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v1.

09
Version Number 1.09

WELCOME TO THE DYSTOPIAN AGE!


Welcome to Warcradle Studio’s Wild West Exodus (often referred to simply as
WWX). An exciting and fast-paced tabletop miniatures game. Wild West Exodus
will immerse you into the darkness of the weird West, a world far more sinister
than the one in our history books. For thousands of years the progress of humanity
has been influenced by clandestine alien forces who seek to reshape the world for
their own purposes. Whether this interference has taken the form of corruption
or influence it has plunged the world into a terrifying new age of arcane science
and heroic gunfighting set against the backdrop of a stellar conflict that has been
waged for millennia!

Warcradle Studios is a trading name of Wayland Games Limited. Wild West Exodus and the Wild West Exodus logo are trademarks of Wayland
Games Limited. Illustrations and Designs are copyright © 2018 Wayland Games Limited.
This book is printed under the copyright laws of the United Kingdom and retains all of the protections thereof. All Rights Reserved. All trademarks
herein including, but not limited to Wild West Exodus, Outlaws, Enlightened, Lawmen, Celestians, The Crown, The Union, The Watchers, The
Order, character names and all associated logos are property of Wayland Games Ltd. This book is a work of fiction. Any resemblance to actual
people, places, or events are purely coincidental. No part of this publication may be reproduced or stored in any retrieval system or transmitted
in any form, except as permitted by the UK Copyright, Designs and Patents Act 1988, without prior written permission from Warcradle Studios.
Duplicating any portion of the materials herein, unless specifically addressed within the work or by written permission from Warcradle Studios,
is strictly prohibited. In the event that permissions are granted, such duplications shall be intended solely for personal, noncommercial use and
must maintain all copyrights, trademarks, or other notices contained therein or preserved all marks associated thereof. Product information is
subject to change.
Warcradle Studios also publishes books electronically, content may differ between electronic and printed formats
First Printed September 2017 in the United Kingdom, Version 1.08 Printed July 2018.
Registered Office: 17-19 Eldon Way, Hockley, Essex, SS5 4AD, United Kingdom
For more information on Wild West Exodus & Warcradle Studios visit:
www.wildwestexodus.com | www.warcradle.com
v1.09 

WARCRADLE STUDIOS
Written & Developed by Stuart Mackaness
Managing Director Richard Lawford
Art Direction Roberto Cirillo

Background Art Digital Rules


& Setting & Design Sculpting Development
Sarah Cawkwell Jon Cartwright Brandon Beren Chris Pond
Craig Gallant James Ginn Matt Clarke Daren Mcaninch
Chris Pond Johnny Morrow Agata Stolarska Eduard Reed
Lee Trayler Paul Ridgon Toby Scarisbrick
Sam Bevan Curtis Scuffins Benjamin
Sephton-Smith
Jon Webb

Special Thanks To The Dark Council, FR Caym and His Outlaws.

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 v1.09

CONTENTS

GAME OVERVIEW................................................................1 REACTIONS........................................................................ 30

GLOSSARY OF TERMS........................................................2 TAINTED.............................................................................. 31

ANATOMY OF A UNIT CARD...........................................5 CONDITIONS..................................................................... 32

ATTRIBUTES..........................................................................6 THE PLAY AREA................................................................. 34

BUILDING A FORCE............................................................8 PORTALS............................................................................. 40

UNITS................................................................................... 11 WEAPON TYPES................................................................ 42

FORTUNE............................................................................ 13 WEAPON QUALITIES....................................................... 43

TURN SEQUENCE............................................................. 15 UNIT COMMON RULES................................................... 46

ACTIVATION....................................................................... 19 ADVENTURE SCENARIO AND DEPLOYMENT.......... 48

MOVE ACTIONS................................................................ 21 COMMON ADVENTURES............................................... 50

RESERVES............................................................................ 24 INDEX.................................................................................140

COMBAT ACTIONS........................................................... 25

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v1.09 GAME OVERVIEW

GAME OVERVIEW
In WWX, two players take control of blazing gunfighters, supernatural warriors,
mighty machines and devious commanders and pit them against each other in a
thrilling encounter across the frontier and beyond. The player who destroys all of
their opponent’s models or achieves their adventure objectives wins the game!

This book provides all the rules and background you need to start playing in the
world of Wild West Exodus. Whatever your experience level, you’ll quickly be leading
your chosen Force onto the field of battle to dominate your foes. Exploring Wild West
Exodus is a hugely rewarding experience where hobbyists collect and paint finely
detailed Warcradle Studios miniatures representing the denizens of this epic dark
fantasy world. You will require miniatures to represent each member of each unit in
your Force. Many people find collecting, building and painting the miniatures to be
as important as actually playing the game.

These miniatures are available from all good retailers as well as from
www.wildwestexodus.com.

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GLOSSARY OF TERMS v1.09

GLOSSARY OF TERMS
ADVENTURE: In Wild West Exodus, an better suit, their width still the same as the
Adventure is the scenario which determines round base sizes but elongated along their
the specifics of the game you will play. The length. We call these Oval bases (though
Adventure is randomly generated by players technically they are stadium shaped). They
at the beginning of each game or by the appear as M(O), L(O), or XXL(O). For rules
tournament organiser in competitive play. purposes where reference is made to a
This suggests how many Points the player round base it can be considered to refer to
gets to spend on units for their Force. Once the oval equivalent. Base Size is important
Forces have been selected, players then for working out intervening Obstacles and
consult the Adventure to determine the size terrain (see Shoot Actions, Wounding and
of the Play Area as well as other variables, Terrain sections for more details)
including objectives for winning, such as
DICE – D10: Wild West Exodus uses ten-sided
conditions of victory, deployment and the
dice (abbreviated to d10). Each side on a
terrain pieces that will be placed. Unless
d10 has an increasingly high value ranging
otherwise noted on the Adventure scenario,
from Ace (or One) to Ten. If a rule requires
games last for five turns and are played on a
you to roll a d5, roll a d10 and round up to
3x3 foot Play Area.
the nearest even number before halving
FORCES, POSSES AND UNITS: In Wild West the total (see Rounding up).
Exodus a Force consists of one or more
ENGAGED: Units that are within the Melee
Posses. Led by a Boss, each Posse contains
range of an enemy model or have an enemy
a number of units. Each unit consists
model in their Melee range are considered
of one or more models. Before players
to be Engaged. If your unit contains models
have determined the Adventure they are
that are Engaged, then the unit itself is
about to play they should first choose the
considered to be Engaged. If models in
Bosses and their Posses that you would
either Engaged unit make a Move Action
like to include in your Force (see the
away from the Melee range of an Engaged
Building a Force section).
enemy model, then that enemy model may
BASE CONTACT: This means that the model make a Backstab Reaction (see Reactions).
in question must have their base physically Any models in an Engaged unit that do not
touching something (usually a template have an enemy model in range of a Melee
or terrain piece). Not all of the base of the Weapon must move towards the closest
model must be within that area, only the enemy model in step one of the Resolution
edge needs to be in contact. Phase (see Resolution Phase on page 17).
BASE SIZE: Models are designed to be FRIENDLY FIRE: Friendly models cannot
mounted on specific bases. Bases are usually usually be nominated as the Initial Target
round and the Base Size is indicated on the of an attack. However should the target
Unit Card as S, M, L, XL or XXL. The dynamic Scatter, be redirected or use a template that
sculpts of Wild West Exodus sometimes look touches friendly models, the hits and Grit
better on a longer base. In this case, we have checks are resolved and cause Wounds in
a number of stadium shaped bases that exactly the same way as though they were

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v1.09 GLOSSARY OF TERMS

against an enemy model. A player may not in the Play Area at any time. Measuring is
choose to fail a Combat Action once the roll always between the closest points of the
to hit has been made and so cannot avoid models or units you’re measuring to and
hitting their own models. from. A model’s base is included when
measuring distances, it’s not just there to
INITIAL TARGET: When a model makes an
help the model stand up! You may measure
attack against an enemy unit, an Initial Target
how far weapons can Shoot, how far your
must be declared. The Initial Target is always
opponent’s weapons can Shoot, the distance
the closest model in the targeted unit to the
from scenery pieces, Line of Sight, Charge
model making the Action.
distances and anything else you can think
LINE OF SIGHT: Unless specified otherwise, of. After all, people in the Exodus world have
all models have a 360-degree Line of Sight. access to all manner of maps, charts, range-
It can be imagined they can turn to face finders, binoculars and other more esoteric
their enemy as required. For the purposes measuring devices.
of determining Line of Sight, a model can
Weapons with a range of “-“ have a range
see through other models in its unit but not
of base contact only. If a model’s weapon
through any other models or terrain that
uses a template then the template must
are larger than their Base Size, unless the
be placed in contact with the base when
target model is of a greater Base Size than
being fired.
the intervening models or terrain. Line of
Sight can be drawn from/to a model from PATH OF LEAST RESISTANCE: Bases of
any part of its base horizontally, to a point models cannot overlap, but on occasion
vertically up to its Base Size in height. it may be impossible to place a model
This prevents modelling for advantage, without doing just that. To resolve this,
or being restricted from adding height models affected may be moved outside of
through basing or conversion and makes their Activation but only by the minimum
a model’s interaction with scenery more amount necessary to prevent bases from
straightforward. When measuring Line overlapping. You must ensure that the
of Sight, trace an imaginary line from minimum number of models are moved to
the two visible outmost points of the accommodate this process.
bases of the two models that Line of
PLACING AND REPLACING MODELS:
Sight is being checked for. Regardless of
Occasionally models are replaced or placed
Base Size, any model or piece of scenery
in a new location as a result of a rule or other
that lies within this corridor should be
interaction. Placing or Replacing a model
considered providing an Obscured effect
is not considered movement and so does
when working out relevant modifiers to
not trigger a Backstab Reaction or other
Aim checks etc. Remember if you cannot
effect. There must be room for the model’s
draw Line of Sight to any part of a
base in the location in the Play Area that
model’s base, then that model cannot
the model is placed. A model cannot be
be made the Initial Target of an attack.
placed in impassable terrain or with its base
MEASURING: In WWX measurements are overlapping obstacles, buildings or another
made in inches (“) and very occasionally feet model’s base. You must maintain Unit
(‘). You are allowed to measure any distance Coherency if possible when Placing. When

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GLOSSARY OF TERMS v1.09

replacing a model, the centre of the new have an odd number or value you should
model’s base must be in the same position always round the number upwards to its
as the centre of the model it has replaced nearest even value before halving. Example,
(using the Path of Least Resistance in cases if you need half of seven, first round up to eight
where this is not normally possible). and halve it to get four.
PLAY AREA: Wild West Exodus can be SCATTER: Rather than effects, weapons,
played on any flat surface with at least 3’ x and units always arriving on target or
3’ of space. Often players may want to use a as intended, occasionally the chaos and
gaming mat or play on a specially designed vagaries of conflict will cause things to
gaming table so that their battles can take Scatter to an unintended position. When
place in an area that matches the look of a rule calls for Scatter, the process for
their miniatures. Some Adventure scenarios determining direction is as follows. Roll
may specify a larger Play Area. Experienced a d10 and the target point moves in the
players should feel free to experiment with direction indicated by the upwards facing
different Play Area sizes regardless of the point of the die. The distance will be
scenario played. determined by the rule or quality calling
for the Scatter.
POINTS: Players use Points to assemble
their Force for an Adventure. A player WITHIN: If a rule refers to a model being
will first spend Points to include a Boss. ‘Within’ a certain distance to a point in the
This Boss will have a retinue known as a Play Area, then a part of that model’s base
Posse, which is the core building block of must be within the distance given. Example:
your Force. The Posse will list a number of Within 3” means that part of that models
units and upgrades for the Boss’ retinue. base must be within 3” of the target.
The player may continue to spend WOUNDED, DESTROYED & REMOVED FROM
Points on additional units and upgrades. PLAY: If a model is Wounded and no rules are
Furthermore it is likely you will want to applied that might change that fact (such as
include further Boss models to then add the Mettle rule) the model is Destroyed. At
units and upgrades for these new Posses that stage, if no rules are applied to change
as well. There is no limit to the number that fact the model is then Removed from
of Bosses a Force can have, provided you Play. Certain rules and interactions applied
have the Points to include them. to a model may refer to removing a model
RE-ROLLING DICE: Some rules give you from play or that a model is Destroyed. In
the ability to re-roll one or more dice. This these cases, the model is not considered to
usually means you get to roll the die for a have been Wounded, so any rules that might
Check again. However, the same die cannot have applied to it, cannot do so. A Wounded
be re-rolled more than once. model will always be considered Destroyed
and then Removed from Play unless an
ROUNDING UP: At times in the game you in-game effect or rule indicates otherwise.
may be required to do something with half a Models that are Removed from Play are
given value, such as half of your Force, half of literally removed from the Play Area and take
the elements in a Posse or half the range of a no furtherpart in the Adventure.
weapon. When dealing with an even number
this is a straightforward process. Where you

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v1.09 ANATOMY OF A UNIT CARD

ANATOMY OF A UNIT CARD


Every unit in Wild West Exodus has a Unit Card like the one shown here. There are a
number of elements to the Unit Card which need a little explanation.

Unit name. The number of models in the unit.

The unit Base Size.


Common rules
that apply to
this unit.

Special Rules
specific to
this unit.
These are the
Unit Factions this unit
Traits. is affiliated to.

The Points cost to


include this unit
in your army.

This unit is unique.

Unit Attributes.

The weapon’s range.

The Piercing Value


of the weapon.
The Rate of Attack
for that weapon.
Weapon type.
Here it shows a This weapon has an additional quality
Ranged Weapon if a Critical Success is rolled to hit.
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ATTRIBUTES v1.09

ATTRIBUTES
In Wild West Exodus, each model possesses the following Attributes, which represent
in numerical terms its physical and mental strengths. Important: An Attribute can
never be reduced below 1.

Q – QUICK: This Attribute indicates the M – MIND: This Attribute represents the
distance, in inches, the model may model’s strength of will, determination
travel in a single Move Action. Quick and self-control. It is the means by which
Checks may be required to avoid being the malign influence of fell powers can
rammed by rampaging beasts or to leap be mastered or resisted.
a collapsing bridge over a ravine.
A - AIM: This is used for shooting
L – LIMIT: Each unit in the game with Ranged Weapons or throwing
has a Limit Attribute. objects. Aim represents
When Activated, a unit the model’s accuracy
may take a number and skill with hitting
of Actions equal to a target at distance
their Limit rating. with weapons such as
Free Actions are pistols, crossbows, or
in addition to the acidic spit.
number shown for
the Limit Attribute. G – GRIT: Grit
reflects the armour,
F – FIGHT: This constitution and any
represents the model’s supernatural resistances
prowess in close quarter that the model may
fighting and reflects their natural possess, enabling them to shrug off
reflexes as well as their skill with a successful hit against them. Should
various weapons from axes, knives and the model suffer a hit from an attack, it
swords all the way up to huge buzz saws, must make a Grit Check. If the Check is
massive hammers or wickedly sharp failed, the model is considered Wounded
teeth and claws. and removed from play as a casualty.

TRAITS
Traits are a series of words that define every unit in the game. In and of themselves a
Trait has no effect on the game, however they are the trigger for certain special rules
and actions. Traits are also key for selecting units for your force and for identifying
individual units for scoring victory points. Example traits might include the unit’s
Faction, their unit type, their species, gender, rank and whether they are mounted
or can fly.

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v1.09 ATTRIBUTES

ATTRIBUTE CHECKS: TARGET OF TEN


In WWX all Checks are taken against a target number of TEN. Doubtless there are
a range of modifiers that will come into play, but at its heart, whenever a Check is
called for it will invariably require a d10 to be rolled and your relevant Attribute to
be added to the result. If the total scored is TEN or higher, the Check was successfully
passed. Should the total be less than TEN, all manner of misfortune awaits the unit
in question…

CRITICAL SUCCESS! When CRITICAL FAILURE! When


making a Check, a roll making a Check, a roll of
of a 10 before modifiers a 1 before modifiers is
is always considered a always considered a failure
success regardless of regardless of any bonuses.
any penalties. No Unit No Unit Common or Special
Common or Special Rule, Ability or Effect Rule, Ability or Effect can Force a Critical
can Force a Critical Success to be re-rolled. Failure to be re-rolled. Furthermore,
Furthermore, rolling a Critical Success rolling a Critical Fail may trigger some
may trigger some additional effects on additional effects on certain weapons or
certain weapons or rules which will be rules which will be clearly stated on the
clearly stated on the weapon profile on weapon profile or under a Special Rule.
your Unit Card.

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BUILDING A FORCE v1.09

BUILDING A FORCE
CHOOSE YOUR FACTION The flexibility of the game means that
if you want to spend all your Points on
Your Force for Wild West Exodus must Bosses, that’s absolutely fine! If your Boss
be taken from one of the eight Factions takes a Posse you must at least take a unit
of the game. Each has its own play style in Slot One of that Posse.
and array of fantastic Warcradle Studios
miniatures. Often players will start with one
of the Posse Sets that appeals to them as a THE POSSE
way to begin their journey into the game. Assuming you decide to take a Posse,
There are no bad choices when it comes your next step is to choose which type
to selecting a faction so our advice is to go of Posse you want for your Boss. All
for the Faction that includes your favourite Bosses belonging to a Faction can take
looking models. the Faction Posse if they wish.

BOSS UNITS Every Faction has a Faction Posse, which


represents the most common form of
Once you have decided which Faction you Posse found in their Force. Each Boss
wish to play in a game you must choose may only take one Posse and so must
your first Boss. Bosses are the heroic (or choose to either take their Theme
devious) leaders of a Force. Posse, the Faction Posse or no Posse
at all. Because of their wildly different
Bosses in the world of Wild West Exodus backgrounds and loyalties, Outlaws
come in all shapes and sizes. From the work slightly differently in that they have
gigantic crystalline Indigo Alpha of the a large number of Theme Posses that can
Watchers to the innocent looking Nino de be taken as allies for another Faction. We
Oro from the Hex, you never know what will look at Outlaws in more detail in the
you might find yourself up against. Outlaws section.
In addition to being amongst the most
powerful units in the game, Bosses provide
certain benefits or additional abilities to
the units under their command. You must
include a Boss in your Force and they must
have the Trait of the Faction you have
chosen to play.

Once you have chosen your first Boss


for your Force it is time to look at taking
a Posse for them. You don’t have to take
a Posse at all however, you can just go
ahead and choose a second Boss instead.

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v1.09 BUILDING A FORCE

tombstone theme Posse


In a LAWMEN Force, instead of a Faction Posse, Wyatt Earp may take this Theme Posse.
If three or more slots are filled then Faces and Bosses in this Posse may re-roll failed
Grit checks. Legendary Wyatt Earp is required for other Legendary units to be included
in this Posse.

A Lawmen unit with the A Lawmen Face and/or


Tombstone Trait. Lawmen Hands unit.

A Lawmen unit with the A unit with the Tombstone


Tombstone Trait. Trait (even a Boss) or
Lawmen Hands unit.

A Lawmen unit with the A Lawmen Face unit and/or


Tombstone Trait. a Lawmen Support unit.
v1.09
WEX-LM-902-Wyatt-Earp-BK
Posses can be found on Posse include Stonewall Jackson and Jesse
cards. These cards detail any of the James in the same Force? Was it their
prerequisites for the Posse along love for the Confederacy that unites
with any restrictions, limitations and them for the adventure ahead or
benefits. Each slot in a Posse has one or something more mercenary?
more options for which the player must
decide on which units to include. Slots
OUTLAW POSSES
must be filled in sequence with units
for the second slot only being selected Outlaws are the most diverse of all the
once the first slot is filled and so on. Factions in Wild West Exodus. United in
oppression Outlaw Bosses are prone to
You may continue to add units to fill each
make brief and cautious alliances with
slot until you either run out of Points or
others like themselves who operate
run out of slots. If you run out of slots in
beyond the laws of the land. Unlike the
the Posse you can either choose another
alien Watchers or the corrupt Hex, Outlaws
Boss (and a Posse for them if you wish) or
still ally themselves with those who at
you may be able to upgrade units in your
other times would be an oath sworn
existing Posses.
enemy. Why such agreements are made
The great thing about Posse building depends on who is making them. Perhaps
and combining them to form Forces is it is the promise of wealth or technology
the narrative that such combinations but usually it comes down to something
generate. Perhaps you would like to far more primal on offer. Power.

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BUILDING A FORCE v1.09

Outlaws may be taken as a Faction as usual. When including allied Bosses with their
Each Outlaw Posse will fight alongside Posses in another faction, you may not
any other Outlaw Posse in the same Force. have more allied Posses than you have
Petty differences (or even fundamental Bosses belonging to the main Faction.
ones) are temporarily laid aside for mutual So, in an Enlightened Force consisting
advantage and the promise of a successful of two Enlightened Bosses, you could
adventure. Whatever the reason you can take up to two Outlaw Bosses such as
be certain that once the dust has settled the Earl Shepherd or Marcus Wayward.
there’s an even chance it will be your ally’s As tempting as Johnny Ringo and his
knife at your throat… Cowboys might be, you couldn’t include
them as well until you had taken a third
Like other Factions, the Outlaws have Enlightened Boss.
a Faction Posse. While it is available
to all Outlaw Boss units, it is restricted
to only allowing those Bosses to
mostly take Outlaw units that have the
Mercenary Trait. In this way it represents
a desperate band of cutthroats and sell-
swords who have been hired by the Boss
to undertake a particularly dangerous or
personal mission where their lives are as
disposable as their loyalties.

For most Outlaw Bosses, you will more


often see them taken with their own Theme
Posse. More than any other faction, the
Outlaw Theme Posses are wildly divergent
and characterful from each other and are
one of the main attractions to taking an
Outlaw Force.

ALLIED POSSES
Most Outlaw Theme Posses (and some
other Faction’s Theme Posses) can be
included in other Faction’s forces. There
are some obvious exceptions, Stonewall
Jackson would never ally his forces with
the Union for example. These alliances
are detailed on each Boss’s Theme Posse
card. If the Posse is taken in a force
that it’s boss does not belong to, it is
considered an Allied Posse.

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v1.09 UNITS

UNITS
The smallest grouping of models on the FACE UNITS
Play Area is called a unit. Units can be
a single model or a number of models, These are friends or paid henchmen
depending on what kind of unit you who support a Boss. Faces are
have included in your Force. All units individuals with their own stories and
must be deployed and finish any Action motivations. Faces can be Activated
taken as a single group of models. in the same Activation as another unit
if a Triggered Activation is used. Once
Units of more than one model behave another unit’s Activation is complete,
as a group. When they are Activated, you may immediately Activate a Face
they all must take the same Actions. unit that has not yet Activated this
However, when attacking, they may turn. This is treated as a new Activation,
declare those attacks against different so you must draw an Action card and
target units. If possible each Action apply any effects (see Adventure Cards
must be attempted by every model in section for more details).
the unit before taking another Action.
HANDS UNITS
UNIT COHERENCY
The nameless men, women and monsters
If a unit consists of two or more models who make up the bulk of a Posse. Usually
then they must follow the rules of organised unto units of multiple models,
Unit Coherency. At the start of an a Posse’s Hands can be thought of as
Action, all models within such a unit the hardest working group of units in
should be within Unit Coherency of a Force. They are often underestimated
at least one other model in the same and usually indispensable.
unit. Coherency is 3” unless otherwise
specified by a Common or Special Rule. Hands can spend Fortune though do not
generate it. When adding Hands units to
If a unit has one or more models out your Posse you are often able to take
of Unit Coherency at the start of its additional weapons and increase the
Activation, the unit gains the Disordered number of models in the unit.
Condition and must make a Move
Action to regain Unit Coherency. If the
SUPPORT UNITS
unit regains Coherency, it ceases to be
Disordered at the end of their Activation. The big guns, mighty machines and
However, if after making a Move Action to esoteric monstrosities of the West.
regain Coherency it has still been unable Support units can spend Fortune though
to do so, the unit remains Disordered. usually do not generate it.

Some Support units (as well as some


Hands units) have the MACHINE Trait. This

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UNITS v1.09

means that they can move and fire Heavy Deployed ARTEFACT units may be
weapons more easily than other units. considered friendly depending on which
Force has generated or deployed them.
Some Support units (as well as other Most can be used by either side in an
units in the game) have the VEHICLE Adventure and all ARTEFACT units can
Trait. Vehicles have a few additional rules be designated as the Initial Target for
worth repeating. Combat Actions.
Units with the VEHICLE Trait may fire
all of the Ranged Weapons that they STRATEGIC UNITS
are equipped with. They may target
different units with different weapons. Angry Mobs, Booby Traps and Innocent
Civilians are just some of the Strategic
Units that are at play in Wild West Exodus.
ARTEFACT UNITS
You may include a single Strategic unit
From Profane Shrines to Totem in your Force for each Boss you include.
Poles the frontier is scattered with Some Special Rules may enable you
all manner of weird and wonderful to include extra Strategic units above
objects. Artefacts are usually brought this limit. Strategic Units are not part
into play through Special Rules. They of a Posse but are considered to be
do not have a Points cost. friendly models.

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v1.09 FORTUNE

FORTUNE
Bosses, Faces and other influential units replenished to its initial Fortune rating
have a Fortune rating. Each unit with at the end of its Activation.
Fortune starts the game with a number
of Fortune chips stacked by their card Units that do not have a Fortune rating
and which are equal in number to their can still use Fortune chips. The Largesse
Fortune rating. Each unit’s Fortune Chips Unit Common Rule allows a unit to
are replenished back to their Fortune spend their Bosses Fortune chips as their
rating at the end of their Activation. If own, as long as that Boss is present in the
the model cannot Activate, it does not Play Area.
replenish its Fortune Chips that turn. Designers Note: It should be
Fortune can be spent in several remembered that a unit with
ways by a unit. “Each use of Fortune Fortune recovers its Fortune chips
costs a single Fortune Chip unless back up to its initial Fortune rating
otherwise stated. Players should feel at the end of its own Activation.
confident in using whatever Fortune Spending Fortune chips in this
Chips they have available during the manner is likely to leave a model
unit’s Activation Knowing they will be with less Fortune chips to use in
their Activation!

13
FORTUNE v1.09

SPENDING FORTUNE
FOCUS A unit can spend a Fortune TAKING ONE FOR THE TEAM When
Chip during their Activation Phase to a model is nominated as the Initial
force a Check to become Focused (see Target of an attack, you can pick a
Focused Actions). different friendly model within 3”
of the targeted model. This friendly
HUNKER DOWN A unit can spend a model must be in range of the attack.
Fortune Chip to immediately Hunker The nominated friendly model now
Down regardless of whether it is their becomes the Initial Target of the attack
Activation or not. as they dive in front of the bullet, or
push their comrade aside at the last
LUCKY SON OF A GUN After failing a
minute, nobly sacrificing themselves
Check a unit may spend a Fortune
in the process.
Chip to re-roll the die regardless of
whether it is their Activation or not. VETERAN INSTINCTS When this model
As mentioned before, you can never is nominated as the Initial Target of an
re-roll a die more than once or re-roll a attack, this unit can spend two Fortune
Critical Failure or Critical Success. Chips to immediately gain the On
Lookout Condition. You may make a
PUSH IT A unit may spend a Fortune
Give ‘Em Hell reaction to the attack as
Chip as an Action Point and may do so
though you had the Condition prior
multiple times during an Activation.
to being targeted. You cannot use
The first Action Point gained in this
Veteran Instincts and taking One for
fashion for a unit costs one Fortune
the Team against the same attack.
Chip, the second costs two Fortune
chips, the third costs three and so on. WALK IT OFF A unit can spend a
Example: A unit using Push It to generate Fortune Chip in their Activation to
three Action Points would have to spend immediately remove any and all
six Fortune Chips to do so. Stunned, Disordered and Hazard
Conditions applied to it.

Note: If the unit is out of Coherency,


it will immediately become
Disordered again.

14
v1.09 TURN SEQUENCE

TURN SEQUENCE
for the first turn instead. Regardless of the
INITIATIVE PHASE outcome, both players must discard their
Action Card face down to form (or add to)
1. Determine Initiative their discard pile for the Action Deck.
2. Draw Adventure Cards On subsequent turns both players simply
draw a new Action Card and the Initiative
ACTIVATION PHASE goes to the player with the highest number
in the top left hand corner. In cases of a tie
1. Draw from the Action Deck Initiative goes to the player who did not
have the Initiative on the previous turn.
2. Player with Initiative Activates a Unit
2. DRAW ADVENTURE CARDS
3. Opposing Player Activates a Unit Both players draw a number of Adventure
Cards based on the agreed Points Limit
4. Repeat until all units have Activated
for their Force. This number of cards is the
this turn
maximum number of Adventure Cards
you may hold at any time.
RESOLUTION PHASE
At the start of each turn, players draw
1. Move Unengaged Models sufficient cards to bring their hand up
to the card number determined by their
2. Discard Unwanted Adventure Cards
Points Limit below.
3. Check Victory Conditions POINTS LIMIT CARDS

999 Points or less 3


INITIATIVE PHASE
1000 to 1499 Points 4
1: DETERMINE INITIATIVE
Both players shuffle their Action Deck 1500 to 1999 Points 5
and draw the top card. The player with
the highest card number found in the top Each 500 Points +1
left-hand corner chooses who is Player A. thereafter
Unless the Adventure specifies otherwise, Adventure Cards have two uses in a game
Player A has the Initiative for the first turn. and should be kept secret until played.
However, if Player B was the first player to Adventure cards include effects for both
finish deploying their forces they may draw Guts and Glory, either of which may be
a new Action Card and see if the number played but not both.
in the top left corner is equal to or higher
than the card Player A drew at the start of Adventure cards may be played for
deployment. If it is equal or higher then Glory once a specific objective has been
Player B may choose to have the Initiative achieved. The player is immediately

15
TURN SEQUENCE v1.09

awarded the Victory Points indicated on the an Attribute for the Activation. Guts can
card. Though small in number, these Points also provide additional Action Points
will accumulate as more Glory is achieved. which can be added to the player’s
Though achieving the main objective for current Action Card to provide a greater
the Adventure will provide the lion’s share number of Points to fuel a unit’s actions.
of the Victory Points in a game, it is possible Additionally, there are several symbols
that a player that seeks Glory above all on the Guts end of the card and if
other concerns might still win the battle. revealed provide one of the benefits
listed to the bottom of this page.
The other end of the card from Glory
is Guts. The bonus provided by Guts There are also some units that have
is immediate and is achieved at the access to Guts bonuses through a
expense of the Glory that might Unit Common Rule like Teamwork.
otherwise have been obtained by the These units do not need to discard an
card. You may apply as many Guts Adventure Card with the symbol to use
bonuses to a single Activation as you this ability.
wish. Guts can often provide a bonus to

GUTS SYMBOLS
INTERRUPT If you do not have the Initiative and your Adventure Card has
this symbol on it you may reveal the card to your opponent and choose to
gain the Initiative for this Activation only. This reveal must be made before
your opponent draws their Action Card and declares the unit they intend to
Activate. If your opponent has an Interrupt card as well, they may then play their
Interrupt to regain the Initiative for the Activation. If you hold further Interrupts, you
may then try to seize or deny the Initiative once again in this Activation and so on.

RESTORE If your Adventure Card has this symbol on it you may reveal
the card to restore the number of Fortune chips on a unit of your
choice back up to their Fortune Value.

TRIGGERED ACTIVATION If your Adventure Card has this symbol on it,


after making your first Activation you may declare you will be making a
Triggered Activation. You must reveal and discard the Adventure Card with
this symbol that enables you to do so. Once your first unit’s Activation is complete,
you may immediately Activate a Face unit within 8” of it that has not yet Activated
this turn. This is treated as a new Activation, and requires you to draw a new
Action card. Further unactivated Face units within 8” of the Activated Face may make
a Triggered Activation provided in each instance you can reveal and discard the
required Adventure Card or have the relevant Unit Common Rule. Simply declare each
Triggered Activation in sequence once the current Triggered Activation is completed.

16
v1.09 TURN SEQUENCE

ACTIVATION PHASE 3: OPPOSING PLAYER ACTIVATES A UNIT


Once the player with the Initiative finishes
1: DRAW FROM THE ACTION DECK their Activation, the Opposing player
The player with Initiative reveals the now Activates a unit following the two
top card of their Action Deck. The card steps above.
drawn has an Action Points Value on it.
The Action Deck consists of 48 cards Players continue to alternate Activations,
and the Action Points appear in the each Activated unit spending Action
following frequency: there are four Points and taking Actions as described
cards with 1 Action Point, fifteen cards below. This continues until both players
with 2 Action Points, twenty two cards have Activated all their units. Unless the
with 3 Action Points, six cards with 4 players both have the same number of
Action Points and finally one card with units in their Forces, it is possible that
5 Action Points. several Activation Phases each turn will
comprise of just one player Activating
The player declares which their remaining units. Once all units in play
unit they intend to make that are able to Activate have done so, the
an Activation with. More turn moves to the Resolution Phase.
detailed explanation of
Activations and actions can Once the last Action Card from the deck
be found on the following is drawn, shuffle the discard pile and
pages. For now it is enough to create a new Action Card deck to draw
know that Players Activate a from. Without looking, draw the top
unit at a time, a unit may only three cards and discard them face down,
be Activated once per turn and that forming a new discard pile. This ensures
during their Activation a unit may make that the player cannot be certain that the
Move Actions, and Combat Actions. ratio of the cards they seek may still be
available to them in the deck. The Wild
2: PLAYER WITH INITIATIVE ACTIVATES West is an unpredictable place after all!
A UNIT
The Player with the Initiative must
Activate a unit that hasn’t Activated this RESOLUTION PHASE
turn. The Activated unit may spend the
Action Points indicated on the Action 1: MOVE UNENGAGED MODELS
Card to make a number of Actions up Starting with the player who has the
to their Action Limit. Once the unit has Initiative, both players take it in turns
completed its Activation the Action Card to select one of their units that has
is discarded to the Action Card discard one or more models Engaged by the
pile face down. Remember every unit enemy. Any Unengaged models in that
with a Fortune rating receives Fortune unit must be moved up to their Quick
Chips back up to that level at the end Value in inches towards a model in the
of their Activation. enemy unit that has Engaged them. This
move will trigger a Backstab Reaction
as normal if a model moves into and

17
TURN SEQUENCE v1.09

then out of an enemy model’s Melee


Weapon range. Once both players have
completed this movement for each
unit, the Resolution Phase moves to the
next stage.
2: DISCARD UNWANTED ADVENTURE CARDS
Starting with the player who has the
Initiative, both players take it in turn to
discard any number of their unwanted
Adventure Cards face down. On
subsequent Initiative Phases, players
redraw additional cards to bring their
hand back up to the maximum number
determined by their agreed Points Limit.

3: CHECK VICTORY CONDITIONS


The Adventure’s Victory Conditions
should now be checked to see if either
player has achieved them. If Victory
has been achieved or a number of
turns specified in the Adventure have
elapsed, the game ends. Otherwise, a
new turn begins and Initiative is drawn
for once again!

18
v1.09 ACTIVATION

ACTIVATION
Each unit can only Activate once per ACTION CARDS
turn. When Activated, a unit may take an
Action. Actions fall into two categories: When Activating a unit, the controlling
Move or Combat. Each type of Move or player must use the Action Card drawn
Combat Action costs an Action Point. that Phase. Each Action Card has an
Once the Action is complete, the unit Action Points Value on it ranging
may carry out another Action or even between 1 and 5.
take the same Action again. However, a
A unit has as many Action Points
unit carrying out the same category of
available as the card indicates. However,
Action (so two or more Move Actions or
each unit has a Limit Value, so spend your
two or more Combat Actions) costs two
Action Card wisely! It is possible that you
Points for each additional time rather
may wish to Activate a character with
than the usual one.
a Limit of 3. This would mean that you
A unit can spend as many Action Points could make up to three Actions in an
as they have available but may only Activation. However you may find that
make a number of Actions equal to you only have drawn an Action Card with
their Limit rating. This does not include a Value of 2. In this instance, you would
Free Actions. have to either Activate a different unit
(such as a unit of Hands that have a Limit
Example: Belle Wilson makes a Walk Move of two) or else Activate the Face or Boss
Action from behind some barrels. The but accept that you only have the Points
Action costs her one Action Point. If Belle to take (at most) two Actions rather than
Wilson was then to make a Shoot Action, the potential three that they might have
it would cost her a second Action point as made otherwise.
a Shoot Action is a type of Combat Action.
However, if instead she elected to Walk Remember that the Limit of a unit is the
again or Hunker Down, then as those are number of Actions each model in that
both Move Actions, it would cost her two unit can make each turn, not the number
Action Points to do either. Of course, she of Action Points that they can spend.
could spend a point of Fortune to Hunker
Example: A unit of Mexican Caballeros
Down anyway, so perhaps there is even
with a Limit of 2 can happily spend five
more to consider!
Action Points on a Focused Shoot Action
Remember every unit with a Fortune (costing a point for the Action and a point
rating receives Fortune Chips back up to for making it Focused) followed by a
that level at the end of their Activation. second Focused Shoot Action (costing two
Points for the second Combat Action and
a point for making it Focused). A full list of
the types of actions and their Action Point
cost can be found below.

