total of 4 shots. Example: An Outlaw is armed with two hypervelocity pistols. Every weapon has a Rate of Fire or ROF. Multiple Weapons A model armed with two ‘one-handed’ weapons may fire both with one Action Point. each with a ROF of 2. Using one Action to Shoot. each shot must be declared before measuring the range. If the weapons are identical. Then he measures the range. he fires 2 shots with one pistol and 2 shots with the other against an unfortunate Union Rifleman. If fired at two (or more?) different targets. and two shots against Brave B. Example: A Union Heavy Support Gunner is armed with a gatling gun.Weapon ROF . simply resolve the two shots simultaneously. All targets must be declared before measuring range or rolling dice. and before any dice are rolled. the model makes a number of shots equal to its weapon’s ROF. one after the other in the order chosen by the shooter. He declares two shots against Brave A. you just need to double the ROF of a single weapon of that type.

or even a high-powered round punching right through a vehicle without hitting any internal systems or crew. you get a negative -3. Subtracting the 8 points of the weapon’s Power. This rule represents all sorts of lucky events that would result in the target taking no damage whatsoever. the enemy can allocate the hit on one of the shooter’s friendly models that is either engaging or Engaged by the target. Mark one Lifeblood box on the target’s card for each point of Damage suffered. it must make an Armor Roll. Example 2: A Union Soldier with Armor 1 gets hit by an Outlaw’s Pistol with Power 6. On a roll of a 2+ nothing happens and the shot just flies wild of the target. This means that the Outlaw takes 3 Lifeblood damage from the hit. When a model has its last remaining Lifeblood box marked. but on a result of 1. or lodging itself into a Bible or flask carried in a front pocket. Teardrop templates may be placed so that models involved in close combat fall under the template. The Outlaw player rolls a D10 and gets a 4. Then subtract from this total the Power of the weapon. Shooting into Close Combat A model may deliberately target a model that is Engaged (or engaging) in close combat with friendly models. A negative result means that your Armor has failed to stop the attack and the model has suffered Damage. Added to its Armor 1. Maybe a round ricocheted off a sheriff ’s badge. consider the entire area of the close combat to count as Intervening Terrain (see page 33). it will hit any models under the template as normal. 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. Life Saving Dodge If the result of the Armor roll is a ‘natural’ 10 (i. for a total of +5 (10+1–6=+5).Armor Roll When a model is hit. If a Blast template scatters so that it covers models involved in close combat. D10 + Armor – Weapon’s Power = Damage Example 1: An Outlaw with Armor 1 is hit by a Union Soldier’s Blaster Pistol (Power 8). it is removed from the table as a casualty. When doing this. Roll a D10 and add the target’s Armor Stat to the roll.e. A model may also try to shoot through the gaps between the bases of models that are Engaged. there’s a chance it’s going to hit a friend by mistake – roll a D10 for each miss. the shooting model suffers an additional +2 Marksmanship penalty on its roll to hit. Stuff like a bullet just going through the hat of an outlaw. 23 . If the model takes the shot and misses the target. As the swirling melee of close combat is not static like the models themselves are. he gets a total of 5. regardless of the weapon’s Power (even if the firer had scored a lethal hit). The Soldier’s player rolls a 10. to represent its hesitation for fear of hitting a friend in the swirling melee. The Soldier takes zero Damage.

. but since there is a high wall between the two models that prevents Line of Sight. This represents the area at which a model can engage its enemies with close combat weapons and control its immediate environment. The Strikes must be allocated before any dice are rolled. which would normally engage the Union Soldier. then 24 neither model is considered to be within the other’s Fighting Halo. A player may measure the Fighting Halo of any of his models at any time. Fight Action – Number of Strikes When a model spends an Action Point to fight. as described later. the attacker may divide his Strikes between those models however he chooses. If a weapon is not defined as a Melee or Thrown weapon. Fighting Halo Each model has a circular zone of threat around it. The range of a model’s Fighting Halo is noted in its stats.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. Fighting Halo & Terrain If no Line of Sight can be drawn from one model to another because of terrain in between them. Example: Sitting Bull has a 3"Fighting Halo. The target will benefit from the cover. it makes a number of attacks equal to its Strikes Stat against any model within its Fighting Halo. A model may attack another model across a linear obstacle or other terrain that partially obscures the target. it cannot be used to Strike during a Fight Action. provided the attacker’s Fighting Halo has sufficient distance to reach the target. measured as normal from the edge of its base. If more than one enemy model is inside the attacker’s Fighting Halo. Sitting Bull is not engaging the Union Soldier.

single Strike regardless of the number of Strikes on 25 . and then the rest of his APs to fight them. the moving model may immediately perform Once a model has made a Quick Draw or a one Free Strike at the end of the move. or of the number of weapons he carries – just one attack. inside the Fighting Halo of your model. Because it is an instinctive and instant reaction. Engaged in Close Combat When a model has one or more enemies within its Fighting Halo. These models make their full number of Strikes with both weapons for every Action spent to Fight. the Quick Drawing model suffers a +2 Marksmanship penalty to hit. he must deal with the imminent threat. your model can perform a Counter Strike (and not a Quick Draw). This is sometimes referred to as a ‘To Hit Roll’ and works exactly like a roll to hit in a Shoot Action. Note that Draw or a Counter Strike during the current Game in this Free Strike Action. when activated. If a model is Engaged in Close Combat. even if your model has already activated this turn. The Quick Draw does not count as that model’s activation that turn. or when a model is within the Fighting Halo of one or more enemies. 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). Tomahawk (2x). it may not make another Quick spending an additional Action Point. without Counter Strike. except that it uses Physical Ability rather than Marksmanship and that its profile. if the enemy survives the Free Strike. a Brave with 2 Strikes and 2 tomahawks will make 4 attacks for every Action he spends to Fight. your model can perform a Quick Draw. Engaging an enemy model in its own Fighting Halo. a model engaged in Close Combat may try to move out of the enemies’ Fighting Halo If the enemy that performed the Free Strike is (see below). that model is considered to be Engaged in Close Combat. so a model armed with multiple different melee weapons must choose which weapon to make its attacks with in each Fight Action. Note that standing models never normally lose their Fighting Halo. However. Immediately take one Shot with a single one-handed ranged weapon (ignoring ROF) the model possesses. For example. in exactly the same way as a Free Strike. the model may make a Turn. or simply Engaged. All strikes from a single Fight Action must be made with the same weapon. A model Engaged in Close Combat. must use its Action Points to Fight the model(s) Engaging it if those models are within its Fighting Halo.Immediately perform a single Moving to Engage – Free Strike Strike. or must spend the first AP to Move to Engage at least one of them if they are not. Counter Strike Alternatively. Quick Draw If the enemy that performed the Free Strike is outside the Fighting Halo of your model. that enemy also gets one free Action – he can either choose to execute a Quick Draw or Counter Strike against your model.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. and can engage any number of models that end their move within the Fighting Halo. Striking The attacker takes a Physical Ability Test for each Strike to see if he hits his target. If a model that is not Engaged when activated The Counter Strike does not count as that model’s makes a Move Action that ends with the model activation that turn.

