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WILD WEST EXODUS - BETA 2.0 1 Welcome to the Beta 2.0 rules for Wild West Exodus. We ask that you take the good with the bad and let us know your honest feelings on everything from weapons strengths to character makeup. We will be accepting all suggestions and comments via our special [email protected] email address. Our staff will read each and every suggestion you make in the chance that we missed something or can make it better. Please enjoy these very young rules and don’t judge the end game based on what you see here. We plan on building the best rules possible for you, the gamers. Good luck and enjoy. The Outlaw Miniatures Creative Team
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Wild west exodus

Jan 15, 2016

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Welcome to the Beta 2.0 rules for Wild West Exodus.

We ask that you take the good with the bad and let us know your honest feelings on

everything from weapons strengths to character makeup. We will be accepting all suggestions

and comments via our special [email protected] email address.

Our staff will read each and every suggestion you make in the chance that we missed

something or can make it better.

Please enjoy these very young rules and don’t judge the end game based on what you see

here. We plan on building the best rules possible for you, the gamers.

Good luck and enjoy.

The Outlaw Miniatures Creative Team

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INTRODUCTION

TO THE GAME

WHAT IS WILD WEST EXODUS?

Wild West Exodus (WWX) is a tabletop miniatures skirmish game that can be played by two

to four players. It is a game that will immerse you into the dark world of the Old West,

enhanced with futuristic weapons and machines. The world of WWX is a much more sinister

place than the one you know from the history books – a Dark Council is at work, and this

mysterious force will provide many unseen twists as you delve deeper into our world.

Wild West Exodus gives each player control of multiple miniatures that represent the

characters, both heroes and villains, who fight for survival and to achieve their objectives

across a terrain-filled landscape. While playing Wild West Exodus, you will be challenged and

confronted with many decisions that will make or break your Posse. With this rulebook you

will have all the tools necessary to build your Posse from the ground up and start rolling dice

and enjoy WWX without having to learn a vast amount of rules. As you and your Posse grow

in experience, then you can delve into the rich amount of detailed rules that awaits the

seasoned player.

Is your will strong enough to withstand the Dark Counsel’s influence?

WHAT YOU NEED TO PLAY

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

• Wild West Exodus rules

• Wild West Exodus miniatures

• Wild West Exodus Profile Cards

• Several 10-sided dice

• Templates And Counters

• Tape measure or ruler

• Dry erase marker

• A flat play area of at least 4’ x 4’ with a selection of terrain and scenery.

Rules

The very thing you are reading.

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Miniatures

Wild West Exodus features some of the most beautiful and detailed miniatures on the market.

Note that, as well as calling them ‘miniatures’, we often refer to them as ‘models’ – the two

terms are absolutely interchangeable. You will need a miniature to represent each member of

your Posse on the tabletop. Many people find collecting, building and painting the miniatures

to be as important to their hobby as actually playing the game.

In this rulebook, you will find many current and future models that will greatly increase your

enjoyment of the game. Look for monthly releases on www.wildwestexodus.com highlighting

new and exciting characters, models and factions.

Bases and Arc of Sight

Normally the miniatures used in WWX are mounted on a round base.

Models normally have a 360° Arc of Sight; they can see all around them. However, in some

situations, a model’s Arc of Sight is reduced to an arc of 180° to its front. If this is the case,

determine which way the model is looking – this is the center point of its 180° arc. Its Arc of

Sight extends along the base at 90° angles either side of this point, as shown in the diagram.

It’s a good idea to mark these points on the model’s base. You might, for example, paint a

very thin line on the edge of the models’ bases.

Profile Cards

Each model in Wild West Exodus comes with a Profile Card. These cards feature all of the

statistics and special rules for that model. All players must have the appropriate cards to

accompany their models during the course of each battle. Profile Cards are available with

each model and additional Profile Cards may be purchased separately.

10-Sided Dice

Wild West Exodus uses a 10-sided die, or ‘D10.’ These are just like the typical 6-sided dice

found in many family games, except that they have 10 sides instead of just 6. It will speed up

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game play to roll several at once, so we suggest having at least four or five D10s handy. It is

always better to roll higher than lower.

Many 10-sided dice show a 0 instead of a 10 – always treat the 0 as a 10. In the same way,

our special customized D10s show a WWX star symbol to represent the 10 – so the best

result you can get is our symbol!

Sometimes you will have to roll more than one D10 at once. ‘2D10’ means rolling two ten-

sided dice together and adding the results together (for a total result of 2 to 20), ‘3D10’ means

rolling three dice, and so on.