19
ACTIVATION v1.09

ACTIONS a second Shoot Action, however this


repeated Action costs her remaining two
When Activated, a unit may make a Action Points. The Countess has now run
number of Actions equal to their Limit out of Action Points and cannot take any
(as described under the Units section). more actions this turn.
Each Action normally costs one Action
Point regardless of how many models
are in the unit. All models in a unit must TYPES OF ACTION
take the same Actions when declared. SPECIAL ACTIONS
If a unit declares the same Action again Each of these Actions may only be made
in an Activation, each repeated Action once per unit per turn, regardless of the
costs two Action Points rather than the number of Action Points available to
usual one. the unit.
FREE ACTIONS
FOCUSED ACTIONS If an Action is described as a Free Action,
(COST: +1 ACTION POINT) it means that it does not cost any Action
Provided the Action is linked to an Points and does not count towards the
Attribute, a unit may declare that the Limit for a unit’s Actions in a turn. Like
Action they are about to take in their all Actions, they usually must be taken
Activation is Focused. Focusing an as part of a model’s Activation however
Action costs 1 Action Point in addition some weapon qualities or other in game
to the Action’s cost and still only counts effects may cause a model to take a Free
as a single Action. For the duration of Action outside of Activation.
that Action, the unit gains a +2 bonus
REACTIONS
to their checks. A unit with the Tasked
Reactions are a type of Free Actions that
common rule can only make Focused
are triggered by another Action taking
Actions if within 12” of a friendly unit
place. They are most commonly taken
with the BOSS Trait. You cannot Focus
outside of an Activation and are taken by
any Action outside of your Activation.
the opposing player’s units in reaction
to an Action made by one of your units.
Example: The Countess Byron is having You may not Focus a Reaction.
a great deal of fun electrifying some
low-class Outlaw scum by starting
her Activation with a Focused Shoot
Action at a cost of 2 Action Points. She
has drawn 4 Action Points this turn
so after spending one for the Shoot
Action and one for having Focused it,
she has two Action Points remaining.
The Countess has a Limit of 3,
meaning she could take a further two
actions. The Countess chooses to make

20
v1.09 MOVE ACTIONS

MOVE ACTIONS
WALK (MOVE ACTION) FLIGHT (SPECIAL MOVE ACTION)
Movement in Wild West Exodus is A unit with the FLIGHT Trait may declare a
determined by a model’s Quick Attribute. Flight Action. Units making a Flight Action
Each model in the unit can move up to may be placed up to 18” from its position
their Quick Value as inches of distance. at the start of the Action. Ignore any terrain
Example: A Quick of 5 means that the restrictions on the movement but the
model moves up to 5” in a single Walk unit must not end their Flight Action in
Action. Models can pivot around their impassable terrain or Engaged in combat.
centre as many times as they want during You cannot Focus a Flight Action.
movement, but must move in straight
lines. You may not move through another
IN COVER (FREE MOVE ACTION)
model’s base. Measure the movement
from the front of a model’s base. Any If a model in a unit is in a building or moves
effect which causes a model to be placed to base contact with a piece of terrain
on the Play Area a particular distance they automatically make an In Cover Free
from another model or reference point Action. While in base contact with the
should be measured exactly like a Walk. terrain piece they receive the bonuses for
You can Focus a Walk Action and gain +2” being Obscured as normal, however their
to the distance you may move own Ranged attacks do not count the
terrain piece for the purposes of giving an
If the Walk Action brings the unit
Obscured bonus against an enemy target.
within Melee range of an enemy unit
Important: Stunned or Disordered units
then both units are considered to be
cannot make In Cover Free Actions.
Engaged in combat.

HUNKER DOWN
DASH! (SPECIAL MOVE ACTION)
A unit that is about to make a
A unit not Engaged in combat
Walk Action may spend an additional
may make a Hunker Down
Action Point to gain a Dash bonus to
Special Action to gain the
the distance they can move. A unit
Hunkered Condition (see Conditions).
that makes a Dash, can move up
A Stunned unit, or one with the
to a distance equal to their Quick
STRUCTURE or ARTEFACT Trait cannot
attribute Value +d5. This Walk Action
Hunker Down. Except for an In Cover
may be Focused as normal (which
Free Move Action, you may not make
would give a total distance the
further Move Actions if you have made
unit can move equal to their Quick
a Hunker Down Action this Activation. A
Attribute +2 +d5 in inches).
unit with the MACHINE or VEHICLE Trait
may not make a Hunker Down Action.

21
MOVE ACTIONS v1.09

RAM (SPECIAL MOVE ACTION) Transport itself are, of course, two


separate units and must be Activated
A unit with the VEHICLE Trait may declare a separately. While units in a Building may
Ram Action. The unit makes a Walk Action Shoot and Strike, units in a Transport
as normal, but can only travel in a straight may not take any Actions other than Get
line. If the Ram Action brings them into Out unless specified by the Transport
base contact with a friendly or enemy unit (such as having the Open Topped rule).
at any point in that movement then the
friendly or enemy unit must pass a Quick If a model with the Capacity Special
Check or suffer an automatic hit. Models Rule is destroyed or moves off the Play
that are hit by a Ram Action are Wounded Area while a unit is occupying it, all
unless they pass a Grit Check with a -2 the models in that unit must make a
penalty. Once the Ram Action is resolved, Grit Check with a -3 penalty. Surviving
the model (if it has survived the Ram) is models are placed in Coherency within
moved the minimum distance necessary 3” of the point on the Play Area that the
to allow the enemy unit passage (see Transport was destroyed or removed.
the Path of Least Resistance). The vehicle
making the Ram Action continues its UNIT COMMON & SPECIAL RULES
movement until it has travelled its full
Quick, potentially hitting further models Common and Special Rules provided
it encounters. Ram Move Actions can by units within a building cannot affect
trigger Backstab Reactions. You can Focus units outside of that building. Any range
a Ram Action and gain +2” to the distance. given on those rules are considered to
only extend within the building itself and
ENTERING BUILDINGS OR cannot affect units outside of the building
TRANSPORTS or in a different section (in the case of
large buildings). Similarly, units outside
Units may enter an unoccupied building or of a building that have a range to their
a friendly model with the Capacity Special Common or Special Rules that reaches
Rule. This rule will specify how many Small the building, cannot affect any units that
Base Size models it can transport (buildings might be inside.
can usually take 10 models). It is possible for
Medium Base Size models to be transported, Common or Special Rules that require
but for transport capacity purposes each base contact or specific positioning or
Medium based model counts as two Small interaction between units or models
based models. Unless deployed in the (such as Shoulder to Shoulder) cannot
friendly model with the Capacity Special be used while in a building.
Rule during deployment, the unit usually
becomes MOUNTED by making a Get In GET IN (MOVE ACTION)
Action. You cannot transport Large, XL or
XXL models unless specified. To enter a friendly transporting model or
building with the Capacity Special Rule, a
Transported units as well as the unit must meet any Base Size requirements

22
v1.09 MOVE ACTIONS

and all models must be within 3” of the GET OUT (MOVE ACTION)
Transport model or building’s base. This
keeps things manageable and units unable To leave an Unengaged building or
to embark immediately should be able friendly transporting model with the
to do so easily in a subsequent Activation Capacity Special Rule, a unit usually
assuming the transporting model does not must have already been deployed in
move. Once a unit is inside a transporting the building or friendly model or have
model or building, the unit is temporarily successfully carried out a Get In Action.
removed from the Play Area and put aside, To make a Get Out Action, the unit is
taking care to make it clear which models placed in Coherency within 3” of the
are in the building or transporting model. building or transporting model’s base.
Unless the Transport model has the Firing You may not make a Get Out Action in
Platform Special Rule, a unit cannot make a the same Activation that you made a Get
Shoot Action in the same Activation it has In Action, nor if the unit is Engaged.
made a Get In Action.

MOVING OVER TERRAIN


CLIMB: Units attempting to move between pieces of terrain that are
across a scenery piece that is more greater than the model’s Base Size
than two base sizes higher than it, must make a Quick Check, with a +1
must attempt to climb it. The unit must for each inch between their starting
make a Quick Check with a modifier of position and the gap (essentially how
-1 per Base Size that the scenery piece much of a run up they get before
is higher than the model’s Base Size. If jumping). If the model succeeds, it can
the model fails this Quick Check, the continue to move normally. If it fails, it
unit’s Move Action ends (though they will fall as described below.
are free to make another climb attempt
if the unit has remaining Action Points FALLING: A falling model must take
and wishes to make a further Move a Grit Check with a piercing modifier
Action). The result of the Quick Check equal to -1 per Base Size that the drop
applies to all models within the unit. is higher than the model’s Base Size. It
is likely that falling will cause the unit
JUMP: Models standing on a Building or to go out of Coherency. Furthermore, a
Area Terrain with the Obstacle feature model that falls automatically gains the
may attempt to make a jump during a Stunned Condition. In some extreme
Move Action. This allows them to cross circumstances, you may rule falling from
small gaps between buildings, jump a piece of terrain is immediately fatal
off Area Terrain with the Obstacle as no amount of fortune will save you
feature or over a ravine etc. However, if you fall off a five storey building or
such heroics comes with a greater into a deep ravine from a cliff above. We
risk of failure (especially if it is a long suggest discussing any fatal drops with
way down). Models crossing a gap your opponent before the game begins.

23
RESERVES v1.09

RESERVES
Reserves are parts of a Force that can be unit held in Reserve can make each
called upon to reinforce their allies or to turn is a Reserve Action. The Activated
hide your Force’s true size and strength unit makes a Reserves Check by rolling
from the enemy. a d10 and adding to it the turn number
as well as half their Boss’ Mind Attribute
(reflecting their leader’s ability to
PLACING UNITS IN RESERVE
coordinate their arrival).
When deploying your Force, you may RESERVES CHECK = D10 +
choose to keep back up to half the number HALF BOSS MIND + TURN NUMBER
of units in your Posse. Units must be placed TARGET TEN OR MORE
into Reserve or deployed in their entirety.
Support units and those units containing Should the unit pass the Reserves
models with a Quick of 2 or less may not be Check it is immediately deployed
placed in reserve unless otherwise noted. within 6” of the rear table edge of their
Models in Reserve can then be brought deployment zone or the specified
into play using a Reserves Action. Units in reserves entry point for the Adventure.
reserve may not Focus their Actions. The unit may then make additional
Actions up to their Limit as normal,
remembering to deduct the cost in
RESERVES Action Points of the Reserves Move
(SPECIAL MOVE ACTION) Action. Models cannot be deployed
A unit held in Reserve must Activate within 6” of an enemy model. Should
as normal. However, the only Action a a unit fail its Reserves Check, its
Activation immediately ends.

24
v1.09 COMBAT ACTIONS

COMBAT ACTIONS
Any model with a Fight or Aim Attribute of range but must be in Line of Sight)
of 1 or higher is able to spend an Action until the unit is wiped out or each hit has
point to make a Combat Action (which been resolved by passing a Grit Check.
can be Focused as normal). Attacks from
a model are made with a single weapon A model may not normally target
against a single target unit. different units with a single Action,
although different models in the same
Multiple models in the same unit can unit may select different target units.
make an attack as part of a Combat Action
and these attacks can each be directed at The most common Combat Actions are
the same target unit or against a different the Shoot Action (blasting someone
target unit if they so choose. at range with a shotgun or rifle, for
example) and a Strike Action (slashing at
someone with a cleaver or sword).
RATE OF ATTACK
GRIT CHECKS AND WOUNDED
All weapons have a Rate of Attack. The
Rate of Attack for a weapon represents There are often times that a unit must
how many Aim or Fight checks the model make a Grit Check, such as when a
wielding it may make for each Shoot or model that has been allocated a hit from
Strike Action. Once you have chosen an an enemy attack. A Grit Check is made
Initial Target and worked out the score against a target of TEN as normal by rolling
needed to hit (including any bonuses a d10 and adding your Grit Attribute then
or penalties for being Focused, target applying any other modifiers (such as
In Cover etc), make a number of Aim or terrain). If you pass the required Grit Check
Fight checks equal to the Rate of Attack of the model is not considered Wounded.
the weapon being used. You should roll
all of these dice at the same time. If the total is less than TEN, the Grit Check
is failed and the model is considered
The opposing player must then pass Wounded and removed from play as it
a Grit Check (one at a time) for each has been destroyed. A failed Grit Check
successful hit. Apply any effects (such as may be re-rolled by spending a Fortune
Conditions or qualities) after each Grit Chip (see Fortune).
Check as they occur until all remaining
hits have been resolved by passing Grit GRIT CHECK = D10 + GRIT +/- MODIFIERS
Checks or the target is Wounded. TARGET TEN OR HIGHER

If the Initial Target has been Wounded COMMON GRIT CHECK MODIFIERS
and removed from play, any remaining PIERCING: The Piercing Value of the
hits and associated Conditions are weapon is expressed as a penalty which
applied to the next closest model in is applied to your Grit Check should you
the enemy unit and so on (regardless be successfully hit by that weapon.

25
COMBAT ACTIONS v1.09

OBSCURED: Receive +1 to your Grit end of the Charge Action and will not
Attribute for each piece of terrain or gain the Free Strike Action.
unit that the Line of Sight from the
enemy crosses. If the Charge Action brings the unit
within its Melee Weapon range of an
HUNKERED: Gain a +1 to your Grit enemy unit then the unit making the
Attribute if you are affected by the Charge Action is considered to be
Hunkered Condition. Charging and both units are Engaged in
combat. Models in a Charging unit may
immediately make a Free Strike Action
GO ON LOOKOUT
against enemy models in Melee range.
(SPECIAL COMBAT ACTION)
This Free Strike Action may be Focused
A unit not Engaged in combat for an Action Point as normal.
may make a Go On Lookout
However If the Charge Action does not
Special Combat Action
bring the unit into Melee Weapon range
to gain the On Lookout Condition
then the Charging unit must pass a
(see Conditions).
Quick Check or it immediately gains the
Disordered Condition.
CHARGE
(SPECIAL COMBAT ACTION) Example: Captain Rani Nimue needs to secure
an objective nearby that is guarded by a unit
Unless it has already made a Shoot Action of five Constructed Menials. She will need
that Activation, a unit with a Fight Value to destroy all of them in order to claim the
of 1 or more can make a Charge Action. objective. Luckily Nimue has 4 Action Points
This special Action targets an enemy to spend this Activation, her controlling
unit in Line of Sight and nominates an player first checks the distance between Rani
Initial Target just like any other Combat and the Menials which is 8”. Nimue has a
Action. In a Charge Action, the unit may Quick of 5” so will need to close the distance
move up to their Quick Value in inches to be sure to get into range. Nimue spends
exactly like a Walk Action except that an Action Point to perform a Move Action,
this movement must be made so that moving her 5” closer to the Constructs. She
the unit is closer to the Initial Target at does not declare a Shoot Action as this
the end of the Action than they were will prevent her from charging so instead
at the start of it. Units making a Charge she declares a Charge Combat Action and
Action must retain Coherency. You can nominates the Constructs as her target. With
Focus a Charge Action and gain +2” 3” left to travel she easily makes it into range
to the Charge distance. If the Charge with her Quick of 5”. Captain Nimue may now
Action causes the unit to move through perform a Free Strike Action which costs no
Area Terrain, it must pass a Quick Check additional Action Points to perform.
or gains the Disordered Condition at the

26
v1.09 COMBAT ACTIONS

STRIKE (COMBAT ACTION) Walk Action. This movement must be up


to their full Quick Value to bring them
A Strike Action may be made by your within their Melee range of an enemy
unit when they are Engaged in combat model in the Engaged unit. Any models
with an enemy unit. You are Engaged forced to make this Free Walk Action
in combat when one or more models may not make an attack with their Melee
in your unit have an enemy model weapons in that Action even if the move
within range of one or more of their has now brought them into range.
Melee weapons.
STRIKE = D10 + FIGHT +/- MODIFIERS
Once you have spent the relevant Action TARGET TEN OR HIGHER
Points cost to make a Strike Action, you
must declare which model in your unit COMMON STRIKE ACTION
is making the Action first and what their MODIFIERS:
Initial Target is. The closest model in
an Engaged unit to the model making FOCUSED: If you Focused your Strike
the Action is the Initial Target. If two or Action in this Activation gain +2 to your
more models are eligible to be the Initial Fight Attribute.
Target, the attacking model may choose
HUNKERED: A unit that has the Hunkered
which it is.
Condition receives a -1 penalty to their
Next choose which weapon the model is Strike Actions.
taking the Strike Action with. You must
fully resolve each hit from the weapon
used in the Strike Action before making
additional hits with the same weapon
due to Rate of Attack or Special Rules.

The attacking model makes a Fight


Check by rolling a d10. Then add its
Fight Attribute and any modifiers. If
the total is equal to or greater than TEN
then you succeed in hitting the target.
If the total is less than TEN the blow
goes wide of the mark and you miss.
On a successful hit, the target must
make a Grit Check or be Wounded (see
Grit checks and Wounding).

Once all the models in your unit that are


in range of the enemy unit have made
their Strike Actions, any models in your
unit who were not in range with their
Melee weapons must instead make a Free

27
COMBAT ACTIONS v1.09

MULTIPLE WEAPONS Once you have spent the relevant Action


(STRIKE ACTION) Points cost to make the Shoot Action,
you must declare which model in your
A model may only use a single weapon unit is making the Action first and which
in a Strike Action (unless they have a weapon they are using to make the
Special Rule that specifically allows Action with. You must fully resolve each
them to do this). If the model is listed as shot and weapon one at a time.
carrying a second or third Melee Weapon
then each Strike Action the model must Each model may choose a different
choose which weapon to use. Some target unit and declare the Initial Target
models have multiple weapons of the (which is usually the closest model to
same type that are not listed on their the shooter in the unit). If two or more
Unit Card. If it does not appear on the models are eligible to be the Initial
Unit Card then these additional weapons Target, the shooting model may choose
are present only for aesthetics purposes which it is.
on the model and play no further role in
the game. The shooting model makes an Aim Check
by rolling a d10, add your Aim Attribute
and any modifiers. If the total is equal to
A DANGEROUS PLACE or greater than TEN then you succeed in
hitting the target. If the total is less than
If a model is not specified as being
TEN the shot goes wide of the mark and
armed with a Melee Weapon,
you miss. On a successful hit, the target
it is assumed to still be armed
must make a Grit Check or be Wounded
with a knife, claws or other Basic
(see Grit checks and Wounding).
Melee Weapon. Such weapons are
only specified if they have some Once you have finished the Shoot Action
property or ability beyond those with the first model in a unit, you may
of a conventional weapon. Models select another model in the unit to make
that do not carry even these basic their Shoot Action. Continue choosing
weapons are identified by having the and resolving the unit’s shots until all
Unarmed Unit Common Rule. the models in the unit have made their
Action, or there are no eligible Initial
targets left in range and Line of Sight.

Important: You may not make a Shoot


Action if you are Engaged in combat.
SHOOT (COMBAT ACTION) Furthermore, unless the model has the
VEHICLE or MOUNTED Traits, it may
To make a Shoot Action with your unit, not make a Shoot Action if a Charge
one or more models in your unit must Action is made in the same Activation.
have an enemy model (or friendly
ARTEFACT model) within range and Line SHOOT = D10 + AIM +/- MODIFIERS
of Sight of one of its Ranged Weapons. TARGET TEN OR HIGHER

28
v1.09 COMBAT ACTIONS

COMMON SHOOT ACTION additional weapons are present only for


MODIFIERS: aesthetics purposes on the model and
play no further role in the game.
FOCUSED: If you Focused your Shoot
Action in this Activation gain +2 to your
Aim Attribute. VEHICLES

OBSCURED: Suffer a -1 to your Aim Units with the VEHICLE Trait may fire all
Attribute for each model or terrain of the weapons that they are equipped
feature directly between the shooter with in the same Shoot Action.
and the target. They may target different units with
different weapons.
LONG RANGE: Suffer a -1 to your Aim
Attribute if the target is more than
12” away.

TARGET ENGAGED IN COMBAT: Unless


using a template, Shoot Actions suffer
a -4 to your Aim Attribute if the Initial
Target is Engaged. This penalty does not
include any additional Obscured penalty
caused by models blocking Line of Sight
to the target Engaged in the combat.
Furthermore, if a Critical Failure is rolled
when making the shot, the hit is instead
resolved against the closest model to the
Initial Target within 3”. If there is no other
model within 3” the shot simply misses.
Where there is a choice of models, your
opponent chooses which is hit.

MULTIPLE WEAPONS
(SHOOT ACTION)
Usually models may only use a single
Ranged Weapon in a Shoot Action. If the
model is listed as carrying a second or
third Ranged Weapon then each Shoot
Action the model must choose which
weapon to use. Some models have
multiple weapons of the same type that
are not listed on their Unit Card. If it does
not appear on the Unit Card then these

29
REACTIONS v1.09

REACTIONS
Reactions are a type of Free Actions that GIVE ’EM HELL (REACTION)
are triggered by another Action taking
place. They are most commonly taken Should a unit with the On Lookout
outside of an Activation and are taken by Condition be declared as the Initial
the opposing player’s unit in reaction to Target of a Combat Action by an enemy
an Action made by one of your units. You unit, it may immediately make a Give ‘Em
may not Focus a Reaction. A unit may Hell Reaction. At any point during the
only perform a single Reaction against enemy unit’s Combat Action the unit On
an Action. Reactions can trigger their Lookout may make a Free Strike Action
own Reaction as they are a new Action. or Free Shoot Action against them
(however their Rate of Attack is 1 for
the Free Action). If the Free Strike Action
BACKSTAB (REACTION) or Free Shoot Action is out of range, it
While within the Melee range of an missed as usual. If a unit On Lookout
enemy model, a model is considered to does not wish to make a Free Strike
be Engaged. If a model moves out of the Action or Free Shoot Action and instead
Melee range of an enemy model, it risks wishes to hold their nerve and not react
being struck in the back. (thereby retaining their On Lookout
Condition for a future opportunity) it
A model can make this Reaction against must pass a Mind Check. If it fails, it must
the first enemy model that leaves its make the Free Combat Action as normal
Melee range each turn. Make a Free (at any point during that enemy unit’s
Strike Action against the enemy model. Combat Action). If it passes the Mind
Check, it does not have to make the Give
Models that are Embarked in ‘Em Hell Reaction.
vehicles or buildings cannot make a
Backstab Reaction.

30
v1.09 TAINTED

TAINTED

Units with the TAINT Trait are referred to as Tainted. Should


the last model in a Tainted unit fail their Grit Check and be
destroyed, before you remove the model from the Play
Area make a Taint Check:
TAINT CHECK = D10 + MIND
TARGET TEN OR HIGHER

If the Taint Check is failed the model is destroyed as normal.

If the Taint Check is passed the model is replaced with a


single model Hex Beast unit. The first time it is Activated,
the Hex Beast counts as having made a Reserve Action for
that turn. As a Hex Beast has a Limit of 1 it will not be able
to take any further Actions unless the controlling player
has any Adventure Cards in their hand that increase a unit’s
Limit attribute. The Hex Beast may then act normally from
the following turn. If a Hex Beast model is not available
or if the Tainted model was already a Hex Beast or has the
Reanimated rule, the model is instead removed from play.

On a Critical Success, the model is not replaced with a Hex


Beast and instead counts as having passed its Grit Check.

On a Critical Fail, the model is replaced with a Hex Beast as


outlined above, however the Hex Beast is under the control
of the opposing player!

31
CONDITIONS v1.09

CONDITIONS
A model or unit many be affected by one It is quite possible (and often quite
or more Conditions during the game. likely) that a model or unit will be
Conditions are either negative or positive affected by several different Conditions
and are always applied immediately and at the same time. Resolve the effects
before any other modifiers. Conditions of any Negative Conditions first. Then
usually remain in play until the model apply any Positive Conditions.
or unit’s next Activation. A unit receiving
multiple instances of a particular Remember that an Attribute can never
Condition do not gain a cumulative be reduced below one (if it has a value).
penalty or bonus, so a unit can be
Stunned several times in the same turn
but will only suffer the penalties of the
Stunned Condition once.

32
v1.09 CONDITIONS

NEGATIVE CONDITIONS
YELLER CHECK: Should a Hand unit end of their next Activation unless they
consisting of a single model (either are out of Coherency in which case the
through casualties or as its starting Disordered Condition remains.
size) receive one or more Negative
Conditions it must immediately take a HAZARD: Until the end of
special kind of unmodified Mind Check their next Activation, a
known as a Yeller Check. If they fail the model affected by Hazard
Check they withdraw from the battle cannot make Special or Free
and are immediately removed as a Actions (including Reactions). The model
casualty. If they pass, they receive the loses the Hunkered Condition if it has
negative Condition as per normal rules. it. The model must take and pass a Grit
This includes units with the CONSTRUCT Check at the end of their Activation or
and AUTOMATA Traits as even unfeeling they are Wounded. If they pass the Grit
amalgams of man and machine will Check, remove the Hazard effect from
loose their effectiveness when isolated them. SPIRIT models are unaffected by
during the chaos of battle. Hazard Conditions.

DISORDERED: If any model STUNNED: A model affected


in a unit receives the by the Stunned Condition
Disordered Condition, it suffers a -1 penalty to all
applies to all models in that Attributes (excluding Limit)
unit. The unit loses the On Lookout to a minimum of 1. The Condition is
Condition if it has it. Furthermore the removed at the start of the unit’s next
unit gains the Tasked Unit Common Rule Activation. A unit with the MACHINE,
and its Limit is reduced by 1. A unit will STRUCTURE or ARTEFACT traits cannot
lose the Disordered Condition at the normally be Stunned.

POSITIVE CONDITIONS
ON LOOKOUT: A unit that is HUNKERED: A unit that is
On Lookout (usually from Hunkered (usually from
making a Go On Lookout making a Hunker Down
Action) may make a Give Action) gains +1 to their
‘Em Hell Reaction against an enemy Grit Attribute. However, they suffer -1
unit targeting them. The On Lookout to their Fight and Aim Attributes until
Condition is removed at the start of a the start of their next Activation. The
unit’s Activation or if they have made a Hunkered Condition is removed at the
Give ‘Em Hell Reaction. start of a unit’s Activation unless they are
in a Building in which case it continues
without the model needing to make
another Hunker Down Action.
33
THE PLAY AREA v1.09

THE PLAY AREA


The skirmishes and adventures in Wild If troops move over Open Ground
West Exodus take place over varied and Uneven Ground during the same
scenery and environments. From the Action, then their movement over Open
forested tribal lands of the Warrior Nation, Ground is normal and movement over
to the dusty streets of the Lawmen Uneven Ground counts as double the
protected frontier towns and the mesas actual distance travelled. Each model
and mountain paths rife with Outlaws in a unit that spends a portion of their
and predatory aliens, the terrain will help Move Action in Uneven Ground (even
and hinder your attempts to win the day. part of their base) count that portion
of Movement as the distance traversed
The ground in a Play Area is divided (remembering again to round up). It is
into three forms to simulate this: Open suggested that models in a unit in the
Ground, Uneven Ground and Impassable Uneven Ground are moved first to make
Ground. As each player’s collection of maintaining Unit Coherency easier.
terrain is going to vary, players should
discuss before the Adventure which Example: A unit of Union Riflemen with a
terrain features will be Uneven Ground Quick of 5 makes a Walk Action. Normally
and which will be Impassable Ground. the unit would be able to travel five inches
Everything else in the Play Area is in this Move Action. However, after the
assumed to be Open Ground. first three inches of the unit’s Walk Action
it reaches Uneven Ground (in this case,
OPEN: The open, flat spaces of the Play a clump of trees which are Area Terrain).
Area are considered Open Ground and Each model in the Union Riflemen unit
do not impede movement at all. The may only move a further inch into that
vast majority of the Play Area will be Area Terrain (or may move two inches in
Open Ground (except in particularly open terrain).
challenging Adventures).
IMPASSABLE: This terrain cannot be
UNEVEN: Here we see terrain such as entered and usually represents locations
sand dunes, scrub, crops and even hills in the Play Area that are to be avoided
(although particularly well-worn paths rather than traversed.
and roads might be considered Open
Ground). Walkways between buildings
and railway tracks should also be treated DESTROYING TERRAIN
as Uneven Ground.
Terrain cannot normally be destroyed in
All distance count as double when moving Wild West Exodus. Though the small arms
through Uneven Ground, so every inch fire (and even mortar shells and plasma
moved counts as 2”. For example, a unit of blasts) can cause damage to the façade
Union Riflemen has a Quick of 5. It can only of a building or rip apart a tree we are
travel 3” through a woods (remembering more concerned in an Adventure with
that we always round up). the damage done to any units seeking

34
v1.09 THE PLAY AREA

shelter. Should an Adventure require Remember: If you cannot draw Line


terrain to be destroyed to complete an of Sight to any part of a model’s base,
objective, the Adventure will specify then that model cannot be made the
how this can be done. Initial Target of an attack.

OBSCURED: For each piece of terrain that


TERRAIN partially blocks the Line of Sight of a Shoot
Action, the model making the Action
Terrain can be grouped into two main
receives a -1 Aim penalty. The model that
categories: Area and Buildings. Both of
is the target of the Shoot Action likewise
those types of terrain should be given
receives +1 to their Grit Check for each
a Base Size for determining its height.
piece of terrain that partially blocks Line
This may seem counter-intuitive as their
of Sight to them.
actual width may vary wildly. What we
are interested in is their height and more During a game it will be obvious that
specifically whether their height makes certain terrain pieces will naturally confer
it difficult to see enemy models beyond certain advantages and drawbacks to
it. Terrain size is determined by turning a any models deployed in, on or near
Base on its shortest edge and comparing them. We call these advantages and
it to the physical height of the terrain. A drawbacks Features and most terrain
roughly agreed approximation is all that will likely have one or more of them.
is needed. Terrain that is taller than an
XXL base is classified as XXL+ and blocks DANGEROUS: Models in base contact
Line of Sight to all Base Sizes. immediately gain the Hazard Condition.

HIGHER GROUND: In many settlements and


LINE OF SIGHT AND TERRAIN out on the frontier, hills are strategically
important positions, overlooking the
For the purposes of determining Line
entire Play Area and giving support and
of Sight, a model cannot see through
Ranged units an excellent opportunity to
terrain that is larger than their Base Size.
shoot at the enemy.
Line of Sight can be drawn from/to a
target from any part of its base, to a point While on Higher Ground a model can
vertically up to its Base Size. This makes Focus their Aim checks for Free and
a model’s interaction with scenery more count as Obscured against any unit
straightforward. When measuring Line except those who are also on Higher
of Sight, trace an imaginary line from the Ground. For Line of Sight purposes,
two visible outmost points of the bases terrain with the Higher Ground feature
of the two models that Line of Sight is must physically be Base Size XL or larger,
being checked for. Any terrain that lies but regardless of their true size they are
within this corridor should mean that considered to be Base Size XXL+ and so
the target is considered Obscured when models on it can always draw Line of
working out relevant modifiers to Aim Sight (and have it drawn against them)
checks etc. over smaller terrain pieces. When other

35
THE PLAY AREA v1.09

pieces of XXL+ sized terrain block the Below are some common types of Area
Line of Sight of a· model on Higher Terrain, however players should agree
Ground, you should get a model’s eye on variations so as best to suit their own
view to determine whether the models scenery collections. All area terrain gives the
in your unit can see over the particular obscured bonus unless specified otherwise.
terrain piece.

IMPASSABLE: No model can be deployed TYPES OF AREA TERRAIN


on or be placed on or in this piece of
DEEP RIVER: Uneven, Dangerous
terrain. Any model that would be moved
to this location involuntarily stops its FENCE: Obstacle.
movement as soon as it touches the
Impassable piece of scenery. FOREST: Uneven.

OBSTACLE: If a model cannot fully cross HILLS: Higher Ground.


Area Terrain with the Obstacle Feature as
HOT SPRINGS: Uneven, Dangerous.
part of a Move Action, and its base is wider
than the Obstacle, then it cannot cross it. If JUNGLE: Uneven.
the base can fit on the Obstacle then it can
stop on top of it. Depending on the height MESA: Uneven, Higher Ground.
of the Obstacle, players may consider it
Higher Ground. Models may need to climb OUTHOUSE: Obstacle.
to cross an Obstacle. Models on an Oval ROOFTOP: Higher Ground
Base may cross Obstacles if they have the
LIVING MOUNT Trait. SHALLOW STREAM: Uneven.

UNEVEN: Halves distance travelled for SMOKESCREEN: Uneven, provides Shrouded


Move Actions that cross it. Common Rule and Disorder Condition.

STACK OF CRATES: Uneven, Obstacle.


AREA TERRAIN
TAR PIT: Uneven, Dangerous.
Area Terrain covers loose groups of
individual pieces, such as forests, rocky WATERFALL: Uneven, Obstacle.
ground, water features and so forth. If
the terrain piece requires a Get In or
Get Out Action then it is a Building.
BUILDINGS
Otherwise it is Area Terrain. Before each game, players should identify
Before the Adventure begins, players any scenery on the board that will be
should identify what Area Terrain is classed as a Building. This will usually be
present. While any part of any model’s a man-made structure with (ideally) four
base is in inside a piece of Area Terrain walls, one or more floors and a roof. Every
it is affected by the features of that player will likely have their own unique
Area Terrain. collection of buildings and scenery, so

36
v1.09 THE PLAY AREA

some common sense and communication In almost all respects, it is best to think of
with your opponent will be necessary the unit now occupying the space that
when dealing with your own buildings. is represented by the building model
- its walls are the edges of the unit. All
Small or unusually shaped buildings distances relevant to the unit (for Shoot
should always be considered Impassable and Strike Actions etc) are measured to
and treated as Obstacles rather than true and from the building itself.
buildings. For larger buildings that can
be interacted with during an Adventure, When entering (or leaving) a building, you
players should agree on a Base Size Value do not have to rely on physically modelled
before deployment. This will usually be XXL doors or entrances. It is assumed the models
if it is a single storied building or XXL+ if it either sprint to the nearest entrance, or
has two or more levels. A Building should be else use their weapons to make their own.
large enough to have a capacity for 10 small To leave the building on a subsequent
based models to occupy a level. Should turn, an Unengaged unit must make a
a level be smaller than this it is suggested Get Out Action and be placed within 3”
that it is not considered to have a capacity. of the building. Units must be placed in
Coherency when taking this Action.
Units will always occupy the lowest level
possible in a building first. Higher levels Units in a building are
of a building cannot be occupied unless considered to automatically
the lower level is occupied. have made an In Cover Free
Move Action (so counts as Obscured by
Buildings are impassable to all models the building), and receive the Hunkered
except for Small and Medium Based Condition while inside. Furthermore
units. Only one unit of Hands or Support the model’s Base Size is still used for
may occupy a level of a building at a claiming the Obscured advantages
time but multiple Boss or Face units from any intervening terrain. Units in
can occupy the same level. The unit is Buildings can only make In Cover, Strike,
considered to be in Coherency while Shoot and Get Out Actions.
occupying the building.

If a unit moves within 3” of an SHOOTING INTO BUILDINGS


unoccupied building, it may enter it
by making a Get In Action, though it A unit in a building can be targeted by
cannot do this in the same turn that it any enemy that can see the building
makes a Charge or Get Out Action. A itself. In other words, if an enemy can see
capacity of 10 per level is the standard the building, it can see the unit inside it.
for a building and should be assumed. Where a building contains multiple
Place representative models from the units, hits are allocated to the unit with
unit on a balcony of an occupied level the greatest number of models first (or
or next to the building to remind you randomly decide if a tie). Remember a
that the unit is inside and place the rest unit in a building has the Hunkered
of the unit aside from the Play Area. Condition and that any penalties to

37
THE PLAY AREA v1.09

an enemy Shoot Action and bonus to TEMPLATE WEAPONS AND ENGULF


your model’s Grit are applied based
on the Embarked model’s Base Size, Template weapons that have the Engulf
not the Base Size of the building. The quality can be devastating against enclosed
Initial Target model in the unit may be spaces. Every model occupying a building is
chosen by the player whose unit is in the considered under the template should the
building. The unit receives the Obscured building the unit is in be hit by the centre
bonus for being In Cover in the building. or centreline of one of those weapons. The
Deadeyed Common Rule does not enable
Example: Sam is playing a game with her an enemy to target a specific model in a
Order against George’s Lawmen. Sam has building. Successful hits using a template
a unit of three Cor Caroli Nyx Embarked weapon against a unit in a building will only
in the Saloon. The Saloon is a two-story cause a single hit.
building so counts as XXL+. It is George’s
Activation and he wants to shoot at the
SHOOTING OUT FROM BUILDINGS
Nyx Cohort with Virgil Earp.
Units within a building are considered
As they are Embarked in a building Virgil
to have a 360-degree Line of Sight,
can shoot at the Nyx as long as he can
which can be drawn from any part of the
draw Line of Sight to any part of the
building floor they are in. It is imagined
Saloon though his actual target point
models smash or open windows, or break
is the closest part of the building model
small holes in the walls to take shots out of
within Line of Sight. As he is standing in
where necessary. Treat shooting exactly
the middle of the street directly in front of
as a Shoot Action, accounting for any
the saloon it should pose no difficulty!
Obscured modifiers etc. Remember that
However, there is a piece of Medium the building itself does not confer a -1
base sized terrain between Virgil and the penalty to your Aim for Shoot Actions as
closest part of the building model. As the models within count as having made the
Nyx are on Medium bases, they gain the In Cover Action. Of course units suffering
+1 Grit modifier for being Obscured by from the Hazard Condition cannot gain
terrain, as well as the +1 Grit modifier for this benefit because they cannot take
being Obscured by the building and a +1 Free Actions. Range is measured from the
Grit modifier for being Hunkered as they closest point of the building to the target.
are occupying a Building. George has the
choice of either having Virgil stand still and STRIKE ACTIONS AND BUILDINGS
spending all his Action Points on multiple
Shoot Actions or moving Virgil so that the If a unit moves into base contact with a
terrain is no longer between Virgil and the building that is occupied by an enemy unit,
closest point of the building, causing the the units are considered to be Engaged.
Nyx to no longer count as Obscured from Regardless of the range of their Melee
that piece of terrain (but still Obscured as weapons, units can only Engage (or be
they are in a building). Engaged) in a building if an enemy unit

38
v1.09 THE PLAY AREA

is in base contact with the building. Only LARGE BUILDINGS


units in the lowest floor of a building can be
Engaged in combat but once all defenders Most structures in Wild West Exodus
on the lowest level are slain, units occupying can be assumed to be small enough
the next highest level will automatically that a model can cross them in the time
rush down to meet the attackers. However, represented by an Activation. However,
to represent the difficulty of digging an if you have buildings that are comprised
enemy unit out of a well defended building, of multiple sections you can rule that
the attacking unit can never benefit from they are large buildings. If players agree,
Charge Action bonuses against a unit in a for particularly large buildings such as
building nor do Melee Weapon ranges for a saloon, the capacity of a level may be
any Engaged unit extend beyond the base increased to 20 or 30 (always increase in
of the building itself. tens if possible) and should be specified
before the game begins.
While Engaged with a unit in the lowest
level of a building, the Initial Target For structures split into discernible
model in each unit may be chosen by that sections, before the game starts, agree
unit’s controlling player, representing with your opponent how many sections
individuals stepping into the breach to there are to a building. Each section
fight. Where a building contains multiple is treated as an individual building
units, hits are allocated to the unit with and a unit may not be spread or split
the greatest number of models first (or between sections.
randomly decide if a tie).
Units can move between sections as per
the standard rules and a unit can move
ROOFTOPS from one section to the next by taking
a Walk Action (and this is the only time
The roof of a building can often allow that such an Action is permitted in a
units to be positioned on them. In all building). Simply move your models
respects units on rooftops should be indicating occupation from one section
treated as having Higher Ground and are to the next. Units in each section must
not considered to be inside the building be targeted individually. Units can only
or in base contact with it. move between sections that touch.