The Brave’s player rolls a 2 and takes 6 Damage. Any model that is leaving another model’s Fighting Halo stands the chance of being . Striking Back is a free Action and does not count as the model’s activation. he will be able to Strike Back for free. Note that the Lethal Hit rule applies to this roll just the same as for the roll to hit with a Shoot attack. still Engaged. This is differentiated from a normal Fight Action. he is removed from the table as a casualty. Outnumbering When a model finds itself within the Fighting Halo of more than one enemy model. Then subtract from this total the Power of the weapon (unless the result was a Life Saving Dodge. Roll a D10 and add the target’s Armor Stat to the roll. Striking Back Armor Roll When a model is hit. it is removed from the table as a casualty. He would lose 2 Strikes outnumbered 3-1. as described on page 38). it does not mean the model is off the hook. Example: A Brave with Armor 0 is hit by a sharpened blade with Power 8. it will lose 1 Strike for each enemy engaging it beyond the first. however. but XIII does not have either Grant or Sitting Bull in his Halo. Once your model has finished executing all of its Strikes. but cannot be reduced to below 1 Strike. The intervening Terrain and Cover modifiers apply as normal. all enemy models that he has attacked but not slain can choose to Strike Back. the model stops at the edge of the enemy’s Fighting Halo.the Long Range to hit modifier does not apply. Mark one Lifeblood box on the target’s card for each point of Damage suffered. If the test is passed. to a minimum of 1 Strike. If the test is failed. D10 + Armor – weapon’s Power = Damage If an enemy model survives the attacks of your activating model. Since the Brave only had 5 Lifeblood. it must make an Armor Roll. as an enemy that is Striking Back is limited to attacking only enemy models that have attacked him during this activation. When a model has its last remaining Lifeblood box marked. A negative result means that your Armor has failed to stop the attack and the model has suffered Damage. This means that an enemy Striking Back gets to make one strike with one melee weapon that it is carrying. as described above. If this move would cause the model to leave the Fighting Halo of the enemy model engaging it. Example: A Union Sidekick with 2 Strikes finds himself within the Fighting Haloes of 3 Braves of the Warrior Nation. Even the biggest Boss can be brought down a group of hired hands. the Moving model must pass a Physical Ability Test. He is not able to make strikes against either Grant or Sitting Bull but would take a strike if leaving the Fighting Halo A model that is Engaged may use an Action Point to Move. The target must then make an Armor Roll for each successful attack. Moving Out of the Fighting Halo 26 Sitting Bull and Grant have each other as well as XIII in their Halos. 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. This is effectively a free Fight Action for the enemy.

If the target fails the test. the moving model does not require to take any test. A model may never move farther than its Quickness during this follow-up move. but rolls a 2. The attack made on an enemy leaving a model’s Fighting Halo hits automatically.shot in the back. the Attacker grabs hold of the target. Unless the Moving model is killed. A model may spend an Action Point to try to Throw/ Push an enemy model that lies within its 180° Arc of Sight. over the edge of the Gem’s roof. As this is a fail. so Jesse is shoved 3½" directly away from Grant. Either a ranged or melee attack may be made. Once the model has passed the test. The model making the Throw/Push Action is considered the ‘Attacker’. A model that is surrounded by his enemies may not be able to Move to leave close combat. it manages to resist the Throw/ Push and frees himself from the Attacker’s grasp. The target model will stop if it hits another model or obstructing terrain. and spends an Action to Push Jesse James. it is Thrown/Pushed by the Example: Jesse James (PA 4+) and General Grant (PA 6+) are duking it out on the roof of the Gem Saloon. the target avoids the Throw/Push and nothing happens. the model will take Falling Damage. and may use any other Action Points as normal. against which a model can do a Quick Draw or Counter Strike). because models may not move so that their bases move over another model’s base. up to the distance rolled for the Throw/Push. Models may only try to Throw/ Push models with an equal base size or smaller. Models may only Throw/Push a model that they are within ½" of. If the target passes the test. Grant rolls an 8.). and crashes to the street below where he will take Falling Damage and become Prone. If the Throw/ Push Action moves the model to a place where it would fall (off a roof. the enemy can choose to make one attack with any one of its weapons within range against the Moving model. passing his test and grabbing Jesse James. it then finishes its Movement Action. The Attacker must take a test on his Physical Ability Stat. General Grant is activated. If the test is successful. This represents the model just quickly moving past the enemy without actually threatening a close combat attack. etc. nor it can be struck or attacked by the enemy (unlike models that are Moving to Engage. 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. but before the model is moved. 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. The Attacker may then immediately make a followup move directly toward the Thrown/Pushed model. Grant then rolls a 7 for distance. Grant lifts Jesse James and throws him. In this case the model’s only option is to fight. THROW/PUSH Attacker – the target model is moved D10/2 inches directly away from the Attacker in a straight line. into a chasm. The Outlaw must also then take a test. The Thrown/Pushed model is then Prone. 27 . 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. If the roll is unsuccessful.