Sometimes the roll of the D10 can be modified by positive or negative modifiers, for example

‘D10+2’ or ‘D10–1.’ Roll the die and add or subtract the modifier as appropriate. For example,

if you are required to roll ‘D10+2,’ roll the die and add two to the result to get the result (for a

result of 3 to 12).

Sometimes you will have to divide the die roll, for example D10/2. Roll the die and divide the

result by the number indicated, rounding results up to the next whole number. Note that

distances determined this way, whether movement or ranges, are never rounded off – always

use the exact result.

Example: The result of 7 on a D10/2 roll would yield a result of 4. (7/2 = 3½, rounded up

to 4.) If this roll was to determine movement or distance of any kind, the exact result of

3½" would be used.

Templates and Counters

You will need an assortment of tokens, markers and counters in order to use various

weapons and to mark different types of Actions and effects on the tabletop. You will find the

templates needed in the back of this rulebook. Simply photocopy or print in color the

templates you need and then glue them on plasticard or thick cardboard. You will also be able

to purchase official templates and counter sets from the www.wildwestexodus.com web

store.

Tape Measure or Ruler

All measurements in the game are given in inches. You will need some sort of ruler or tape

measure marked in inches in order to measure movement, weapon ranges and other game

effects.

Dry Erase Markers

A dry erase marker is useful for marking damage and other effects on the Profile Cards.

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Gaming Table and Terrain

Wild West Exodus is best played on a 4'x6' flat surface. A tabletop or the floor will do the trick,

but the best games are played on a specially made gaming table.

If you want to play extremely large battles, with many models per side, you may want to try a

4'x8' surface. Be aware, though, that such a battle will take longer than your average game of

WWX, and you might need the entire day to finish it.

On the other hand, if you want a more compact, faster experience, for a game that can be

over in a an hour and can be enjoyed in a lunch break, for example, you can also play with a

smaller amount of miniatures on a surface that is 4'x4' wide, or even smaller.

The playing area should be decorated with model terrain and buildings to create an

interesting battlefield to fight over. Your characters will need places to hide, objects to take

cover behind, things to climb and all manner of battlefield items to block Line of Sight and

make sure the game is equally challenging for both sides. While a Posse of miniatures armed

with a lot of long-ranged weapons might prefer a wide-open table, a player with a close

combat-oriented Posse won’t have much fun as he tries to close the distance with absolutely

no cover. Likewise, a battlefield so packed with terrain that no one can draw long lines of fire

will be of unfair advantage to the melee-oriented Posse.

Hills, trees, cacti, picket fences, water troughs, hitching posts, barrels, crates, outhouses, the

saloon, the cat-house, the general store, an RJ1027 Recharging Station… the only limit for

terrain options is your imagination. Terrain may be scratch-built from everyday household and

craft store items, or there are many appropriate pieces available on the market for purchase.

You will find many examples of appropriate terrain in the photographs and artwork throughout

this book, as well as in Wild West Exodus: The Comic Book.

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PREPARING

FOR THE GAME

CREATING YOUR POSSE

The Posse is the name we use to refer to the group of models you control during a game of

WWX. This rulebook describes four different Posses: the Union, the Outlaws, The Warrior

Nation and the Enlightened.

Each Posse must always have a Boss, who is its undisputed leader. Usually he will be

accompanied by a few Underbosses, the Boss’s most trusted men. These main characters

can be accompanied by several Sidekicks – younger, less important, characters who aspire to

one day become bosses themselves. The bulk of the Posse is made up of Hired Hands – the

nameless and faceless goons leaving their home in search of fortune and glory. The Posse

can also be supported by Light and Heavy Support models – miniatures with special

weapons, flying iron horses, and even tanks and monsters. Finally, Mercs are models that do

not belong to any of the four Posses, or indeed any Posse at all – any Posse can add them to

their ranks. Normally a Merc is a Sidekick-level character and will therefore take up one of

those slots, but keep on eye on its Profile Card, as it might work differently for some Mercs.

When creating your Posse, there are limitations on how many of each class of model you may

include.

Model’s Class Limit

Boss 1

Underboss 0-2

Sidekick 0-3

Hired Hands Unlimited

Light Support Unlimited

Heavy Support 0-3

Mercs Special

Each model has a dollar cost associated with it. The relative costs are an indicator of how

effective each model can be on the tabletop, and are used to balance opposing forces to try

and create a fun and challenging game for each player.