39
PORTALS v1.09

PORTALS
Portals are gateways that PORTAL MOVE (MOVE ACTION)
instantaneously connect two points
in the local area with each other. Most To move through a Portal, a unit must
of the factions in the Wild West use meet any Base Size requirements and all
Portals in one form or another and their models must be within 3” of the Portal
means of generating them varies. The Model’s base. If only some models in
arcanists of the Hex use their majiks the unit are close enough then the unit
and hexes to step through shadowy cannot make a Portal Move Action. This
voids while the Order utilise their keeps things manageable, and units
technology perfected over millennia unable to Portal Move immediately
on countless worlds. The Warrior should be able to do so easily in a
Nation utilise spirit totems while subsequent Action or Activation
the Enlightened and Union use Void assuming the Portal Model is not
Engines. In game terms all operate in destroyed or has collapsed. Once a unit
very similar ways, but their means of makes a Portal Move Action, the unit is
generation and control will come from temporarily removed from the Play Area.
a specific source.
The entire unit must then immediately
You may always choose a friendly Portal be placed in Coherency within 3” of
Model as the Initial Target of an attack, if another Portal Model on the table.
you wish.
MANIPULATE PORTAL
To travel through Portals, any Portal
(SPECIAL COMBAT ACTION)
Model may be used (friendly or enemy)
and should be imagined as being Manipulate Portal can affect enemy as
interconnected through some invisible well as friendly Portal Models. A unit
web of tunnels between them all. That must have a specific rule that enables
said, as the paths between Portals are them to generate a Portal (whether
complex at best, in order to make use of from a weapon, generator, artefact or
an enemy Portal as an exit the unit must other means). When a unit attempts to
pass a Mind Check with a penalty of -1 generate or collapse a Portal, it must
for each enemy Portal Model in play. make a Portal Check with a success
Units with the Portal Mastery Special target of TEN or higher. To do so the
Rule ignore this penalty. If the unit fails model must roll a d10 and add both their
its Mind Check it must exit through a Mind and Aim Attributes. This combined
friendly Portal Model, if there is no other score then suffers a penalty of -1 per
friendly Portal Model it must leave by inch of distance between the targeted
the Portal it entered from instead. Only Portal position and the closest model in
Small or Medium Base Size models may the unit making the Portal Check. If the
normally use Portals. Check fails, then the Action ends with no
further effect.

40
v1.09 PORTALS

If the Check is passed, either Destroy the Designers Note: Most Portal Models
targeted Portal Model or place a new have the Insignificant rule and so
Portal Unit at the targeted location. The do not have Activations and are not
Portal Model scatters d5-1” in a random considered to be friendly models.
direction. Any Portal Model placed However some models have the
within 1” of a model, Impassable Terrain, Portal Model rule and Activate as
a building, obstacle or outside of the normal. This more unusual type of
Play Area is immediately Destroyed”. Portal Model includes Hexaliths,
Greater Spirit Totems, Void Engines
and Profane Nests.

41
WEAPON TYPES v1.09

WEAPON TYPES
There are a wide variety of weapons used in Wild West Exodus. They are broadly
split into two types – Melee and Ranged. A model may only use a single weapon
in a Combat Action. Some models have multiple weapons of the same type that
are not listed on their Unit Card. If it does not appear on the Unit Card then these
additional weapons are only present on the model for aesthetic purposes and
play no role in the game. Regardless of the weapon type, weapon hits are always
resolved sequentially and not simultaneously.

MELEE WEAPONS: The weapon RANGED WEAPONS: Ranged


may only be used in a Strike Weapons are used primarily for
Action. If a model does Shoot Actions. You may only use
not have a Melee Weapon listed, it is one Ranged Weapon per Shoot Action.
assumed to be armed with a Basic Melee Except where specified otherwise,
Weapon (such as a knife, fist or claw). Ranged weapons may only be used in
Shoot Actions and cannot be used if
the unit has made a Charge Action in
that Activation.

42
v1.09 WEAPON QUALITIES

WEAPON QUALITIES
AMMO CLIP: Each hit from a weapon with CLOSE WORK: This Ranged Weapon may
this quality may gain one of the following be used as a Melee Weapon in a Strike
additional qualities for the duration of Action using the model’s Fight Attribute
that hit: Brutal, Disrupt, Shred or Stun. rather than using Aim. If used as a Melee
Weapon, then for the remainder of the
ATTUNED: During any Focused Combat
turn the weapon has a Melee range of
Action this unit may give all Attuned
2” and when used in a Strike Action it
weapons it carries a Piercing equal to
suffers a -3 penalty to the Fight Check.
half the wielding model’s Mind Attribute.
Example: Legendary Walks Looking has a COMPLEX: A model using this weapon
Mind Attribute of 7. She spends an Action suffers a -2 penalty to any Aim or Fight
point to make her Strike Action Focused, Check. If this weapon has the Indirect
giving her Spirit Blades a Piercing of -4 quality, it cannot spend +1 Action
(half of her Mind attribute). Point to ignore the Indirect quality.
BEACON: The weapon acts as a homing DECAPITATE: When an S, M or L target is
device for friendly models in reserve. hit by an Action made with this weapon,
Should the weapon hit an enemy unit, then the hit becomes Lethal. If the hit is
any friendly unit held in Reserve gains +1 to already Lethal it becomes Brutal as well.
their Reserves Checks. A unit successfully MACHINE, SPIRIT or STRUCTURE models
using this bonus must deploy as close as are unaffected by Decapitate and so the
possible to the targeted enemy unit. benefit is not conferred.
BLAST: This type of weapon uses the Blast DISORDER: If the Initial Target fails a
template when determining hits, centred Grit Check by a hit from this weapon,
on the Initial Target. If the model fails their in addition to being Wounded, the unit
Aim Check when using this weapon, it is gains the Disordered Condition. SPIRIT
assumed the shot is a dud and has failed to or STRUCTURE models are unaffected by
detonate. Should any model be successfully Disorder. If the unit is already Disordered,
hit by the weapon then any models the hit gains the Lethal quality instead.
touched by the template are automatically
DISPLACE: When an enemy model in a unit
hit. When used in a Free Shoot Action, a
is hit by this weapon in an Action, the enemy
Blast weapon does not use the template
model scatters d5” in a random direction
and instead causes d5 hits on the target
(remembering the Path of Least Resistance
(with a maximum of one hit per model).
of course). The unit gains the Disordered
BRUTAL: After resolving one or more Condition if the model scatters out of Unit
successful hits on the target unit with Coherency. Models in the unit cannot be
this weapon, resolve a further single placed out of the Play Area, into Impassable
automatic hit on the same unit. You may terrain or within a building or model with
only gain a single additional hit from this capacity. Models within a building or within
weapon in each Action. a model with capacity cannot be Displaced.

43
WEAPON QUALITIES v1.09

DISRUPT: Any MACHINE or CONSTRUCT the intended target and then the template
model hit by this weapon gains the Stunned scatters d5+1 inches in a random direction.
and Disordered Condition, even though it Any models touched by the template
might not normally be able to do so. If the are automatically hit. Use the centre of
unit is already Stunned and/or Disordered, the template for determining direction
the hit gains the Lethal quality instead. for calculating Obscured bonuses to Grit
Checks. A model may spend an additional
DRAG: When a model with this weapon
+1 Action Point to ignore this quality when
successfully hits an enemy model, the
using this weapon in a Shoot Action.
enemy model is moved d5” towards this
model (remembering the Path of Least LETHAL: Successful Grit Checks must be
Resistance of course). Models in the re-rolled against hits from this weapon.
target unit cannot be Embarked, dragged
LINKED: Combat Actions using this weapon
out of the Play Area or into Impassable
may re-roll failed Aim or Fight Checks.
terrain. A failed Grit check from an attack
using this weapon also causes the target OVERCHARGED: A weapon with this
unit to gain the Disordered Condition. quality gains the Disrupt and Hazardous
qualities for the duration of that Action.
ENGULF: Hits using a Torrent or Blast
If the weapon already has both of those
weapon with this quality ignore Obscured
qualities it gains the Lethal quality as well.
bonuses to Grit Checks. If an Initial Target
in a building is hit by this weapon, every PARRY: The weapon or shield is designed
model occupying the same level of that for deflecting enemy attacks. A model
building are automatically hit as well. with this weapon or shield forces a single
successful hit per Strike Action to be re-
FATAL: Hits with this quality ignore the
rolled. Models with the VEHICLE Trait or the
Mettle rule.
Reanimated Common Rule may not Parry.
HAZARDOUS: A model hit by a weapon
PORTAL WEAPON: The weapon may be
with this quality immediately becomes
used as normal for its type. It is assumed
affected by the Hazard Condition. If
that the Portals it emits are very small and
the unit is already affected by a Hazard
designed to cause vortex damage to a
Condition, the hit becomes Lethal instead.
target rather than create a fully functioning
HEAVY: Unless carried by a MACHINE, the Portal. Alternatively, the weapon may be
weapon can only be used in a Combat used to make a Manipulate Portal Action.
Action if the unit does not make a Move
REFINED: Actions made with this
or Charge Action during that Activation.
weapon score a Critical Success on a
INDIRECT: A weapon with this quality does natural roll of a 9 or a 10.
not require Line of Sight to its target and
REVOLVER FAN: Once per Activation,
ignores Obscured penalties. Make an Aim
the unit may spend an Action Point
Check as normal. If the Check fails, the shot
and double its Rate of Attack with this
is assumed to go wide and not cause any
weapon in a Shoot Action. During that
effect on the game. If the Check is passed,
Shoot Action the model receives a -2
place the centre of the Blast template over
44
v1.09 WEAPON QUALITIES

penalty to their Aim Attribute. When the Blast, centred on itself. Not only does this
using the Revolver Fan quality, the Blast automatically remove the construct
weapon cannot score a Critical Success. from play as it is a suicide weapon, but the
Blast also catches two other Constructs in
SHRED: Attacks using this weapon ignore
the unit. They both fail their Grit checks and
the Obscured modifiers to Grit or Aim
are also removed, without resolving their
conferred from the first piece of terrain in its
own potential Blasts. Now the controlling
path. Should there be further terrain pieces
player may choose one of the remaining
which can confer Obscured bonuses, then
two constructs and detonates their Failsafe
these are applied as normal.
Implants, one at a time.
SMOKESCREEN: This weapon may be
TANGLE: In addition to passing a Grit Check
targeted at the ground instead of at
as normal, a unit hit by a Tangle weapon
an enemy unit. Should the weapon
must pass a Fight Check. If it passes, the
successfully hit, place a Blast template at
unit suffers no additional effect. If the unit
the point targeted. The template remains
fails, the unit immediately receives the
in place until the end of the turn. While
Stunned and Disordered Conditions. Units
in play, the template is considered Area
with the SPIRIT Trait are immune to Tangle.
Terrain and any model touching the
template receives the Shrouded Common THROWN: Once per Activation the weapon
Rule and suffers from the Disordered may be used as a Ranged Weapon with an
Condition. Furthermore, the template 8” range with the Rate of Attack indicated.
counts as an XL sized piece of Area Terrain
TORRENT: Use the tear shaped Torrent
providing an Obscured bonus as normal.
template with this weapon. The narrow
SPECIAL: This weapon may only be used end is placed flat touching any point of
by the model once per Activation. the edge of the attacker’s base, with the
centreline touching the initial target of the
STUN: If a non-VEHICLE or CONSTRUCT
shoot action. If the Initial Target is not hit
Initial Target passes a Grit Check by a
by the attack, it is assumed the weapon
hit from this weapon, the target model
has failed to fire. Should the Initial Target
gains the Stunned Condition. If the
be successfully hit then all models touched
model hit is already Stunned then the
by the template are automatically hit. This
hit gains the Lethal quality.
does not include the firing model! Models
SUICIDE: If a model uses a weapon with that have their Line of Sight completely
this quality, the model is removed from blocked from the original attacker by
play once the Action is resolved. If the terrain can still be affected by the torrent
weapon uses a template, and there are but cannot be the Initial Target. When
multiple models potentially hit, the used in a Free Shoot Action, a Torrent
hit must be resolved before any other weapon does not use the template and
models in the unit may shoot. instead causes d5 hits on the target (with
a maximum of one hit per model).
Example: A unit of five Constructs detonate
their Failsafe Implants. The first Construct
(of the controlling player’s choice) resolves
45
UNIT COMMON RULES v1.09

UNIT COMMON RULES


AGILE: This model passes Quick Checks for PRODIGIOUS: This unit gains +3 (or +3”
climbing and jumping automatically and where applicable) for Focused Actions
may re-roll failed Grit Checks from falling. rather than the usual +2.

DEADEYED: Against units of multiple RAPID: This unit can Focus Move Actions
models, this model’s Aim Check may for no additional cost.
target any one model in the enemy unit
within Line of Sight as the Initial Target. REANIMATED: The unit is always
The unit may target units with the Target Disordered and has a Limit of 1. Each time
Priority rule, even if they are more than the unit receives a Negative Condition
12” away (subject to range and Line of one model in the unit must immediately
Sight as normal). pass a Grit Check or suffer a Wound. This
unit cannot be affected by Carpathogen
DURABLE: The unit may ignore the or any other rule that would enable it to
first point of Piercing from an attack. return to play (or become a Hex Beast)
However, if the hit is caused by a weapon once destroyed.
with a Piercing of -4 or greater then
Durable has no effect. SHROUDED: Successful Aim Checks
against this unit must be re-rolled.
ELITE: The unit may choose to count the
Guts bonus provided by Adventure Cards SKIRMISHERS: The unit has a Unit
played during their Activation as being +1 Coherency of 4”.
Action Point instead of the actual bonus
SURE FOOT: The unit ignores the penalty
printed on the cards. Units with the ELITE
for Uneven Ground and may re-roll
skill automatically pass YELLER checks.
Quick based checks.
LARGESSE: This unit may allow a unit from
TARGET PRIORITY: This unit may only be
their Posse to spend Fortune Chips from
targeted by a Shoot Action if they are
this unit as though they were their own.
the closest enemy unit in Line of Sight or
METTLE: This unit does not count as being if they are within 12” and Line of Sight.
Wounded by a failed Grit Check and
TASKED: All models in the unit must
instead receives the Disordered Condition
target the same enemy unit in an Action.
(even if not normally able to be Disordered
If the target is destroyed the remaining
or if the hit would cause them to become
models lose their Action. This unit can
Disordered anyway). If the unit is already
only make Focused Actions if within 12”
Disordered, it is Wounded as normal.
of a friendly unit with the BOSS Trait.
MOVING TARGET: Provided this unit has
TEAMWORK: Should a Face or Boss in this
made a Move Action of at least 7” this
Posse finish Activating within 8” of this
turn, successful Aim Checks against this
unit, you may immediately Activate this
unit must be re-rolled.
unit as though an Triggered Activation

46
v1.09 UNIT COMMON RULES

has occurred. This counts as this unit’s TRAILFINDER: After both sides are
Activation for the turn. This unit cannot deployed, starting with Player B, each
use Teamwork if it has already Activated player may choose one of their units
this turn. with the Trailfinder make a Free Walk
Action with it. This does not count as
THE QUICK AND THE DEAD: Once per turn, the unit’s Activation. Trailfinder selection
unless Hunkered, this unit may declare and movement alternates and continues
they will use this rule against an enemy until all units with Trailfinder have been
model’s Combat Action that declares moved once.
them as the Initial Target (but before
dice are rolled). This unit must make a UNARMED: Unarmed units do not even
Quick Check. Should they pass the Quick have the basic Melee Weapon that units
Check, all hits from that model’s Action usually carry. Units with the Unarmed
against this unit are ignored and this unit rule confer a +2 modifier to Grit Checks
becomes Hunkered. If this unit fails the to enemy models against Melee attacks
Quick Check, then they are hit as normal. this unit makes. This unit’s Melee range
You may not use this rule against hits counts as base contact.
using Blast or Torrent templates.
UNIQUE: A player cannot field multiple
TOUGH: This unit does not count as being units that share the same unique name.
Wounded by a failed Grit Check and If the unit has a different name, but is
instead receives the Stunned Condition the same individual, the card will specify
(even if not normally able to be Stunned who it counts as for Unique purposes.
or if the hit would cause them to become
Stunned anyway). If the unit is already UNSTOPPABLE: This model may make
Stunned, it is Wounded as normal. Ram Actions even though it does not
have the VEHICLE Trait. Furthermore, the
unit ignores the Heavy quality for any
weapons it carries.

47
ADVENTURE SCENARIO & DEPLOYMENT v1.09

ADVENTURE SCENARIO AND DEPLOYMENT


DECIDE ON YOUR GAME SIZE COMMON ADVENTURE TYPE
Both players should decide on what size 1-2 = Supply Run
game they wish to play. In a tournament,
the organiser will have set the game size 3-4 = Higher Ground
beforehand. Common Adventures are
5-6 = Stake A Claim
designed for a 3’ x 3’ for games of 1499
Points or less. For games of 1500 to 2499 7-8 = Send a Message
Points, we recommend a 4’ x 4’ Play Area.
For larger games players may wish to 9-10 = Treasure Hunt
proportionally increase the Play Area.
SET UP TABLE
SELECT YOUR FORCE
The chosen Adventure will state what
Players should build their Force, using size board will be used for the game.
one or more Posses, as per the Building A standard game uses a 3x3’ table.
a Force rules. Players should then set up scenery in a
mutually agreeable manner, ensuring
neither side of the board has an unfair
ROLL FOR ADVENTURE advantage. In an organised event, it is
Players decide on the Adventure Type to likely the organiser will have set up the
roll for. The Common Adventure Type is tables beforehand.
included below. Future expansions will
give other Adventure Types to consider. RESERVES
Once a Type has been agreed on, roll
a d10 and select the corresponding When deploying your Force, you may
Adventure from the Type chosen. choose to keep back up to half the
Alternatively, if players prefer, they number of units in your Posse as Reserves.
can choose their own Adventure. In an Units must be placed into Reserve or
organised event, it is likely the organiser deployed in their entirety. Support units
will have pre-selected the Adventure and those units containing models with
being played. a Quick of 2 or less may not be placed in
reserve unless otherwise noted. Models
in Reserve can then be brought into play
using a Reserves Action. Units in reserve
may not Focus their Reserve Action.
More details on this can be found under
Move Actions later.

48
v1.09 ADVENTURE SCENARIO & DEPLOYMENT

DEPLOYMENT If one player finishes deploying all their


units first, the other player continues to
Both players shuffle their Action deploy the rest of their Force until all
Deck and draw the top card. units are deployed.
The player with the highest card
number found in the top left Any units with the Dispersed
hand corner chooses who Deployment Special Rule
is Player A and so deploys are deployed, starting
first. Player B discards with Player B. Finally any
their card face down to units with the Trailfinder
form a discard pile for rule take their moves.
the Action Deck. Player Players move their units
A must retain their card one at a time alternately,
until after deployment. again starting with Player B.

The Adventure will describe


player deployment zones. GAME BEGINS
Usually they will be on Player A has the Initiative for the
opposite sides of the Play first turn. However, if Player B was
Area. Player A chooses which the first player to finish deploying
deployment zone they wish their forces they may draw a new
to deploy on, and deploys Action Card and see if the number
one unit. in the top left corner is equal to or
Player B then deploys one higher than the card Player A drew
unit in the other deployment at the start of deployment. If it is
zone. Continue to alternate equal or higher then Player B may
until one player runs out of choose to have the Initiative for
units to deploy. Each player the first turn instead. Regardless
continues to take it in turns of the outcome, both players
deploying one unit into their must discards their Action Card
chosen deployment zone. face down to form (or add to)
their discard pile for the Action
Deck. Players now begin
turn one of the game,
following the steps
outlined in the
Turn Sequence
section of the
rule book.

49
COMMON ADVENTURES v1.09

COMMON ADVENTURES
VICTORY: After five turns, the Adventure ends and the player with the most Victory
Points wins the game. Should one player no longer have any models in the Play Area
at the end of step three of the Resolution Phase, their opponent scores an additional
5 Victory Points and the game immediately ends.
SUPPLY RUN HIGHER GROUND
Supply drops are always a risk on the The fortunes of war are ever shifting. Recent
frontier. Carriages laden with gold for the activity has seen previously inaccessible
banks attract many a greedy eye, while territory open up, with an area of strategic
food, water and fuel drops are a target for importance suddenly there for the taking.
the hungry and desperate. Get in, dig in and wait for reinforcements.

In Supply Run you must secure the supply Place a small building (approximately
drops while fending off the rival Force. 4”x4”) on each of the two skull points
Place a small based supply token on marked on the map.
each of the three points marked on the
map with a skull. OBJECTIVE: Each turn, if you have a unit
Embarked in the building on your side of
OBJECTIVE: At the end of each turn a the Play Area gain 2 Victory Points.
player scores a Victory Point for each
of the supply tokens they control. In a Each turn, if you have a unit Embarked
Supply Run, a token is controlled if you in the building on the enemy side of the
have one or models within three inches Play Area, gain 4 Victory Points.
of a token, with no enemy models within
three inches of the same token.

50
v1.09 COMMON ADVENTURES

STAKE A CLAIM SEND A MESSAGE


Gold, the fever dream of the old west. A rival faction needs to be taken down a
The rumour of it sends Forces on a mad peg or two. The time has come to send a
scramble to secure ground and profit from message. Maybe it’s their colours that need
the find. Whether to fuel their ambition, burning - or maybe they do... someone
to further their political gains, or just to needs to get in, cause some mischief and
gamble and drink away, a chance to stake get out again.
a claim of a rich seam can’t be passed up.

Divide the Play Area in to four quarters Place two Small Base objective markers
as shown on the deployment map. per player as shown on the deployment
map (the skulls indicate the point that
OBJECTIVE: In the Resolution Phase of each of the parallel lines meets the front
each turn, each player scores two Victory of the deployment zone).
Points for each quarter on the enemy side
of the Play Area that has one or more of OBJECTIVE: Each turn, if a player has
their units completely within it, with no one or more models in base contact
enemy models completely within the with an objective marker touching their
same quarter. opponent’s deployment zone they score
2 Victory Points.
Additionally, at the end of the Adventure,
each player scores five Victory Points for If they have one or more models in
each quarter where they have one or more base contact with an objective marker
of their units in the quarter of the Play Area touching their own deployment zone
with no enemy models in that quarter. they score 1 Victory Point.
51
COMMON ADVENTURES v1.09

TREASURE HUNT
Rumours of an abandoned wagon train
have circulated town. No one knows who,
or what hit the travellers, but their remains
have been left to bleach in the sun. No
doubt there will be something of value in
the debris.

Each player takes 3 small based loot


markers. Taking in turns, each player
places one of the loot markers on the
Play Area, no closer than 6” to an edge,
their deployment zone or another token.

OBJECTIVE: If a model is base contact with uncovered and only one treasure token has
a token at the start of their Activation, they been found, both remaining loot tokens are
can make a Search (Special Move) Action: automatically treasure.
Roll a d10. On an odd number, the token
is nothing of value, remove it from the Play A player gains a Victory Point at the end
Area. On an even roll, the player finds a of each turn for each treasure token that
treasure token and gains 2 Victory Points. has only one or more friendly models
Once three treasure tokens are uncovered, in base contact with it and no enemy
remove all other loot tokens from the models in contact.
Play Area. If there are two loot tokens left

52
v1.09

From the Badlands of North America to the icy realm of Antarctica the world of the
Dystopian Age is a wild and dangerous place. It is a generation since the end of the
American Civil War and Queen Victoria has been on the throne for over forty years.
While Louis-Napoleon builds an alliance in Europe, the nations of the Far East are
roused to action against the growing threat from the West. Now the greatest scientific
minds of the age have unlocked secrets that the human race was unprepared for as
super science and alien technologies bring the world perilously close to annihilation.

THE DIE IS CAST Through manipulation, fear or conquest,


many nations of the world have formed
An ancient entity has been subtly alliances with mutual economic and
influencing humanity for thousands defensive benefits, often around
of years for its own purposes. This common cultural or geographic ties. The
interference has attracted others to remaining great industrialized nations
take an interest in humanity and their of the world, while powerful in their own
knowledge has fallen into the hands of right, have found that they are over-
an alliance of scientists known as the matched and have been driven to join
Covenant of the Enlightened. Combining or form larger alliances until, as the end
the newly discovered Element 270 with of the century draws near, seven distinct
a limitless power source known as RJ- power blocs have emerged.
1027, the Enlightened have ushered
in an age of phenomenal scientific These seven great powers appear evenly
advancement; bringing to reality matched in their war-making potential
projects and ideas that were the stuff and this brings a grim prospect: If a total
of dreams only decades before. This global war were to erupt there would
unearned and disjointed scientific likely be no clear victor. As the world
progression has, however, come with teeters on the edge of such a catastrophic
neither morals nor safeguards and war, the great powers battle tirelessly to
the world has been plunged into a gain a decisive advantage and emerge
Dystopian Age. triumphant with a mix of military might,
subterfuge, diplomacy and economics.

53
v1.09

FORTUNE FAVOURS THE BOLD THE WILD WEST


The Dystopian Age is an era where Perhaps most important of all, however,
individuals can make their mark with is the conflict unfolding on the American
opportunities for personal gain as well Frontier. The Union of Federated States
as the national interest to defend. Whole has emerged traumatised and hardened
regions have been devastated by conflict, from a bloody and protracted internal
and yet others are relatively untouched, conflict known as the Ore War. It now
yet others remain untouched, transformed tries to brutally enforce its rule across
by the massive expansion of industry and the sprawling and lawless land claimed
technology into hives of activity that feed by the proud Warrior Nation, all manner
the fires of this terrible struggle. Worse yet, of Outlaws, wild creatures and elements
it appears that the world itself is changing of the Enlightened.
as if the roiling conflict is enveloping the
natural order as well as that of humankind. The cities of the East Coast of the Union
Bizarre weather events erupt with are austere and distant places compared
increasing regularity, mighty storms blow to the rapidly expanding and vibrant
up and then suddenly vanish. At sea and in towns that have sprung up across the
the air, ships and flying craft mysteriously West. Towns like Red Oak, Tombstone,
vanish only to reappear miles off course, Deadwood and Retribution rival each
their crews having no recollection of the other for attracting the most exotic and
missing time. deadly of the inhabitants that call the
frontier home.
There are key regions around the
globe that offer the potential to grant There are factions at work in the West
a decisive to those who dare to claim beyond the ken of the global power
them. Many of these involve the alien blocs. While these forces on the Frontier
or otherworldly artefacts that are are not ignorant of the larger world
being discovered. These artefacts defy around them, it has little immediate
explanation, which makes them only impact as the Union serves as both
more sought after. Most notably the protector and oppressor; isolating the
Enlightened has uncovered a strange Frontier from the wider world except
structure in the Sudanese desert. for those few agents that slip through
Undoubtedly this is the cause of their the ever-tightening net. There is much
presence in the region and the reason more to be found in the West than just
for their fierce resistance to the Crown’s a plot of hard-earth and the scrabble for
eastern expedition. Yet further east in gold. With so many vying for power and
Africa, the streets of Lagos bear witness influence; the Frontier is truly a place
each night to extraordinary masquerade where a man or woman might not just
scenes where the phantasmagorical make their fortune but become a legend.
performances hide the battle between A legend to be remembered, a legend to
the agents of the Dark Council and the be feared. Welcome to the Wild West.
Outlaw guilds for control of the city.

54
v1.09

THE UNION OF FEDERATED STATES

Tarnished by a recent Civil War and brutalised by the horrific technologies it unleashed
to claim victory, the Union is a dark reflection of its former glory. The conquest and
subjugation of the former Confederacy and the deeper south, as well as the new
opportunities opening in the West stand as grim consolation for the Union’s war-
wearied soul. The Union cheer the formidable military might their country now wields
to ensure that never again will anyone have to pay the brutal price that freedom
demands. Nothing, however, can truly extinguish the fire of the American spirit. Scarred
and brutalised by their own experiences, the Union’s military industrial complex is
well-aware of the depths to which man can fall – the only hope is to be found in having
strength and resolution to stand tall in the face of great adversity, whatever the cost.

First draft of ‘Rise of Our Nation’ EYE OF THE BEHOLDER


by the Committee
on Public Information. Yet, at the heart of the endeavour, at the
very core of that great nation-in-infancy,
Manifest Destiny. Two words that fissures were already forming. The
define the Union of Federated States. A corners of the Union hid a dark shadow,
rejection of the old order of the world where the voices of the dispossessed,
and the foundation of a new nation the disenfranchised and the excluded
in the midst of a pristine land blessed echoed in fear and anger, striving for
with natural resources. The Union was their own hopes and dreams to be heard,
founded as a beacon of freedom and to be acknowledged, and to be included
equality in the world; a country where in the great endeavour.
every man and woman would have a
voice, where every person’s rights would Those voices went unheard, their
be sacrosanct. Emerging from a war for demands went unnoticed, and so, even
independence against the stagnant as the Union began to take its first few
and oppressive Imperial British Crown, steps on the world stage at the end of
the Union of Federated States was born the Eighteenth Century. Suffused with
into a future that could not be denied. its victory over the Crown, the Union was
[Editor’s note: Starting strong! I like it.] ready to accept its role as champion of
liberty and freedom, to prove to all the

55
v1.09

nations of the Earth that it was possible when Crown forces swept down from
for a free people to work together to staging points in the Dominion and
create perfection. But the fault lines of ransacked the capital, the Union could
division and failure were already there. not be brought low. The bones of the
new nation were strong and united the
will of the people were indomitable.
ENEMIES WITHOUT
For decades, the Union flourished – ENEMIES WITHIN
at least externally. Each of the former
colonies in America had become a Despite this sense of invincibility, the
Federated State, brimming with pride fractures that grew deeper and deeper
at their new standing and the part that with each passing triumph could not be
they had each played in defeating one ignored forever. The Crown did all they
of the greatest powers of the world to could to give succour to the diverging
earn their freedom. A feverish energy ideology separating the northern states
swept the land, and the newest nation on from the southern. The grievances were
Earth began to press out in all directions, many and were deeply felt on both sides.
moving from the original Crown Colonies But it was not the Crown who eventually
into the surrounding countryside. set brothers and sisters against one
another in the Union.
But the Crown was not about to lose
such a precious jewel so easily. There For nearly a decade the Union had
were constant skirmishes as the Crown tolerated the presence of a group from
pushed and prodded its wayward child the Covenant of the Enlightened, a
in a thousand petty ways. The dissatisfied global coalition comprising of many
and dispossessed within certain States of the pre-eminent brilliant minds of
were nurtured and goaded into all the age. This cabal of Enlightened had
manner of treacheries. To the North, the ensconced themselves deep in the
Crown Dominion of Canada was incited western territories, hiding from the
to cause all sorts of problems, while prying eyes of the world. While most
around the world the fledgling navy of the Enlightened arrogantly declared
of the new nation was harried at every themselves to be the sole custodians
turn. The newly born French Republique, of the fruits of their brilliance, the
so quick to support the Union in their Enlightened led by Burson Carpathian
war for independence, elected to remain were of a different philosophy. Unlike
outside the conflict. The Union would their peers elsewhere in the world, these
stand or fall alone. ‘Egalitarian’ members of the Covenant
believed that the marvels that they
But whether it was driving back northern developed should be made freely
land grabs from the Dominion, the rising available to all who could afford them.
outlaw posses in the South and West of Where money could not be readily
the country, or naval clashes with the given, perhaps some other currency
Crown, the Union withstood it all. Even might be offered such as land titles,
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mineral access or information that might and future considerations were traded at
lead to further breakthroughs. Like their a feverish rate for juiced rifles, automata,
peers elsewhere in the world, these men sonic cannons and RJ-1027, the wonder-
and women could turn their genius to fuel that allowed all these infernal
create the most destructive weaponry devices to be powered. The Ore War
imaginable. All they needed were willing escalated into all-out Civil War, a conflict
customers desperate enough to pay the likes of which had never been seen
their price by man on Earth before.

It is impossible to know in hindsight if Entire towns were turned to storms


the War Between the States would have of ash, twisting on infernal breezes
occurred without the offer of support roaring up into blackening skies. Armies
from Carpathian and his Enlightened. were swept from the field as streams
It is possible that men of reason and of crimson power flashed beneath the
peace living and ruling on either side rising clouds of smoke and dust. In the
of the great divide might have come first year alone, over a million souls were
to some accommodation. Many of the lost, civilians and soldiers together, as the
differences were fading even as the nation went mad, tearing at itself like a
violence grew imminent. It was argued diseased animal without reason or sense.
by several statesmen of the day that, if
given enough time, peace would have And that was only the beginning…
been possible. [Editor’s note: This will play
well to the South. I like it.] CONFLICT ON A NEW SCALE
Brutal raids on towns and villages swept
THE ORE WAR out from dark, foreboding forests,
The initial flashpoint in 1860 was a cutting down farmers, merchants, and
dispute over whether state or central craftsmen and their families. In acts of
government should have control over reprisal, the forests were set to the torch,
the extensive oil and mineral reserves of the raiders screaming their last agonised
Mississippi and Texas – indeed, the Civil breaths into the fury of the flames.
War was also known as the Ore War for
The war spilled beyond the borders of
just that reason.
the Union and soon the Republic of
Carpathian and the Enlightened Peers Mexico became a battleground too. The
loyal to him, knew that the wealth and Mexicans were drawn into the conflict
power they required for their greater to aid the Confederates in exchange for
work could only be had if these tensions a promise of favourable terms after the
and fears were stoked. Weapons of conflict ended.
terrible efficacy and horrific power found
Armoured landships crawled across the
their way to any faction who might
churned, muddy ground, shrugging off
conceivably triumph in the coming
blasts that would have shattered castles.
conflict. Money, credit, contingencies,

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And then, as they fell upon fortified the Union, Odysseus Grant, was quick
enemy positions, they were rendered in to see the advantages as well. They were
turn into pyres for their crews, as even essentially being offered the chance to
more powerful weapons were brought field advanced weaponry the Confederacy
to bear. could not hope to match. They would
launch an offensive that the rebels would
And all the while the factories of the have no means of countering.
Enlightened weighed and measured,
making certain that the Confederacy Grant’s family had been murdered and
and the Union were evenly matched so he had been hideously wounded by
that neither would have the decisive a raiding party armed with these new
advantage and equal currency and titles hellish weapons early in the war. As a
were pledged by both sides should result, he had developed a hatred of both
they be victorious. That very balance, the Enlightened and the Confederacy.
of course, only made the conflict much This attitude had only hardened through
more terrible. [Editor’s note: Excellent, the grinding, endless years of conflict.
the more blame laid at the feet of the Knowing now that his opponents would
Enlightened the better this will play with be helpless before him, he would not
the government. I like it.] wait for a moment more than necessary
for Tesla to supply a small unit of soldiers
with his lightning guns. They were
SALVATION THROUGH
dispatched on a raiding mission, deep
BETRAYAL
behind enemy lines, to make a show of
In the end, as the bloody years trailed force and shock the rebels, it was hoped,
by, redemption came from the same into quick submission.
quarter that had provided the tools of
Just in case they proved recalcitrant,
destruction. One of the most brilliant
however, Tesla was given control of the
scientists in the Enlightened, a young
Pipeworks, a massive manufacturing
Serbian by the name of Nikolai Tesla,
centre in Washington, to convert to his
was horrified by the bloodshed and the
own compound of factories, laboratories,
unending pain Carpathian and his peers
and staging areas. If the war were to
had unleashed. Against the counsel of
continue past this moment, the Union
the other more conservative Enlightened
would not lack for these new weapons.
and his patrons in the Prussian Imperium,
Tesla travelled from Europe to the Union
and offered his expertise and assistance THE FINAL CRESCENDO
in ending the war.
The Union soldiers learned, all too soon,
The government in Washington, headed that possessing more deadly weaponry
by the beleaguered Abraham Lincoln, than the enemy does not necessarily,
knew at once what they were being rob the enemy of their own lethality. The
offered, and accepted graciously. The battles that ensued were perhaps even
most senior General of the Armies of bloodier than any that had gone before,