the model must move its full Quickness (i. normally the Underboss or Sidekicks. it must pass a Courage Test at the End of the Turn Phase. the model stands its ground. Broken Models and Rally A Broken model does not have a Fighting Halo. it must spend all of its Action Points to make a single attempt to Rally. If this test is passed. 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. If failed. and has lost its Boss. it must take a Courage Test. If there are models or Impassable Terrain in the fleeing model’s way. the Rallying model may use that model’s Courage to take the test instead of its own. The Courage Test Whenever a model is damaged by a weapon with Fire. the model will go around them by the shortest route to end its movement as far as possible from the model that damaged it. Clearing Out Many battles can be won by one side forcing its enemies to run for the hills. even the toughest cowboy may decide that discretion is the better part of valor. and when activated. the model is Broken (place a Broken counter next to it) and must immediately move its full Quickness value in inches.e. when bullets are flying. This is represented in our game by the Clearing Out rule. in the same way as a model that has lost all of its Lifeblood. When your Posse is reduced to less than half its starting number of models left on the table. Heavy Support models. This test is based on the best (i. 28 . If the test is failed. as well as any model without a Courage value. If the model can see a friendly Boss or Underboss model. If a Broken model reaches the edge of the table. To Rally. the model is no longer broken and may act normally its next Activation. the model must pass a Courage Test.e. directly away from the model that just damaged it. modified as normal for terrain. as their omniscient generals. the Blast special rule or a weapon with a Power of at least 14. it is removed from the battle. COURAGE In the heat of battle. If failed. no matter what we. a single Move Action) toward the closest edge of the table in an attempt to leave the battle. If the test is passed. the remaining models are considered Broken and follow the Broken Models and Rally rule. may want them to do. lowest) Courage Stat of the models remaining. detailed below. never have to take this Courage Test.

RJ-1027 WEAPONRY RJ-1027 is a prolific chemical compound formulated by Doctor Burson Carpathian for use as a powerful energy source. 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. Since the original creation of RJ-1027.. It’s a dangerous world out there. but there have also been advances in ways to temporarily disrupt the RJ-1027 power signal. 29 .

or that a melee weapon can reach. Range (R) The maximum distance a ranged weapon may shoot at. abilities or ammunition the weapon has. Template A model with a Template weapon must use the appropriate game template to measure the area and the models affected. Rate of Fire (ROF) How many times that weapon shoots for each Action the wielder spends shooting with it. so other weapons may not be used at the same time. Thrown This is a Melee weapon that can be thrown as a ranged attack (Range 6". 30 . Heavy. Melee weapons are One-Handed weapons. Use the model’s Marksmanship Stat instead of its Physical Ability Stat when throwing the weapon. Template weapons are Two-Handed weapons. Two-Handed A Two-Handed weapon requires two hands to use. Melee This weapon is used to make close combat attacks. Heavy A model must spend 2 Action Points to perform a Shoot Action with a Heavy weapon. The higher the number. Unless otherwise specified. Unless otherwise specified. Special Any special rules. Unless otherwise specified. the rules for every type listed will apply. Thrown weapons are One-Handed weapons. the more devastating the weapon can be. Power (P) How much damage the weapon can cause. Unless otherwise specified. A One-Handed weapon allows a model to Fight or Shoot with up to two of these weapons per Action. etc. Melee. Heavy weapons are TwoHanded weapons. WEAPONS Weapon Stats Weapon Profiles & Types One-Handed Type What sort of weapon it is – One-Handed. A weapon may have several types listed. Two-Handed. unless differently specified).

Three Union Soldiers are under the template. in any direction the attacker wishes. The small and large teardrop-shaped templates are resolved in the same manner. Any models even partially under the template may be hit by the attack. and he positions it to cover the maximum amount of enemy models that he can. The narrow end is placed touching any point of the front arc of the attacker’s base edge. The attacker takes a Marksmanship roll to hit every model (excluding himself) touched by the template. ‘Large Template’. but is always on the model’s unmodified Marksmanship value. Improvised Melee Weapons A model that has no Melee weapons may use the butt of his pistol.Models Carrying MultipleWeapons Template Weapons A model that carries one or more Two-Handed weapons and one or more One-Handed weapons. 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.’ 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. When a model has more than one weapon of the exact same type. it will be listed as a multiplier. 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. the stock of his rifle or even his fists to make melee attacks. The small Teardrop Template is placed touching the Outlaw’s base. Carrying a Two-Handed weapon does not stop a model from using its One-Handed weapons when the need arises. 31 . These weapons use a template of the listed type when resolving their attacks. and their attack is Range 1" and Power 3. or ‘Blast #’ on their profile. and the wide end is placed as far as possible from the attacker. such as ‘Hatchet (2x). friend or foe. This roll never suffers from any negative modifiers to hit. Such models suffer +1 PA to their To Hit roll in close combat. It simply means that the model cannot use both the Two-Handed weapon and any OneHanded weapons during the same Shoot or Fight Action. Example: An Outlaw Hired Hand fires a shotgun at a group of four Union Soldiers. Some weapons list ‘Small Template’.

so avoids being hit by the blast. 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. Example: A Blast 4 weapon misses a target 9" away. Move the template the number of inches indicated by the die roll in the direction the die points. like an arrowhead. Model B is completely under the template. This represents the targets of the blast being hurled to the ground by the concussive force of the explosion. Carpathian fires his atomic blunderbuss at one of Jesse’s Outlaws 12" away. Maximum Scatter A Blast template may not scatter more than half of the original range to the target. The number indicates how many inches the shot misses by. the shot does not scatter. any models even partially under the template immediately Go Prone (models that cannot go Prone. and the 5" circular Blast Template is centered on him. A Blast 4 weapon creates a 4" area of effect. Model D is not touched by the template. Any models touched by the template in its new location are automatically hit. roll a D10 near the target point. 32 Example: Dr. If a Blast weapon misses automatically because it was out of range. and so on. such as Heavy Support. Carpathian rolls a 10. a Blast 3 weapon 3" diameter. The face at the top of the D10 points in a clear direction. Ka-Boom! After damage has been resolved from a Blast template. Dr. the shot will still land somewhere.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. . The 5" circular template is moved 10" in the direction indicated by the top facet of the D10. The Doctor rolls a 2 and misses. are immune to this effect). so both are hit. and catches two different Outlaws under the blast instead of the original 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. but the template is only moved 4½" away from the target point. this is the direction of scatter. Rolling a D10 near the target model. and Model C is partially under the template. The attacker rolls a 6 for scatter. but rather dissipates harmlessly in the air with no effect. If a Blast weapon misses. To determine where.