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Before playing a game of Wild West Exodus, the players must agree on a total dollar amount

for the game. Each player then selects models from his Posse, paying the dollar amount it

costs to hire the model. Subject to the limits by model class, above, the player may select

models up to the total dollar amount agreed upon for the game. You may always spend fewer

dollars than the agreed total, but may never spend more than the point total.

450 Dollars I think we have a problem.

600 Dollars A difference of opinions just got ugly.

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

1000 Dollars There will be blood, and lots of it.

1,250+ Dollars This is no mere shootout, this is WAR!

LARGE GAMES

Any game of 1,250 points or higher may double all of the limits above, so the Boss limit

becomes 2, Underbosses become 0-4, Sidekicks, and Heavy Support become 0-6. These

games are best played on a wider board.

GAME SCENARIOS

After selecting a Posse, the players choose or randomly determine which Scenario they are

going to play, as described in the Scenarios section (see page 53). The Scenarios set the

scene for the battle and provide information on the mission, which is the reason why the

Posses are fighting, as well as set-up, terrain and other vital gaming information. After setting

up the Posses based on the Scenario’s instructions, the game is played out based on the

rules provided in the following pages.

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RULES OF

THE GAME

CHARACTERS’ STATISTICS

The characters that are part of WWX are a varied bunch. Some can be considered the good,

the bad, the ugly… or even the unholy. Each model in WWX is referred to as a Character and

has its own profile made up of several statistics (or stats). These stats determine a

character’s strengths and weaknesses in game play, and are compiled onto an easy-to-use

Profile Card. The Stats are:

• Q (Quickness) How fast, in inches, that model may move when performing a Move Action.

• AP (Action Points) How many Action Points this model performs each time it is activated.

• M (Marksmanship) How good a shot this model is with ranged weaponry.

• PA (Physical Ability) The model’s overall strength, athletic ability and prowess.

• S (Strikes) The number of times this model may attack per close combat Action.

• A (Armor) The model’s ability to withstand damage based on the protective gear he is wearing.

• L (Lifeblood) The number of points of damage this model can take before being removed from play.

• C (Courage) The model’s mental fortitude and bravery.

• I (Influence) The number of dice the model contributes to the Influence Pool each turn.

• Halo The distance in inches that a model’s Fighting Halo extends when determining its close combat range.

• Cost The amount of points a model costs in the game.

In addition to its Stats, a character may have special rules and abilities that may be used

during the game. Those will be found on the back of the Profile Card, under (rather

unsurprisingly) the ‘Special Rules’ header, together with the list of the model’s weapons.

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An example of a character’s stats:

Union Rifleman

Hired Hand

Cost: 30 Small Base; Halo: ½"

Q AP M PA S A L C I

5 2 5+ 7+ 1 1 6 5+ 0

You will notice that the stats are written in either of two different ways. Some stats are simply

a number – in this case, the higher the number, the better the model is. Other stats are

expressed as a number followed by a “+" symbol (for example: 2+ or 3+, 6+ and so forth).

These other stats are those that are used in Statistic Tests, as explained below, and in their

case, the lower the number of the Stat, the better the model is at something.

STATISTIC TESTS

Sometimes a model will be required to take a test based on a certain statistic on its Profile

Card. In order to pass the test, the player must roll a D10. If the die roll is equal to or higher

than the relevant statistic, the character passes its test. If the die roll is lower than the relevant

statistic, the test is failed. Modifiers may be applied to the die roll for the test.

Example: A model with a Physical Ability Stat of 5+ that has to take a Physical Ability

Test must roll equal to or greater than 5 on a D10. If that model was to take a Physical

Ability -2 Test, you must subtract 2 from your die roll and still equal or beat 5 to succeed.

This is a very important mechanic to remember, as many events that transpire on the tabletop

will be the result of some sort of Statistic Test.

WEAPONS’ STATISTICS

Each weapon also has its own statistics, which determine its performance in the game.

• Type What sort of weapon it is – One-Handed, Two-Handed, Heavy, Melee, etc. A weapon may have several types listed; the rules for every type listed will apply (See Weapons, page 46).

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

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

• ROF (Rate of Fire) How many times that weapon shoots for each Action the wielder spends shooting with it.

• Special Any special rules, abilities or ammunition the weapon has.

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When a model has more than one weapon of the exact same type, it will be listed as a

multiplier, such as ‘Hatchet (x2).’ This multiplier is simply multiplied by the weapon’s ROF to

determine how many shots/attacks the weapon makes every time the character using the

weapons spends an Action Point using them.