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but Tesla’s new technologies were terrible command tried to rally their forces in
to behold, capable of blasting the life Richmond for the final battle, Jonathan
from an enemy soldier no matter their ‘Stonewall’ Jackson, their most gifted
protection. Men were fried alive while field commander, did his best with
piloting the massive armoured vehicles the orderly retreat from Petersburg.
or were seared into the hereafter as they Unfortunately, he was ambushed with
slept in their fortress barracks. The skies his vanguard just ten miles from safety.
of the South flared electric blue with His body was carried from the field, his
the power of Tesla’s inventions, and the ultimate fate lost amidst the chaos of the
Confederacy, no matter how brave their running battle. [Editor’s note: Not sure old
soldiers or savvy their generals, could scarface is going to like being called ‘brutal
not hope to stand against them. [Editor’s and merciless’. I don’t like it either.]
note: Beautiful imagery. I like it.]
Jackson’s loss was the final straw for
Just as Tesla’s weaponry came into use, Confederate President Davis. As Grant
the Confederacy had dug in at Petersburg. began to rain down hellfire on Richmond
Less than 150 miles south of Washington, and the entire city burned, Davis
this was the place from where they could instructed General Lee to sue for peace,
defend Richmond, the capital of the making certain their offers of surrender
embattled Confederate States. Between were carried to President Lincoln himself,
the two cities, virtually all the strength as they felt Grant might be too inclined to
of the Confederate Army was deployed ignore them in favour of his great, blazing
in a defensive posture, and all but one of victory. Lincoln accepted the conditions
the Union Generals agreed that it would of surrender, immediately commanding
be impossible to dislodge them, despite Grant to cease his attack. Nearly three-
Tesla’s magnificent weapons, without quarters of the city of Richmond had
horrendous loss of life. been destroyed as the last fire went out
and the Confederate Army was utterly
Odysseus Grant, however, felt differently. shattered with less than a tenth of their
He did not question that there would fighting strength remaining.
be casualties. He only disagreed with his
colleagues on one salient point; he believed
the losses would be worth the victory THE ROAD BACK
they would secure. Pushing south from
By late 1865 the war was over, but
Washington with the Army of the Potomac,
the Union’s wounds ran deep. Six
Grant meant first to crush Petersburg, thus
million souls, almost a fifth of the total
eliminating the final military threat to his
population, had died or would not
forces, and then push on to completely raze
survive their wounds while the South
Richmond, the spiritual and political capital
was largely devastated. In addition,
of his enemies.
there were even greater threats rising
Grant was brutal and merciless in all around. The Crown, always eager
these final attacks. As the Confederate for an easy opening, attacked the
Union both financially and militarily,
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weakening them abroad. In the West, abolition of slavery in the country after
the indigenous tribes threaten to halt the War of Independence, black citizens
westward expansion, if not unleash have become steadily more integrated
outright invasion. Coupled with this into the country’s population, and
was the ever-present fear that while an those of Latin descent are following
all-out war was unlikely, a resumption suit after the acquisition of the bulk of
of small skirmishes could erupt again the Spanish-speaking lands of North
South of the Mason-Dixon Line. It was and Central America, so much so that
clear that the Union Army could not be Spanish is close to gaining recognition
disbanded or reduced to pre-conflict as an official language alongside
levels. The war might have ended, but English. The overall effect is that where
this was certainly not peacetime. many empires encompass many
different peoples, societies and creeds,
The Union continued to function as it the people of the Union, whatever their
had during the war, with conscription origins, are slowly but surely coming
and recruitment continuing apace. to think of themselves primarily as one
Service in the Army was seen in many people united by a common cause - the
quarters as the greatest honour one survival of liberty.
might achieve. It became fashionable
for the most wealthy and best families The men and women of the Union were
to send their second-born sons and not alone in their sacrifices. It became
daughters to officer training to serve. painfully clear to President Lincoln that
he could not rule effectively with such a
diverse array of enemies and challenges
SACRIFICE AND UNITY
rising up against him. The nation needed
As Union society shifted to acknowledge to be able to respond to these countless
and accommodate the need for a well- threats with a speed and versatility
trained, well-prepared standing army, that the Founding Fathers had just not
most states saw more and more of their imagined. He was best suited, of all the
surplus resources going back into a men and women alive, to shepherd his
military who had already won its war. A beloved nation back to peace, but he
massive bureaucracy stretched out from could not do it from the White House.
Washington to oversee taxation and
other support activities to ensure peace THE DEATH OF A PRESIDENT
and the slow recovery of the brutalised
country. Sacrifice was the watchword Using his ever-expanding web of agents
on the thin lips of these agents of the to assist him, Lincoln plotted his own
government, and sacrifice was the assassination in 1866. Enlisting an actor
national virtue they embodied. friend of his son’s, a man who truly believed
in the Union and what it stood for, plans
One remarkable aspect of the Union were laid for a massive public attack that
compared to other major powers is the would seemingly result in the president’s
relative unity of its populace. Since the death. He would then be free to assume
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more direct control of the varied defences GROWTH OF THE UNION


of the nation, while his vice-president,
Andrew Johnson, a capable bureaucrat The Army places its faith in themselves
with little to no imagination or drive, and their arsenal. Grant remained the
would be left as a figurehead to rule in his General of the Armies, and although his
place. [Editor’s note: What the hell is this?!? bitterest foe was no more, he began to
You can’t talk about this kind of stuff in view all threats to the Union as equally
public. Cut it all out. I hate it.] despicable. He had seen the horrors of
war. He had seen his family destroyed
Knowing that for the ruse to succeed, he before his very eyes with the terrible
would have to die, John Wilkes Booth was weapons unleashed by the covetous
not afraid to give his life for his nation. Enlightened. He had seen the savages
As planned there was a struggle, and a of the Warrior Nation tear his beloved
juiced blaster roared within the confines soldiers’ limb from limb. There was only
of a small private theatre box. When the one way his nation was going to survive
smoke cleared the world reeled at the this terrible time, and that was through
death of the President, even his own strength. [Editor’s note: Ease up on the
family believed he died that night. The slaughter of the Union, eh? I don’t like it.]
sacrifice made that night was by two
men. Booth was caught as planned and To the north, the Union’s border
killed for his actions and Lincoln would stretches the length of the Dominion of
never be allowed to return to his private Canada to the cold reaches of Russian
or public life again Alaska; frontier territory of the most
inhospitable kind. To the south, the
Abraham Lincoln was now relieved of war-ravaged and lawless hinterlands
the trappings of office. He was free to of Mexico still harboured rebels and
move out into the wide world in order to dissidents contesting the Mexican
lead his extensive army of gifted killers Absorption into the Union in May 1868.
through the shadows, conducting the
infinite number of dark and dreadful The Army knew such challenges could
deeds the times demanded of the nation not go unanswered. Whilst the northern
should she expect to survive. Lincoln borders are reinforced against Crown
knew that there were things the Union incursions and further reinforcements
Army could not be called upon to do, funnelled into the West, the invasion
whether it was investigating dangers of Gran Columbia in the Spring of 1869
to the wounded country, to ferret out ensured that not only were future
plots and schemes that threatened her, attacks on the Union’s southern border
or eliminate potential problems before discouraged but that further resources
the public could even be aware of them. and territory enriched the lives and coffers
His Secret Service was essential to the of all the member states. Such rapid
health of the Union. [Editor’s note: Are expansion requires the deployment of
you nuts? Do you want to go missing? Cut large garrisons of Union troops to ensures
it all out. I hate it.] these new territories remain loyal to the

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manifest destiny that drives the Union far more efficiently than their great size
ever onwards. Looking to repeat the would suggest. Reinforced with another
gains made in Gran Columbia, the Union Enlightened development, Sturginium,
army mobilises itself once more with an these massive structures are very resistant
eye southward on the newly emergent to damage. Union airships, the core of its
Socialist Unity of South America. aerial forces, are also highly resilient beasts.
Filled with inert Helium gas – a by-product
of the nation’s oil industry – they can absorb
THE UNION ASCENDANT
immense amounts of punishment while
Building on the designs purchased from dishing out huge quantities of their own.
the Enlightened during the Civil War, [Editor’s note: The official story here is that
Union military technology is mostly Brigadier General Samuel Sturgis discovered
an effective mix of the innovative and Sturginium while leading an expedition in the
reliable. Though Carpathian and his Dakota Territory. The Enlightened then stole
Enlightened continues to supply the it and took to south to the Antarctic to mass
Union with RJ fuel cells, the nation has produce it. Are we clear?]
warmed towards other, less fickle sources
There is one thing that all of the men and
of innovation. Union manufacturers,
women who have answered the Union’s
such as Orlington and Chace produce
call can agree on: With weapons and
an array of functional, but beautifully
technologies such as these, the Union of
engineered weapons and operating
Federated States is still the greatest hope
systems. Tesla continues to contribute
for instilling liberty and independence in
automata designs and spark reactors for
the world.
the military as well as to improve the lives
of the citizens of the Union. As a result,
the war machines of the Union are well AN UNCERTAIN AGE
equipped with labour-saving devices for
weaponry and control systems, allowing The President says that there will be time
them to devote more crew-space to to return to the values that once made the
their fighting compliments, especially nation a beacon of hope. At some point
the Marine Corps sharpshooters. in the future, there will be peace again
and the time for relinquishing weapons
When it comes to offensive power, in all will come. Until that time, there can be no
spheres the Union prefers relatively simple peace. Better to curtail freedom today that
weapons: massed rocket batteries and big the Union may live on to be an example to
guns – lots of them! Land Ships and Rolling the rest of the world tomorrow.
Thunder battle tanks bristle with heavy
cannons, whose long barrels, superior For without the Union, how else will
ammunition and automatic loaders freedom in the wider world prevail?
allow them to lay down heavy barrages
[Editor’s note: Great ending, but that stuff
at extreme range. Union warships are
about Lincoln has to go. If the public knew
driven by huge paddle wheels, rather than
the truth…]
propellers, allowing them to manoeuvre
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THE COVENANT
OF THE ENLIGHTENED

The architects of the Dystopian Age, the Covenant of the Enlightened wield their
formidable intellects to sweep aside those who stand in the way of Science and
Progress. These masters of technology covet knowledge above all things and believe
that it is only they who can steer humanity on a path to enlightenment. Whether with
monstrous fusions of man and machine or with their terrifying and wondrous war-
engines, the Covenant of the Enlightened take every opportunity to demonstrate
their technological supremacy. The discoveries that were intended to herald a new
era for humanity are instead used to punish those who would misuse them. Only
when the Covenant are lauded as the rightful leaders of the Earth this new Dystopian
Age can the world be brought into a new dawn of achievement and prosperity.

Assessment by Service Agent Kingston AHEAD OF THEIR TIME


- for the Director’s eyes only.
Generally, to be invited into the Amis,
Director Lincoln, it is human nature for a man or woman must have proven
like-minded individuals to seek each themselves through extraordinary
other out, to form deep and lasting accomplishments with extensive
bonds and to establish communities peer-reviewed research or intellectual
and societies in a world that often seems treatises. As such, most members were
bent on keeping each person isolated relatively advanced in years and rather
and alone. As you may already be set in their ways. By the early-nineteenth
aware, one of the oldest such societies century, most of humanity’s greatest
in Europe is La Societe des Amis du minds were clandestine members. The
Nouveau Eclaircissement, founded in influence of the Amis was felt throughout
Vienna in the early sixteenth century. the world, although of course, most
The Amis, as they called themselves, people had never heard of them.
were scientists, philosophers and free
thinkers who enjoyed an active, lively Records show that by 1845 the scientist-
correspondence, sharing their desires, explorer Barnabas Draynes Sturgeon,
dreams, and scientific exploits through a member of the Amis, had acquired
written letters and occasional symposia. extra-terrestrial artefacts from the crater
at Bimini. [Agent’s note: for more detail on

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Bimini please refer to my report last week world. Theirs was to be a genuine voyage
on Caribbean meteorite strikes.] of discovery rather than conquest. The
expedition was intended to prove a
Sturgeon shared some of that extra- theory shared by Sturgeon and few other
terrestrial material with his associates radical scientific minds: that the wastes of
Eberhard Bunsen and Gustav Kirchhoff Antarctica were not empty and desolate,
who had recently set up a facility instead they concealed treasures of
at the University of Königsberg. At incalculable value.
Sturgeon’s encouragement, the pair
studied the artefacts for almost a year Sturgeon had kept back a particularly
before unlocking the principles of curious artefact previously recovered at
atomic energy. The potential of this the Bimini crater: a compass pointing
breakthrough was clear to Sturgeon south instead of north. After further tests,
and the other members of the Amis. along with his closest friend the Greek
[Agent’s note: Regrettably, the Service was physicist Leonidas Vasiliou, Sturgeon
not established at this point in history for formed the belief that not only was the
if it had been, I am certain that we would device pointing to a particular location
have monitored the activities of the Amis in the south but that it was indicating
more closely. It is likely that enemy agents something beneath the surface of the
from the Alliance, Commonwealth and Antarctic itself.
Imperium had intercepted vastly more of
the Amis correspondence than our own Following the arrest of Bunsen and
limited network managed to.] Kirchhoff, Sturgeon accelerated his plans,
pulling together the resources needed
Tipped off by their spies, the Prussian to mount his expedition south. Despite
Imperium had Bunsen and Kirchhoff great adversity, he still managed to secure
arrested and claimed the material for patronage from certain valuable parties,
their Teutonic Knight-Luminaries to notably Crown Prince Vladimir of the
study. This acquisition triggered a series Russian Commonwealth. It was Vladimir
of similar seizures all over the world by who introduced Sturgeon to a scientific
agents from other governments. The polymath of extraordinary talent: Helsinki
Amis were plunged into crisis. Their Markov. At first, he was a priceless asset
apolitical nature was under threat but to Sturgeon’s cause, but later he was to
a solution would present itself from an become a figure of infamy.
unexpected source.
A CHANGING ENVIRONMENT
THE EXPEDITION SOUTH
The expedition made landfall in
In the midst of this intellectual upheaval, Antarctica in 1849 after a long journey
Barnabas Sturgeon was planning another fraught with difficulties. However, to
extraordinary expedition. This time his the surprise of everyone, not least
destination was Antarctica, the vast Sturgeon and his friends, they soon
ice-bound wilderness at the foot of the made what appeared to be a finding of

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great import. A series of reconnaissance Losing more than half of their original
flights were undertaken by Miranda expedition along the way, it took
Wells in her trusty modified Doncaster, over a year to finally reach the trench.
the Eye of Reason. Her patrols inland When they arrived, what they found
revealed an extraordinary sight located was more astonishing than the initial
deep inside the desolate Antarctican reconnaissance had suggested.
interior. A wide, chasm-like trench, many Buried amongst the eerie crystalline
miles long and almost a mile wide was agglomerations and twisted metal
revealed. Shimmering, gnarled spires spires, sunken into the earth and rock
of impossibly polished metal and vast, was a strange doorway. Beyond it lay
glowing masses of blue-green crystalline what would truly become a discovery
rock spread out like a starfish across the of earth-shaking proportions – the
ice. The landscape around the site was mysterious Antarctican Vault.
different from what had been originally
expected. Though most of the landscape
THE VAULT
was, as anticipated, frozen tundra, there
were valleys and mountains that held Once they stepped through the
starkly differing climates, flora and fauna. doorway, Sturgeon, Vasiliou, and their
retinue vanished beneath the Antarctic
Though Sturgeon had paid handsomely
landscape for several days. A series of
for the services of Maximilian Schneider
earth tremors heralded their return and
and his mercenaries to protect the
they were changed profoundly by what
expedition, it remained a journey of
they had seen. [Agent’s note: Despite
great hardship to navigate to this
several high ranking members of the
incredible site overland. Along the
Enlightened defecting to the Union, we still
way, Sturgeon noted subtle changes
have no clear picture of what lies within
to the landscape. These changes
the Vault. I would concur with General
were imperceptible at first but the
Grant’s assertion that a military campaign
surrounding valleys to the chasm
to Antarctica is the most expeditious
leading all the way back to their base
means of obtaining its secrets of the Vault
camp were in a state of comparatively
for the Union.]
rapid climate change. The permafrost
and snow had melted away for the More excited and animated then he
most part forming lakes or billowing had ever been, Sturgeon was still as
clouds of vapour. Strange megaflora shrewd as he was brilliant. He had
were seen sprouting from these freshly observed what had happened to fellow
revealed landscapes. Though there members of the Amis who revealed their
were the occasional attacks of large achievements to a greedy world without
beasts and birds to contend with, the safeguarding them, so took steps to
expedition most frequently saw ever ensure the Vault was not stolen from
more exotic and otherworldly jungle him. In secret, Sturgeon sent his closest
plants and vegetation. allies instructions to gather resources and
material so that they might expand and
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fortify their camp around the Vault. The A GIFT FROM THE STARS
facility was dubbed Wells Chasm after
the daring aviator who had braved the By their seventh journey into the Vault,
howling gales above the Antarctic to be Sturgeon and Markov had enough
the first to spot the crystals and spires. research gathered to theorise that the
Vault was the core of some massive
Sturgeon, Markov, Vasiliou, and the alien object which had crashed on the
others would embark upon several Earth centuries ago. There were records
further journeys into the Vault. Inside from the time that spoke of “a ball of fire
the inhuman megastructure, virtually in the sky” and a “great earth tremor”.
everything they found was beyond their Expanding on this hypothesis and
ability to comprehend. The excursions reversing the trajectory from the impact
were not without their own inherent site in Antarctica, Markov noticed an
dangers, as small parties could would unusual number of meteorite strikes
become lost in the Vault’s labyrinthine recorded along the flightpath. This
corridors and alien architecture. Most suggested that the object had begun
painfully for Sturgeon, his closest and to break up before it landed. This then
most intimate friend Leonidas, became pointed to the possibility that any parts
lost in the Vault, never to be seen again. of the alien structure’s mass that had
Putting aside his grief, Sturgeon gleaned fallen along the way could also contain
enough from the artefacts they recovered Element 270. The nature of the impact,
to set new paths of scientific discovery. erratic trajectory, and calculated size of
Markov estimated that it would take the object implied a controlled crash,
several lifetimes to fully explore and guided by some intelligence or pilot.
catalogue the contents of the Vault. This suggested the object was some
kind of colossal ship, perhaps akin to
At the centre of these efforts was the an ocean-liner to the stars themselves,
strange super-conductive mineral only much larger; perhaps a kilometre
surrounding the Vault, and which or more in diameter. If such a craft had
extended in great veins outwards from impacted with its full force it would likely
it. Codified as ‘Element 270’, and later have devastated the planet.
named sturginium, in honour of Sturgeon
himself, the properties of this material While it was agreed that the discoveries
would ultimately allow for accelerated in the Vault were the birthright of
exploration of existing fields of scientific humanity, such a wealth of knowledge
undertakings. The mineral would be needed to remain in the hands of a
harvested and shipments sent from Wells few. This custodianship was vital until
Chasm to their original landing site on the explorers had amassed sufficient
the Antarctican coast. This harbour camp allies to ensure that no one nation
was itself expanded into a second base of or interest group could pervert this
operations for the expedition. Sturgeon profound discovery for their own petty
named the new harbour facility Leonidas agenda. The Amis was nothing more
Spire in honour of his late friend. than a correspondence group and with

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how helpless they had been to save Bonaparte of the French Republique,
Bunsen and Kirchhoff, something more the boyar magnate Oleg Tatamovich,
was needed to safeguard the Vault the spymistress Julianna Drakenburg,
and the new age of science it would the communications specialist Mahlon
unleash. Leaving Markov and several Loomis, the alternate energy prodigies
others behind to continue the work, Nikolai Tesla and Augusta Byron, and
Sturgeon returned to Europe to create the engineering auteurs Herman Haupt
the organisation he needed. and Gustave Eiffel. This was also the
first time that the polymath Burson
Carpathian found notice amongst this
A COVENANT IS AGREED
group as a peer and signatory on the
1852 saw a conclave of the Amis held Covenant charter.
in the Palazzo del Borromeo on Lake
The conclave became the First
Maggiore, Italy. This literal meeting of
Symposium of the Enlightened and
minds had one purpose: to secure a
it was agreed that each Peer of the
future for the great undertaking they
Enlightened would have an equal
had agreed on for the betterment of
status within the Covenant. There were
humanity. Freshly returned from his
conditions to being granted a place
Antarctic expedition, Sturgeon called
in this new technocracy. To become
for a new beginning for the group. No
a Lord or Lady of the Enlightened, an
longer would they be a loose collection
individual must have their scientific
of correspondents but instead Sturgeon
merits recognised by the Covenant.
declared that a more structured and
Beyond that, a prospective Peer must
independent movement was needed.
offer land or some significant holding
This “Covenant of the Enlightened” as
or power base to serve as the location
he termed it would be free from political
for their own secure place of learning.
or patriotic pressures from the nations
Sturgeon offered Wells Chasm as the
of the world and would be founded as
model for the ultimate form of such a
a technocratic oligarchy. The discoveries
facility - what he called a Promethean
of the Enlightened, such as those he
Complex. Though many Peers could not
had seen in the Vault of Antarctica,
afford to build such a facility they were
would be ostensibly for the betterment
content for now to ally themselves with
of humanity, but only when wider
the half a dozen Lords and Ladies who
humanity could prove itself worthy of
could. Over time, and with the right
those discoveries. Until such time, the
opportunities taken, each Peer would
Covenant would be custodians of the
go on to found their own Promethean
Vault and of the new age of scientific
Complex and by this method, the
enlightenment that it would herald.
Enlightened began to develop a
Other brilliant minds of the age decentralised structure and a web of
stepped forward to join with Sturgeon strongholds across the globe - essential
including the warmaster Maximilian if their independence was to be assured.
Schneider, President Louis-Napoleon
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THE DAWN OF A NEW AGE nations of the world were not yet ready
for such power. For years the Countess had
Returning to Wells Chasm with many attended the courts, salons and assemblies
of the newly dubbed Enlightened, of power in Europe and knew how fickle
Sturgeon was gratified to see that in his and self-interested governments could
year of absence, Markov had developed be. Drakenburg was aware of a shadowy
Wells Chasm and fortified it with new network moving within similar corridors of
technologies to ensure that their position power to her own agents who appeared
on the continent was relatively secure. It to have loyalty beyond any single nation.
was regrettable that the new Eden that The true nature of this Dark Council she
surrounded the Promethean Complex had yet to fathom, but her instincts warned
was already beginning to be despoiled that it did not bode well. [Agent’s note:
by the industry required for the progress While our own research on the Dark Council
of humanity. A burden of the Covenant is undoubtedly more comprehensive than
was the knowledge that for their destiny the material gleaned by Drakenburg and her
to be fulfilled, the world must be forever spies, there is surely no harm in sourcing a
changed. What use are verdant flora and copy of her notes to cross-reference with our
wondrous fauna if not harnessed for the own? Our friend, Mr Morden, may be able to
enlightenment of mankind? assist us in this matter.]
Markov, driven by a mixture of exploratory Despite these warnings, the
fervour and in part by the need to Enlightened agreed at a Second
prove the value of their discoveries, Symposium to dispatch envoys to the
had pressed on doggedly and codified major scientific institutions around
a huge amount of the knowledge they the world and share without bias their
found in their exploration of the Vault. research, confident that as long as no
He firmly believed the time was ripe for single nation was given preferential
the fruits of these labours to be shared treatment or privileged access they
with the nations of the Earth for the would be secure. Even the guarded
betterment of humanity. Celestian Empire were receptive to the
offer of mutual advancement.
For several months there was heated
discussion amongst the Enlightened as In the first few years, this balance and
to the correct path. Thanks to Lord Lyon equality stimulated the greatest surge
Playfair’s cypher the Peers were able to of innovation and invention since the
discuss the matters in secret over their beginning of the Industrial Age. Regular
Loomis telegraphs. Markov’s urging for and equal shipments of Element 270
the sharing of the Vault’s secrets was were delivered to each nation’s principle
mirrored by Carpathian, Eiffel, Tesla and scientific institution in exchange for a
the engineering genius Isambard Kingdom copy of the research documentation
Brunel. There was a strong voice of caution, and prototypes of whatever applications
however, from Countess Byron and Lady they made with the mineral.
Drakenburg. They countered that the

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The voltaic arc technology that the acting as superconductors. Despite the
Prussian Imperium had been exploring protestations of Markov and Carpathian,
for years was given a huge boost when the Enlightened saw caution in keeping
Tesla introduced sturginium infused the secrets of these most potent devices
superconductor coils into the design. away from individual nations. For
After seeing what Element 270 could these were devices that could project
do for their metallurgical research, thrumming shielding screens of energy
the Ottoman Sultanate sent Princess to defeat projectiles, kinetic enhancers
Sherezad to study at Wells Chasm so that to augment engine efficiency and
they might embrace this new age of machines that could influence local
technology fully. Brunel’s transportation weather patterns. Most incredible of
rotorcraft became a reality for the British all were bizarre temporal and distance
Crown as a unique alloy of sturginium distorters; engines of near-surreal
and copper created a revolutionary complexity that could cause localised
metal combining light weight and warps in time, or teleport men and
incredible strength. The Russian material enormous distances in mere
Commonwealth continued to explore moments. The Enlightened arrogantly
sonic applications now using sturginium presumed that no nation should have
reinforced resonators for breaking apart these marvels as the applications
ice-floes while the French Republique for warfare were all too obvious and
finally made the breakthrough in their terrifying to them.
attempts to miniaturise their thermal
projectors so that the so-called heat [Agent’s note: Amongst all this
lances could be mounted on excavating ingenuity, no-one seemed to notice
machines to enable the construction when Burson Carpathian combined it
of a vast network of tunnels beneath with molybdochalkos to create a casket
France and her allies. The Celestian suitable for his own grand scheme to
Empire made great strides in the fields of come to fruition. This most unassuming
magnetic levitation and atomic energy of applications would set in motion events
though true nuclear power eluded that would change the world far more
them as it continued to confound the profoundly than any generator would.]
Enlightened themselves.
RULE OF THE CUSTODIANS
Their hubris, of course, meant that
the Enlightened retained most of the For a while, the Enlightened basked in
gathered Element 270 for their own the glory of their accomplishments. The
work. It was they who produced the wave of new technology, for which they
most bleeding-edge applications as the earned the plaudits they had desired
half dozen newly founded Promethean for so long, spread out across the world.
Complexes around the world began Sturgeon dared to believe that what
work on a series of extraordinary he termed the Sturginium Age would
generators, each only made possible herald a new era of peace for all.
by sturginium crystals at their core

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Across the globe the development nature Element 270 was having on the
of rudimentary mechanical servants world. The arguments became heated
known as automata grew rapidly and splinter factions began to form.
from the machines carrying out Sturgeon used all of his influence and
instructions on simple punch cards to patronage to finally carry the motion on
millions of complex instructions being the day. The Enlightened would become
engraved on silver disks so that these true custodians of the knowledge from
mechanical beings could ape more the Vault which was now unleashed
complex reasoning. The eagerness elsewhere in the world. All the secrets
with which other nations absorbed and technologies would be developed
the Enlightened discoveries and the exclusively by the Enlightened and
innovations accelerated by Element 270 withheld from the world at large until
was matched only by their drive to take they had proven themselves capable of
these incalculably precious gifts and the responsibility for the great power
turn them to warlike ends. Technology it contained. There would doubtless
designed for weather control, disaster be some anger and even some military
relief and agricultural resilience became repercussions from the other nations,
the basis for whole industries of war. but as the Enlightened had contained
The discovery of new metal alloys and those most terrible of technologies,
chemicals went into the construction including the generators, for their own
of Battleships and hulking Landships, arsenal, it would be a brief conflict.
cannons and bombs.

The benefits of the Vault revealed, once THE REBELLION OF MARKOV


again, the true nature of humankind.
While Sturgeon was away, Markov
Each nation was desperate for an
had built a political power-base as
advantage over the others and frustrated
a cover for his true activities. His
that their own developments would be
followers, including Princess Sherezad
shared impartially by the Enlightened.
of the Ottoman Sultanate and Burson
As the nations demanded more, the
Carpathian of Romania, believed this
Enlightened felt compelled to impose
Custodian ideology was caused through
rations on Element 270 shipments and
fear and jealousy, in contravention of the
demanded greater oversight as to its
goals of the more egalitarian principles
application. [Agent’s note: Predictably, the
of the Enlightened. On this proclamation
Enlightened would use any pretext to exert
from the Symposium, the authority of
undue influence and control over the other
Custodians was challenged by a coup
global powers. It is a testament to our
instigated by Helsinki Markov. Secretly
belief in the Union’s manifest destiny that
an agent of the Russian Commonwealth,
we did not capitulate to such demands.]
Markov utilised his allies to set in motion
Finally, in 1856 Sturgeon called for the an armed insurrection at Wells Chasm
Third Symposium of the Enlightened to and Leonidas Spire and fled in the
propose a solution to the destabilising ensuing chaos taking with him generator

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technology and a large shipment of Enlightened, even worse was soon


Element 270 to his patron, Tsar Vladimir. to come. Although the revolt quickly
subsided when its participants realised
Fighting broke out between the the truth it had already served its purpose
Custodians and Egalitarians, resulting for the traitor Markov. In the wake of
in chaos throughout Promethean the revolt and its consequences, the
Complexes around the world. Princess Enlightened left were shaken and shell-
Sherezad and others took many of the shocked. They had believed themselves
prized secrets of the Covenant back to and their new domain above the petty
their homelands. Thanks to Markov’s concerns of nationalistic fervour and
treachery the world now had access factionalism. That conceit, that prideful
to the most potent weapons and self-assurance, now lay in ruins.
technology the greatest minds on the
planet could envisage. The world was
set on a path that must surely lead to THE SCHISM
self-annihilation.
By 1857, although the Enlightened had
Even the powers of the Generators managed to conceal news of the internal
were twisted: weather control devices crisis from the rest of the world, Markov’s
intended to green the world’s deserts treachery ensured that the Covenant
were instead used to invoke tempests was split into two distinct factions.
that devastated towns and villages. Custodians believed that advanced
Terrifying force projectors were created technology should be guarded and
with the power to make both metals hidden from the world until humanity
and, more horrifyingly, flesh run like reached the maturity to use it, while the
wax. Interminable minor conflicts Egalitarians believed that every man and
continued to flare up around the world, woman had the right to self-determinism
now enlivened by a desire for a rival and that it was the obligation of the
power’s technological and scientific Enlightened to work with those nations
secrets as well as whatever territory to bring about a new age.
and resources it had to offer. For all the
The Enlightened’s most ardent scientist-
scintillating knowledge bestowed by
patron, President Louis-Napoleon
the supposed Sturginium Age, basic
Bonaparte, had recently founded the
human nature, with its greed, pride,
Latin Alliance, a bold coalition of France,
hubris, desire for power and dominance
Spain and Italy. This emergent power
remained unchanged.
promised to be a safe haven for the
But the efforts of the Enlightened scientists and researchers, just as the
could not prevent human ingenuity French Republique had been these past
developing ever more dangerous five years. As a signatory of the Covenant
devices from the knowledge they Charter, Bonaparte was obligated
had already unleashed. Pandora’s Box to establish a Promethean Complex,
was well and truly open and, for the which he did with the renovation and
expansion of Mont Saint-Michel.
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It was while meeting at Mont Saint- THE HEX SEED


Michel that Julianna Drakenburg
discovered that many of the secrets Desperately searching for a discovery
stolen by Markov had made their way that might save the life of his ailing wife,
onto the blackmarket. Louis-Napoleon Veronica, Burson Carpathian had come
had purchased as many of these designs into contact with the mysterious Dark
outright as he could to keep them out Council; individuals who had become
of the hands of rival world powers. As bonded with an ancient alien entity
a continued show of good faith with known as the Hex. [Agent’s note: What
the Covenant, the Latin Alliance shared follows contains a significant degree of
everything they had acquired and kept supposition based on anecdotal accounts.
out of the public domain. [Agent’s note: When supported by what the Service has
Though as all such technologies had witnessed in the field I cannot help but feel
been stolen from the Covenant to begin that we are close to the truth of the matter,
with there was little material gain for the even with a lack of hard evidence.]
Enlightened by this gesture. I am sure Louis-
The Hex itself existed in a geode-like Seed
Napoleon was not unaware of this fact.]
that was hidden away from the prying
In light of the destruction unleashed in eyes of the uninitiated. Carpathian
the world and the origins of Markov’s discovered the location and nature of the
treachery, the Custodians easily assumed Hex Seed and, most interestingly of all
complete dominance over the shell to him, that the base of this alien geode
shocked Covenant. The most influential was a huge subterranean reservoir of a
Peers ensured that those few Egalitarians crimson fluid. The fluid was referred to as
who remained were consigned to the the ‘Essence of the Hex’ but, other than
fringes of the organisation, effectively helping fuel arcane powers or being
exiling them from the Enlightened. ingested to cause physical mutation
Though they were entitled to attend or transformation, the potential of the
future Symposia, any secrets from the fluid was largely untapped. The viscous,
Vault were denied to them. The hope crimson liquid was provided to him in
was that denied of further inventions, small doses and seemed to invigorate
these ostracised members would wither his mind when a single drop is imbibed.
on the vine. Indeed they most likely Tantalised by the invigorating properties
would have, being subsumed into of the Essence, Carpathian thought that
their own national interests over time. it might hold the secret to returning his
Everything would have gone according wife to health.
to the Custodians’ plan had it not been
With the aid of allies in the Enlightened,
for the actions of one Enlightened Peer
Carpathian managed to steal the Seed.
and a sturginium lined casket.
The Dark Council had agents throughout
Europe and Carpathian reasoned that
it would not be long before he was
identified as the architect of the theft.

72
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Nowhere in Europe would be safe for Carpathian had been marked for death.
the experimentation he intended, but Using what resources and connections
two of the Enlightened here in the it had, the Dark Council manipulated
Union of Federated States had offered Odysseus Grant, who was at this time a
him sanctuary. Gustave Eiffel and the promising army Captain now reputed to
brilliant geologist Petronella Gage had have fallen to drink and paranoia. Fuelled
been forced into exile thanks to their by rumours of a fresh European threat to
support of Markov’s insurrection. They the security of the Union, Grant was set
had secured the town of Payson in the on a course to destroy Carpathian and his
Arizona Territory as an ideal home for newly arrived Enlightened entourage.
Carpathian and his work.
Taking the travellers completely by
surprise, Grant’s bombardment killed
SHATTERED most of the Enlightened landing party and
Carpathian was smashed like a rag doll
Crossing the Atlantic on the steamer
against the Seed-carrying casket he had
Lady B, Carpathian, his wife Veronica
risked so much to bring to these shores.
and their allies were aware that their
Twisted and broken, as consciousness left
prospective foster nation was wracked
him Carpathian saw his wife, Veronica,
with tensions as the northern and
dead at his side - her body pierced by a
southern states vied for control of the
single bullet that had gone unnoticed in
vast resources of the continent. They
the cacophony of battle.
hoped to arrive unnoticed. They could
not have been more wrong.
A NEW BEGINNING
[Agent’s note: Here we must again make
an educated guess based on the available Carpathian awoke days later atop the
facts. As you know, the very existence casket containing the Hex Seed. He had
of the Dark Council is difficult to verify, been carried many miles away from the
let alone to what extent, if any, it has carnage but he barely heard or cared.
influence here in Washington D.C. What His wife was dead and he was delirious
follows in regard to General Grant is taken with pain. With consciousness came
from information supplied in confidence the realisation that both his arms and
by our friend Garrett Morden. Though his legs were shattered and he sensed the
candour is appreciated, I feel it unlikely to onset of infection. Death would surely
be welcomed by General Grant should you claim him before long. The Enlightened
share any of the following with him]. made their careful way to Payson, where
others of the Covenant were waiting
The Dark Council undoubtedly would for them. The eccentric Doctor Francis
have found itself severely weakened Tumblety immediately took charge of
by Carpathian’s actions. Clearly it was the barely-alive Carpathian and began
still more than capable of exerting to work on him.
its influence and exacting revenge -

73
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As he recovered, Carpathian put aside devoted all his time and resource to
the pain and despair of his wife’s death experimentation with the Essence. He
and focused instead on the future. If exposed biological matter to the alien
Veronica could not be healed then mineral and worked to create more of
perhaps she could be resurrected? He the volatile crimson fluid. Tantalisingly,
would need to make war against death he discovered that by mixing the fluid
itself to achieve this vision. Eiffel and with gunpowder or other accelerants
another Peer in exile, Emily Roebling, he could greatly increase the potency
had overseen the renovation and of weaponry and combustion engines
fortification of Payson. The town had - a process colloquially known as
become a Promethean Complex built on ‘juicing’ them. Once he had stockpiled
the example of Wells Chasm. Carpathian a sufficient quantity and designed
dubbed his new home ‘The Warcradle’. suitably armoured and durable
sturginium-enhanced containers for it,
The entire town had been completely he announced the Fourth Enlightened
rebuilt to their specifications, combining Symposium to be held in Payson at The
classic European architecture with Warcradle. The date of this Symposium,
the rough and ready materials of the the 27th of October 1859, had special
American West. It contained extensive significance for Carpathian as it was also
laboratory and meeting spaces, not to the date of his wedding anniversary. As
mention formidable defences that would he stared into the glowing crimson fluid
make the town a veritable fortress should he felt a connection to his wife, as well as
it come under attack. Most important of all the promise of her eventual resurrection.
were the catacombs excavated beneath
The Warcradle, the deepest of which In the wider world, their authority
would serve as a vault to securely store challenged by the announcement,
the stolen Seed. Carpathian dismissed the Custodian leaning Enlightened
the workers who had helped him before were in a difficult position. Fearing a
collapsing the passageways that had led further division, Sturgeon and his allies
them down. An alternative route, known at Wells Chasm acknowledged this
only to himself, led him back out into the Fourth Symposium but claimed security
hot dry air of Payson. As impressive as all concerns in the rapidly destabilising
this was, for the nigh impossible feat he Union for a reason not to attend in person.
aimed to achieve, Carpathian knew that
he would need resources and a power- Many Enlightened did attend, however,
base in the Union many times larger than including Princess Sherezad and
he could currently call on. Now his work distinguished guests such as Amantine
truly began. Dupin, Giuseppe Garibaldi and Louis-
Jules Trochu. To them Carpathian
unveiled his greatest invention, a new
THE INVENTION OF RJ-1027 wonder-fuel he called RJ-1027. [Agent’s
note: Presumably Carpathian believes that
With the Hex Seed now shielded securely
the pseudo-science of the name would
beneath The Warcradle, Carpathian
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hopefully distance the liquid from its true one time, a whole third of the immense
origins to the general public as well as to factory city turned over to the safe
his Peers. Though the Service is fully aware storage and reprocessing of canisters.
of the true nature of RJ-1027, I understand
the need for such facts to remain within
CIVIL WAR
the Service at this time].
The sale and supply of RJ-1027 was only
For the Enlightened, RJ-1027 represented
the first step in Carpathian’s plan. The
a near-infinite power source limited in
cost of processing and generating more
application only by their imaginations.
of the Essence with the secrecy that
That it had been developed and
required was relatively high. The vast
designed by Burson Carpathian, the self-
majority of the world’s fuel requirements
proclaimed Father of the Enlightened
were still driven by coal, oil, timber and
was undisputed. Available for all the
gas. This was unlikely to change for the
world to use, RJ-1027 rapidly became the
next few decades as the application of
means by which the designs of much of
RJ-1027 tended to be for more advanced
the new wave of technology unleashed
technologies rather than the day to day.
by the Enlightened became possible.
Carpathian needed something to drive
Sturgeon reluctantly contacted the purchase and distribution of the
Carpathian via Loomis telegraph to technologies. [Agent’s note: The Union
offer his congratulations and Carpathian did not disappoint in this matter].
graciously gifted Wells Chasm with the
The initial flashpoint in 1861 was over
first shipment of RJ-1027 canisters so
the extensive oil and mineral reserves
that their important work in the Vault
of Mississippi and Texas. Carpathian
might benefit. Although some of the
and the Enlightened loyal to him knew
Enlightened like Nikolai Tesla and Augusta
that the power they required for their
Byron still favoured power sources they
greater work could only be acquired if
had independently developed, within
these tensions and fears were stoked.
five years the Enlightened were almost
Carpathian and his Enlightened needed
exclusively powering their advanced
to be in a position to demand autonomy
technologies with RJ.
and favour from whichever faction came
The energy contained in an oil drum out on top. To that end, they began
sized RJ cylinder could power a family to sell juiced rifles, automata, sonic
home for six months before it would cannons, and of course, the wonder-fuel
need to be switched for a new one. The that allowed all these infernal devices
spent RJ cylinders would be collected to be powered to both sides. Thus,
and taken back to The Warcradle where when the Civil War erupted in earnest,
they would be recharged for a small fee. it was fought with the most destructive
Within a decade, a million canisters of RJ- weapons ever devised by man.
1027 of all different sizes could be found
Armies were swept from the field as
in transit back to The Warcradle at any
streams of crimson power flashed