and may not be activated for the remainder of the turn. it suffers 2 Lifeblood damage and remains Poisoned. the model immediately becomes Prone. immediately proceed on the Armor Roll as normal. Irradiation continues until the Physical Test is passed or the model reaches 0 Lifeblood. 9. centered on the target point (or final impact point if the shot deviates). Always refer to the Profile Card as the final decisive rule. Some weapons may require game play to be altered or changed from the normal game rules. Accurate This weapon suffers no penalty for Shooting at Long Range. such as Heavy Support. it rolls a D10. If it fails. A weapon with Blast creates a circular area of effect. Interference Any model hit by this weapon may not use weapons powered by RJ-1027 during its next activation. Inaccurate This Blast weapon scatters automatically. but rather the damage applied after the Armor Roll. These weapons will each have a characteristic that can be found on the Profile Card. Irradiation expires. On an 8. Fire continues until a 8. On a 8. If the weapon also has a Power value. to a minimum of 0. When a model attacks in close combat with this weapon and rolls a To Hit roll of a natural 9. so there is still a small chance thatthe weapon won’t scatter at all. suffers no damage from the fire this turn. However. Blast 4”. Drop and Roll’. Bell Ringer A model hit by this weapon must pass a Physical Ability Test. 9. or 10 is rolled. Poison A model that suffers damage from a weapon with Poison becomes Poisoned. Decapitation Fire A model hit by a weapon with the Fire special rule is On Fire. When a Poisoned model is activated. such as Heavy Support. are immune to this special rule. Irradiate Any model that is hit by this weapon becomes Irradiated. which has no in-game effects other than making them vulnerable to the Interference special rule. it must immediately roll a D10. but rather roll for deviation from the target point as if the attack had missed. with a diameter equal to the Blast Rating in inches. WEAPON SPECIAL RULES Each model will have a variety of special weapons or unique tools. Poison continues until a 8. becomes Prone. cannot elect to ‘Stop. the model remains On Fire and suffers an immediate Power 10 hit. When a model that is On Fire is activated. and the model is no longer On Fire. Note that models that cannot go Prone. 9. treat the 0 on the D10 as a zero and not as a 10. On any other roll. any damage inflicted by this hit is doubled. or the model reach 0 Lifeblood. Armor Piercing Armor Piercing weapons subtract 2 from the Armor value of their targets. Infected Blade A model that is wounded by an Infected Blade loses 2 Lifeblood for each wound suffered after the Armor Roll. the fire goes out and the model is no longer On Fire. Therefore. No Marksmanship roll is made. Otherwise. or the model reach 0 Lifeblood. Note that models that cannot go Prone. a Blast 3 weapon creates a circular area of effect with a 3” diameter. Blast 5” A model with a Blast special rule uses a Blast Template as the area of effect for its weapon when determining hits. At the start of that model’s activation. You do not double the Power of the weapon. Blast 3”. 9 or 10. the model must pass a Physical Ability +2 Test or suffer a Power D10 hit. RJ-1027 The dangerous weapons powered by RJ-1027 are identified by this rule. it is no longer Poisoned. or 10 is rolled. 33 . Once a model passes his PA check. A model may elect to ‘Stop. Drop and Roll’ instead of making the On Fire roll – the model forfeits its entire activation. or 10. or 10.

Instead of an Armor Roll. 34 Thermite Round A weapon with Thermite Rounds will always halve the armor value of the model it successfully hits (rounding down). and may be fired through any Intervening Terrain. If it fails. regardless of how many Actions it has. 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”. but will stop if they come into contact with other models or Impassable Terrain. Sound Wave This weapon does not require Line of Sight to the target to be fired. Cover. Spirit Aim A model using a weapon with Spirit Aim does not require Line Of Sight to shoot. models inside the template are moved beyond the edge of the template by the shortest. a model hit by a Tangle weapon must pass a Physical Ability -2 Test. including models that are Prone. Stun Any model that is hit by this weapon will lose 1 AP during its next activation. Retrieve Retrieve is a rule found mostly on Thrown weapons. 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”. Spirit Edge When hit by a weapon with a Spirit Edge blade the target has its armor reduced to 0 for the remainder of this turn. are immune to this special rule. . route possible. such as Heavy Support. and never suffers any negative modifiers to its Marksmanship. or other models. without penalty. Light and Heavy Support vehicles are not affected by Spirit Edge weapons. Note that models that cannot go Prone. the target model is immediately Prone and loses 2 AP during its next activation. it suffers no effect. until it Reloads. Resolve armor saves as normal. a model must spend an Action to Reload it before it may fire again. This means that the model may shoot through Intervening Terrain. Wave Motion Instead of causing damage. or Engaged in Close Combat. Reload After firing this weapon. most direct.Rail Ammo Tangle A weapon with “Rail Ammo” penetrates through any model that is directly in line with the weapons shot. Place a ‘Reload’ Token next to the model to remind you. Ram Weapon The weapon receives a +1 Power for every full 5” travelled by the Ramming model during its Ram movement before it makes contact with the target. The target model also loses its benefits from ‘Taking Cover’. If it passes. A model may only throw as many of these weapons as it carries each Turn.

All Light Support models have a variety of special abilities and rules that apply to them specifically. without the need to take a Physical Ability Test. for example). The exceptions and special rules that apply to Light Support models are listed below. ladders. Once a Light Support model loses all of its Lifeblood. A Light Support model may leave an enemy’s Fighting Halo at any time without penalty. Move Light Support models may not move through windows. Mount/ Dismount. This means that it will take 12 points of damage to destroy the Union Cavalry model. both the mount/weapon and the crew are destroyed. Go Prone. Shoot All Light Support models have the Steady special rule – they treat Heavy weapons and Two-Handed weapons as One-Handed weapons instead. Jump. Example: Iron Horses – Powered by the ubiquitous RJ-1027 canisters. unless it is a large enough doorway that the model could conceivably move through (a barn door. or other mode of light transport. etc. The Lifeblood of the Light Support model is a combination of the Lifeblood of the crew and the mount/weapon itself. Shoot. they may fire Heavy weapons or Two-Handed weapons. horse. Each Iron Horse has 1 crew member. Unless otherwise stated in their Profile Card. In the rare case where the crew use different 35 . Actions When activated. They also may not move through doorways. giving the Iron Horse a 12 L Stat. The number of crew members will be marked by ‘Crew #’ on the appropriate card. LIGHT SUPPORT Light Support models come in many designs and options. This means that with a single Action Point. Crew All Light Support choices have at least one crew member that operate or ride the bike. Go On The Lookout. and without suffering any free attacks. assuming they all use the same close combat weapon. but in general consist of a light vehicle or animal with a single or a few riders. Fight Light Support models have a number of Strikes on their profile – these normally group together the attacks of all crew. Some examples of Light Support choices are the Union Cavalry and Outlaw Cavalry on ‘Iron Horse’ Hover Bikes. Take Cover. Anything that is not mentioned here works for them exactly as for normal Hired Hands models. Aim. and always given as a single Lifeblood Pool. Fight. they can Move. Throw/Push and Rally. Get Up. or the Warrior Nation Cavalry on Energy Beasts. nor can they move up stairs. which combines his own Lifeblood with that of the Iron Horse itself. the hovering Iron Horses have almost entirely replaced the horse as the primary personal transport method in the Wild West. or a heavy weapon and its crew. Light Support models cannot execute the following Actions: Climb.