Example: Jesse James has Hyper-Velocity Pistol (x2). When firing, each pistol has a

ROF of 2. When using an Action Point to shoot, Jesse will fire 4 shots.

WEAPON TYPES

• One-Handed A One-Handed weapon allows a model to fight or shoot with up to two of these weapons per Action.

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

• Heavy A model must spend 2 Action Points to perform a shoot Action with a heavy weapon. Unless otherwise specified, heavy weapons are Two-Handed weapons.

• Template A model with a template weapons must use the appropriate game template to measure the area and the models affected. Unless otherwise specified, template weapons are Two-Handed weapons.

• Melee This weapon is used only to make close combat attacks. Unless otherwise specified, melee weapons are One-Handed weapons.

• Thrown This is a melee weapon that can be thrown as a ranged attack (range 6", unless differently specified). Use the model’s Marksmanship Stat instead of its Physical Ability Stat when throwing the weapon. Unless otherwise specified, thrown weapons are One-Handed weapons.

More information about weapons can be found in the Weapons section on page 46.

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TURN SEQUENCE

Games of WWX use the following Turn sequence:

• Initiative

• Activations

• End of Turn

INITIATIVE

The Initiative during the first turn of the game is normally defined by the Scenarios you are

playing, which also give information about the set-up of the models. For example, the most

common Scenario is the Shoot-out (see page 56), where the smallest Posse has the Initiative

on the first turn.

On subsequent turns, players each roll a D10, with the player who rolls highest choosing

whether to go first or second that turn. The player going first is said to have the Initiative that

turn. In the case of a tie, the players re-roll the die until the tie is broken.

Note that at the start of the Initiative phase, before Initiative is determined, both sides

replenish their Influence Tokens (see page 14).

ACTIVATIONS

Each game turn, players take turns activating groups of 1 to 3 models. A player may not

activate the same model more than once per game turn. Players continue alternating until

every model has been activated on both sides. If one player has finished activating all of his

models, and the other player still has models to activate, that player continues to activate

models, still in groups of 1 to 3, until he has activated all of his models. Once every model on

both sides has activated, the game turn is over. Players may find it useful to mark models that

have activated that turn with a token, such as a dollar coin, a glass pebble… or a revolver

cartridge. The token may be placed next to the model on the tabletop, or on top of its Profile

Card, to indicate that that model has already activated that turn. At the end of the turn, once

every model from both sides has been activated, tidy up the table by removing all of the

‘Activated’ markers as well as any templates or effects that disappear at the end of the turn.

TYPES OF ACTIVATION

When a model activates, it uses its Action Points to do things such as move, fight or shoot. A

model’s Action Points Stat indicates how many Action Points it may use each turn when

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activated. When activating a group of two or three models, the player must declare whether

he is going to activate the models in the group in one of two different ways: in a sequence or

simultaneously. You cannot mix these two types of group activation for the same group, but

must chose one system and stick to it for that group.

A) Activating models in a sequence

This is the simplest way of activating a group of models, and it’s normally the best solution

when the activated models are not interacting directly, but rather performing different tasks in

different parts of the battlefield. When activating models in a sequence, the player simply

declares which models are being activated in this group and the intentions of each model in

that turn. It is appropriate to mark each model in the activating group with a marker. Then, the

player picks one of the models and spends all of that model’s Action Points to perform the

Action he declared at the best of its abilities. Once that model has spent all of it Action Points,

then the player can move to the next model in the group and do all of its Actions, and finally

do the same with the third model, if activating a group of three models.

B) Activating models simultaneously

This second way of activating models is considerably more complex and lengthier, but it’s

better suited at coordinating the Actions of several models – so use it when it really matters

that models work together. When activating simultaneously, you must declare the first Action

of every activated model, then they all perform their first Action, in any order you like. Then

you declare the second Action of all activating models, and then execute it, and so on.

As all models in the activated group must declare their first Action before any of them perform

it, if they declare to fight or shoot, they must also declare their intended targets. If their target

is destroyed, killed, or otherwise removed from play before they get to use that declared

Action, the Action is wasted.

Example: Kip ‘The Kid’ and Black Kyle, outlaw Hired Hands, are activated

simultaneously. They both declare as their first Action shooting at XIII, Dr. Carpathian’s

evil creation. Kip ‘The Kid’ then rolls his shooting attack, and kills XIII. Black Kyle’s

shooting attack is wasted, as his target is now destroyed.