75
v1.09

beneath the rising clouds of smoke now these were greatly expanded and
and dust. Armoured landships crawled reinforced into massive industrial cities
across the churned, muddy ground, on the land ceded to them by the newly
shrugging off blasts that would have victorious Union.
shattered castles. Millions died and
the nation was devastated as the war
ENLIGHTENMENT OF THE SELF
dragged on, the Confederacy and the
Union equally matched through the Knowing better than any other what the
availability of Enlightened technology. true purpose of the Enlightened was,
As year after bloody year passed with no Carpathian directed his servants and
sign of an eventual winner, Enlightened acolytes at The Warcradle, making it the
elsewhere in the world began to fear most advanced source of weapons and
that it would never end. They predicted research in the world. The aloof Sturgeon
with certainty that the country would be and his allies at Wells Chasm saw the
reduced to a smouldering cinder before emergence of Carpathian and those who
the war reached a conclusion. followed him as a dangerous, unstable
element within the Enlightened. The
Eventually, it was Nikolai Tesla who broke
Union Civil War had been a flashpoint
faith with the rest of the Enlightened
driving on scientific endeavours around
and intervened, despite Sturgeon and
the globe as well as the demand for
the other Peers warning him not to.
RJ-1027 and the technologies that it
Taking his voltaic technologies with him,
could power. But the conflict had also
Tesla journeyed to the Union, providing
breathed new life into the Egalitarian
them with what would turn out to be
movement within the Covenant. Now
the upper hand. Supported by Tesla-
the notions of Carpathian became a
Coil powered automata and devastating
credible alternative to the principles
Rolling Thunder tanks, the war ended
espoused by Sturgeon.
within months. The exhausted populace
on both sides of the Mason-Dixon Following the betrayal of Markov,
line finally brokered an uneasy peace. the facilities in the Antarctic have
[Agent’s note: Director Lincoln, have you been expanded, with a large shipyard
ever asked Nikolai why he chose the North and airfield producing all manner of
over the South?] advanced craft to help the Enlightened
project their principles across the
Carpathian was furious, watching all of
globe. While Carpathian and his allies
the groundwork he had laid with the
have chosen to portion out advanced
Confederacy rendered useless with
technologies equally and fan the
their defeat. He immediately moved to
flames of industry and conflict, so
consolidate his holdings through the
too have Sturgeon and the rest of the
connections and alliances he had built
Enlightened taken whatever steps they
with northern interests. The foundation
deem necessary against those same
of several Promethean Complexes had
nations to ensure that no power gains a
been established during the war and
decisive advantage. Sturgeon is Lord of
76
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Wells Chasm, now a bustling metropolis caused Nikolai and his assistants go to great
built around the fabled Vault itself; and lengths to distinguish themselves from their
Leonidas Spire, the great port on the Enlightened cousins. Having visited The
Antarctican Peninsula presided over by Pipeworks myself, it is clear that beyond the
Maximilian Schneider. From these two publicly accessible lobby and conference
Promethean Complexes spread a vast room, the facility is still to all intents and
network of tunnels, cut and blasted by purposes a Promethean Complex.]
engineers with drills, ice-burners and the
tireless TX 01 automata. Underground
AN ENLIGHTENED PRESENT
galleries contain workshops and farms
illuminated by sun-like globes; made The Enlightened are vastly changed
habitable by atmospheric controls; since their founding a quarter of a
interconnected by railways and century ago. Now more self-focused
pneumatic pressure tubes. and fractured than before, they are
still collectively driven by the ultimate
Elsewhere in the world, though not quite
goal of elevating humanity through
to the scale of the Union Civil War, other
science. Hulking monstrosities guard
opportunities have enabled Promethean
the entrances to their labyrinthine
Complexes to be established. Through
promethean complexes that are dotted
such agreements, the Enlightened
around the globe. Overhead, their
are usually left alone by their host
bizarre and wondrous rotor craft ferry
governments, although their methods
materials back and forth between these
and attitudes often make for tense
strongholds. It is folly to mistake their
relationships with the local populace.
unusual appearance for weakness as
The Promethean Complex known as
they are bristling with concealed rockets
The Gateway, was once the tiny south
and searing lasers ready to annihilate
Atlantic island of South Georgia. This
any who would threaten them. Similarly,
island-city is, quite literally, the entrance
their fleet is usually hidden from view
to the Antarctic approach, through
beneath the waves, elegantly rising
which all visitors must pass. The Crown
only when needed to loose weaponry
is resentful of being manipulated to sell
that cleaves through enemy armour
the land to the Enlightened. [Agent’s note:
and shields. The Enlightened make
The Crown may be resentful, but I think it
prodigious use of their vaunted
fair to say that now that our dependence
generator technology, confounding
on the Enlightened has faded, we are
their foes or harry them from new and
in open aggression here in the Union -
unexpected quarters.
particularly against our ‘guests’ out in the
Badlands. Even the general populace now Thanks to the actions of the traitor
see Carpathian and his Peers for what they Markov, the clash of nations and the
truly are - opportunistic monsters making influence of the Hex, the Enlightened’s
coats for themselves out of our widow’s plan to control the world through science
weeds. I understand that this mounting and technology has come to nought
antagonism towards the Enlightened has and the various groups and factions
77
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are left scrambling to follow the many the Enlightened continue to push the
counter agendas they have devised. envelope of human advancement,
Though the Covenant of the Enlightened harnessing any technologies they can
still arrogantly places itself above the create or reverse engineer.
petty jingoism of the nations of the
Earth, rivalries between the Enlightened Beyond the predominant ideologies
members are fierce. Competing within the Enlightened of Egalitarianism
designs are often produced in different and Custodianship, the reality is more
Promethean Complexes in an attempt to nuanced and each Peer pursues the
earn their inventor prestige amongst their agenda of the Covenant in their own way.
fellow Peers or lucrative contracts should Isambard Kingdom Brunel spends his time
they feel that selling their creations will at a vast workhouse complex known as
further their goal. An example of this Bletchley designing ever more impressive
conflict was seen when Zerah Colburn’s engineering feats for his patron, Queen
Blackhoof Automata was replaced as the Victoria. Brunel is convinced that the
primary means of personal transport in world was at peace when the Crown’s rule
the Union army by Erasmus Levett’s Iron was unchallenged and now puts his great
Horse. The sickness and death caused by intelligence to work considering how best
the Automata’s primitive atomic batteries to return the Crown to her former glory.
resulted in such humiliation for Colburn For Barnabas Sturgeon at Wells Chasm, it is
that he flung himself from the cooling about developing the secrets of the Vault
tower of his Promethean Complex, the and dealing with those who would misuse
Iron Citadel. them. For Lady Julianna Drakenburg at The
Gateway, it is about keeping an eye on the
Within their Promethean Complex, each scientific achievements of the seven great
Peer rules as a technological autocrat power blocs and eliminating or seizing
and is responsible for maintaining a emergent technologies that would prove
militia or retinue armed with the latest a danger to the world.
in Enlightened advancements. Some
Peers make use of extensive mechanical Through these Peers and dozens more,
augmentation to create a capable force the dream of the Sturginium Age has
out of the physically injured or idealistic faded into the reality of the Dystopian
volunteers. Others have explored the Age. It is only a matter of time before
paths of automation to create marvellous the brilliant minds of the Covenant
machines capable of a semblance of of the Enlightened are called upon to
independent thought processing. Able defend humanity in their darkest hour.
to carry out a variety of tasks with the Until then, they must each learn to find a
world’s most advanced fleet of naval place in this era of constant warfare and
ships, armoured machines and aircraft, strife that they themselves have created.

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THE WATCHERS HEGEMONY

A pan-galactic group that consists of dozens of species all working together to a


common cause, the Watchers have been observing humanity for thousands of years.
Their standing order is not to involve themselves in the affairs of a sentient species
until they reach a level of technological and cultural sophistication. Once this level
is reached, the Watchers reveal themselves and the world is honoured by joining the
Watcher Hegemony.

On Earth, there is something wrong. Outside influences are interfering with


humanity’s development. Technologies are available that are decades, if not
centuries, beyond their time. The Watchers came to the Earth to free humanity from
the various unnatural influences that had taken hold, however recent events have
caused their mission to change. One day the Watchers will be able to recontact their
people ad bring the full might of the Hegemony to this backwater ball of dirt. Until
then, the Watchers rebuild their forces in secret, raiding settlements for raw materials
and hunting down those who would threaten their own survival on this harsh and
unforgiving alien world.

Diagnostic Event Recital are welcomed into the Watchers and the
Amber Alpha Jocasta species is re-engineered as a new Clade.
Each Clade has a function in the Watchers,
For over six thousand years the Watchers from the crystalline architects of the Indigo
have maintained peace in the galaxy. Led Clade to the personal protection services
by the noble Guardians, the Hegemony of the Vermillion Clade. However, should
of Watcher Clades have worked in unity the emergent race prove to have no
to observe the myriad worlds for those purpose save that of being selfish, warlike,
that might bear sentient life. Where such aggressive or unreasoning then they are
worlds show promise, closer scrutiny is considered a threat to other sentients of the
conducted. Self-awareness in life is both galaxy. In such circumstances, the Watchers
a blessing and a burden on all other act without compunction to eradicate the
sentients. Over the watchful millennia, species and reset the primordial elements
should that new species evolve to a once more so that the world might give
maturity that enhances the galaxy, they rise to a worthier race in the future.

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of each of the worlds in their care. As


an Arkvault is responsible for routinely
checking on hundreds of worlds and so
once the observation is complete, the team
transmits their findings and the Arkvault
departs for the next sentient world. The
return of an Arkvault to a world within a
century is seen only in cases of urgency.

THE HUMAN CONUNDRUM


The emergent human race first drew the
closer scrutiny of the Watchers around
THE ARKVAULTS four thousand years ago. A team of
Watchers (known as a myriad) from the
Travel between the stars is a lengthy Azure and Cerulean Clades discovered
and complex process. Early in their something surprising while making
history, thanks to technology gleaned a routine observation. Infiltrating the
from the relics of a dead world, the primitive society on the island of Thera,
Guardians developed and seeded large the Cerulean were impressed to find
portal gateways at key points across the a cultured and innovative people.
galaxy traversing distances that would Reference was made to an even more
otherwise take centuries. Travelling from advanced civilisation on a distant
their idyllic Sphere-Worlds through this island in the Sea of Atlantis. The Azure
network of portals, the Watchers use Clade traversed the waters using their
large spacecraft known as Arkvaults Etherwings, leaving the Cerulean to
to extend their vigil to the hundreds continue inveigling themselves into the
of thousands of planets that harbour higher echelons of Theran society.
sentient life. These city-sized starships
contain all the resources needed to carry Crossing the sea, the Azure Clade arrived
out the Watchers’ mandate. Species from on the island of Atlantea and found an
all the Clades are held in stasis in these unprecedented level of technological
immense craft for while the journey sophistication and organisation for a
between portals is near instantaneous, civilisation as primitive as the humans
the journey within the star system were believed to be. No species had made
itself can take a week until the ship is in such a technological leap in isolation
position above the target world. from the others of their kind. How could
it be that the Atlanteans appeared to
Once in orbit, the Watchers’ Observation have mastered cold fusion while every
Teams are able to make journeys to the other settlement on the planet was
surface in moments utilising shorter still struggling with glass making and
ranged portals. In this manner, the erecting stone monoliths? Returning to
Watchers can conduct a thorough analysis their Cerulean allies, the Azure agreed
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to portal back to the orbiting Arkvault tend to the wounded as she prepared
and inform the Hegemony of this her remaining forces for the next action
unexpected development. decided upon by the Hegemony.

A SURPRISING WELCOME INTERFERENCE


A larger team under the command of a Aboard the Arkvault, the analysis of the
Viridian Alpha arrived a few days later humans was fascinating. Though they
including myriad from the Grey, Azure, had potential to be a superb addition
Icterine, Magenta and Viridian Clades. to the Watchers with their creativity and
Charged with obtaining specimens of determination, it was clear that some
these advanced humans for further external agency had influenced the
study, the Watchers emerged from the humans of Atlantea. Though the humans
portal gateway on Thera to find the themselves had been conditioned by
Cerulean waiting for them without the some pseudo-religious doctrine it was
need of subterfuge. The natives seemed clear that a greater intelligence was
unconcerned by the arrival of the at work feeding them technological
otherworldly visitors and the Cerulean and cultural directives through their
quickly explained that the humans in subconscious. Identified only as The
Thera had discovered their mimicry not Order, this previously unknown species
long after the Azure had left. Rather than appeared to be extra-galactic or
being fearful, the Therans had welcomed possibly even extra-dimensional. Both of
them as brothers. The Viridian Alpha was these concepts had hitherto only been
suspicious of this ready acceptance. In theorised by the Hegemony.
her experience, such a fundamental shift
in a culture’s beliefs should not so easily Interviewing the captive Atlanteans,
be made. Focussing on the mission at the Watchers deduced that they were
hand Icterine Engineers and the Grey proxies in some kind of war between
built a staging ground near the township the Order and another party known as
of Akrotiri while a reconnaissance force the Hex. According to the Atlanteans,
of Azure and Magenta was despatched the Hex were a dark corruptive stain
to Atlantea. Arriving in Atlantea the on humanity and their purpose
Magenta managed to abduct several of was to cleanse that stain from the
the humans before the armed militia, Earth. Regardless of how apparently
known as Spica, began to respond. well-intentioned the Order might
Surprisingly disciplined and accurate, the be, the interference in the natural
rifles of the Spica cut down many of the development of a sentient species
Azure and Magenta before they could could not be tolerated even if the
escape with their captives. Returning Order were restricting their influence
to Thera, the Atlantean prisoners were to the island of Atlantea. Furthermore,
quickly transported back to the Arkvault no sign of a corrupting dark empire
while the Viridian Alpha had the Greys could be identified on the planet. As
the alien masters of the Order could
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not be communicated with, the second, the waves rushed in to fill the void
Watchers had no alternative but to with a roar. As the sea settled there was
remove their agents from the Earth to no trace that the island had ever existed,
prevent further interference. save for the perfectly smooth kilometres
wide gouge in the bedrock thousands
of fathoms below the surface. As for
BETRAYAL AT THERA
Atlantea, rather than rematerializing in
While the Watchers aboard the Arkvault another location, the island remained
made plans to excise the island of as energy that was harmlessly vented
Atlantea, the reconnaissance force at into space. Atlantea and all its people
Thera was instructed to cease work on were gone and with them the Order’s
the observation post and withdraw connection to the Earth.
all assets from the planet. The Viridian
Alpha passed on this news to the A DESPERATE ACT
Clades under her command and was
surprised when the Cerulean petitioned As the only survivors remaining from
to be allowed to remain, in direct the surprise attack by the Hex, two
contradiction of the directive given wounded Grey managed to fall back
by the Hegemony. Surprise turned to to the geothermal generator that had
alarm when, after denying this request, been installed to power the partially
the Cerulean withdrew from the other constructed Watcher base. As the Hex
Clades and entered a discussion with beasts and hordes of grimly determined
the Therans. The reaction was swift and humans approached, the Grey realised
unexpected as the Icterine and Viridian that there would be no escape for them.
were attacked by murderous humans Not willing to allow the human’s betrayal
and monstrous creatures emerging to go unpunished, the Grey overloaded
from subterranean lairs. As the Cerulean the geothermal reactor beginning a
psionically battered her to the ground chain reaction through the crust and
and the blades of the humans pierced into the magma vent below. Joining
her chest the Viridian Alpha realised too hands in a last moment of comfort, the
late that she had found the Hex. pair were annihilated as a detonation
ripped through the island causing a
volcanic eruption so massive that the
JUDGEMENT OF THE WATCHERS
Arkvault in orbit could observe its effect.
Unaware of the slaughter of their kin at Thera was obliterated as were the Hex
Akrotiri, the Arkvault in orbit targeted corrupted humans and all trace of the
the island city of Atlantea with a simple Watchers on Earth. The distant lands of
sequence of commands. The starship’s Egypt and China would record storms
large portal generators instantly of ash and fire in the sky that year and
dematerialised a twenty-kilometre wide whole communities were washed away
sphere of matter that included the island by the tsunami caused by the vanishing
and the surrounding bedrock. After a split of Atlantea and the annihilation of Thera.

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RENEWED OBSERVANCE that an entire indigenous people had


vanished. Suspecting the involvement
For several months the Watchers on the of the Hex or the Order a reconnaissance
orbiting Arkvault scanned for any sign force consisting of Cerulean, Azure,
of the Order or the Hex. A heavily armed Icterine and Grey Clades was deployed
observation team consisting of myriad from to thoroughly chart every human
the Viridian and Azure Clades made several population and identify any extra-
inspections over the following weeks and planetary influence. Very quickly it
even infiltrating myriad from the Cerulean became apparent that the dominant
and Magenta Clades could find no trace of culture on the continent of Europe was
the influence of either faction on the Earth. being used by agents of the Order. It
Satisfied, the Arkvault departed once more, logically followed that the Hex would be
with a follow-up mission scheduled for fifty present elsewhere on the globe.
years time. When that also found no sign
of continued interference the centuries According to the reckoning of the
passed and the observations became less European humans, the year was 1518 and
frequent. Humanity continued to develop it was anticipated that before the next
and it was hoped that after several more century was at an end, the Europeans
millennia the species might prove worthy of would have spread to the lands they
fulfilling their potential and take their place referred to as the New World. The
amongst the Watchers. Elsewhere in the Watchers concluded that this expansion
galaxy, the Watchers searched for evidence would spread the agents of the Order
of the Hex or Order on any other world of and the Hex further across the planet
sentients but found none. Disturbingly, and it might be impossible to remove
however, in the ruins of two dead worlds, them strategically. The Watchers were
fragments of technology were discovered. left with the unpleasant realisation that
Though millennia old, the technology bore if they did not act soon they might need
the hallmarks of those weapons used by to exterminate a large proportion of
the Spica of Atlantea and though there was humanity to prevent further corruption
no sign of life on either world perhaps there of their natural development. The
had been long ago. Hegemony concluded that a decisive
strike force must be deployed and remove
the Hex and Order once and for all.
RESURGENCE
It had been almost over a century THE CLADES ASSEMBLE
since the last observation when the
Arkvault arrived in orbit. At first, all Operational command of the battlegroup
appeared as unremarkable as before, was given to the Alphas of the Clades
but a survey team from the Indigo Clade involved. Consisting primarily of myriad
detected anomalous portal activity in from the Viridian, Magenta, Icterine,
South America. After a Magenta Beta Indigo, Cerulean and Grey Clades, the
and myriad were dispatched to the battlegroup was charged principally
jungles to investigate it was found with the salvation of humanity.
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Translocating from the orbiting Arkvault, and his Conquistadores had arrived
the host of some two thousand Watchers in the Bahamas looking for the fabled
arrived ready for deployment. The Grey Fountain of Youth. The activity of the
aboard the Arkvault had identified a Watchers had convinced the natives
suitable landing point to construct a that something supernatural was taking
base of operations. The Grey, Icterine place and when rumours reached Ponce
and Indigo translocated to the surface de Leon, he became convinced that the
on the islands of Bimini. Mindful of the goal of his quest must lie there. Defeating
attack on their forces by the natives an unsuspecting patrol of Grey, the
all those years ago, the islands were Conquistadores managed to gain access
cleared of its indigenous population to a service tunnel. Adventuring beneath
and the Watchers began to assemble an the islands many of the Conquistadores
armoured beachhead from which the were killed or lost in the labyrinthine
campaign could be conducted. network of corridors and vents. Fortune
smiled on Ponce de Leon, as by chance
he managed to avoid detection by the
FOOTHOLD
Watchers - until an encounter with a
To ensure a ready supply of material and Magenta Lurker raised the alarm.
troops for the task at hand, a gateway
By this point the Conquistadores were
was opened linking the base at Bimini
deep in the alien complex and, though
with the orbiting Arkvault. Over the
they viewed the place as an ancient
following months, the initial forces were
temple of the gods, they understood
expanded with the arrival of myriad
enough of the architecture to know that
from the Azure, Vermillion, Amber,
the chamber ahead of them was a place
Onyx, and Umber Clades. Their numbers
of great importance. In actuality, the
now swelling to over four thousand the
humans had found the temporal relay
base was extended further below the
substation that supported the uplink
surface. Geothermal generators and
to the orbiting Arkvault. This apparatus
atomic batteries were installed to supply
was an essential part of the portal
auxiliary power, though primary power
technology and compensated for the
was still supplied through the link with
natural drift in space-time when using a
the orbiting Arkvault. Scouting myriad
portal over hundreds of kilometres. The
from the Magenta and Azure Clades
temporal regulator array was aboard the
were deployed to not only secure the
Arkvault but as the portal was required
surrounding territory but also search for
to be open to the planet for a prolonged
traces of the Order or the Hex.
period, the Icterine had incorporated a
relay substation planetside to support
THE DELUSION OF MAN the efforts of the ship. While his men
ambushed the demons they found
While the Watchers were busy preparing
deeper in the cave (actually Icterine
to strike down the Order in Europe, the
and Grey working in the chamber),
human explorer Juan Ponce de Leon
Ponce de Leon stood transfixed by

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the shimmering fountain of light at Arkvault, causing crippling damage to


its centre. Light streamed from him as the city-sized starship. With a flash that lit
he crossed invisible protective shields up the sky, the Arkvault broke open and
and entered the hazardous heart of the its shattered hull plunged towards the
chamber. He was bathed in temporal planet. Even as its superstructure began
energy, feeling both rejuvenated and to break apart as it slew through the
impossibly ancient at once. atmosphere, the Watchers on the bridge
of the Arkvault desperately tried to slow
As though on holy or sacred ground, the craft and ensure that the impact did
Ponce De Leon took a golden goblet not cause apocalyptic devastation to the
from his knapsack and placed it into planet. Using what remained of their dying
the fountain as though it would be strength, the Watchers ploughed the ship
filled with life-giving waters. In a split into the uninhabited frozen southernmost
second, his hand aged centuries and continent. The impact was felt in many
then was gone. The goblet fell from parts of the southern hemisphere and
his grasp and tumbled into the volatile caused tsunamis and firestorms that killed
heart of the relay below. As he spun thousands, but the impact was not the
around, clutching the withered stump planet killer it could have been and the
of his hand, the sound of klaxons wailed shattered city-ship was buried under the
and the chamber shook. Monstrous frozen sprawl of Antarctica.
Magenta scuttled across the ceiling and
the entrance was barred by a myriad of
Vermillion Sentinels. The Conquistadores A NEW WORLD
numbered less than a dozen and each
In the outpost chamber, after what
man knew that this must be their end.
seemed like mere seconds had passed, the
Then a pulse of white light filled the
light faded and the Watchers recovered
chamber and all was still.
their senses. The Conquistadores had
vanished, presumably vaporised and
THE LINK IS SEVERED the surviving Alphas quickly moved to
assess their own situation. The lower
The gold from the goblet caused a levels of the facility were intact but
spectacular and unanticipated chain everything from the first sub-level
reaction to ripple through the apparatus. and higher was completely destroyed.
The shockwave pulsed back through As the Grey brought the geothermal
the collapsing portal vaporising all the generators online and the Icterine began
Watchers within half a kilometre of the to make sufficient repairs to power up the
portal gate on the surface. Within the relay surviving systems, establishing contact
chamber and the surrounding complex, with the Arkvault proved impossible.
the Watchers and Conquistadores were Once interference had been discounted
frozen in an instant of time, protected from a closer examination revealed that the
the terrible firestorm that raged above starship was gone, presumably destroyed
them. The energy that pulsed through by the same cataclysm that had scourged
the portal exploded inside the orbiting
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the base. The Indigo managed to smash give them purpose once more. For
their way to the surface and a myriad of the present, they would have two key
Azure were dispatched to reconnoitre objectives with each Clade contributing
the immediate area. What they found to them as best they could. The first
was at first confusing. The Humans objective would be to construct a large
from Europe had settled the areas portal here on the Earth to reconnect
previously uninhabited or inhabited by with the Sphere-Worlds. Though
the indigenous peoples. Furthermore, activating such a portal would cause
their technology seemed significantly in devastation for hundreds of kilometres
advance of where it had been only hours around, it would be a small price to
earlier. Cerulean infiltrators contacted pay to reconnect with their kin. Such
the nearby human colony in the guise a portal would require a significant
of travelling natives and confirmed quantity of materials, some of which
the terrible truth that more than three would be difficult to source or replicate.
centuries had passed on the Earth while The construction would likely take the
the Watchers were frozen. The year best part of a decade to complete. In
according to human reckoning was 1868. parallel to this first objective would be
the second, to carry out the mission as
given to them by the Hegemony. Seek
AN UNCERTAIN PRESENT
out the Hex and Order influence on
Looking to their strength, the Alphas humanity and eradicate any trace of it.
could count on less than four hundred This eradication would include any allies
Watchers from the combined Clades. of these forces as well as any trace of
This was not only insufficient to carry technology or other interference with
out their primary mission but was also the natural progression of humanity.
lacking the capability to immediately
Already the Grey have begun
improve their current situation. The
construction of a new portal facility deep
Watchers on Earth were left with a
in Superstition Mountain in the Arizona
troubling matter, after three and a half
Territory. Incubation chambers have been
centuries why had the Hegemony not
designed by the Grey Elite and Icterine
sent another ship? Presumably, their
that will enable a new generation of Grey
own Arkvault had been destroyed but
to be cloned to reinforce the existing
the lack of an update after a year or more
Clades. The Watchers are not sufficiently
would have been sufficient time for a
numerous to conduct a large-scale open
response. Yet nothing had arrived. Why?
conflict on the Earth and so, for now,
Riven by uncertainty, the Clades fell into must carry out their two-fold mission
quarrelling and disharmony. The Amber discretely lest their enemies move too
Alpha acted quickly and decisively to quickly against them.

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THE DARK COUNCIL


OF THE HEX

The Hex just wants to be left alone. Hunted across the galaxy, the Hex has come to Earth
to find a new home for itself. It calls out to those similarly abused and victimised so that
it might find companionship and learn from their culture and endeavours.

The Hex has no sense of right and wrong, it only knows survival and the loneliness that
eons of persecution have brought about. On Earth it has made new allies and bonded
with many who are similarly persecuted, but the Hex’s gift of power is misused by
humanity. Those who were the victim now have the strength to strike back at those who
made them suffer. Led by a Dark Council the Hex manipulate and inveigle themselves in
the great nations of the world, for only through control can they truly be safe.

From the pen of speculating that even in the coldness


Doctor Burson Carpathian, of the aether, a flicker of life might be
27th October 1871 found. If they only knew the truth.

My beloved Veronica. DRIVE INCHOATE


It is our anniversary once more and you
The entity known as the Hex has existed
are still not by my side. As I look back
for billions of years. Where it came from,
on the unfairness of our separation I
or how it first came into being, none can
cannot help but feel compelled to write
say. Certainly, the Hex itself offers no
this narrative in the hope that you might
explanation on the subject. It is a being
understand the nature of the faustian
devoid of the concept of history, it keeps
pact I have been forced to make. I hope
no record and lacks all but the simplest
that, in reading it, you will understand
memories of its own past. The Hex is the
what it has cost me, and what it may yet
maxim of survival made manifest. It is
cost me still.
barely aware and yet driven with a single-
It is said that life always finds a way to minded focus to survive at all costs. It is
survive. Whether that is at the bottom of the quintessential fighter, an awareness
the oceans, upon the highest mountain of existence without an awareness of self,
peaks, or lost in the most inhospitable, driven to continue to survive against all
scorching deserts. I remember the Amis odds, no matter what opposition might

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rise up before it, no matter what the cost. The Hex also remembers what
Though that cost is great indeed. happened next.

MIND WITHOUT THOUGHT THE BATTLE FOR SURVIVAL


Beyond its unending drive to exist, the The Helmera were destroyed utterly.
Hex lacks awareness as most sentients Targeted by some force from beyond
would understand such things. It is a Kerin, far outside the Hex’s own
disembodied force, a creature of energy experience, the entire civilisation was
that wants nothing more than to belong destroyed with a hatred it had never
somewhere, to be a part of something encountered before. First to die were
and to survive. It is driven by instincts those most closely related to the Hex.
shared by every other organism in The entity had gifted vast stores of its
creation to do whatever it takes to own power to several of the Helmera,
continue its existence and to widen its and these were the first to be destroyed.
understanding. Then the Tenebrae Seed, the crystalline
geode matrix through which the
Lacking any true sentience of its own, Hex interacted with the Helmera was
the Hex is driven to bond with existing destroyed. The energy force at the core of
minds. In doing so, it is able to utilise the being was diminished and damaged,
those minds and the accompanying driven back out into deep space.
body to provide form, function and
purpose to its survival. Lacking a history, The Hex does not really remember the
higher calling, or a culture of its own, it Helmera, but it does remember that it
assumes these things from its partnered is hunted. The Hex does not remember
organisms in order to thrive and perceive the Cupash either, or the Sindar, or the
the universe through different eyes. Heelian nomads of the red planet. It
has only the vaguest of recollections
Although the Hex is unaware of its past of the seventeen attempts it has made
on any practical level, the experiences to find a refuge. The attempts to find a
that drive it exist somewhere in its being. partner in the vastness of space only to
It recalls little of the Helmera, the first be thwarted yet again by the hunters
civilisation ever to host the Hex, save for and forced to flee. Each time the Hex has
their name and some detail of their world been driven from its adoptive world by
of Kerin. It remembers when it called the hunters as they reduce to a charred
out across that planet to draw several husk the natives that had offered the
sympathetically minded Helmera to it. Hex the one thing it craves: a home.
There is a vague recollection of bonding
with them for the first time. It remembers
well the flood of amazement and joy it THE SEEDS OF SURVIVAL
felt upon first touching sentient minds,
The hunters, known as the Order, are
upon first looking at the universe with
indefatigable. Driven by the need to
physical eyes.

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survive against this ruthless threat, and understanding with those it brings
the Hex has developed all manner into the fold, elevating them to positions
of defences. Upon arriving at a new of authority and, eventually, clandestine
planet, called there by some instinct control over any other local factions.
it could never understand, it divides Through this eventual rise, the Hex
itself into six equal Tenebrae Seeds. consciousness develops, using each
Each Seed sinks through the crust of individual to multiply its own awareness,
the planet, taking root far from prying experiencing the physical realm through
eyes or population centres. In this way, the culture and intellect of the host.
it hides its power from those that might
harm. At the site where each Seed sets This process of influence and integration
hold, massive quantities of biological may take centuries if not millennia on a
matter are converted into Hex Essence. world to reach fruition. Once complete it
This glowing, crimson ooze first forms is rare for the Hex to enjoy more than a
a crystalline shell around the Tenebrae few years of relative peace and security
Seed, giving it physical form, and latterly before the merciless Order return and
creates a protective moat of viscous wreak destruction on those carefully
fluid hundreds of feet across. From this crafted societies, driving the Hex back
relative safety, each Seed calls out to out into the void once more.
sympathetic minds amongst the native Occasionally the Seed’s call will go
population; the outcast, the pariahs, the unanswered, its location is too remote
castoffs of civilisation. for the natives to be aware or reach
The Hex is a simple consciousness, it. By dividing into six it ensures that
yet eternal. It knows nothing of the even if one or two Seeds go unfound,
temptations of mortal creatures, the enough of the other Seeds will make a
lengths to which they might go to obtain connection to ensure its survival. The
power, and the depths to which they lost Seeds can then be rediscovered by
might sink to keep it. Once these kindred agents of the Hex later in the process of
spirits link with the Seed they can draw connecting with the inhabitants. Each
on a portion of its power and strength Seed is linked to the others and even if
which allows them to build a network of only one escapes the destruction of the
further allies and support. This way those world, the Hex will survive. On its long
who are linked to each Seed develop journey to a new home, the Hex will
the influence in the world necessary to regenerate its missing substance until it
protect themselves and the Hex as a is whole once again.
whole. For physical succour, the Essence
can be used to reshape biological matter THE DRIVE TO EARTH
so that the desires of a being’s mind are
made manifest in their flesh. The seventeenth attempt to create a
home, on the planet Chy, was a true
In exchange for this incredible power, disaster. The emotional and spiritual
each Seed shares its need for inclusion connection between the Hex and the

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indigenous Chyne was particularly Hex had ever encountered. While the first
difficult. Perhaps due to their crystalline Seed found a solid foothold amongst the
nature, true symbiosis with the Chyne people of Thera, the second found none
remained elusive even up to the moment amongst the warring tribes of Northern
the dreaded Order arrived. This time, Europe to link with. That second Seed
the Tenebrae Seeds had been unable instead watched and waited until the
to create a sufficiently influential group emergence of the Roman Empire before
of followers, and those that had aided it it felt the humans were advanced enough
were quickly discovered and destroyed. to begin to establish itself amongst the
The Hex was driven out, vast portions of civilisation there.
its Essence burned away as the planet
was scoured in stellar flame. The third Seed was supposedly found
by monks of a particularly selfless
The remaining awareness, insensate and introverted nature known as the
with agony and its usual unfocused, Tian Shang who took it back to their
emotive existence, sought desperately monastery in the mountains. I know not
for safety. Drifting near the solar system what happened to this Seed, for it is as
of the red planet it had once fled from lost to me as it is lost to the Hex. Perhaps
aeons ago, for the first time the Hex the Celestians know more, but it plays
found itself drawn back to a system no part in this narrative so let us give it
it had visited before. Though the red no further thought.
planet had been lifeless for hundreds of
millennia, its neighbour, a watery blue The swamp-bound final Seed, so far
world was home to an emerging race of away from the others, was left to its
sentients known as humanity. own devices. It waited, dormant and
uncontacted for centuries beneath the
Not having recovered sufficiently, the Floridian swamps, the natives being
Hex was only able to divide into four warned away by their so-called Great
Seeds and fell to this new world in Spirit that nothing good would come
the hope that this might be its final from contact. Unable to draw any of
home. The first landed in the northern the local tribesmen into its sphere of
hemisphere on an island known as influence, the Seed instead settled
known as Thera while the second landed deeper into the wetlands. Its power
near the frozen north of Europe. The leached through the murky water,
third Seed fell far to the East in China, drawing what sentience it could from
while the fourth landed far to the South the swamp dwellers and creatures
in the steaming subtropical American of the dank, moss-shrouded wastes.
swamplands that would in time become Unbeknownst to the Seed, its seeping
known as Florida. power eventually reached a large,
misshapen egg that had lain dormant,
Though some four thousand years before ossified for millions of years. The creature
our present day, even then humanity was that had laid such an egg had passed
a diverse and complex a species as the from history so long ago there was no

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fossil remaining to tell of its existence. the Hex attacked, frantic to salvage what
But nurtured with the crimson Essence of it could of the situation. The response
the Hex, the egg quickened, eventually from these Watchers was equally
hatching forth a creature who drew decisive and the island of Thera was
on the link with the Seed to develop a engulfed in a fiery cataclysm, burying
wicked intelligence and claim all of the the Seed deep beneath countless tons of
surrounding bayous as her domain. lava, stone, and seawater. Lost beneath
the waves of what came to be called
Mare Nostrum, the Seed was beyond
THE ALIEN WITHOUT
the reach of the planet’s inhabitants, no
After centuries on Thera, the first Seed matter the power that might be offered.
developed its network among the
sophisticated island culture. But then A SLOW RESTORATION
something extraordinary happened.
Something that the Hex had not The other Tenebrae Seeds recoiled from
experienced on any of its previous host the destruction of the Thera. Now the
worlds. Its adoptive home was visited by Hex was reduced to two active Seeds
aliens. and its situation proved desperate
indeed for the merciless Order were
An alliance of different species, doubtless still out there in the world.
collectively known as Watchers, had
arrived from off-planet. The Hex It took more than a thousand years for the
had never been present at a visit by second Seed to work its council of allies
extraterrestrials before. In all previous into positions of influence and authority
encounters with a new race of sentients, in the emerging European powers.
it had been the Hex who had been Deep beneath the more obvious surface
the alien presence arriving on their trappings of mortal power and prestige,
world. The Hex did not recognise any these companions manipulated the
of the Watcher species and that was rise of great empires that spread the
both a source of fascination as well as influence of the Hex anew.
concern. As it would anywhere else, it
immediately set about drawing several
of these newcomers to itself, thinking MY BURDEN
to better understand their cultural On Earth, the humans who were drawn
ideologies if possible. to the second Seed over time came
However, the Watchers had their own to refer to themselves as the Dark
mandate on the Earth and having found Council. Each individual considered
agents of the Order already operating on worthy enough to join with the
the Earth they brought them to Thera, Hex became a strong, driven leader
not understanding the consequences despite their outcast status. The power
this would have for the Hex and its gifted to them by the Hex made them
human allies. With no choices left to it, formidable indeed. Linked as they were

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through the Seed, each member of the that in me it had met a being whose
council was connected together on a indomitable will and all-consuming
fundamental, spiritual level. By entering passion would reshape the gift it offered
a trance-like state the councillors could into something that would change the
communicate with each other over vast world forever.
distances and through this telepathy
came to know the minds of the others. In desperation, and half thinking it was
Over the centuries it became a tenet a delusion of madness, I agreed and was
for the Dark Council (insofar as the Hex drawn into the Dark Council of the Hex.
had the need for such rules), that none I became immediately aware of other
brought into its fold was capable of members in Europe, and elsewhere; the
betraying its fellows. But the Hex had deeper and stronger pulses of energy
and awareness flashing around the
never encountered a mortal such as I,
globe. I instinctively closed off his mind
Burson Carpathian.
and fell to my knees, burdened with an
I had accomplished my scientific intense, spiking pain which threatened
successes in virtual anonymity in to overwhelm me.
Romania, sharing them with a small
In that instant I not only gained the
circle of friends and advisors through
knowledge of all that had transpired
metered correspondence. All of my
for the Hex before this moment, but I
grand schemes were tossed to the wind
discovered that not only was I blessed
when you, my beloved wife Veronica,
with a pre-eminent genius but that I am
fell ill with a wasting sickness so virulent
also blessed with a rare brain chemistry
that nothing I could do could halt its
that enabled me to close off my mind to
progress. It was at this lowest ebb,
the others in the Dark Council. I would
broken-hearted and despondent, that
later learn that this was a talent never
I inadvertently attracted the awareness
seen before in a human.
of the Hex, an entity all too familiar with
isolation and fear. Tasting my dreams, I had the ability to hear the thoughts
this kindred spirit reached out to touch of the others joined to the Hex Seed in
my mind and introduce itself. Europe but could reveal nothing of my
own mind to them, save that which I
KINDRED wished to. I was now part of a larger
collective, something bigger than the
As the alien sentience reached out and man I had been and more far-reaching
made itself known to me, it revealed than even the Amis I corresponded with.
its own desperate troubles and offered I was part of the Dark Council of the
me a chance to bond with it. With a Hex but on my own terms. A supremely
simplistic understanding of the physical advantageous situation, as I am sure you
universe, the Hex could not know how would agree, my dear.
such an offer might be received by a
man in my position. Nor could it know