• They are allowed to Take Cover. As he moves. Enemies cannot react to these attacks with Quick Draws or Counter Strikes. 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. and operated by one or more crewmen. this will be clearly explained in the Light Support model’s Profile Card. as well as how many Strikes are made using each different weapon. which will specify the different Ranges (and Fighting Halo). • They are allowed to Go Prone (and Get Up). 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).he may only make one attack against the Outlaw. • They do not have the Steady rule (unless of course if the card states otherwise). but this requires 2 APs instead of 1. because of their bulky weapons. During a Move Action. These are generally very heavy weapons. but rather suffer the same penalty as normal models when attempting to leave an enemy’s Fighting Halo. but whilst Prone they cannot Shoot. • They are not allowed to Jump. Artillery Light Support Some Light Support models are classed as Artillery Light Support. The Light Support model may only make as many of these attacks during its Infantry Light Support Some Light Support models are classed as Infantry Light Support. These models follow all of the rules for Light support given above. These models follow all of the rules for Light Support given above. • When Moving. he cannot attack all three. Since he only has 2 Strikes on his profile. • They are not allowed to Throw/Push. • They are not allowed to Jump. even if they are on small bases. they don’t have the ability of leaving the Fighting Halo of enemies without penalty. or maybe the steed itself has a different mode of attack. These are generally infantry troops carrying Heavy Weapons such as mini cannon or rocket pods. it may make a single close combat attack against it. • When Moving. If the same Union Cavalryman would catch just one Outlaw in his Fighting Halo during his Movement Action. 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. nor do they get to Strike Back. mounted on a carriage or other form of support platform. Also. 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. leaving the second Outlaw for later. he catches 3 Outlaws within his 2” Fighting Halo at various points. • They are not allowed to Go on the Lookout. Power. but each enemy may only be targeted by one of these attacks per Move Action. Move Action as it has Strikes on its profile. so he chooses to attack the first and third models he came across. except for the following: • They are allowed to Mount/Dismount on/from Transports. except for the following: • They are allowed to Take Cover. and special rules of each different weapon. such as large cannon. even though he has 2 Strikes on his profile – it’s all he has time for as he goes zooming by. • They are not allowed to Throw/Push. 36 .close combat weapons. Example: The Union Cavalry soldier is armed with a Cavalry Saber and has 2 Strikes.

You can use markings.Halo or Influence. Lifeblood. and are used in the game without a base. When measuring the distance to/from a model without a base. battle damage or other painting elements as a way of indicating where the arc begins and ends. Strikes. The Enlightened Doomsday with a group of Crawler Animations disembarking. ‘Rolling Thunder’ Union Tank Heavy Support Cost: 200 Q AP M A 5 2 6+ 8 Large Base As you can see. HEAVY SUPPORT A Heavy Support choice acts as the heavy muscle for any Posse. ignore limbs or weapons that might stick out of the hull/main body). beginning from a different Stat line. which looks like the one in the example below. others are iron-clad tanks. always measure to its hull/main body (as usual. Some Heavy Support models may be so big that they do not fit onto a base. You can also see the division of the model in the right and left arcs. and thus are not supplied with one. Heavy Support models have no Physical Ability. This is not a problem – as we have already stated earlier on in the rules. This is because they work in a very different manner from other models. Courage. as described in the list of exceptions below. if a model does not have a base. Some versions of Heavy Support models are armored transports. All Heavy Support models have a variety of special abilities and rules that apply to them specifically. 37 . you might want to discretely mark the limits of its 180º arc on the model itself. or even spirit-beasts like the Great Elk.

Each weapon can target a different enemy model. Fight. it’s up to you. Range. Take Cover. Enemy models that have a Heavy Support in their Fighting Halo can attack it with close combat weapons. For weapons mounted on turrets and other mountings that are capable of rotating/swiveling. Each Heavy Support model will have the total number of Fire Points marked on its stat card along with their Power. Heavy Support choices may cross over Obstacles without penalty. the crew is never represented in the game. for example). Shoot If a Heavy Support model is marked as a transport. Heavy Support choices do not suffer any penalties when crossing over Difficult Ground. it is assumed to have a crew operating it. Jump. which is their own unique way of executing a Fight Action. you must imagine that the gun is able to do so. This means they cannot Fight (including Free Strike. and if their vehicle is destroyed. a Heavy Support model that has a Ram weapon may Ram other models. and thus have no Fighting Halo. it is assumed that they are also killed. Mount/ Dismount. and so the models are free to move around it with no risk of being attacked. Spending an Action Point on a Shoot Action allows a Heavy Support to fire all of its weapons (including Heavy weapons). Heavy Support models cannot execute the following Actions: Climb. They can Move. or halos to the Heavy Support. wounded or otherwise incapacitated. Go Prone. 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. These models are considered passengers and do not add additional weapons. shots. as the crew of the vehicle would also be doing that. Move Heavy Support models may not move through windows. nor can they move up stairs. Heavy Support Fire Points Heavy Support models may have a number of fire points. if it has one. unless stated otherwise by a special rule on the model’s card. and Rate Of Fire. Rally. On the other hand. Aim. even if in the case of the actual model they cannot do so. This is because neither them nor the Heavy Support are Engaged in combat.Actions When activated. as described below. ladders. The right/left arcs of a model are easily understood from the diagram on the left. Get Up. Go On The Lookout. Shoot and Ram. For the sake of simplicity. because they are glued in place and cannot literally move. etc. If a Heavy Support model represents a vehicle. Counter Strike and Striking Back). If a Heavy Support vehicle does not have eyes (as is normally the case for most vehicles). These fire points represent the crew of the vehicle shooting out during the battle. or the same one. 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. . it does not use the weapons of the models being transported. Quick Draw. 38 Heavy Support Crew Fight Heavy Support models have no Physical Ability or Strikes stats. work out the Line of Sight of its shots along the barrel of the weapon you are firing. or they can instead use shooting weapons against it. They also may not move through doorways. unless it is a large enough doorway that the model could conceivably move through (a barn door. Throw/Push.

