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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
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

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