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THE ESSENCE At the end of that first year, I felt the onset
of crushing depression once again after
I spent the next year learning all I could coming to the conclusion that the Dark
from the Hex and from the other members Council and their limited knowledge of
of the Dark Council. There was an easy the Essence could do nothing for you,
familiarity among the Council due to the my beloved Veronica. While the Dark
mental bonds that tied them together. Council continued to power play with
I sensed very quickly that none of the the governments in Europe, I applied my
others could isolate themselves from scientific mind to the very nature of the
the gestalt in the way I had nor did they Hex and its Essence. I quickly became
realise that I had done so. I parcelled out convinced that the Hex itself did not
the occasional thought, the occasional comprehend the extent of its own power
scheme or secret so that they would and how it truly interacted with the
believe the link to be truly two-way, but creatures of the Earth. The alien power
I determined to keep the knowledge of was, in some ways, laughably naive to
the true situation to myself. the darkness inherent in humanity and
how that could spark human ingenuity.
I travelled all over Europe, maintaining
I came to see links and combinations
and strengthening the protective
between the powers of the Hex and my
web the Hex had spun around itself,
earlier experiments that hinted at far
gaining the full confidence of the other
greater potential for this ruby Essence
members. I discovered the nature of the
than even the Dark Council seemed
Hex Seed and, most interestingly of all
to realise. The Hex could do nothing
to me, that the base of this alien geode
for you, but I was convinced there was
was a huge subterranean reservoir of a
something I could do to save you, given
crimson fluid. The fluid was referred to as
enough time. My goal was not a small
the ‘Essence of the Hex’, but other than
one. Once I realised the full power of the
helping fuel arcane powers or being
Hex, I would settle for nothing short of
ingested to cause physical mutation
mastery over death itself.
or transformation, the potential of the
fluid was largely untapped. The viscous,
crimson liquid was often provided to THE TAINTED AND
me in small doses as snuff and seemed THE HEX BEASTS
to invigorate my mind by its very
presence. Tantalised by the properties I have observed that the Essence of
of the Essence, I thought that it might the Hex can cause physical warping of
hold the secret to returning you, my creatures with prolonged exposure to it.
darling wife, to health. I spent my In its captive state when used as RJ- 1027
fiercely guarded free time studying the power cells (I will explain about these
fluid, plumbing its mysteries and power, later, I promise), the Essence is relatively
seeking to unlock the potential I saw in harmless, however, should it be ingested,
its vibrant ruby glow. injected or otherwise absorbed into the
body the effect is quite different. The

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subject quickly exhibits the signs of Hex if not years after their transmutation.
taint: their skin takes on an unhealthy But such stories are rare and for most
pallor and their emotions are heightened the path of a Hex Beast leads only to a
to an intoxicating level. The eyes of a volatile and violent death.
tainted individual may also occasionally
display a crimson tint that flashes and
ENLIGHTENING OPPORTUNITY
fades under certain conditions. The
experience is highly addictive, but is not My peers in the scientific community of
a true connection with the Hex. the Amis had begun to band together
into a new organisation - the Covenant
Should a tainted subject be mortally
of the Enlightened. Ever the opportunist,
wounded there is a chance, particularly
I applied my genius to the aims of that
if their death is drawn out, that in their
new collective on the chance that they
final desperate moments they will
might further my goals. Gaining the
inadvertently make contact with the
trust and favour of various members
Hex. At the crossroads of death, the
of the Dark Council over a further two
most likely response to a pitiful cry for
years, I was finally granted knowledge of
mercy or salvation is the silence of the
the location of the European Hex Seed,
looming void. Rarely though, the taint
buried deep beneath the small city of
within them makes a true connection to
Innsbruck, Austria, high in the Alps. As a
the Hex and they are infused with new
member of the Enlightened, I now had
life and energy. This is a crucial moment,
the resources to act.
only those with the strongest minds
and sense of self can hold the energies I had been busy using my fierce intellect
in check. Should an individual have the and will to obfuscate my intentions.
strength of character a bond with the Trusting your brother, Vlad, to help me
Hex requires, they return to full health bring together a loyal coterie of fellow
and live to fight again. Those found countrymen, I used my contacts in
wanting cannot control the energies the Covenant of the Enlightened like
unleashed through their being and Herman Haupt and Gustav Eiffel to
their flesh immediately begins to warp, supply the machinery and expertise
their organs liquefying into volatile Hex needed to make my plan a reality. My
Essence and, wailing pitifully, the cage first act against the Hex was to break
of flesh stands again as a mindless Hex through the walls of the Schloss Ambras
Beast. Mercifully such creatures do not using Haupt’s giant drilling machines
live long. The Essence in their bodies and mechanical excavators. Once inside,
catalyses quickly and within a few hours your brother and his men ruthlessly
or days reaches a critical mass and they dispatched the Hex-warped creatures
explode violently. There are tales of Hex guarding the site while I focussed on
Beasts that have retained a link to their drilling down into the reservoir of
former lives or have fallen under the Essence beneath the Schloss and the
influence of a powerful agent of the Hex massive Hex Seed that lay at its centre.
and continue to function for months

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The roughly cylindrical geode was this technology, and the Essence of the
over twenty feet long, thick as four Hex, over the entire continent.
men standing cheek to jowl, and warm
to the touch. The enormous opal-like
A NEW DARK COUNCIL
mineral was placed into a sturginium-
lined casket, before being loaded onto Elsewhere in the New World, the final
a purpose-built wagon. The moment Seed had not been idle these past
the casket was sealed, the Dark Council centuries. The nazombu witch Marie
realised something was terribly wrong. Laveau had claimed the artefact as
Although their gestalt ability to her own power source to rule over the
communicate as a collective remained, denizens of the bayous as their queen.
their arcane connection with the Hex This channelling of the Seed’s energy
itself had been severed. The servants of was a beacon to those that had been
the Dark Council arrived to reinforce the touched by the Hex in the past.
site only to find my Enlightened and the
Seed were already gone. Having been hidden amongst humanity
for centuries, the enigmatic Shepherdess
All this I did in secret, even from you, arrived at Laveau’s court. With the
my beloved. You were so sick that I ability to mimic the form of humanity,
did not want to worry you with the the Shepherdess claimed to have first
risks I was willing to take. That journey bonded with the Hex on the long-
as we absconded to the New World forgotten island of Thera. Laveau sensed
together was the beginning of my new within the stranger something other-
nightmarish existence as no sooner worldly yet also the touch of something
did we arrive than you were taken familiar. While the Shepherdess was
from me. Though death claimed you certainly not human, it was evident
for now, I swore there and then that I that she had been linked with the Hex
would dedicate all my genius to have and through that bond could share her
you alive and at my side, no matter ability to disguise her true form. With this
how long it took. gift, Laveau was able to move amongst
humanity and spread her influence
I placed the crystalline Seed at the
free of the revulsion that her true form
centre of my burgeoning industrial
evoked in mankind. In the Shepherdess,
empire spreading from a factory-fortress
Laveau realised that she had perhaps
I built in the American Wild West.
found a true ally.
From this base, I was able to utilise the
crimson Hex Essence to power a raft of The Shepherdess was not alone,
new technologies. To hide its origins, I however, for the beast-lord Carcosa Rex
branded the power source RJ-1027 and had answered the call of the Hex and
claimed that I had invented it myself. On presented himself and his people as
today of all days I hope you appreciate another ally to the nazombu. Rex told
the meaning of those numbers, my love. the story of his people, that they were
Working from my stronghold, I spread the true inheritors of the Earth, the first

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people created by the Great Spirit in ages launched a clandestine war against my
past. But the Great Spirit was ashamed fellow members of the Covenant of the
by the Carcosa’s bestial nature and Enlightened in a bid to reach me and
abandoned them in favour of creating find the stolen Hex Seed.
humanity. Competing for resources in
those early days, the human usurpers This war did not come without terrible
hunted the Carcosa almost to extinction. cost. Since the disaster at Thera, the Hex
Now Rex and his kind numbered less had avoided contact or conflict with the
than three dozen and had heard the call Order through maintaining a low profile,
of the Hex. Perhaps, by joining with the its supporters working from the shadows
others Rex could obtain the salvation for to establish and maintain the protection
the Carcosa he so desperately sought it needed. Now it is impossible for things
and of course revenge on mankind. to return to the way they were. With my
distribution of RJ-1027 over an entire
In these three individuals, the Hex had continent, and a growing conflict that
found itself a new Dark Council. might soon break out into the public
consciousness, the Hex’s drive to survive
means that even if I can be found and
CONTACT
dealt with, the status quo can never return.
With the abduction and repurposing
The hunters of the Order have emerged,
of their Tenebrae Seed, the Dark
and it is surely now only a matter of time
Council in Europe had instantly lost
before all-out war breaks out once more
their connection to the Hex. They
and this world, like the seventeen that
remained politically inveigled and
went before it, may burn in starfire.
hugely influential despite the physical
loss of power but their ability to trust The Hex clings to hope. Hope to forestall
each other and influence the Crown, the seemingly inevitable by seizing back
Commonwealth, Imperium and Alliance from me the technologies and the power
was beginning to fade. They had to track I stole. Hope that then the Hex might be
me down and reconnect with the Hex. able to burrow deeper into the societies
of Earth. Hope that this time, unlike all
Eventually, the Europeans learned that
those times before, the Order will not
Laveau, Rex and the Shepherdess had
burn the Hex’s adopted home to ash in
formed their own Dark Council, a unique
an attempt to destroy it.
alliance that excluded mankind. That
could not be allowed to continue. The This is the price I am willing to pay, for
enigmatic Third Man was dispatched what do I care of the world if you are not
as an envoy from Europe to this new in it?
Dark Council. After a meaningful
display of his power which resulted Yours forever,
in the death of the Shepherdess, the
Third Man was accepted by Rex and
Laveau and together the three of them
Burson

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THE ORDER OF THE ALLSHARD

Existing in a formless realm of energy beyond mortal comprehension, the Order has been
waging a ceaseless crusade against the malign influence of the Hex. On Earth, their followers
believe in the righteousness of this cause but their true understanding of the powers they
serve is shrouded in mystery and doctrine. For the men and women of the Order, they know
that their crusade is just and that the very fate of humanity rests with them. With such a
burden, the Order strive to put themselves above their human frailties and morality. The
Order knows that should their crusade here on Earth fail; the world will burn.

From the confessional writings of the Order’s understanding continued


High Sircan Horst Abner. to expand as they developed a thirst for
knowledge that dwarfed the ambition
Let me tell you of the true saviours of that had first driven them into the light.
mankind. Their original name or what
planet they might have called home While contemplating the deepest
is now lost to time. But somewhere in workings of the universe the Order
this fathomless universe, there was a found they were briefly able to re-join
species who sloughed off their physical the material plane should their studies
forms and ascended to a higher state of and curiosity drive them to do so; but
being. Having departed from the physical time spent in the realm of the flesh was
universe, they found themselves in a new anathema to them, its rigid, linear flow
reality; a dimensional plane they refer as uncomfortable as gravity or any of the
to as the Allshard. To those previously other limitations of the physical universe.
bound to the perceptions of matter and
energy, this realm took the form of a river
A SHADOW ARISES
of blinding light. Amongst this infinite
stream of energy sparkled the very Within the Order’s ever-widening
essence, the souls as it were, of those who understanding of the universe, they began
came to be known as the Order. to sense the encroachment of a familiar
shadow from the universe they had left
The Allshard is a timeless realm,
behind. This morass was known to them
unfettered by the physical laws of our
as the Hex, a relic of a life long forgotten.
own. Within the cocoon of the Allshard,
The Order, loath to allow the stain of this

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creature to corrupt the physical galaxy, felt and gathering fruits and berries from
the first stirrings of compulsion in aeons. plants growing along the boundaries of
The Hex had to be eliminated. the plains.

Bending their will upon the physical Even primitive societies have rules. With
universe, the Order was able to touch rules come outcasts and misfits; those
upon the sleeping consciousness of deemed unworthy of inclusion, who
countless beings scattered among the had been relegated to the fringes, to
stars. Refining this skill, they found that eke out what pathetic lives they could,
not only could the subjects of this process demeaned and disrespected. It was
convey information into the Allshard, but here, within these small, disenfranchised
images, beliefs, and messages could be communities, that the Hex had taken
subtly insinuated back into the sleeping hold, driving these outcasts further from
minds thus contacted, in a process the the other Sindar, and then twisting and
Order referred to as Gnosis. corrupting their flesh and their minds.

Through Gnosis the Order began to track The Order, driven by disgust and
the shadowy taint of the Hex across the overconfidence, struck at the Hex too
galaxies. Travel in the material universe soon, assuming their foe would be easily
was the process of a mere thought for destroyed and thus the galaxy would be
them, the entirety of creation in the aether saved from their debasement. The Hex,
could be spanned in an imperceptible unaware of the Order’s existence, reacted
moment. The consciousness of the Order instinctively and violently to the sudden
found the still nascent Hex, studied it with attack. The Sindar who had been as hosts
horrified fascination, and then moved and helpers lashed out in all directions,
to destroy it utterly and erase its every arousing the ire of the nearby villages.
trace from the backwater galaxy in which The entire emerging civilisation was torn
they found it. It is worth noting that this apart in violent upheaval and open war. In
distant galaxy contained an obscure ball the resulting confusion, the Hex escaped
of dirt and water its inhabitants would into the wider galaxy with enough of its
come to call Earth... essence intact to begin anew.

THE FIRST CRUSADE BURNING OBSESSION


In one of the farthest corners of the Several things became clear to the
firmament away from our Earth, the Hex Order at that time. The Hex, although a
had settled upon a small, hot planet creature of energy like themselves, was
whose inhabitants were millennia from limited in its power and scope. In fleeing
discovering even the simplest machines. from the Order’s attack, the Hex revealed
These four-armed natives, who called its inability to exist beyond the material
themselves the Sindar in their own universe. The Hex seemed only able
language, lived in discrete, primitive to touch upon a single world at a time,
communities hunting the wide veldt which should, theoretically, make it

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much easier to eliminate it. The problem The initial phase of a Crusade begins
with theories, of course, is that they can when the first hint of the Hex’s presence
be disproved. on a world is identified. An exhaustive
study of the planet’s societal structures
An appreciable percentage of the is then conducted through the analysis
Order’s capacity was deployed and of the dreams and subconsciousness
engaged in the task of locating the Hex of the sentient natives in the process
once more and this time eliminating it of Gnosis. This scrutiny is intended to
for good. Through dogged persistence, find both the root of the Hex incursion
the consciousness of the Order emerged and suitable organisations and also to
from the bright river of the Allshard highlight individuals that the Order may
for brief forays into the material realm. use as agents in the coming conflict.
Countless lesser sentient minds were With the strength of the Hex corruption
sifted through the scrying power of ascertained the Order are careful
Gnosis for any sign of the Hex. to ensure that they have identified
The events on the Sindar homeworld appropriate allies amongst the native
repeated themselves again and again. inhabitants before declaring Phase One
But now, aware that they were being of the Crusade to be at an end.
hunted, the Hex proved far more elusive. As the Crusade moves into its second
The Order perfected their ability to twist phase, the Order begins to shape the
a society’s innate xenophobia to their beliefs of those native groups who have
own ends, as the Hex always gravitated a sympathetic outlook on the tenets
toward fringe elements of the societies of purity and discipline. The beliefs of
they attempted to infiltrate. their unwitting allies are gradually and
In time, as the Hex continued to evade subtly influenced towards a more close-
destruction, the hunt took on a formal minded, intolerant worldview conducive
structure. More and more of the Order to the persecution of the disenfranchised
were drawn into the effort, their Hex-touched populations. Throughout
higher contemplations and aspirations the first and second phases, the chosen
abandoned for the destruction of the Hex. native allies are unwitting proxies in the
Order’s conflict. Select individuals begin
to have lucid dreams from a presence they
CEASELESS VIGILANCE believe to be their godhead. The goal of
the Second Phase is to use the population
Through the millennia, the Order settled
to cull those fringe groups and societies
upon a fixed strategy in their efforts
where the Hex might be harboured, with
against the Hex. When the hated foe was
the intention of eradicating the hated
once again discovered, a crusade would
shadow before it is allowed to fully take
immediately be declared, following
hold. Should the direct action aspects
a rigid framework of events and
of this phase of the Crusade fail, the
techniques that would, it was hoped,
groundwork will have already been laid
bring about the destruction of the foe.
for the declaration of the Third Phase.

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With this escalation of the Crusade, the of that single relic. All they know for
Order will have consolidated its hold over certain is that their gods will direct them
those organisations it has decided to use and provide instruction so that they may
as proxies, imposing a more militaristic, play their small part in the greater plan.
disciplined structure upon them. In
addition, through Gnosis, the Order will During the final stages of Phase Three,
agitate general trends of prejudice and a disciplined core of devout militia
bigotry in the general population to arises: the Spica. These Spica will have
create a hostile and deeply unwelcome been formed, trained in the use of these
environment for the Hex. advanced weapons and are prepared to
hunt down the Hex-influenced natives.
The vassals of the Order will be inspired It is these holy warriors who are the
to create advanced technologies and physical extension of the will of the Order.
weapons for use against the Hex. These Over the centuries the Spica conduct a
technologies are never imparted with the sacred but hidden war against the Hex
education of the underlying principles. and the ruling Dark Council that serves
Understanding of the technology is to push the Hex’s agenda of corruption
not required, only explication. Through and murder. Relics such as the Spear of
many generations of parents and their Light and Tumbler enable the Spica to
offspring, entire bloodlines are focussed extend their campaign and reach even
in the recreation of the weapons and the most distant or elusive of a tainted
technologies required to defeat the Hex. populace. But there will come a point
While one faithful family may perfect where even these fabulous devices are
the replication of how to assemble a insufficient on their own to bring about
complex relay or layer the steel for a the extermination of the Hex.
sword blade, another may strive to
achieve an exact copy of a sword hilt
RISE OF THE COR CAROLUS
that they were shown in their dreams.
Others work on mining specifics ores, The replication of technologies is time-
gem-working or learning how to inlay consuming and ultimately has its limits.
inscrutable yet sacred holy runes into The more complex a technology, the
the metal. Finally, a privileged family more families and generations must be
would be shown how these elements dedicated to its creation. Something like
combine to form this relic, such as an a relic blade might take a century to enter
energised blade or portal emitter. This the service of the Crusade. However,
family would now possess knowledge as technology such as the portals that allow
to how the sub-assemblies are crafted or the Spica to instantly teleport between
even become aware as to the identity of two points on the battlefield would take
the other families who have worked over more than a thousand years to bring to
the centuries on those components. A fruition. The final relic that can be taught
thousand years might have been spent to a mortal mind is so complex that in
across multiple generations of devout many ways the initial components are
families all to bring about the assembly amongst the first revealed to the native
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servants. The completion of the first the Order wants in the Fourth Phase is
Apothic Arch at the heart of the Order’s to become embroiled in a conflict with
stronghold signals the end of that phase the mortal governments of the planet as
and the commencement of the next. well as the Hex. A war on multiple fronts
is unlikely to always be fought on the
The Fourth Phase is marked by the Order’s terms. Better to restrict the Spica
activation of the Apothic Arch. These and Cor Caroli to precision strikes of
archways connect directly with the overwhelming power so that the natives
Allshard and provide a bridge between can be strategically weakened and the
the best warrior servants of the Order Hex confronted. By this time the Hex will
and their patrons. Believing themselves have corrupted a small but significant
marked for greater service, chosen portion of the planet’s population.
Spica willingly enter the Apothic Should repeat strikes against their
Arch expecting to receive some small post-war bases and supporters prove
measure of the blessings of their god. insufficient and the Hex survives, Phase
Instead, their bodies are invaded and Four will reach a conclusion. Under
possessed by one of the ascended the direction of the Cor Caroli, the
beings in the Allshard. After several construction of immense strongholds
minutes of being wracked with agony, on each of the planet’s major continents
the now smouldering host steps free is completed. These Bastion Armatures
on the arch as a member of the warrior are hidden in remote locations and are
elite - The Cor Caroli. These holy warriors staging areas for the final war against
inform the assembled senior priests and the Hex. While the exterior fortifications
commanders, the Sircan, of their true may be completed relatively early in
purpose and finally, the real nature of the the Fourth Phase, it is the completion
Order is laid bare for those leaders. With of the immense Revelation Gate at the
the highest ranking mortal members centre of each citadel that signals the
of the Order having now been made beginning of the Fifth Phase.
fully aware of their role in the millennia-
spanning conflict they are sworn to By the time the Order reluctantly
secrecy. Only the Sircan like myself are commences with the next phase of
privileged to know the truth of the Cor the Crusade, direct, open warfare has
Caroli, the god-like alien masters we begun on all fronts. The Cor Caroli have
must serve. grown to sufficient numbers and are
deployed to seize every strategic and
With the arrival of the Cor Coroli, the tactical resource on the planet to deprive
Order’s Crusade is no longer relegated to it from their enemies. Every enclave
the shadows, though a degree of secrecy of the Hex is attacked simultaneously,
and restraint must still be shown. The instilling panic in the population and
Cor Caroli will be too few and the Spica resulting in hasty, terrified reprisals from
too mortal to escalate the conflict so the native governments in response to
quickly that the native governments such violence. The entire world will be
and powers be alerted. The last thing engulfed in war as the Order attempts

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to exterminate the Hex. The Cor Caroli servants of the Order and those corrupted
are openly unleashed, and no quarter is by the Hex alike, are gone. The Cor Caroli
asked – neither is it expected. This state of host bodies vaporise as the planet is
total warfare may continue for years until cleansed. The eternal energy form of
the Order determines that all indigenous each Cor Carolus is welcomed back into
survivors have either sided with the the Allshard and a quiet vigil of several
Order or have been infected by the Hex. moments is offered up to the memory
When there is nothing to be saved the of the destroyed civilisation, another
Order reluctantly moves to enact the final victim to the corruption of the Hex. Then
phase in the last effort to destroy the Hex the eternal watch of the dreamers in
before it can once again escape. the physical realm begins anew, in the
anticipation that the Hex will emerge
At the declaration of the Sixth and final once more on another planet.
Phase, each of the enormous Revelation
Gates is activated. Their true nature is Seventeen times the Hex has been
revealed in that moment. They form a discovered. Seventeen times the Order
portal, linking the gate room directly has come crashing down on them. And
to the surface of the planet’s star. each time the Hex has forced the Order
These gates unleash a burning tide of to burn a world. Each time the entity
superheated gas that washes across the manages to escape and begins its cycle
planet. Everything is destroyed; every of foulness anew.
last vestige of the native populace, the

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THE EIGHTEENTH heart of the island to support what the


Order believed would be the final battle
After the eradication of the planet Chy of their long war. Within a generation,
the Order believed that the Hex had the Cor Caroli would arrive to join their
been completely destroyed at last. The servants in preparation for a massive
crystalline-based native Chyne had assault. The Order supposed with some
proven less susceptible to the touch confidence that their victory was at
of the Hex, and their rigid, structured hand. But then Atlantea disappeared.
minds had been more amenable to
Gnosis. Despite this, it had still become An immediate campaign of Gnosis
necessary to carry out the Sixth Phase on was begun, but none of their followers
the world and burn it to ensure that the appeared to have survived the utter
Hex was no more. eradication of the island. Even the
subconscious of the tainted inhabitants
For many years after the death of Chy, of Thera was unavailable to the Order
there was no sign of the Hex and a as it appeared that the Hex enclave on
feeling of hope began to emerge within Thera had been completely destroyed
the gleaming river of the Allshard by a volcanic eruption.
once again. Then the dreams of a soft,
primitive people isolated within the There was no sign that the Hex had
far spiral arm of a galaxy grew dark. survived the destruction of their island
The unsophisticated inhabitants of the stronghold, but the Order was not
Earth were not advanced far beyond the quite ready to believe that victory had
ability to shape soft metals to their uses. arrived from such an unexpected and
unprecedented quarter. They were right
There was a darkness shading the to be suspicious.
dreams of some of the inhabitants of
Thera, a small, protected peninsula
jutting into a long, narrow, land-locked FACTORS OF COMPLICATION
sea. Through more careful observation, In all the time the Order had kept a
the first two phases of the Crusade were watch across the galaxies for the taint
implemented. A likely Hex infestation of the Hex, they had spared no interest
was identified on Thera along with in the unrelated goings of the myriad of
the most suitable force capable of lifeforms flourishing across a thousand
confronting them, the people of the other worlds. So single-minded were
neighbouring island nation of Atlantea. the Order in their crusade that entire
The Crusade of Earth was well into civilisations were born, evolved and died
the Third Phase, with Atlantean Spica without the all-powerful Order even
working surreptitiously against the learning their name. Certainly, the Order
tainted folk of the island city of Thera. had no concept that in the more recent
The first Apothic Arch was nearing moments of the material realm, say a
completion on Atlantea and construction mere few thousand years or so, that a
of a Bastion Armature was begun in the close-knit federation of worlds had been

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formed, an organisation of sentient Confident with how they could impart


races, unlike anything this galaxy had their technology through Gnosis to the
ever seen before: The Watchers. humans of this cult, the Allshard moved
at an expedient pace and within two
It took decades of analysis and penetrative thousand years had progressed the
Gnosis of the galaxy before the Order Crusade to the third phase with the Holy
finally understood what had happened Order of Man at its heart.
at Atlantea. At first, it was feared the
Watchers were tools of the Hex’s Dark Since the resumption of the Crusade of
Council, having clearly brought about Earth at an accelerated pace, the Holy
the destruction of Atlantea. But it was Order of Man has developed quickly
revealed that in this case, appearances into a well-disciplined secret army. Now
were deceptive. These Watchers were known simply as the Order, we are a
nothing more than younger races who fanatical force who mask our true beliefs
had wandered unknowingly into the beneath the cover of a fringe religion.
eternal war between the ancients. These In this way, carefully eschewing the
galactic children would normally be of established concepts of Godhead and
little consequence to the Order, but here the doctrines of the other orthodoxies
on Earth they were a dangerous obstacle we can move amongst the spreading
to the crusade. colonial powers to found enclaves
across the globe. From these multiple
strongholds, we are able to strike out
RENEWAL
against Hex activity and agitate the
Keeping a wary eye out for any future local populations against the pawns
visits from the Watchers, the Allshard of the Dark Council. Chapel-Fortresses
maintained a vigil for many centuries have been built in remote areas as
over the developing nation-states precursors to Bastion Armatures. Finally,
of Earth. Eventually, after more than in my lifetime, the Apothic Arches have
two thousand years, signs began to been assembled. The Cor Caroli finally
emerge once more of the Hex taint. walk the Earth amongst the faithful - a
The corruption was predictably more glorious sight to behold indeed.
widespread in its resurgence.

As it was evident that the Hex was active


ALLIES AMONGST THE HERD
once more, the Order were forced to restart Yet for all of our recent successes there
the crusade at the first phase. This time a have been setbacks as well. Our situation
secretive religious sect, known as the Holy has become infinitely more complex
Path of Man, proved the most predisposed since the appearance of other advanced
towards the Allshard’s approach. Located technologies. These have suddenly
in the densely populated continent of begun to appear across the continent as
Europe, the newly daubed Holy Order if being purposefully spread to confuse
of Man began to extend its power and confound our task. Perhaps these
and influence throughout the region. are of the Watchers or even might be
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remnant Order equipment lost with THE ORDER MADE MANIFEST


the destruction of Atlantea. Whatever
their source, they are to be expunged The pinnacle of the relationship
from the Earth with the same zeal and with our new Ottoman allies was the
fervour as though they were infernal completion of the second Bastion
Hex-blighted weapons. Armature. Though construction of the
first had begun in the Rocky Mountains
It is fortunate that in hunting down and many years previously, work had been
destroying enemies of our orthodoxy we slow as it was carried out in secret and
have found allies. After bandits using Hex- with limited resources. No such guile or
tainted weaponry were found to be raiding restraint was required in the Ottoman
the city of Edirne on the border with Sultanate and now a mighty Armature
Greece, I despatched Sircan Dylan Callus has finally been completed. This
and his Spica Iapetus to cleanse them from colossal fortress is known as Izadkhast
the region. During this action Callus saved and lies amongst the rugged vistas of
the son of an Ottoman noble and within Persia. The Bastion Armature located
the year the Order had found sympathetic in the Rocky Mountains was finally
supporters within the Sultanate. completed in 1870 and we have titled it
the High City. Alongside Izadkhast they
Sultan Suleiman Mustafa I has had his have become the focal point for most of
eyes opened to the truth of the Order the Crusade’s activity.
of the Allshard. Once he was given a
version of the true nature of the Order As the regional politics developed, both
that he could comprehend, he spent a in the Sultanate, but more particularly
full day in counsel with his Grand Vizir, here in the Union, we have been
Mehmed Pasha. Calling Callus to his disturbed to find more and more signs of
court, he proclaimed that the Order of Hex taint emerging. The chaotic, rough-
the Allshard were thereafter a permitted and-tumble nature of the western
religion in the Ottoman Sultanate and borderlands is proving to be a perfect
that he would consider whatever our environment for the Hex. The entity is
requirements would be to establish driven to take advantage of the plight
a stronghold in the Sultanate. His of the dispossessed and outcasts of the
conditions were simple, firstly that his fevered expansion of this young nation.
royal personage would be guarded by a To combat this rising corruption my
phalanx of Cor Caroli at all times as he Sircans, under the guidance and with
moved about his realm. Furthermore, the advice of our Cor Caroli, direct the
the Sultanate required the Order to Spica in their training and preparation,
deploy their forces alongside his own as stockpiles of advanced weapons build
in the pursuit of mutually beneficial beneath the Bastion Armatures for the
military objectives. These two points coming war.
were readily accepted, and detachments
of Spica are now routinely deployed I pray I have the strength to temper the
alongside Sultanate forces. will of my masters in the Allshard. For if

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the Order cannot destroy the Hex here Sircan should I succumb to an assassin,
in the American West or elsewhere in approaching old age or an accident.
the world, then the burning of the Earth
must follow. When in the field acting as the Allshard’s
instrument she is equally impatient
to bring about the unveiling of the
THE ZEALOT AT MY HEELS Order’s true mission. This reveals itself
as a disdain for the use of subterfuge
My calls for temperance are heeded
and stealth, instead portal jumping
by many, as is my right as High Sircan,
into combat directly and taking her foe
but I am aware that there is a growing
unawares with the precision application
following building around that upstart
of overwhelming force against those
Elita Nura. Within our number she was
tainted by the Hex through absorption
only recently raised to the rank of Sircan
of its essence or simply through being
following years of service in the field
manipulated by the Dark Council. She
as a Mimreg during the Third Phase.
finds that the seismic powers of her
Nura’s selection was initially something
Luminant Staff more than capable of
of a disappointment to her, as with the
eliminating either type of foe.
construction of the Apotheosis Gates
she yearned for the chance to join the For now her violent excesses and
Cor Caroli. Unlike many of her rank within insistent urgings for progression of the
the Order, Nura was fully aware of what Crusade have been forestalled by my
apotheosis to a Cor Coroli entails but patient testimony and sermonising but
this knowledge did nothing to dampen as open war looms ever closer it is only a
her zeal. Her fervent desire to serve the matter of time before she gains enough
Order more fully was thus recognised by support on the Council to convince the
the Allshard and so Nura has been given Allshard to begin the next phase of the
command of the Portal Vanguard - the Crusade. Nura’s commitment to the
Spica Astraea. Order is absolute and her greatest fear
is that her faith in its mission should be
Nura believes that the last battle against
found wanting in this most desperate
the Hex fast approaches so she pushes
hour, a fear whose voice she drowns out
for Phase Five of the Crusade to be
with strident calls for war. Should she
enacted. As such, Nura’s voice is the
learn of my true reasons for wanting to
most extreme within the Order as she
stall the furtherance of the Crusade she
seeks to provoke a suitably devastating
would decry me to the Allshard and
encounter with the Hex that would
perform a permanent excommunication
justify the declaration of Phase Five and
by severing my head from my shoulders.
all-out war. Within the Council she is
I pray I have the strength to see through
considered a fractious zealot and I know
my plan before I am discovered…
she is marked to succeed me as High

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THE LAWMEN OF THE FEDERATED


STATES MARSHAL SERVICE

The law is an elusive animal on the Union Frontier. After the brutal culmination of
the Civil War, the western territories have entered the Dystopian Age, a time of such
violence and upheaval that there is almost no hope for ordinary men and women to
survive, let alone prosper. First amongst those who rise up to defend them are the
Lawmen of the Federated States Marshal Service. These determined and resourceful
men and women stand for the Law and act as judge, jury and, if necessary, executioner
of those who would sow misery and mayhem.

To: Whitelaw Reid, Editor, New York Tribune. LAW AND ORDER
Sir, please find enclosed the article for Our great nation has grown and
which you commissioned me. This piece flourished in the years since the
explores the history and current status Founding Fathers landed upon our
of the Lawmen of our nation. I have shores. When Abraham Lincoln
interviewed a number of Marshals and considered the state of the nation,
Sheriffs as well as their deputies as I laid he proclaimed that without laws,
out for the folks back East the nature of this humanity could not flourish. He further
vital service organisation. I look forward to stated that without men and women to
receiving your feedback in due course. uphold them, the laws are not worth the
parchment on which they are written.
Minerva Bly, Tombstone,
Arizona Territory, 1871 The men and women who enforce those
rights and responsibilities are often
*** the first, last, and only line of defence
“Every citizen needs to know the limits between the innocent and those who
of their freedoms, and the protections to would abuse and victimise them. I have
which they are entitled as they go about extensively researched these individuals
their daily lives. It is also necessary for a and have been fortunate enough to
structure of punishments and strictures obtain several exclusive interviews.
to be established, to ensure that
everyone can enjoy the protections and
rights of the Law.” – Abraham Lincoln

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SHIELD OF THE INNOCENT here that though the term Lawmen is


used it is universally applied to both men
While the Union Army is paramount and women who serve in the Marshal
to the survival of the Union, they are Service. Though some older Lawmen
a blunt instrument better suited to (and ‘Law-women’) have gone out of
crushing insurrections and defending their way to make that distinction, for
against foreign invaders than policing the vast majority that I interviewed, the
communities and guarding against inclusion of both genders was so natural
individual lawbreakers. When the Army that it warranted no comment.
is deployed, countless innocents are
often injured or killed in the process. At the heart of the Federated States
Marshal Service is the concept that
Government agents also move through the Law is sacrosanct, that it protects
our great country. And effective as these and surrounds everything within the
solitary individuals may be at flushing out borders of the Union. No man or woman,
enemies of the state and threats to the regardless of social position or status,
nation, they too, are ill-suited to the defence should consider their actions above
of the individual civilian when the more the Law. The Law, the marshals believe,
mundane laws of the land are being flouted. exists to protect everyone equally, and
So when it comes to the protection of an to ensure that all citizens of the Union are
innocent farmer, a blameless merchant guaranteed a fair and impartial field upon
and their families, it is to the Lawmen of the which to strive for peace and happiness.
Federated States Marshal Service that these
people must turn.
HIERARCHY OF THE SERVICE
THE LETTER OF THE LAW So a little structure, then. At the top of the
Federated States Marshal Service are the
In order to understand what the Law has High Marshals, each responsible for a state
become, it is important to appreciate or territory and all business conducted
how it has evolved. I beg you to indulge therein. The High Marshals answer only to
me and allow me to share a little history. the Nottingham Building and even then
are granted wide interpretive powers
A framework of professional law
within their own jurisdictions.
enforcement was established by the
eastern states considerable years ago. Below the High Marshals are the
It is known that the Federated States marshals, assigned to a major city or civic
Marshal Service, based out of the centre within the larger state or territory.
Nottingham Building in New York City, Relationships between marshals and
has existed for over a hundred years, High Marshals vary wildly, from familial
overseeing the establishment of local dynasties policing an entire state, to an
regulating forces and the peaceful outright rebellion led by a large city’s
implementation of the laws generated marshal against the dictates of that
from Washington. I should point out territory’s High Marshal. For the most part,

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these men and women work together for books, and available for all to see and
the greater good of the societies under read. The problem, however, comes
their care, but there are fault lines built from the interpretation of that law.
into the structure of the system that may Most statutes provide for a wide range
shake the foundations of the Law in time. of punishments, for instance, and it
This may be a cynical outlook, but it is a is up to individual Lawmen to decide
pragmatic and honest one. what penalty is imposed. Further, each
individual marshal and sheriff is given
Below the marshals serve the sheriffs, extensive interpretive powers within
looking after small towns, boroughs, their own jurisdiction, to decide what
and other regions within the larger constitutes an infraction and what might
jurisdictions. The sheriffs serve at the represent a simple misunderstanding or
pleasure of the marshals, focusing on innocent confusion.
those policies and priorities fixed at the
higher levels through the use of deputies. Each Lawman is given wide interpretive
powers and this can result in
Deputies are civilians who have been considerable confusion when travelling
granted special status by the High Marshal from one jurisdiction to another. In one
at the request of the local marshal or region something that might be seen as
sheriff. Deputies are the law-enforcement a minor transgression could command
equivalent of citizen-soldiers and come the highest corporal punishment the
from all occupations and walks of life. In next town over. The High Marshals are
times of particular distress, deputies don constantly working to ensure that the
uniforms that identify them as acting Law is being applied equally across the
with the authority of the local marshal. land, but when so much power resides
Deputies provide their own weapons in the hands of each local Lawman, such
and equipment as well, forming more a task is not easy.
of a well-ordered militia than a standing
constabulary. If confronted with a Luckily, most established eastern
particularly difficult case, a local sheriff jurisdictions have a long tradition of
might deputise every able-bodied man precedent and custom to resort to,
and woman in a town to try to bring and so implementation of the Law
down a powerful criminal threatening throughout the more structured regions
the general peace of the region. of the Union is generally equitable.
Many of the marshal’s offices have been
“In the soul of each law-abiding citizen functioning, in one form or another, since
is an outlaw just waiting for their this structure was first put in place and
chance.” – Judge Kingsley Stern their relationship with the Nottingham
Building is well-established.
A FLAW IN THE SYSTEM
The newer territories, however, have
The Law is the Law to any honest officer. proven to be a much more difficult
It is codified, written in the ordinance region to assimilate into the existing

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structure and it is these that have claims, they will stop at nothing to force
provided me with so much fascinating the Union settlers out of the territories
insight into the real lives of these men and back to the safe havens of the
and women. eastern states.