Instead. it takes an Armor Roll as normal – except for the fact that Heavy Support models are immune to Lethal Hits. 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). or instead skip all tactical subtleties and simply do a 3-APs Ram. the model has moved out of the way in time and is unaffected. In any case. If the test is passed. This must be from a minimum of 2 APs to a maximum of however many APs the model has left in this activation. the Ramming model continues its move.any model (other than another Heavy Support). If the last remaining 39 . each Heavy Support model’s card comes with a Damage Location Chart. It can either spend 1 AP preparing for the Ram (changing direction or even moving back to gain more momentum). If the Ramming model moves into contact with As you have seen. An example chart is shown below. it cannot be done if the model has only 1 Action Point left in this activation. The owner of the model marks one Structure Point box on its card for each point of Damage suffered. and then 2 AP for the Ram. The attacker then rolls a D10 and consults the Heavy Support model’s Damage Location chart to see which location has been hit. As calling a Ram attack requires the use of at least 2 Action Points. Example: A Great Elk has 3 Action Points on its profile and has used 0 up to this point in this activation. Heavy Support models have no Lifeblood value. Damage Ram A Heavy Support model that has a Ram weapon may declare a ‘Ram Attack’ at any point in its activation. the model suffers one hit at the Power of the Ramming model’s Ram weapon. showing the model’s Damage Locations and the likelihood of a hit affecting each one. 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. Each location has a number of Structure Points. and then immediately take a Physical Ability Test. After declaring a Ram Attack. the model cannot change direction and will stop only if it crashes into a piece of Impassable Terrain or another Heavy Support model. that model must immediately move out of the way of the Ramming model using the smallest possible amount of movement. If the test is failed. The Great Elk wants to make a Ram Attack using its ‘Great Antlers’ Ram weapon. REPLACE WITH HEAVY SUPPORT CARD If the Ramming model collides with another Heavy Support model. During these successive Move Actions. it stops and the opposing rammed Heavy Support model suffers one hit at the Power of the Ramming weapon. the Heavy Support model must declare how many Action Points it is going to spend for the Ram. 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.

• Excess damage from the Propulsion Location goes to Weapons. regardless of whether they had already been activated or not. They always pass their Courage tests. restricting the number of models that can be carried. that location is destroyed. Example: An attacker has hit a ‘Doomsday’ Transport and rolling to determine which location is hit. however. If the Weapons Location is destroyed. then any leftover damage goes to the Power Source Location. However. that Location has already been destroyed. Damage Locations Damage Locations normally belong to one of three types: Weapons. so they cannot be harmed. If a hit on a specific location inflicts more damage points than the location has left. Transport Friendly models can Mount/Dismount Heavy Support models that have the Transport special rule. If the Propulsion is also destroyed by the hit and there are still a few points 40 of excess damage. Power Source If the Power Source Location is destroyed. but all of these models then count as activated for the rest of the turn. From that point on. the model cannot move for the rest of the game. scores a 3. the model cannot fire any of its weapons for the rest of the game. because both sections are already destroyed. so the damage is taken by the Propulsion Location. If the Propulsion Location is destroyed. • Medium base – Models with a medium base fill 2 slots. If the Transport is destroyed. Excess Damage Infantry Light Support models fill 2 slots. Weapons Courage Heavy Support models have no Courage value. Models mounted on a Transport fill these slots. . This is a free Move Action. the remaining damage goes to another location following these rules: • Excess damage from the Weapons Location goes to Propulsion. • Small base – Models with a small base fill 1 slot. the model’s Action Points are reduced to 1 for the remainder of the game. the beating heart of a creature…). they all suffer an immediate hit at Power 10 and must immediately Dismount. replace the model with the equivalent destroyed Heavy Support model marker. Propulsion The Transport model’s card shows how many Transport Slots it contains. When a Heavy Support model is destroyed.Structure Point box is marked. this excess damage will go to the Power Source. as described above. treat it as Impassable Terrain and Cover. • If excess damage from Weapons or Propulsion cannot go to the other location. and are never Broken. A model’s base size determines how many slots it fills. indicating the Weapons location. 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. Propulsion Systems (from wheels to tracks to legs) and Power Sources (the engine of a vehicle. Note that only models with small or medium bases can be mounted on Transports.

Structure Points: 6 Armor Rating: 0 41 . which represent how much damage it can take before it collapses (see Damaging Buildings below). Stone Fortress A fortified military building constructed of heavily reinforced stone. Building Categories Structure Points: 14 Before the game starts. allowing them to destroy or weaken these structures.OPTIONAL RULES: DESTROYING BUILDINGS These rules let your models shoot or attack buildings. Structure Points: 20 Armor Rating: 3 Stone Building A well-built civilian building of brick or stone. There are five building categories. Structure Points: 28 Armor Rating: 5 Timber Fortress A fortified military building constructed of heavily reinforced timber. for example a decrepit barn or outhouse. listed below. if it is fortified. Each category includes the building’s Structure Points. These are optional rules – use them only if you and your opponent agree. both players should agree which buildings on the table are classified under which category. Structure Points: 10 Armor Rating: 0 Shack A construction built of fragile material. and. Timber Building Armor Rating: 1 A well-built civilian building constructed of timber. representing the effectiveness of its defenses. a Armor rating.