But the Union claims those territories


FRONTIER JUSTICE and demands that their laws be
followed there just as anywhere else in
Wyatt Earp, High Marshal of the Arizona
their domain. And so the Nottingham
Territories is an imposing man. Well over
Building has sent the High Marshals to
six feet in height, with what could best
impose the Law over the lawless, and to
be called an ‘intimidating’ presence, he is
protect the innocent civilians from those
taciturn and hard to extract information
who would victimise them.
from. When he gives up his words, he
is startlingly eloquent and his belief in “My fellow Lawmen and women, who
dispensing justice is without question. have headed into the untamed frontier,
are a special breed. We must be fiercely
“Unfortunately, what works in a region
independent. Resourceful. And utterly
that has been civilised for over a
dedicated to the Law.” He emphasises each
hundred years might not be a perfect
point with a slap of his hand on the table
fit for territories still wet with the blood
of those who carved them from the Each Marshal dispatched to the
wilderness in the first place,” he says western territories knows that he or
to me as we sit beneath the burning she is going to be alone and entirely
Arizona Territory sun. dependent upon the organisation they
are able to establish themselves. Their
Wyatt Earp has made it his duty to serve
marshals, sheriffs and deputies are each
and protect the people of the Union
responsible for an island of order and
of Federated States from threats that
safety amidst the chaos, with assistance
might intrude upon their daily lives.
often days or even weeks away.
Laudable though this goal may be, it has
nonetheless earned Earp few friends and Under such circumstances, the price of
countless more enemies. His immediate leniency with lawbreakers is often steep
family has suffered numerous personal and bloody. Each Lawman is forced
tragedies at the hands of the lawless. to deal with this unhappy situation in
Only his closest friends are able to their own way. Some maintain law and
permeate the iron-clad demeanour he order through the force of their own
maintains and so there are but few who personalities, granting wider powers
can offer support and succour to the to the sheriffs and deputies beneath
undoubtedly lonely man that must lie them. In so doing, they create a regional
within the legend. character that might keep those
tempted to veer from the righteous
The enemies of peace and harmony on
path on the straight and narrow. Others
the frontier are everywhere and, Earp
understand that terror is a superlative
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motivator, and so impose a rigid, brutal jurisdiction within your gloved hand can
regime, where the slightest infraction is be a potently heady brew.
punished swiftly with the full weight of
the Law. This has resulted in a wide range of
behaviours among the marshals of
Only one thing is certain in the Wild the West. Although the vast majority
West: The Law is a harsh, fickle mistress, of Lawmen came to their occupations
and she often bows to the strongest honestly, through a genuine desire
suitor. In the face of such challenges, to protect the innocent and hold the
many a lesser man would have given up chaos and violence at bay, a lifetime
a long time ago. But according to Earp’s of such struggles, especially against
close friend Henry John “Doc” Holliday: the mounting odds currently piling up
“Mother Earp raised no shrinking violet.” against the territories, cannot help but
So Wyatt Earp continues to heft his take their toll. Even the strongest will
shield and shotgun and strides out to may break if the burden of blood and
the clink of spurs, ready to dispense death becomes too heavy.
justice. He is rightly feared by those he
faces in the city of Tombstone or further Among the High Marshals of the West
afield, because he brings hell with him. are men and women who have come to
very different methods for dealing with
“The western territories are a violent, this pressure. Following my interview
chaotic realm where the succour of the with him, I ascertained that Wyatt Earp
eastern states is a distant hope, and has evidently retained a great deal of
too far away to help the brave men and the humanity that drove him into his
women trying to wrest a living from the lofty position in the first place. The Law
unforgiving earth.” – Wyatt Earp within the Arizona Territory is as fair as
he can make it, and a man or woman
crossing through that arid region can
GUARDIANS OF THE WEST
hope for equitable dealings with the
As has been true throughout time, those marshals and sheriffs they find there
who dispense justice carry the greatest if they keep their wits about them.
power in their fists. Back East, the marshals Unfortunately, as a traveller passes
are kept in check by a rigid framework beyond the lands ruled from the rough
of tradition and precedent that holds and tumble town of Tombstone, there
them accountable to the politicians and is no telling what situation they might
bureaucrats above them. In the western find themselves in next.
territories, no such framework exists.
“They call it the town too tough to die,” I
Because of this, the men and women
am informed by one of Earp’s deputies,
who rise to positions of authority within
a man well-known for gambling
these lawless tracts tend to hold far
infringements in border towns across
more power over their fiefdoms than
the nation. “I reckon it’s the town too
their eastern cousins. Holding the safety
damn stubborn to die.”
of every man, woman, and child in your

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“The true character of mankind is dark, He began his career in Boston, a brilliant
and must constantly be offered object and much-respected attorney-at-law
lessons on the price of malfeasance, lest whose passion for ensuring justice was
they wander from the bright path.” served brought him not only great
– Judge Kingsley Stern respect from his fellow lawyers but also
tremendous wealth. Focused on his
career and with no intention of marriage
FRONTIER JUDGEMENT
or children, Stern demonstrated
Every soul living in the frontier must remarkable acts of philanthropy,
navigate their way through life by providing for those who had none. The
utilising their personal moral compass, people of Boston loved him, but the
regardless of whether the needle points criminal element rightly feared him. For
to light or shadow. Soldier or miner, those unfortunates who transgressed
outlaw or deputy, each has their own set too far above the law, the name Judge
of standards, a code by which they live. In Stern was associated with a long drop
the case of Judge Kingsley Stern versus and short stop.
the criminal fraternity, that compass
The lawlessness of the frontier of the
points unshakeably to the creed that
Federated States attracted his attention,
guilt in all cases is a given fact. Only the
drawing him to the territories as a
severity of the transgression matters.
moth to a flame. He learned swiftly
Judge Kingsley Stern is an itinerant that the soft and privileged life he had
Lawman serving in the territories. Judge led back in Massachusetts had not
Stern is best described as a roving one- remotely prepared him for life out here.
man lynch mob utterly convinced of his Subsequently, he set aside his law books,
own righteousness. He believes that at applying his determination to mastering
the heart of each law-abiding man is the arts of self-defence. That early
an outlaw just waiting for his chance. training has long since metamorphosed
In contrast to Earp, Stern is more than into an ability to dole out justice at
eager to give me his opinions. the end of his beautifully crafted and
masterfully balanced hammer.
Judge Stern’s understanding of the law is
so rigid that he has been known to hang What could be seen as a ‘hang ‘em high’
his own deputies on more than one approach to the law has drawn criticism
occasion when he thought they might from other Lawmen who feel that
have overextended their responsibilities. Stern’s zeal occasionally blinds him to
In one instance, a sworn deputy stopped circumstance. Stern is not bothered by
a bank robbery in progress by shooting the opinion of his fellow Lawmen, but
dead the perpetrators. But the man was out of respect for their station, rarely
not in uniform, and so his story came to deputizes among their ranks. Instead,
a quick and painful conclusion at the he hires and deputizes people from
end of Stern’s hanging rope. many walks of life who are eager to
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of experience and training means that There were dark things lurking in the
Stern rarely gets to re-use their services. canyons, arroyos, deep caves and
pine forests of this unforgiving and
Only one thing is certain in the inhospitable terrain. Twisted monsters
territories: Law or no Law, a man or from the darkest tales of the Old World
woman intending to live out their days stalked the night for prey. A Lawman
so far from civilisation takes their life and freshly arrived from the East might look
livelihood in their own hands. askance at these stories, unwilling to
give the slightest credence to the numb
NO EASY PEACE babbling of an exhausted madman. But
all too quickly, that veneer of genteel
The end of the Ore War saw a massive disapproval would be worn away, or that
influx of settlers flood throughout the particular Lawman would be heading
western territories. They came from back East, all too often in a pine box.
the defeated Confederacy, fleeing the
brutal destruction of cities and towns; “My mom always said she heard that
they came from all over the Union, Bass was so tough he could spit on a
looking to take advantage of the vast brick and bust it in two!”
lands of opportunity opening up before -Willabelle Shultz
them. Each of them came with all of the
preconceived notions of their past lives THE RESTLESS NATIVES
firmly grasped in their whitened fists.
The Union rightly claims all the lands
With this exodus of new flesh came between the Dominion of Canada in the
those who would prey upon them. North and way down South past Gran
Confidence men, hucksters, and snake- Columbia to the Socialist Unity of South
oil salesmen flourished, willing to American, but the natives of the so-
take the last penny from a desperate called Warrior Nation believe differently.
farmer new to the harsh conditions and These native tribes pose a wholly
isolated lands. Desperados sweeping different kind of threat. Although the
up from the South, or wandering in Lawmen in the East have been swift to
from the broken Confederate armies, dismiss the tribesmen as vicious beasts,
felt no qualms at earning a living off the those tasked with bringing Law to the
backs of the hard-working farmers and territories believe differently.
ranchers trying to make new lives for
themselves in the territories. The Warrior Nation might not accept the
rule of the Union of Federated States, but
But in addition to these dangers, classic they still have a code of lawfulness of their
archetypes of violence and greed that own and they impose it upon any who
have existed for thousands of years, new, live on their ancestral land, no matter
more insidious dangers arose to threaten what Washington or the Nottingham
the men and women who would make Building might think. All too often, a
the territories their homes. naïve settler might transgress against

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this native law, and feel the sudden his current path. Still under-resourced
and irrevocable punishment crush him and over stretched, Reeves now fights
into the dirt. It is the uneasy task of the valiantly to stem the flow of attacks
Lawmen to untangle the intersection of on civilians. With the Apache Kid at his
the Law of the Union and the Tribal Law, side under oath of a life-debt and Chief
and navigate a path forward that might Raven Spirit lending him braves to help
not result in open warfare. Fortunately protect the townsfolk under his care,
for us all, there is a man up to this difficult Bass Reeves has become something
task of upholding the law in the region more than that which he was. He has
known as Indian Territory become legendary.

No lawman has earned the respect of the


Warrior Nation to the degree afforded OTHER DANGERS
Marshal Bass Reeves. His reputation
In addition to these other dangers and
for both fairness and determination,
difficulties is the cabal of so-called
coupled with his skills at the fast draw
genius scientists who have swept across
has settled many of the disputes he
the western territories since the ending
dealt with during his long career in that
of the Ore War. Most of the Covenant
troubled region. Grimly determined and
of the Enlightened’s factory-fortresses
fiercely loyal, Reeves commands the
established after the war are scattered
respect of those who follow him. With
throughout the West. These semi-
over three thousand outlaw arrests to his
autonomous enclaves tend to police
name, Reeves is valued by the Lawmen
themselves, not allowing Lawmen of
for his ability to deploy a cool head and
any stripe near enough to impose the
rein in the sort of impetuousness that
Law. As their influence grows, they often
Marshal Earp is known for. Consequently,
spread that dubious protection over
for newly appointed sheriffs, it is Reeves
surrounding towns and settlements,
whose activities in the East are cited as
creating tension with the local marshals.
the shining light to which all Lawmen
should aspire. The Union Army, having received their
orders from the more centrally-controlled
Indian Territory encompasses not only
high command in Washington, tend
grounds sacred to the Warrior Nation
to leave the Enlightened’s burgeoning
but also land around an Enlightened
forge-cities alone except in the instance
Promethean Complex. In addition,
of truly egregious offences, or if their
there are numerous outlaw camps and
name is Odysseus Grant. The Lawmen,
the hunting grounds of a fell creature
however, often feel the diminution of
known as Wicasasni. Bringing justice
their own authority more keenly, and
and security to the towns in such a
refuse to be called off so easily. The
place proved an impossible task, even
marshals and sheriffs work within the
for Mashal Reeves. However, after he
letter of the Law, but to the settlers
saved the son of Chief Raven Spirit, the
caught in the middle, this distinction
so-called Apache Kid, Reeves was set on
carries little weight.
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The tension between the Lawmen and the The Rangers are a force of roving
Union Army is perhaps the most frustrating Lawmen who trace their roots back
aspect of enforcing peace and justice in through Texas and the fierce battles
the territories. The Army is often called waged there against all manner of foe.
upon to deal with uprisings, large-scale Semi-autonomous units of sheriffs that
savage incursions, or massive outbreaks operate in the grey space between
of lawlessness. And when the Army is jurisdictions, the Rangers go where they
unleashed upon the territories, they care will, and are not afraid to follow the
very little for any civilians who make the scent of wrongdoing no matter where it
mistake of standing inadvertently in their might lead. Although a band of Rangers
path. To the military mind, the destruction riding into a marshal’s town might cause
of an entire frontier shantytown might be some friction, most Rangers are savvy
considered a small price to pay if a threat enough to finesse local politics in their
to the Union can be contained. When an favour, and seldom will such tensions be
overzealous commander is dispatched allowed to rise to a level that interferes
into the territories, most Lawmen feel it is with the work of either group.
their duty to protect the population, even
from their own defenders. “At last, after thinking a heap about it,
I came to the conclusion that I always
did: that the boldest plan is the best
THE FRINGE OF THE FRONTIER and safest.” – Wild Bill Hickok
As dangerous and dark as the territories
are, there are lands even stranger that A LEGENDARY RANGER
lie beyond. The threats that menace the
settlers of this region may be manifold, Some men earn their legends. Others
but in the grand scheme of things, most contribute to the legends of others.
of those can be handily dealt with by Some, like the Marshal known as ‘Wild’ Bill
the stalwart folk who have dedicated Hickok, simply make their own legends
themselves to the Law in the West. up and recount them for anybody who
will spare the time to listen. Hickok is a
When times grow truly desperate, and charmer; a story-teller extraordinaire and
the enemies of peace and order become a man well versed in what the renowned
too much even for the High Marshals to showman P T Barnum would call ‘the
handle, the Lawmen know they must noble art of humbug’. He knows well the
be able to call for aid, or the dream of magic a good yarn can bring to others,
a civilised West will be lost. Short of having spent some considerable time
calling upon the Union Army to come with a travelling show in his younger
and crush the delicate balance of power years. His marksmanship skills were as
and freedom beneath their hobnailed sharp then as they are now and many a
feet, there are two organisations within contented visitor would leave the show
the wider law enforcement community that night swearing that they truly had
that can be summoned to help the local seen the greatest gunman on Earth.
Lawmen when things get out of hand.
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For all his dramatic tendencies and his exaggerating and as long as he has a
overblown, often hugely exaggerated glass of whisky, a comfortable seat and
tales, Hickok is a canny, shrewd soul. Like a willing audience, he will still wheel
so many of his ilk, he fell into the role out the showman of old and entertain a
of Lawman without intending to. When crowd with the wild tales of Wild Bill.
he first came out West, he did so with
the intention of setting up a travelling Despite the somewhat menacing air
show of his own, perhaps bringing of many Rangers (what Ranger Myrtle
entertainment to what he perceived suggested I do when asked if she was
as the poverty-stricken settlers of the prepared to be interviewed cannot be
frontier. Instead of the struggling little reprinted, for example), men and women
shanty towns he envisioned, he found like Myrtle and Hickok are veterans,
flourishing settlements, rich with spending their lives on the bleeding
prospects, loaded with opportunity edge between civilisation and chaos.
and marred by those who operated If a marshal needs help but is loath to
outside the law. Along with his friend turn to the Union Army, the Rangers are
and fellow former showman, Bill Cody, always willing to answer the call.
he excelled in the field of scouting and “Is there any way I can get this stuff off
reconnaissance. As a young ranger, he my fingers without betraying my calm
discovered a love for this unexpected exterior?” – Investigator Helena Miller
new career and when Cody headed back
East, Hickok remained, eager to keep his
skills as one of the newly-named Rangers INFERNAL INVESTIGATIONS
sharp and focused. He grew strong and
When the darkness truly falls, and
powerful, mastering the use of a rifle as
the stuff of nightmares crawls out
well as his pistols.
beneath the clearing skies, only one
As the years passed, Hickok took others group can shine a light on the taint
under his wing, training them in the and corruption to enforce the Law. The
arts of wilderness living and tracking. Bureau of Infernal Investigative Affairs,
One young woman in particular – Grace an elite band of Lawmen working
Myrtle – has grown to be every bit his directly out of Washington, who
equal in skill and is in possession of a specialise in investigating the very
personality as big as his own. They have worst crimes and infractions. Although
become confidantes, even good friends many of the greater mysteries of the
and he values her opinion more than Earth defy description or analysis, it is
he’d ever openly admit. the men and women of Infernal Affairs
who strive to keep the Frontier safe
The stories of his own greatness that from the depredations of those malign
he told in his youth have long been menaces that stalk the long nights.
forgotten, replaced with stories that
are every bit as true as he tells them… When some purportedly horrific creature
mostly, anyway. Hickok is still fond of begins to threaten the peace of a frontier

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town, or a law-abiding citizen suddenly single marshal, sheriff, or deputy draws


goes insane with rage and bloody- breath, that Law will be defended.
minded murder, it is the marshals of
Infernal Affairs who are dispatched to Their motivations are infinite, and their
deal with the threat. methods range from the terrible to
the inspired, but the dedication and
It is Infernal Affairs who ‘watch the commitment of the Lawmen of the
watchmen’. Should a Marshal, Sheriff western territories cannot be denied.
or Deputy overstep their remit and put There are no riches to be had within
themselves above and beyond the Law, the letter of the Law; she makes no
it is Infernal Affairs who are mandated guarantees of fame or fortune. Most of
to be the judge, jury and, if necessary, these men and women will struggle
executioner of their fellow Lawmen. This against the darkness all their lives for
ominous duty, along with the necessity little more than a roof over their heads,
that Infernal Investigators have pre- warm meals, and maybe a timid smile
eminence over their fellow Marshals or hushed greeting as they walk down
and Sheriffs causes no end of grief and the street. Many will gasp out their
frustration among those who perceive last breath into the dust of the desert,
themselves to be the ‘real’ Lawmen in taking a bolt or blade meant for some
the Frontier. But when desperation is innocent settler. But they answer the call
the watchword of the day, most High nevertheless, willing to sacrifice their
Marshals will concede and accept help own peace and happiness for the Law.
from any quarter.
Each Lawman, be they Marshal, Ranger,
“I believe it is your round.” Infernal Investigator, Judge or Deputy,
– Doc Holliday carries a thin tin shield or star on their
person. This symbol, all but worthless
in the wider world, represents lifetimes
TINMEN
of commitment and obligation to
The western territories are haunted by an ideal without which they believe
all manner of dangers, but they are filled civilisation cannot survive. They are the
with opportunities as well. As long as first and only line of defence between
settlers move westward seeking a new the falling night and the true wealth
and better life, there will be those who of the Wild West: her people. They are
follow close behind or wait up ahead in the guarantee of a quiet night. They
cowardly ambush, to take advantage of are the promise of peace in the face of
their innocence and naiveté. But there is viciousness and greed.
Law, even in the West; and so long as a
They are the Lawmen.

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OUTLAWS OF THE UNION FRONTIER

The Outlaws are a rag-tag mix of men and women. Each forging their own path in
the world, each fiercely independent. To the Union and Lawmen, they are viewed
as desperate and dangerous criminals. The term outlaw is as a slur among the men
and women of the Union. In these troubled times, where war and wages thrive, cut-
throats, bandits and mercenaries inevitably follow.

Separately, the Outlaws flock to charismatic men and women who offer them, fame,
fortune or a glorious destiny. The Dystopian Age makes such individuals into outlaw
nobility, their services for hire as displays of power to intimidate others. Outlaws can
turn a rich man into a dangerous one. Of course, it goes without saying that this any
relationship based on coin quickly turn predatory if an employer fails to keep his
mercenaries well paid.

Though the Outlaws are a varied bunch, they largely fall under one of four Affiliations.
The Mercenaries are those outlaws who fight only for money and power. Aided by
biomechanical implants and experimental weaponry acquired on the black market,
these Outlaws lead a reckless and fugitive lifestyle. They are less concerned with
noble causes or lofty ideals and instead are driven by promises of fame and fortune.

The Confederate Rebellion continue to fight the Ore War on behalf of the southern states,
even though that Civil war ended more than a decade ago. The Conquistadores are a
band of supposedly immortal explorers who find themselves on a holy quest, fighting
injustice as they go and answerable to no-one but their god. Finally, the Golden Army are
the brave revolutionaries fighting to free their beloved Mexico from the oppressive Union.

Report from Judge Kingsley Stern a sad truth of the times that there are
to High Marshal Frederick Douglass, those who have more and those who
Washington have less and despite this being one of
society’s natural laws, there will always
It is my duty to report to you the current be those who will take what they want
state of affairs regarding the miscreants without regard or care for those from
who consider themselves outside and whom they take it.
above the great Law of our nation. It is

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I have come to consider myself JESSE JAMES


something of a shepherd to the people
of the untamed Western Territories but Above others, this name must be marked
no matter how diligently a shepherd and noted. It is said that the mercenary
tends his flock, there is always a single man sees opportunity where others
rule that must be observed. The wolf buckle in adversity. The recent Union Civil
will have his day. And those so-called War and the perpetual border clashes
Outlaws are imbued with predatory around the world present many chances
natures. In a difficult environment where for personal gain. But in the lawless
hard-working men and woman barely regions, the retribution for a failed gambit
scratch a living from the unforgiving can be swift and it can be merciless. In
terrain, these wolves thrive. Our world these hardened Territories, it appears that
is changing and these Outlaws adapt Jesse James has gambled all that he has
swiftly. They are in possession of three and all that he was in order to become a
key qualities: strength, charisma and self-style ‘King of the Thieves’.
cunning. By themselves, these traits are
His very name is synonymous with
useful to those seeking success in our
division. Most law-abiding folk see
world. When all three are combined…
him as nothing more than a common
that is where the real trouble begins.
criminal: a thief, a bandit, a con-man
When operating separately these and, most crucially, a killer. But despite
Outlaw leaders are a danger, especially the blatant evidence of his crimes, there
when they sell their services and ally are still those who consider this rogue
themselves as mercenaries with our to be a hero, a paragon of the people
enemies. What is most difficult to whose goals are thought be worthy and
counter, however, is when these outlaws awe-inspiring. The man is an enigma
band together in common cause. Usually and plays his cards close to his chest –
it will be for a share of whatever spoils literally and figuratively.
are to be plundered from criminality,
He led a recent raid (and I am reluctant to
but there have been cases where mutual
acknowledge, a daring one at that) on the
hatred on the Union or the Law has been
newly-established Heavy Rail line, which
sufficient to make temporary bedfellows
supplies the border forts and Marshal
of the most unlikely of miscreants.
stations out here on the frontier. James
I have taken it upon myself to detail those and his posse successfully de-railed the
most likely to become known across this RJ-locomotive, an act which scattered a
great nation of ours. Each is dangerous year’s worth of guns, vehicles and other
beyond words and the Federated States equipment across the desert just west of
Marshal Service should not rest until Kansas City. Before the Union had even
they are brought to justice and taken to drawn up an inventory of the stolen goods,
the gallows to feel the righteous caress any number of outlaws under James’
of the noose at their throat. banner were armed to hilt with weapons
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that they originated at the Pipeworks. In headstrong and impetuous, Bonney rarely
this one, bold act, Jesse James has shifted teams up with Jesse James. When he does,
the balance of power out here. things allegedly flare up and the two
egos clash. It is a simple case of Bonney
It is my understanding that the man perceiving James as a broken man who
should have been dead a long time ago, has served his purpose and who should
but whether it be luck or some greater make way for a faster, younger man. In
power at work, the man cheats death return, James likely sees Bonney as not
repeatedly. A fight with a vicious beast only a challenger to his ill-fitting crown,
known as a Weylyn (see my report on the but as little more than an upstart. It is said
Warrior Nations) did not stop him and by that James coined the sobriquet ‘The Kid’,
all rights it should have: both arms were which Bonney allegedly despises.
ripped from his body.
Bonney champions the opportunistic
Further investigation suggests that James Carpathian’s RJ-1027 technology in its
forged an alliance with Burson Carpathian, many forms and has been quick to switch
the infamous scientist from the Covenant to ‘juice’ as the fuel is known colloquially.
of the Enlightened. Carpathian’s name He utilises modern weaponry in his
will appear over and over again in my various criminal activities, which include
reports and I attribute much of the but are in no way limited to, bank and
woes of the Frontier, as well as our great stage robberies, street brawls and on
country, to that detestable technological occasion, simply ‘settling an argument’.
autocrat. Whatever deal James struck He has been heard to bad-mouth Jesse
meant that Carpathian gifted him with James in public on more than one
two extraordinarily crafted artificial limbs, occasion and his jealousy of Carpathian’s
said to be quite exquisite and intricate in ‘gift’ apparently knows no bounds.
design. Bandits I have questioned (shortly
before hanging of course) believe that the From reports – and from first hand
price of this ‘gift’ means that Jesse James observations – Bonney has no sense of
is now at Carpathian’s beck and call. I can’t guilt or remorse relating to the murders
imagine a man like James cares much for that he commits and I am forced to
Carpathian, but nonetheless, he has been conclude that the man revels in the
given another opportunity to take and sheer, bloody joy it must bring to his
steal from life what he so clearly believes repulsively tarnished spirit. William
he is entitled to. Bonney is man quick to anger, quick to
revenge and, it appears, quick to round
up like-minded individuals who share
BILLY BONNEY AND HIS
his goals.
REGULATORS
He is the leader of a hopelessly loyal
A man with a reputation as large as Jesse
gang known as the Regulators, who
James will naturally cast a shadow in
tread a curious line between notoriety
which other, lesser men will eternally skulk.
and legitimacy. This is down to the
William Bonney is one such man. Young,

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interfering of desperate Lawmen, men down more duel opponents than any
and women who I am adding to my list other man in the West and this may well
of those who require justice to be served be true. It is certainly not something our
up to them in due course. deputies contest – at least not to his face.

For all his anger and youthful belligerence, Despite his tendency to bear grudges
Bonney’s nature, I suspect, belies a and pursue personal revenge against
calm, calculating intelligence. He acts any number of foes, Ringo is, in his own
instinctively, but it cannot be disputed way, a superlative leader, commanding
that at times he will plan meticulously respect and fear from those who follow
before engaging in any sort of activity. his command. He is equally at home
planning a bank heist as he is at opening
He is young and physically impressive, and fire on a Lawmen posse just for the sheer
it is this youth and vibrancy which lends and unbridled joy of it.
him an edge that not even Jesse James
can enjoy. To utilise the vernacular used by Ringo harbours a particular hatred of our
these outlaws, he is the quick – and those own High Marshal Wyatt Earp and the
in his way will likely become the dead. other Lawmen attached to the city of
Tombstone. It is surely a matter of time
before that situation comes to a head.
JOHNNY RINGO AND
For now, Ringo and those who follow him
HIS COWBOYS
stampede their way through the West,
There are those in the frontier like the hard- robbing, killing, gambling and drinking
working Lawmen who occasionally earn their way to their notion of glory.
a degree of public repute through acts of
selflessness and heroism. But there are more PANCHO VILLA AND HIS
by far who become famous during their GOLDEN ARMY
own lifetime for infinitely less salubrious
acts. Those are the men and women for We move further south from the western
whom the taste of notoriety is a finer wine frontier lands with this individual. Pancho
by far. Johnny Ringo is just one man among Villa was born and raised in the hills of
many mean-spirited, foul-mouthed and Northern Mexico. He is the eldest of five
lawless villains, but he is also by far and children and records suggest he grew
away one of the most bloody-minded. up in comparative poverty. As is often
Set apart from many other by dint of his the way with large families, an individual
inherent charm and good breeding, Ringo swiftly learns that the best way to be
is supremely arrogant and self-absorbed; noticed was by making the most noise –
using his “superior” intellect to bamboozle and Pancho Villa makes plenty of noise.
his underlings and impress the gullible.
As he grew from boy to man, what is
Ringo is a crack-shot, cold-blooded killer; certainly a hair-trigger temper clearly
a marksman without peer and he is justly dictated his path. In common with his
feared for it. He is rumoured to have taken contemporaries, he is a bitter man,

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perpetually angry at what he sees as a number of interrogations of many of


the unfair hand that Fate has dealt Villa’s cronies and followers. It is believed
him. These traits have produced a most that he had a chance meeting with the
dangerous individual indeed. Nazombu witch, Marie Laveau (note: see
my report ‘Persons of Interest’) and from
It seems that Pancho Villa has chosen to her, he received a prophecy.
steer his own destiny. A desperate desire
to improve his lot has driven him to acts Allegedly, she told him of a boy from
of theft and banditry and, like so many Durango who would rise up at the head
others who walk this ill-fated path, he of a ‘golden army’ and conquer the
too has become a stone-cold murderer Americas. It seems that he has taken this
of his fellow man. prophecy and determined to shape it to
his own ends. His rebellion grew, both
Despite his denouncement by the in size and in reputation and expanded
authorities, Villa discovered that his acts beyond Mexico’s borders. The men
of murder had not cause revulsion among and women who flocked to his banner
his peers. Indeed, despite some obvious became known as his Golden Army in
cruelty, particularly towards women, accordance with the prophecy.
this pauper-made-good had somehow
become a local hero. On the subject of Villa led a revolution in the south, taking
women, I am reminded of a particularly lands where he could and becoming
gruesome tale regarding Villa’s second rich and powerful in the process. He was
wife. Though no doubt embellished in driven back by the Union many times
parts, the story goes that in a fit of jealous and yet his passionate Golden Army
rage Villa is said to have killed a man simply remained undeterred, engaging in ever-
for massaging the foot of his wife. The more bold and daring acts.
woman, Maria, was then blinded in one
eye and badly disfigured by Pancho’s own Eventually, Mexico was no longer
blade. Maria was left for dead to serve as a enough for Villa. He masterminded a
warning to all others: This is what happens surprise attack on a Union garrison in
to those who disrespect Pancho Villa. Texas. In this single act, Villa made himself
known as a force that the government
It is likely that Villa’s path became clear could no longer ignore and had to take
when the Union swept in and occupied seriously. The riches of technology and
Mexico. This was his country and he resources he seized during his next raid
was not prepared to be told what to do on an Enlightened convoy were soon
by – and I quote – ‘some blue-jacketed deployed in support of his army.
soldier boy’. He fomented a revolution,
slow to catch, but when it finally did, it It seems that he wants a share of the
burned as outright rebellion. riches offered by the wealthy Union. As far
as I have been able to determine, where
The next part of this report is pure Pancho Villa is concerned, his share is ‘all’.
hyperbole, information gathered over

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JUAN PONCE DE LEON He claims to have been guided to a


sacred shrine some three centuries ago
On encountering the self-styled where he found his Fountain of Eternal
Conquistadores gang, I was struck by Life. As foretold to him in a vision, de Leon
the spectacle as they came replete with took a golden goblet from his knapsack
appropriately gaudy golden armour to and placed it into the fountain so that it
add verisimilitude to their ridiculous might be filled with life giving waters. In a
story and sobriquet. Of all the outlaws split second his hand had aged centuries
operating on the Union Frontier, the and then was gone. The goblet fell from
story of Juan Ponce de Leon and his his grasp and tumbled into the volatile
Conquistadores is by far the most waters at the heart of the fountain. They
incredible. By incredible I of course were beset on by all manner of strange
mean that it is beyond credulity. Such creatures as the shrine shook violently
an account cannot be taken as anything at the transgression. As his men were
more than self-delusion and hearsay, cut down there was a blinding flash and
however as we have so little to report de Leon and his men awoke to find that
on this particular band of miscreant we three centuries had passed.
must retell the extraordinary tale here.
Unable to comprehend what had
Juan Ponce de Leon emerged from the happened to him or his Conquistadores,
Florida coast with claims that he is the de Leon lives with the delusion that he
very same man who set out in search has been granted eternal life and now
of the Fountain of Youth nearly three explores this new world like a traveling
hundred years ago. Of coursed we cannot lord. Several of our Lawmen have
believe even a shred of his preposterous tried to challenge this delusion but he
claims for even in a world of mechanised dismisses their prattling as temptation
corpse-flesh, shapeshifters and our to lure him from his righteous path. The
own Federally endorsed super-science, Conquistadores under his command
the fountain of youth is still considered remain loyal, though a few, like Tomasito
little more than a fairy tale. To give the Bernal, have shown less of the zeal and
man some credit, whether one believes fervour his supposed sacred task requires
these claims about the outcome of de and only infrequently accompany him.
Leon’s quest he cares not, for he is self-
assured in the truth as he sees it. The Since his supposed “reawakening” Ponce
reality may be stranger than the fantasy de Leon has led his men from the jungles
however. I have spoken to him directly south of the Socialist Unity of South
and he seems to view the events that America up to the Union Frontier. Along
led him to this point through the eyes of the way he has broken countless laws and
one who is trying to reconcile what he found himself righting wrongs where he
believes with what he has experienced. finds them - upholding his view of justice
Perhaps Investigator Miller may be a where he can. Though popular with the
better person to interview him when he people, he has rightly drawn the ire of
is apprehended? the authorities. Juan Ponce de Leon is

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a noble man with a delusional mind. by an enemy with a clear technological


We can neither tolerate his brand of advantage – the surrender of Jackson’s
vigilante justice nor the crimes he and his beloved Confederacy followed less than
Conquistadores have committed when a month after his incapacitation.
unsavoury characters have exploited
their delusions to their own ends. But Fate plays strange games and
Jackson did not die. A young socialite,
sympathetic to the Confederate cause,
JONATHAN JACKSON’S brought a man known as Kyle the Black
REBELLION to see the dying General. In this moment,
Jackson experienced the skills of the
I broach this group with caution, for
Enlightened at first hand and was saved
despite their criminality, there are those
from certain death.
who regard them as heroes and their
leader, Jonathan ‘Stonewall’ Jackson, as Like all who make deals with such devils,
nothing short of a military genius. Jackson was aware that the price for his
resurrection would likely be steep – but it
The capitulation to the Union’s terms by
is a price that perhaps he must pay some
the Confederate army in their surrender
other day. For now, he has gathered his still-
occurred more than a decade ago. Yet
loyal forces to him, taken to the mountains
this decision is still bitterly regretted by
to make a camp of sorts and begun
many, not least of which are those who
developing his strategies once more.
served under the command of General
Jonathan ‘Stonewall’ Jackson. For over a decade, he and his men
have waged guerrilla warfare against
It is unquestionable that Jackson is
the ‘accursed and arrogant’ Union. His
regarding by most who fought in that
tactics, over the years, have changed
most brutal Civil War to be the most
and evolved as new technologies are
gifted tactician and commander ever
brought forth (including those which
to graduate from the Union Academy at
allow his loyal followers to avoid
West Point. He carved out a reputation
detection), but Jackson understands
during clashes along the Mexican front
well that the fundamentals of war will
and during this time, commanding the
never change. He makes alliances and
Stonewall Brigade, he earned his epithet.
undertakes missions for his various
He won virtually every battle he waged Enlightened patrons, often under the
and having been laid low following an guise of legitimacy, but I deeply suspect
ambush by Union skirmishers Jackson that he nurtures his dream of restoring
knew eternal shame as he was carried the Confederacy to its former greatness.
from that field of battle in a state close to
The old warhorse, I would dare to
death. None expected him to survive and
suggest, has more than a few battles left
without their most gifted commander –
in him.
not to mention being beset on all sides

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THE RAIDERS OF is the wronged party and his fervent belief


WILLIAM QUANTRILL in this sustains him. A man with nothing to
lose is a dangerous man indeed.
Tragedy is a strange form of romance,
particularly when it is attached to
an individual. Much like his former MARCUS WAYWARD AND
commander, Quantrill is perceived as a HIS EIGHT
romantic hero in the eyes of Confederate Captain Marcus Wayward had
sympathisers rather than the war everything going for him and nothing
criminal he truly is. against. As a charismatic young soldier
During the Ore War, Quantrill’s Raiders whose heroism ensured he rose through
were a band of irregular Confederate the ranks, he was generally considered
cavalry who specialised in guerrilla tactics - the pinnacle to which all young
sweeping relentlessly through unprotected Confederates should climb. He was
townships, leaving untold devastation in admired, respected and could generally
their wake. Such actions bring a reputation do no wrong in the eyes of his superiors.
and such a reputation brings a price. For That all changed the day he held up his
William Quantrill, that price was exacted hands in surrender.
when the Union detained female relatives For Marcus Wayward, there was no
of the Raiders in a Missouri jail. Regrettably, understanding or sympathy. Nobody
when that jail collapsed, killing and cared that he had taken the decision
maiming the women and children within to save the lives of his squad who
its walls, the Raiders were compelled to were hemmed into an impossible-
exact a swift and bloody revenge with to-escape corner during a battle that
Quantrill very much at the fore. claimed countless lives in the now long-
The resulting massacres perpetrated by destroyed Tranquility river valley. In his
Quantrill’s Raiders have left hundreds unexpected act of surrender, they saw
dead. Despite the toll living life on the only a coward, a man who had turned his
run has taken, for Quantrill the war will back on all that Confederate army stood
never end. He rallies the most violent and for and he was duly stripped of his rank,
the most extreme elements of the old his uniform, his weapons and his pride.
Confederacy and its sympathisers and Ejected from the Confederacy under a
attacks military and civilian targets alike. dark cloud, his squad startled everyone
by refusing to allow him to suffer alone.
Over time, many of the original Raiders They insisted on continuing to call him
have gone, either to meet their makers, Captain and no matter how hard he tried
or others, like Frank and Jesse James to shake them off – and admittedly, he
chose to leave and have since found their didn’t really try at all – he couldn’t seem
own causes. Quantrill remains a constant, to ditch them.
however, and will often be found at the
head of such attack. The Union rightly sees Collectively, they have become known
him as a criminal, but in his eyes, it is he who as the Wayward Eight and they pick

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up mercenary jobs for whoever has Rest assured that my fellow Marshals
the readiest cash. One of Marcus’ first and I will strive for as long as it takes
decisions was to accept a Warcradle to bring these felons to the justice
Ironhide as down payment for a dirty job they so richly deserve. No one person
Carpathian needed doing. The crew trust is above the great laws of our country.
Wayward to choose their jobs for them, You may trust in me that these
but his decisions aren’t always good ones. ‘Outlaws’ will not prosper.
A particularly ill-fated excursion was
undertaken last year on behalf of Burson I remain, your most faithful servant,
Carpathian. How many times does that Kingsley
man’s name crop up in relation to the
Outlaws of the Union Frontier I wonder?
That excursion has left the Wayward Eight
somewhat more of a broken and angry
force of late. But I suspect it will take more
than the loss of a limb and a few poor
choices to keep down the irrepressible
spirits of Marcus’ crew.

THE ONLY LAW


It grieves me to pen details of these
criminals, these Most Wanted. But
the mercenary heart of every outlaw,
whether surrounded by their brothers
and sisters, or whether sitting along at
a corner table glaring at the world, calls
them to prove their worth – and to enjoy
the fruits of this age of plenty on their
own terms. Nobody is going to tell them
what they cannot do, where they cannot
go, or who they can or cannot kill.

Each of these individuals and others like


them, are kings and queens in their own
mind. They obey the only laws they truly
understand: survival of the fittest and to
the victor goes the spoils.

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THE WARRIOR NATION


OF NORTH AMERICA

Preferring to live out their lives alongside nature, the Warrior Nation dwell in concord
with the rhythms of the Earth, attuned to the seasons and the weave of life and death
that binds all living things together. Able to wield a form of spirit energy, they are
the defenders of the natural world, guardians of all things spiritual. Recent years
have seen mounting aggression against the Warrior Nation in North America by the
Union and their settlers. With growing threats and omens of darker times to come, the
Warrior Nation understand that this must be the greatest cause in which they fight,
for no land endures long if it cannot take up arms against those that wish it harm.
Standing unified against their enemies the Warrior Nation are humanity’s greatest
hope, whether the rest of the world realises it or not…

From the Journal of Teutonic Knight- DAY 96


Luminary Kapitan Endris Tapfer.
Most of my fellow knights are all too
happy to stride into battle at the
DAY 95 helm of a Hochmeister Automata
Dreadnought, their physical frailness
After three months of relative comfort
shielded behind plates of thick armour.
in my first posting, it is the damnedest
I have always believed the true weapon
worst luck that has seen me join the
of a Knight-Luminary is his or her
Imperial forces as they push through the
mind, and conviction serves as our
African tribelands. It has been decided
armour. I have never sought to hide this
that, given the feral nature of the Nguni
conviction, and so my superiors have
Clans, none of the Teutonic Knights
often seen fit to appoint me to such
heavier combat units would be required.
investigative tasks, even unto the front
There have been strange reports coming
lines themselves, to better advance the
into high command for months, and the
Imperium’s understand of our foes, our
venerable Oberst Scherer, commander
own strengths and weaknesses.
of the Knights Luminary on the African
Front, has dispatched me to investigate. All of that changed, however, last night.
Perhaps I have offended him in some
manner to be given this honour? Having arrived in the valley the day
before, we disembarked in good order

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from the Count Nostitz our Gewitterwolke protruding fangs and long, distended
airship. The grenadiers had gone into the claws. Most walked on two legs like men,
village first, clearing the outbuildings but their faces were corrupted visions of
with bursts of electricity and flame. A a nightmare, with the features of any
small section of Knight Armsmen went number of animals stirred into their
in next, walking straight through the bestial mix.
burning thatch and kindling walls. Still,
no resistance was met. Finally, roaring The bolts of blue fire continued to rain
overhead with the grace of eagles, a down upon the brave men and women
squadron of Luftlancers fell amongst of the Imperium, who fought back with
the drifting motes of ash and fire, their all the tenacity and bravery any officer
charged pikes sparking in the night air. could hope to expect from them. The
Luftlancers took to the skies once more,
It was a brave show, no less valiant aiming their electro-lances down into
for the apparent lack of opposition. I the swirling maelstrom of the melee
will carry with me to my dying day the below, only to be struck from the air by
image of those brave men and women, enormous shadows falling upon them
stalking through the burning remnants from above. Their screams were cut off
of that village, of that death trap, their abruptly as each warrior hit the hard-
clear eyes peering into the swirling packed earth.
smoke, backs straight, weapons held at
the ready, willing to stand before any foe The Grenadiers fell back in good order,
that might dare challenge the primacy dragging their wounded as they made
of the Imperium. for the oberst’s position. Our final hope,
a mighty Faust battle-walker, charged
Until hell opened up and swallowed us into the fray, tossing shadowy forms in
all. The leading elements were felled by all directions. For a moment it appeared
hammer blows of blue power the likes of as if the tide had turned. The armsmen
which I had never seen before. At first, I rallied around the Faust’s towering form
thought we had been ambushed by the while the grenadiers, following standard
bizarrely arrayed forces of the Covenant doctrine, established a firing line at the
rather than the expected native beasts. edge of the village.
How that thoughtless word would come
back to haunt me as the battle unfolded But the nightmare had only just begun.
before my eyes. Darker things still would emerge from
those shadows. At first glance, I took
Beasts, I had thought; African animals, the bellowing form to be fantastically
caring nothing for the niceties of armoured rhinoceros. As strange as that
civilized warfare. But the shapes that would have been, I cannot now swear
emerged from the surrounding trees that to be the case at all. The vengeful
were nothing human. Twisted forms gleam of blue in the creature’s eyes was
that seemed to writhe and shudder with a perfect match for the shots slashing
the guttering flames; light glinting from into our position. An aura of azure flame

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seemed to cling to its flanks. It became DAY 121


apparent, as it charged into the Faust,
that it was much larger and far more I have learned that the phenomenon
dangerous than any rhino I had ever seen. I had witnessed has not been an
isolated incident. No hard evidence of
With a single convulsive lurch of its what enemy might have caused such
massive horned head the charging beast destruction had yet been found, and
tore the leg from the Faust and caused although a multi-pronged attack seems
the reeling warmachine to topple to the to have been their plan that night,
ground. At this sight, and with the rest of each of the points of contact had been
my Teutonic brothers and sisters either utterly eradicated by high command. No
dead or down, the battle descended further encounters had been witnessed
into a horrific rout. The regular infantry across the entire area of operation. It
threw aside their arms and fled into was as if either we had destroyed every
the darkness. There were no heroes last remnant of the mysterious foe, or
of the Imperium there that night – at some decision had been reached by our
least none, it seemed, who had not enemies to forego any further use of
already been killed. I remember only the their strange new weapons.
burning of my chest, the pumping of my
legs, and the desperate, soul-crushing The general consensus at the front was
certitude of death looming up behind that the Nguni people had received
me as the screams of my companions assistance from the Covenant of the
faded into the distance all around. Enlightened. My report countervailed
that, of course, which was one reason
I had been summoned to Berlin. Many
DAY 100 of my peers believed that my mind had
The oberst’s forces had been scattered. broken under the strain of that strange
As far as I know, I alone survived, and battle. No known phenomenon could
it took me three days to re-establish explain what I had reported, and some of
contact with headquarters. By then, my closest associates among the Knights-
the generalleutnant had ordered a Luminary agitated for my removal to a
detachment of Lucifyre walkers down home for the mentally deranged.
upon the savannah, supported by The annals of Graz contained occasional
the Count Nostitz. The entire region mentions of similar phenomena from
was devastated, not a single creature locales as scattered and distant as
was left alive. Not a shred of evidence Australia, India, and South America.
remained of the terrible ambush that None of these reports were more than
had destroyed my unit. footnotes in the general record, and
I have been removed from my normal none of them included enough detail to
duties and sent back first to Graz, and clarify my confusion – or my concerns –
then on to Berlin. any further. Never had a member of the
Knights-Luminary or anyone else been

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present who could be counted on for a these strange accounts. None had been
clinical, scientific observation. For every deemed necessary, until the momentary
mention of such occurrences, a tidal ascension of the Nguni.
wave of rationalisation and clarification
would follow, sweeping away any
DAY 197
possibility of further study. It was clear
that no one had given such incidences I am now several days into my journey West
much credence, but then, neither did it and one thing remains abundantly clear. I
appear that an attack the likes of which have never enjoyed travelling by airship.
I experienced in the tribelands had ever
been reported. In the midst of a deployment, I find
the incessant rumbling of the engines,
The fact that each and every mention, from the hiss and whine of the machinery
around the globe, ended in silence and tries my patience. Even with the most
dismissal was incredibly disheartening to advanced craft of the Imperium bearing
me. I began to doubt my own memory; me aloft, such as my time aboard the
a terrifying prospect for a man of science Count Nostitz, the ever-present reality
and the mental disciplines. of thousands upon thousands of feet
of emptiness beneath me wears my
Luckily, however, recent reports out
patience – and my mind – further still.
of the newly-reconstituted Union of
Federated States spoke of episodes Unfortunately, the Prince Wilhelm is far from
very similar to those I had collected the most advanced craft of the Imperium.
in my researches. The noble savages
of their western territories seemed These civilian aircraft have always
to have manifested similar marvels in seemed even more ephemeral to
their contests against the government me than the military craft, their
forces and the more esoteric hosts structures seeming less solid than their
of the Enlightened. Flares of azure counterparts. My sleep is plagued with
flame, genetic anomalies charging the dreams of falling while my days are near-
battlefields, and other, even stranger endless stretches of cold, shuddering
sights had been reported. They echoed hell. The ceaseless knowledge that the
the rumours that had circulated through endless miles of the frozen Atlantic
our own ranks in the African campaign stretch beneath me is hardly conducive
before Generalleutnant Didschus had to calming my fears.
completely destroyed the tribal villages.
But deeper still than these close-held
But those reports had been made by terrors are the thoughts that have driven
Americans, agents of the British Crown, me for these past months. As has been
or other, equally less reputable sources. the case ever since that night on the
No Teutonic scholar had infiltrated into savannahs of the Dark Continent, that
the new world, and so no truly scientific which compels me relentlessly forward
observation had yet been assayed of threatens the very Imperium itself.

130
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Once again this night, I have been cast The two principal towers, each much
from my sleep in a cold sweat that has smaller than the docks of Berlin, were
nothing to do with the Prince Wilhelm’s empty when we arrived. The Union,
juddering progress over the frozen I knew, is much more enamoured of
waves. Once again, my slumber has fixed-wing, heavier-than-air craft, as was
been haunted by the screams of my evinced by the massive airfield located
comrades as they were torn limb from just across the western river bordering
limb, the wet, twisting crunch of their the great city. With Tesla’s defection to
deaths at the hands of … heaven knows the barbarian nation, travel between the
what. Images of cold, glowing blue eyes New World and the Imperium has been
hunted me up out of sleep, their manic curtailed sharply. Our consulate in New
howls echoing off the low ceiling of my York, which is reluctantly providing my
stateroom even as I clawed my way free cover story, was severely understaffed.
of the tangled, sweat-damp bedclothes. Making my way out of the city and into the
west without arousing suspicion would
It was a familiar awakening. It has been prove to be my first major challenge.
my curse, night after night, for more
nights than I care to count. Or so I had thought. In practice, once
my papers had been scrutinized by
And so here I sit, on the edge of the small the young Union officer at the base of
bed in my stateroom aboard the Prince the tower, I was released out into the
Wilhelm, making my slow, terrifying city and had not noticed anyone else
progress across the Atlantic Ocean taking undue interest in my arrival. I
towards a chaotic, backward world that found myself somewhat annoyed by
might hold the secrets of the greatest what I consider their cavalier manner.
threat to the Imperium or the proof of It was clear, from their reception, that
my utter and complete ruin. the Union of Federated States did not
As the growling engines fill the air find me particularly threatening. By
around me with vibration and unease, I extension, they therefore do not find the
cannot help but fear I march headlong Imperium to be a threat.
toward the latter. I know it is irrational, but I find myself
hoping for a future conflict in which this
DAY 203 error can be corrected.

I will admit that some of my trepidation The Consul, a man named Graf Kushner
concerning flight was swept away as the (allegedly a distant cousin of the Kaiser)
metropolis of New York City came slowly was far from helpful. It was clear from
crawling over the horizon. The lights were the moment of my arrival that he
bright, glittering on the waters of the bay cared nothing for my mission, or for
as the Prince Wilhelm dropped out of the me, and wanted only that I vacate the
clouds, approaching the tall docking consulate at my earliest convenience. I
towers along the eastern waterfront. was grudgingly offered a small office in

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the basement from which to conduct be made mercifully sweeter with both
my initial investigations, but at no time feet firmly planted on the earth.
was the camaraderie of Graz, or even
the basic decency of Berlin, in evidence.
DAY 210
For the first time in my adult life, I found
myself missing home. I must admit, as dismissive as I still feel
toward these barbarian Americans,
There were few reliable resources
their Heavy Rail system is certainly to
concerning my primary area of interest
be applauded. With well over twice the
in New York, as I knew there would be.
width of the standard gauges of the
Every beerhaus and tavern seemed
railroad used through the more civilized
full to bursting with self-styled ‘experts’
world, the Heavy Rail is able to carry an
on matters concerning the western
immense amount of cargo, a throng of
natives and their barbaric habits, but
passengers, and an intimidating array
there was sadly little in the way of cold,
of advanced weaponry, all wrapped in a
reasoned observation. Everything I heard
sheath of thick armour.
sounded even more implausible than the
whispered rumours that had plagued our I was impressed until it dawned on me
own ranks prior to the Nguni incident. I the threats they must be guarded against
was heartened, however, at a few details in their interior in order to validate such
that seemed consistent across the various expenditure.
tales I collected. Twisted, monstrous
animals, shape-changing warriors, and I travelled by motorcoach south to
the ubiquitous sapphire glow filled the Washington D.C., where I made certain
stories of those who seemed to have at to avoid attracting the attention of any
least crossed their Hudson River, to the agents of the Union’s Secret Service, their
west, at one time. Bureau of Infernal Affairs, or the myriad
other investigative bodies the ‘free and
open’ society has created recently. I
DAY 205 desperately wanted to take a walk past
Though I have only been a couple days Tesla’s vaunted Pipeworks. Unfortunately,
in this filthy, stinking city, I have realized the region surrounding the vast,
that I needed to head into the great sprawling complex was a rowdy, lawless
unknown of these contested territories moat, with law-abiding Washington on
if I am to find the truth, the hard science, one side, and the blank-faced automata
behind the stories. of Tesla’s guards on the other. I thought
it best to stay true to my primary mission
Kushner was not sorry to see me go, and and catch the first Heavy Rail moving
given the quality of his hospitality, I was west toward the territories.
not sorry to leave. I am eager to taste the
vaunted frontier spirit of the American Not until I had seen how enormous
West we hear so much about. And even these behemoths were did I understand
more so, as the rest of my journey would why no Heavy Rail tracks were allowed

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to enter Washington. I was forced to pull could walk the packed-earth streets of
my collar up and my hat down and board Kansas City without fear of judgement
a crowded ferry down the Potomac or approbation, the natives were not
River, to a massive stone temple to afforded nearly the same latitude, and
Union hubris located five miles south of were seen as national enemies.
the capital.
This is not to say there were not members
It seemed hubris, at first sight, but when of the various Warrior Nation tribes
I finally caught my first glimpse of the present in Kansas City. Outcasts, exiles,
Heavy Rail, as I said, I began to question and renegades could be found in many
my initial response. of the lower dives along the outskirts of
town. But these were men and women
I avoided undue attention by securing with suspicious minds, living closed,
a small and non-ostentatious economy isolated non-lives apart from both the
class berth on the westbound train and society in which they lived and the
wandered the length of the beast during societies which they had left behind.
the long day of my journey. When we
pulled into the big station in Kansas City, I A not-inconsiderable portion of my
truly felt as if I had entered another world. remaining stipend was spent trying to
warm various informants to my cause. I
was offered tantalising bits and pieces,
DAY 224
hints and whispers, but nothing that
This is such an amazing land. Kansas City might provide a concrete clue as to my
is a dizzying mix of metropolitan chaos, next course of action.
frontier grit, and uniquely American
I collected notes on an entity known
contrasts. It appears as if these western
to the natives as the Great Spirit, which
territories call to all manner of folk from
I took to mean some concept of divine
around the world. I could distinguish
power or guidance. The wildest tales
French, Italian, and even Prussian-
I have yet gathered present this Great
flavoured German in the babbling rush
Spirit as the source of the mysterious
of speech that greeted me upon walking
power that has guided me across half
out of the cool granite of the enormous
the world. Between the Great Spirit and
station and into the dusty world of that
the worship of ancestors long dead, the
city on the edge of nowhere.
native tribes would appear to attribute
I have spent almost two weeks trying to most of their strange abilities to beings
pick up leads that might take me deeper above or beyond them, rather than from
into the mysteries of the indigenous some font of power within themselves.
peoples of this land, but it transpired that
While I know these tales are nonsense,
the jumble of cultures and languages
and that some rational, scientific
hid beneath its churning waters a
explanation must be behind what I
more insidious division. It seemed that
witnessed in deepest Africa and the tales
although a man of the Prussian Imperium
these frontier hooligans whisper into
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their cups, I cannot help but reflect back Nation. This native has given me the first
upon the legends of our own ancestors. insights into their beliefs, though these
Is not fable and folklore replete with revelations have cost me greatly in both
similar stories? Powerful beings flinging local currency and other valuables about
the power of the sky about on a whim? my person that this self-styled ‘Apache
Fantastical creatures twisted beyond Kid’ has taken a liking to.
recognition? Might this phenomenon
I am investigating somehow connect The way he tells it, there is a fundamental
with our own most ancient tales? disagreement over the origins of
the world and how it relates to their
And, rational thought aside, would it not venerated deity - the Great Spirit. A
be grand if one day a Prussian Imperium shaman known as Irontooth believes
might march forward, heads proud and that the Great Spirit is truly infinite and
high, with the power of the ancients at caused this world’s perfection as part of
our fingertips? I imagine Luftlancers some infinitely complex plan of which
soaring not on the pounding roar of humanity is but a small part.
rockets but the silent pinions of angels’
wings. I imagine electro-pikes powered My guide’s father, a chieftain known
by the very minds of our brave armsmen. as Raven Spirit believes differently
There is literally no power in the world and apparently he is of such standing
that could stop us. amongst the natives that his view by
extension is held by the chiefs of the
But I have learned all I can learn Hundred Tribes. His father believes that
on the dusty streets of this frontier the Great Spirit was uniquely formed
metropolis. I must continue now to at the birth of the planet and that the
venture west, into the savage lands of destiny of the two are inextricably tied.
the contested territories. I must find
these Warrior Nation sorcerers in their Whatever the nuance on this matter, all
own environment and see for myself Warrior Nation believe that the Earth
the power that they command. I hear has a guardian spirit, a consciousness
that the Marshal of the Indian Territory that can be communicated with and
is a man of some basic integrity. I am provides humanity with the ability to
cautious of approaching local law unlock a potential energy within them.
enforcement as I understand them to be This Great Spirit is believed to have
all corrupt and drunken. Perhaps he will shepherded the planet’s development,
be sober enough to help me husbanding the rise of life, and watch
over the development of all of mankind.

DAY 231 The Warrior Nation story of creation


says that the Great Spirit filled the seas,
The surprisingly intelligent and charming and then watched as the vital energy
Marshall Bart Reeves has introduced me spilled out onto the land and into the air.
to a native in his employ who claims to Occasionally a great tragedy might befall
be the son of a great chief in the Warrior the grand work, setting back the growth;
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the Great Spirit (or Keeper as my guide The way my new friend views it, once
occasionally calls him) is not an infallible humanity had taken its rightful place
deity. The Great Spirit made a mistake as the inheritors of the Earth, the Great
when, under his careful guidance, a race Spirit began to connect the disparate
of small bipedal mammals, the unlikeliest human tribes to the criss-crossing ley
of heirs, achieved the first glimmerings lines that encircled the globe. At points
of awareness and forethought. These where these lines converged, the Great
creatures are known as the Carcosa by Spirit placed the most powerful cultures.
the Warrior Nation and no sooner had It was apparent that, even though most
their spirits, once dim and flickering, humans could not sense the flowing
flared into life than the Great Spirit rivers of energy that surrounded them,
realised his mistake. Though he struck its presence nonetheless imbued them
down most of them, some of the Carcosa with a sense of strength and purpose
are alleged to still roam the frontier even that made them far more formidable
to this day and seem to be both feared than others of their kind.
and reviled in equal measure by the
Warrior Nation. Like moving pieces of a puzzle, the
Great Spirit shifted the cultures around,
maximising the potential of the
DAY 232 strongest so that centres of defence
would exist all around the planet, ready
I cannot fathom how the Warrior Nation
to be called upon to protect it should
in the American Frontier even know of
the need ever arise. This is a sound
the details of the tribes of Africa, Australia
strategy that again belies the primitive
and elsewhere around the world, let
appearance of the Warrior Nation. This
alone claim an affinity. Yet this evening I
interview is invaluable!
have been presented with artefacts and
pictograms crafted a century or more
ago that clearly resemble the Nguni DAY 234
tribal artefacts I have brought with me
from the Luminary archives in Graz. It was only natural, I suppose, for my
guide’s bitterness and jealousy at the
advances of Western culture would
DAY 233 bubble to the surface. It is a credit to his
breeding that it has taken as long as it
After this evenings interview, my
has for the resentment to begin to show.
currency is now all gone, I have
The narrative now turns to talk of the
contacted the consulate for more funds
misguided folly of Europe. The temerity
though I suspect these will be some time
of the man!
in coming to me. It has been a fascinating
day and my guide has become quite My guide observes that, occasionally, a
animated in regaling me with the stories culture founded upon a spiritual nexus
of his people. would wander from the intentions of
the Great Spirit. Sometimes, the lines of

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force moved away, abandoning them to DAY 235


a slow decline, and so they struck out in
confused anger, disrupting the careful We depart this evening for the Warrior
defences of that part of the net. Nation’s tribal lands. My guide seemed as
exhausted with the storytelling as I am. I
As time inexorably marched on this instead beseeched him to take me to visit
happened more and more often. his father. Though at first, he was more
A civilisation might arise upon the than a little reluctant, after we shared the
intersecting lines of energy and grow too last bottle of my schnapps, he has agreed!
powerful too quickly. As the tides of the
planet’s soul shifted, rather than follow
DAY 268
or decline gracefully, more and more
cultures developed a false narrative, I have witnessed miracles. I have seen
justifying their continued ascendancy sights the likes of which none since the
with a newly-developed belief structure ancients might claim. And yet, my faith
that denied the nurturing, vaguely in science, rather than being broken, has
parental presence of the Great Spirit. never been stronger.
These cultures studied the world around
them, discovering the laws that even I have been privileged to have met with
the Great Spirit must obey, and put Chief Raven Spirit and shared a meal
their faith in these things rather than with him. He is undoubtedly one of the
the primeval concepts of gods that their greatest leaders of humanity on the face
ancient ancestors had found sufficient. of the world. Worthy to sit almost as an
equal with the Kaiser himself. By the time
These cultures still worshiped gods, but of the American Civil War, Raven Spirit
fractured them into many smaller, more was already ancient, although his vitality
manageable entities. They were given had never waned. He was sustained
human traits and human motivations, by the Great Spirit, and in battle was
the better to understand them and surrounded by the majestic energies of
manipulate their place in the greater the spirit world.
human story.
There is no doubt in my mind that the
As this rise of science and creed gained incredible abilities wielded by these
momentum among some of the greatest primitive tribesmen are real. I have seen
cultures, the Great Spirit lost touch with wonders that would make the most
them. Its ability to guide them faded as dedicated sceptic fall to their knees
they grew immune to the influence of over the past months. There is also no
the spirit lines, and they began to forge doubt in my mind, sadly, that this is not
their own destinies. a power that will ever be replicated by
the Imperium.

It has long been theorized that every


living thing incorporates within it a field

136
v1.09

of force, electrical, magnetic, possibly discovered and they have ruled that I
a combination of powers we do not have committed a grave transgression.
entirely understand. Simple laboratory I will be brought before the chieftains
experiments can sense this field, and tomorrow morning and their judgement
even children may witness it in action will be enacted upon me.
through shuffling their feet across a
wool carpet and then reaching out to
DAY 278
touch another child.
Fearing death, I have fled north to
Raven Spirit has explained that there
Montana. I now write this as I huddle in
has always been those among the tribal
this tiny, ramshackle cabin in the woods,
nations who were capable of channelling
my breath puffing in white clouds,
the power of the spirit world. The spirit of
the small fire doing little to dispel the
each human, as dim as reflected fireflies
oppressive cold outside.
upon a dark lake in most instances when
compared to the Great Spirit, occasionally I reflect on the past month in the
flared to brilliance in some, granting company of Raven Spirit and his people.
them great gifts ranging from enhanced His claims at being over a century in
battle-prowess to the ability to peer into age seemed so credible then, but now
the misty reaches of the future. I begin to wonder. It is true that I have
seen warrior braves conjure electrical
With Raven Spirit’s guidance, more and
power from nowhere, infuse their
more of the Nation’s people became
weapons with this energy, and lash at
attuned to the world of the spirits,
their foes with the might of the ancient
navigating the winding paths to their
gods. I have even seen their flesh twist
spirit guides and the powers they
and writhe into new, grotesque shapes,
provided. Some were able to call forth
the likes of which would blanch the face
weapons of pure energy from the spirit
of the most stalwart romantic poet. An
world, while others were able to imbue
enormous elk, its body swollen with
their very bodies with the power of their
power, destroyed an armoured vehicle,
spirit guides, altering their forms to
not ten paces from where I stood. I was
better confront the array of foes rising
helpless to move, standing there locked
up on all sides. Oh, truly I have stared
in place, my mouth agape, as its feral,
into the eyes of legend, and I believe!
demonic blue eyes searched for another
target. My mind goes back to the Faust
DAY 273 that was felled by such a creature in
Africa. We never stood a chance!
A patrol of Union soldiers was killed
yesterday. This has agitated some of But, as what little warmth I have left in
the tribe and my belongings have me leaches slowly away, I am faced with
been searched. Photographs I have the hardest question of all… what is it
taken and samples of the Nguni tribal that I believe?
artefacts I have brought with me were

137
v1.09

There are no gods. There is no mystical immense power of the human mind,
salvation for my people. Were these capable of such amazing feats as has
savages ever to gain control of a region been recorded throughout history, is
of this Earth, there is little that could channelled in these primitive peoples. It
stop them. They have tapped into some is combined with the living field inherent
power, some force within the human in every plant, animal, and human on
mind that we have locked ourselves the planet, to create wonders the likes
away from for a thousand years. of which, truly, have not been seen by
civilized man in over a thousand years.
My conclusion, now that I am safe from
them, now that I am no longer breathing The more impressive the works
the stink of their twisted creatures’ demonstrated by these tribal warriors,
breath, no longer the victim of the the more of them seem to gather
abject fear they instil in all civilized men, around, chanting and singing to the sky,
is this: Science, as I have always wanted focusing their intent upon the workings
to believe, reigns supreme. of their elders. In the end, the force of
their resolve, the power of their will
Much like a child conjuring a shock from be brought to bear upon the object of
the carpet, although vastly more powerful, their fixation, focused by their leaders
these savages have somehow learned and their wise ones, is enough to bring
to pull energy from their surroundings, marvels back into the world, if only for a
channelling it into more offensive pursuits. brief period of time.
Many of their warriors cannot even do this
much, calling up little more than azure I have observed that none of these
gleams in the darkness as they shot their changes last for long. The energy
arrows at the foe. But enough can channel required to maintain them even for the
this electrical aura to lend their attacks length of a single engagement seems to
a power and savagery that makes them, devastate their most powerful warriors.
in the right circumstances, the equal of Animals subjected to their mutating
modern weaponry. attention often die when their tasks
are accomplished, collapsing into
There are some further few among their exhausted slumber from which many
number, the greatest and most powerful never awaken.
leaders and wise men, who can do more.
These are the paragons that are capable I believe this is due to a combination
of twisting their flesh into horrible, potent of the inherent weakness of the flesh
forms for battle. But even here, I believe I and the faltering of the savages’
have broken the secret of their power. concentration once the task at hand is
passed. The intensity of the moment, the
It is something I think we lost long ago. crushing single-mindedness of battle
An ability that has been weakened felt by all soldiers throughout history,
over time and advancement, enervated allows them to transcend, for a brief
through centuries of rational thought. time, the limitations of body and mind.
They believe. It is as simple as that. The
138
v1.09

When did we, the civilized men and their search and allow me to find my
women of the world, lose this ability? I way back east, to the towns and villages
couldn’t say, but I have a theory. that border the frontier, and thence, to
Kansas City and home to Graz.
As we learn more about the world around
us, as we are more and more capable of Is that snap a branch popping in the
bending it to our will in mundane ways, cold? Is it a savage warrior’s incautious
not dependent upon the initial terror footstep, heralding my last, violent
that compelled our ancestors to build moments on this Earth?
walls, and fires, and weapons, we drift
further and further from that part of I carried an electro-pistol with me
ourselves capable of channelling these all the way from my chambers in the
forces that yet linger. Our rational minds, chapterhouse in Graz. Even now, as I
focusing on the everyday wonders we write by the guttering light of my dying
take for granted, are no longer capable fire, it is beside me, its charge light blue
of touching these more primitive, and clear. If they attack me here, they
and yet far more powerful forces that will know the power of the Imperium.
glorified our species’ younger days. The first brave through that crooked
door will face my own lightning, as will
Through our greatest achievements, we the warrior behind him, and the one
have lost our most powerful inheritance. behind him as well. My charge will fail
eventually, and I will die here, so far from
Is it possible a culture can advance and home, but they will remember me when
yet still maintain this ability to channel I am gone.
these primordial powers of the mind? I
don’t know. I think if that were possible, Or perhaps it is nothing more than a
we would have known about that branch, snapping in the cold.
culture by now. In fact, I suspect if that
were possible, we would even now feel
DAY 280
the boot heel of that culture upon our
collective necks. But still, one wonders… I have managed to staunch the blood
from my wounds, but I fear my leg has
DAY 279 become infected.

Every now and then outside, I hear a Perhaps a good night’s sleep will set
startling snap. Out there, in the cold, me right. The wolves howling no longer
still darkness, something stirs. I have scares me. I have my belief. I have
been hiding from the savages for weeks science. I am content… Though it is so
now, hoping that they would abandon very, very cold.

139
INDEX v1.09

INDEX
A D
ACTION CARDS...................................................... 19 DANGEROUS TERRAIN........................................ 35
ACTIONS.................................................................. 20 DASH ACTION........................................................ 21
ACTIVATING A UNIT............................................. 17 DEADEYED.............................................................. 46
ACTIVATION............................................................ 19 DECAPITATE............................................................ 43
ACTIVATION PHASE.............................................. 17 DEPLOYMENT......................................................... 49
ADVENTURE...............................................................2 DESTROYING TERRAIN........................................ 34
ADVENTURE SCENARIO & DEPLOYMENT..... 48 DETERMINE INITIATIVE........................................ 15
AGILE......................................................................... 46 DICE..............................................................................2
AIM................................................................................6 DISCARD ADVENTURE CARDS......................... 18
ALLIED POSSES...................................................... 10 DISORDER QUALITY............................................. 43
AMMO CLIP............................................................. 43 DISORDERED CONDITION................................. 33
ANATOMY OF A UNIT CARD................................5 DISPLACE................................................................. 43
AREA TERRAIN....................................................... 36 DISRUPT................................................................... 44
ARTEFACT UNITS................................................... 12 DRAG......................................................................... 44
ATTRIBUTE CHECKS: TARGET OF TEN................7 DRAW ADVENTURE CARDS............................... 15
ATTRIBUTES...............................................................6 DRAW ACTION DECKS......................................... 17
ATTUNED................................................................. 43 DURABLE................................................................. 46

B E
BACKSTAB (REACTION)....................................... 30 ELITE.......................................................................... 46
BASE CONTACT.........................................................2 ENGAGED...................................................................2
BASE SIZE....................................................................2 ENGULF............................................................. 38, 44
BASIC MELEE WEAPON................................ 28, 42 ENTERING BUILDINGS OR TRANSPORTS...... 22
BEACON................................................................... 43
BLAST........................................................................ 43 F
BOSS UNITS................................................................8 FACE UNITS............................................................. 11
BRUTAL..................................................................... 43 FALLING.................................................................... 23
BUILDING A FORCE.................................................8 FATAL......................................................................... 44
BUILDINGS.............................................................. 36 FIGHT...........................................................................6
FLIGHT...................................................................... 21
C FOCUS SPENDING FORTUNE............................ 14
CHARGE................................................................... 26 FOCUSED SHOOT ACTIONS.............................. 29
CHECK VICTORY CONDITIONS......................... 18 FOCUSED STRIKE ACTIONS............................... 27
CLIMB........................................................................ 23 FOCUSED ACTIONS.............................................. 20
CLOSE WORK.......................................................... 43 FORCES, POSSES AND UNITS...............................2
COMBAT ACTIONS................................................ 25 FORTUNE................................................................. 13
COMMON ADVENTURES.................................... 50 FREE ACTIONS........................................................ 20
COMMON ADVENTURE TYPE........................... 48 FRIENDLY FIRE...........................................................2
COMPLEX................................................................. 43
CONDITIONS.......................................................... 32 G
CRITICAL FAILURE!...................................................7 GAME BEGINS........................................................ 49
CRITICAL SUCCESS!.................................................7 GAME OVERVIEW.....................................................1
GAME SIZE............................................................... 48

140
v1.09 INDEX

GET IN (MOVE ACTION)...................................... 22 METTLE..................................................................... 46


GET OUT (MOVE ACTION).................................. 23 MIND............................................................................6
GIVE ’EM HELL (REACTION)............................... 30 MOVE ACTIONS..................................................... 21
GLOSSARY OF TERMS.............................................2 MOVE UNENGAGED MODELS.......................... 17
GO ON LOOKOUT ACTION................................ 26 MOVING OVER TERRAIN..................................... 23
GRIT..............................................................................6 MOVING TARGET................................................... 46
GRIT CHECK MODIFIERS..................................... 25 MULTIPLE WEAPONS (SHOOT ACTION)........ 29
GRIT CHECKS AND WOUNDED........................ 25 MULTIPLE WEAPONS (STRIKE ACTION)......... 28
GUTS SYMBOLS..................................................... 16
N
H NEGATIVE CONDITIONS...................................... 33
HANDS UNITS........................................................ 11
HAZARD CONDITION.......................................... 33 O
HAZARDOUS WEAPON QUALITY.................... 44 OBSCURED................................................ 26, 29, 35
HEAVY....................................................................... 44 OBSTACLE................................................................ 36
HIGHER GROUND COMMON ADVENTURE.. 50 ON LOOKOUT CONDITION................................ 33
HIGHER GROUND TERRAIN............................... 35 OPEN GROUND..................................................... 34
HUNKER DOWN ACTION.............................. 14, 21 OPPOSING PLAYER ACTIVATES A UNIT......... 17
HUNKERED CONDITION....................... 26, 27, 33 OUTLAW POSSES.....................................................9
OVERCHARGED..................................................... 44
I
IMPASSABLE TERRAIN.................................. 34, 36 P
IN COVER (FREE MOVE ACTION)...................... 21 PARRY........................................................................ 44
INDIRECT................................................................. 44 PATH OF LEAST RESISTANCE................................3
INITIAL TARGET.........................................................3 PIERCING.................................................................. 25
INITIATIVE PHASE.................................................. 15 PLACING AND REPLACING MODELS.................3
INTERRUPT!............................................................. 16 PLACING UNITS IN RESERVE............................. 24
PLAY AREA, THE.................................................4, 34
J POINTS.........................................................................4
JUMP......................................................................... 23 POINTS LIMIT.......................................................... 15
PORTAL MOVE (MOVE ACTION)...................... 40
L PORTALS.................................................................. 40
LARGE BUILDINGS................................................ 39 PORTAL WEAPON................................................. 44
LARGESSE................................................................ 46 POSITIVE CONDITIONS....................................... 33
LETHAL..................................................................... 44 POSSE, THE.................................................................8
LIMIT.............................................................................6 PRODIGIOUS........................................................... 46
LINE OF SIGHT....................................................3, 35 PUSH IT!.................................................................... 14
LINKED...................................................................... 44
LONG RANGE......................................................... 29 Q
LUCKY SON OF A GUN!....................................... 14 QUICK..........................................................................6
QUICK AND THE DEAD, THE.............................. 47
M
MANIPULATE PORTAL ACTION........................ 40 R
MEASURING...............................................................3 RAM........................................................................... 22
MELEE WEAPONS................................................. 42 RANGED WEAPONS............................................. 42
MERCENARIES........................................................ 10 RAPID........................................................................ 46

141
INDEX v1.09

RATE OF ATTACK................................................... 25 TANGLE..................................................................... 45


RE-ROLLING DICE.....................................................4 TARGET ENGAGED IN COMBAT........................ 29
REACTIONS...................................................... 20, 30 TARGET PRIORITY................................................. 47
REANIMATED.......................................................... 46 TASKED..................................................................... 46
REFINED................................................................... 44 TEAMWORK............................................................ 47
RESERVES.......................................................... 24, 48 TERRAIN................................................................... 35
RESOLUTION PHASE............................................ 18 TEMPLATE WEAPONS........................3, 38, 42, 45
RESTORE!................................................................. 16 THROWN.................................................................. 45
REVOLVER FAN....................................................... 44 TORRENT.................................................................. 45
ROOFTOPS.............................................................. 39 TOUGH...................................................................... 46
ROUNDING UP..........................................................4 TRAILFINDER.......................................................... 47
TRAIT........................................................................... 6
S TREASURE HUNT COMMON ADVENTURE.... 52
SCATTER......................................................................4 TRIGGERED ACTIVATION!................................... 16
SELECT YOUR FORCE........................................... 48 TURN SEQUENCE.................................................. 15
SEND A MESSAGE COMMON ADVENTURE.. 51 TYPES OF ACTION................................................ 20
SET UP TABLE......................................................... 48 TYPES OF AREA TERRAIN................................... 36
SHOOT (COMBAT ACTION)................................ 28
SHOOT ACTION MODIFIERS.................................29 U
SHOOTING INTO BUILDING............................... 37 UNARMED............................................................... 47
SHOOTING OUT FROM BUILDINGS................ 38 UNEVEN GROUND......................................... 34, 36
SHRED....................................................................... 45 UNIQUE.................................................................... 47
SHROUDED............................................................. 46 UNIT COHERENCY................................................ 11
SKIRMISHERS.......................................................... 46 UNIT COMMON & SPECIAL RULES........... 22, 46
SMOKESCREEN...................................................... 44 UNITS........................................................................ 11
SPECIAL WEAPON QUALITY.............................. 44 UNSTOPPABLE....................................................... 47
SPECIAL ACTIONS................................................. 20
SPENDING FORTUNE........................................... 14 V
STAKE A CLAIM COMMON ADVENTURE....... 51 VEHICLES................................................................. 29
STRATEGIC UNITS................................................. 12 VETERAN INSTINCTS............................................ 14
STRIKE (COMBAT ACTION)................................. 27
STRIKE ACTION MODIFIERS............................... 27
W
STRIKE ACTIONS AND BUILDINGS.................. 38
WALK ACTION........................................................ 21
STUN......................................................................... 44
WALK IT OFF!.......................................................... 14
STUNNED................................................................. 33
WEAPON QUALITIES............................................ 42
SUICIDE.................................................................... 44
WEAPON TYPES..................................................... 42
SUPPLY RUN COMMON ADVENTURE............ 50
WITHIN........................................................................4
SUPPORT UNITS.................................................... 11
WOUNDED, DESTROYED & REMOVED FROM
SURE FOOT.............................................................. 46
PLAY.............................................................................4

T Y
TAINTED................................................................... 31
YELLER CHECK....................................................... 33
TAKING ONE FOR THE TEAM!............................ 14

142
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