If the total number of Damage Tokens equals or exceeds the building’s Structure Points. A model can use a Shoot Action to specifically target a building. as they are already destroyed. Fire Damage Note that when a weapon is aimed at an enemy model inside the building. the building will still be standing once the smoke clears. otherwise they also become On Fire. This attack focuses instead on bringing down the building by focusing on its architectural weak-spots. Drop and Roll’. 10 if it is built of timber. and if the surrounding wall is damaged by the attack. taking up an area no greater than that taken up by the building. 42 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. or 6 if it is a shack. 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. Ruins cannot be further damaged. Collapsing Buildings When a building suffers damage at least equal to its Structure Points. that enemy will usually be at a window or other aperture. this will not weaken the building’s structure. there are no positive modifiers to this attack as if the shot hits the building but misses a weak spot. . and the building is then replaced with ruins as described above. When a building is hit by a weapon that has the Blast or Armor Piercing special rule. Remove the building model and replace it with a suitable set of ruins. A building can never ‘Stop. any other weapon type has no effect on buildings. It’s assumed that the model is aiming at a specific location on the building that may weaken its structural integrity. as long as it has a close combat weapon with the Blast or Armor Piercing rule. The building must be within the Line of Sight of the shooting model. Some buildings also have an Armor rating. it collapses. A building that is On Fire when it collapses remains On Fire when it is ruins. following all the usual rules for shooting at a target. Attacking Buildings in Close Combat A model that has a building within its Halo can use a Fight Action to target the building. even if the weapon normally can’t damage the building. the building collapses (see below). 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). before removing the building each model suffers a hit with a Power equal to 14 if it is built of stone. As such. Any models within a building that is On Fire at the end of their activation must pass a Physical Ability Test. Any other weapon type has no effect on buildings. If there are any models from either side in the building when it collapses. and within its weapon’s range.Shooting at Buildings Buildings can only ever be damaged by weapons that have the Blast or Armor Piercing special rule. ensuring they are not within any enemy Halos. it takes an Armor Roll as normal – except that buildings are immune to Lethal Hits and cannot perform a Life Saving Dodge. A building hit by a weapon with the Fire special rule is On Fire (see page 45). Damaging Buildings Buildings have a number of Structure Points. perhaps even causing it to collapse under the weight of the damage. Make sure to keep track of the damage caused with tokens or by writing the hits down on a sheet of paper. depending on their category. Surviving models are then placed within 1" of the building by their owners.

the Civilian has broken free. running away from the brute that was trying to use them as human shields. 43 . Human Shields Any non-civilian model on foot may move into base contact with a Civilian. the Civilian he is holding can be moved along. or simply collapsing on the ground in a trembling heap. stunned. until they are removed as described below. These Civilians must be deployed outside of either player’s deployment areas and more than 5" away from any other non-civilian model. Climbing. They move just like normal models on foot. for a number of inches that is equal to the number rolled. the Civilian is removed – either being wounded. the Civilian that was being held takes the damage instead. When a model that is holding a Civilian moves. the technicians and laborers of the Enlightened. Moving Civilians To simulate the panic caused by the ensuing battle in the general population. the players alternate rolling a D10 next to each of the Civilians. a barrel. A model behind a Civilian and in base contact with him/her counts as being behind Intervening Terrain and in Cover. trying as much as possible to follow the direction and distance indicated by the die. it cannot be held in place and instead will move 10 inches in the direction indicated by the die. The model using the human shield moves at half of its Quickness value while holding the Civilian hostage. As long as the model is not Engaged in Combat and does not go Prone. 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. CIVILIANS The Wild West is a harsh place. This means that when a die is rolled to determine the direction and distance that the Civilian should move. In each End of the Turn Phase. The highest scoring player must deploy that many Civilian models (or as many as the players have together). if the die roll is a 10. If both players agree. When moving. or killed. In the same way. 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. Rammed by a Heavy Support model. or indeed involved in any other event that would require a test of any sort. he holds the Civilian. both players roll a D10. or other piece of Intervening Terrain. before starting the first turn. Civilians move around other models and Impassable Terrain. All Civilian models have the same stat line as shown to the left on this page. first the players deploy as normal. the squaws and followers in the camps of the Warrior Nation and of the Outlaws. and most gunslingers will not hesitate taking cover behind innocent bystanders… if there is such thing.). However. the game can include Civilian figures –the colorful citizens of the boom towns of the West. Once a Civilian model has run out of lifeblood it is removed from the game and no longer provides cover. but then. just as if the model was in base contact with another model. 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. Civilians do not belong to either Posse. Jumping. Collateral Damage If a model holding a Civilian suffers any damage. the player can instead declare that his model is holding the Civilian in place and the Civilian is not moved at all. as long as the model is simply moving and not trying to execute any complex movement that requires a Physical Ability Test. Civilians move randomly. and move randomly around the table. if a Civilian is caught under any type of template. etc.

ideal for your first few games of Wild West Exodus. The higher scorer chooses which of the two scenarios selected by the dice to play. you’ll have to rope in extra Posses to join in the carnage. If both players roll an equal score. Narrative Scenario Chart There are several ways to use the scenarios: you can agree with your opponent on which scenario to play. refer to one of the Scenario charts to the right. 1-3 4-6 7-9 Shoot Out King of the Hill Gold Rush Both players roll a D10. you may want new challenges to test your Posse’s strength and tactics. so Narrative Scenario 1: High Noon has the least number of scenario special rules and is the most straightforward to play. or both of you can flip a coin and the winner chooses. SCENARIOS Playing the Scenarios Scenarios represent various situations and scraps that your Posse has to fight its way out of. Alternatively. or narrative scenarios. pick any scenario from the chart. when you’re familiar with the game. and extreme violence. You’ll see that The Stand-Off scenario is not included on the above chart. Competitive Scenario Chart There are two categories of scenarios for this game: competitive scenarios. the higher number chooses. D10 Scenario The competitive scenarios are more straightforward. they simply re-roll again until someone has the higher total. otherwise roll a D10 to decide. The narrative scenarios have been listed on the Narrative Scenario Chart in order of complexity. which are ideal if you want a quick game for tournament play. or missions that must be successfully completed using quick wits. We suggest for your first narrative games that you play each one in order 44 . If both players agree. If you want to play it. whereas the later scenarios increase in complexity. However. This is because it’s a bonus game designed for three or four players. cunning. D10 Scenario One player rolls a D10. they can choose. 1 2 3 4 5 6 7 8 9 10 High Noon Bushwhacked! Treasure Huntin’ The Raid The Breakout In Hot Pursuit Saloon Brawl Snatch The Heist All-Out War Some scenarios require one side to be the attacker and one side to be the defender. that are more suited for friendly games where fun is more important than winning. and the best way to learn the rules. If you score a ‘10’.

All the scenarios follow the same format: This section explains how many turns the game will last or if there is no turn limit. or otherwise deploy differently than explained here. Civilians If both players agree to use Civilians in their game. Special rules relating to the scenario are listed in this section. Unless stated otherwise. by the time you get to the more complex games. Models are allowed to deploy Prone or Taking Cover if you choose so – declare this to your opponent as you deploy. both players roll a D10. Game Size A description of the dollar amount available for each side and whether there are any mandatory models. Victory Points Some scenarios refer to Victory Points to determine the winner. Alternative Terrain Placement All of the Scenarios in this section have a map that gives a diagram of terrain layout. the terrain will vary greatly from what is pictured to promote dynamic gameplay and skill mastery. 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. Terrain This section describes terrain suitable for the scenario and includes a map showing the suggested placement.starting with Narrative Scenario 1. 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. but they are not required to be exactly as pictured. each player scores Victory Points by counting up the points cost of enemy models destroyed or that moved off the table while Broken. and then switch the terrain up a bit each time you play to make each game different and challenging. The rules for Civilians can be found on page 255. 45 . before starting the first turn. you should be familiar with most of the special rules. The highest scoring player must deploy that many Civilian models (or as many as the players have together). This way. Setting The Scene Special Rules A brief overview of the scenario. In competitive Wild West Exodus play. but then. Initiative Scenarios Format Game Length This section describes which side has the Initiative at the start of the game and in subsequent turns. Objective This section describes each side’s objectives and how to win the game. first the players deploy as normal. The map is a guide to give you an idea for a balanced and dynamic placement of terrain. These Civilians must be deployed outside of either player’s deployment area and more than 5" away from any other non-civilian model. This is a suggestion of a way to play the scenario. Note that some scenarios forbid the use of Civilians or have their own rules for Civilian set-up.

while at the same time minimizing their own casualties. the game is a draw. Note that some models may have special rules or abilities that let them deploy farther in. The higher number wins initiative. and his opponent gets the opposite table edge. In no time at all. Game Length 46 The game lasts for 6 turns. roll a D10 – the winner may choose who deploys first (and will move second).COMPETITIVE SCENARIO 1 SHOOT-OUT Setting The Scene Rival Posses encounter each other by chance. If the Posses score an equal number of Victory Points at game end. neither side has been destroyed. The player who is going to deploy first gets to choose one of the long table edges as his own. If by the last turn of the game (see below). the side which has scored most Victory Points wins the game. If a Posse is destroyed. In the second and subsequent turns of the game. The opponent then does the same in his deployment area. Deployment The player with the most models in his Posse deploys first (and will move second). Initiative is determined with a D10 roll off. or otherwise deploy differently than this rule. Objective Each side is trying to kill as many enemies as possible. This is to reflect that their opponents heard them coming with all those men and are prepared for a fight. Remember that models that leave the table while Broken count as killed. . Initiative The player that deploys second has the Initiative in the first turn of the game. If both players have an equal number of models. Any model may deploy Prone or Taking Cover if you choose so – declare this to your opponent as you deploy. The expectation is that you create a balanced but dynamic battlefield for the scenario. Both sides have the same number of dollars to spend on creating their forces agreed upon beforehand. He then deploys all of his models – each player’s deployment area is within 10" of his own table edge. it loses automatically. the bullets start flying… Game Size This mission may be played at any dollar amount. Terrain The terrain for competitive scenarios is a rough guideline.

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or otherwise deploy differently than this rule. Game Length 48 The game lasts for 6 turns. it loses automatically. If the Posses control the same number of Objectives at game end. the players alternate placing three Objective Markers on the table. Deployment The player with the most models in his Posse deploys first (and will move second). Game Size This mission may be played at any dollar amount. Initiative The player that deploys second has the Initiative in the first turn of the game. the side which controls the most objectives wins the game. from all points of view. Remember that models that leave the table while Broken count as killed. Note that some models may have special rules or abilities that let them deploy farther in.COMPETITIVE SCENARIO 2 KING OF THE HILL Setting The Scene The Posses fight over vital objectives. The opponent then does the same in his deployment area. This is to reflect that their opponents heard them coming with all those men and are prepared for a fight. line of sight.25” circle). Terrain The terrain for competitive scenarios is a rough guideline. or inside impassable terrain. After placing the terrain. Any model may deploy Prone or Taking Cover if you choose so – declare this to your opponent as you deploy. Markers must be placed within 6" of the mid-line of the table. Broken models cannot control objectives. The expectation is that you create a balanced but dynamic battlefield for the scenario. . the game is a draw. He then deploys all of his models – each player’s deployment area is within 10" of his own table edge. If a Posse is destroyed. or in fact. and cannot be placed within 12" of each other. Both sides have the same number of dollars to spend on creating their forces agreed upon beforehand. In the second and subsequent turns of the game. The player who is going to deploy first gets to choose one of the long table edges as his own. except for determining victory. roll a D10 – the winner may choose who deploys first (and will move second). Initiative is determined with a D10 roll off. Objective Markers are represented by a small game base (1. and his opponent gets the opposite table edge. 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. Players can decorate these markers as they like. these markers are always ignored from the points of view of movement. The higher number wins initiative. but in any case. If by the last turn of the game neither side has been destroyed. If both players have an equal number of models.

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Objective One side is trying to break through the enemy Posse. He then deploys all of his models – each player’s deployment area is within 10" of his own table edge. roll a D10– the winner may choose who deploys first (and will move second). Note that some models may have special rules or abilities that let them deploy farther in. Game Size table edge voluntarily. Initiative is determined with a D10 roll off. The expectation is that you create a balanced but dynamic battlefield for the scenario. Attacking models that move off the defender’s edge while Broken do not score any points for the Attacker. he wins the game. and his opponent gets the opposite table edge. The terrain for competitive scenarios is a rough guideline. 50 . The attacker scores full Victory Points for each friendly model that leaves the table via the defender’s table edge. Game Length The game lasts for 6 turns. In this scenario. and if they do so they are removed from the game. and do score victory points for the defender. Both sides have the same number of dollars to spend on creating their forces agreed upon beforehand. while the other is Hell-bent on stopping them. Initiative The player that deploys second has the Initiative in the first turn of the game. Deployment Terrain The player with the most models in his Posse deploys first (and will move second). This is to reflect that their opponents heard them coming with all those men and are prepared for a fight. In the second and subsequent turns of the game. The higher number wins initiative. Any model may deploy Prone or Taking Cover if you choose so – declare this to your opponent as you deploy. This mission may be played at any dollar amount. Attacking models may move off the defender’s The player who is going to deploy first gets to choose one of the long table edges as his own.COMPETITIVE SCENARIO 3 INTRUDERS Setting The Scene One Posse has to move into the defenders’ deployment zone. If the attacker moves half of his models off the defender’s table edge this way. The attacker scores half Victory Points for killing enemy models and broken models leaving the table. If by the end of the game this has not happened. the battle is decided by victory points. The opponent then does the same in his deployment area. If both players have an equal number of models. the defender scores Victory Points as normal for killing enemy models. as normal. for good. or otherwise deploy differently than this rule.

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