END OF TURN

In this phase, the players do the tidy-up, removing all Activation markers, Influence Tokens,

and any other markers that last until the end of the turn. Several other game events happen

during this phase, as described in the rules, like Posses testing to see if they are Clearing Out

and losing the battle (see Courage), Civilians moving around the table, etc.

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THE INFLUENCE POOL

The Dark Council secretly manipulates events from the shadows, while the Great Spirit

protects its Native American children and guides their hands. To represent the influences

these powers have over everyday events, each faction has a pool of Influence Tokens based

on the models they choose to field in battle.

THE INFLUENCE STATISTIC

A model’s Influence statistic indicates how many tokens it contributes to the player’s Influence

Pool. The player may use these tokens throughout each turn of the game to influence the

outcome of important events. When a model is removed from play, remove a number of

tokens from the pool equal to its Influence statistic.

The model’s Influence statistic can be found on each card by looking for the Stat labeled ‘I’.

Some models may have 1, 2 or even 3 Influence Tokens that are added to the pool. Other

models of less importance to their Posse may have 0 Influence and thus add no tokens to the

Pool because their impact on the balance of power is so low.

INFLUENCING DICE ROLLS

Before making any die roll, a player may commit any number of tokens from his Pool to that

roll. The player then makes his roll as normal. If he does not like the result of the roll, he may

spend one of the Influence Tokens he had committed to the roll and re-roll that die, using the

result of the re-rolled die instead. If he committed more than one Influence Token for the roll,

he may continue to re-roll the dice, one at a time, until he decides to keep a result – up to a

number of times equal to the number of Influence Tokens he committed. Each Influence

Token used allows a player to re-roll a single die once. The player always uses the last die

roll made, even if it is worse – he may not revert to a previous result once he has re-rolled the

dice.

All tokens committed to the roll are ‘used up’, even if they are not actually used to re-roll the

dice – discard the tokens committed to the roll and do not return unused tokens to the Pool

until the start of the next turn.

Tokens from the Influence Pool may be used on any dice roll in the game, including the roll

for Initiative, shooting, Armor Rolls, scatter – any dice roll at any time. The number of tokens

used must be declared before any dice are rolled. Those tokens are spent, and no additional

tokens may be allocated to that particular outcome.

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COUNTERING INFLUENCE

Players can expend Influence Tokens to counter Influence committed by an opponent to a

roll. After his opponent has committed Influence to a roll, a player can declare how much

Influence he is using to counter his opponent’s Influence, and discards that many Tokens

from his Pool (he can’t use up more Tokens than his opponent committed). The opposing

player now discards that amount of Influence Tokens committed to the roll. Any committed

Influence left over can be used to re-roll dice as described above.

For example, Player 1 declares that he’s committing 5 Influence to a roll to damage a vehicle

he has hit with shooting. Player 2 then decides to declare that he is countering with 4

Influence, and expends that amount of Tokens from his pool. Player 1 discards 4 out of the 5

Tokens he has committed, leaving him with 1 Influence to use on the roll.

REPLENISHING INFLUENCE

At the start of each turn, before doing anything else, both players MUST take the appropriate

number of Influence Tokens generated by the models in their Posses and place them in front

of them to form their own Influence Pool. If at any point the player loses a model that

contributes dice to the pool, those dice are removed and are not returned to the pool.

Example: An Outlaw player has four tokens left in his Influence Pool. Frank James has

just been shot, and is in danger of dying if he rolls a poor Armor Roll. Since Frank is vital

to the player’s plans this turn, he decides to commit two tokens from his Influence Pool to

this roll. The player takes Frank’s Armor Roll, and rolls a 2… Not good, as the resulting

damage will end up killing Frank. He rolls one of the two committed Influence tokens and

scores a 7. Doing the math, the player knows that this will leave Frank alive with 2

Lifeblood left, so he decides not to use the second token to re-roll, keeping the result of

7. Both tokens (the used and the unused one) are discarded, leaving the Outlaw player

with two tokens left in his pool, but keeping Frank James alive to fight.

Note that a player who expends Influence to counter an opponent’s Influence does not get

those Tokens back until the start of the next turn.

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WAGERING INFLUENCE ON INITIATIVE

Both players may wager any number of Influence Tokens on the Initiative roll, as normal. If

necessary, this can be done in secret – both players placing a die showing the amount of

Initiative tokens committed to the Initiative roll and hiding it with a hand, to then reveal the

dice simultaneously. In this case, the ‘0’ or ‘10’ number on the die means zero – i.e. no

tokens wagered.

If both players have wagered, the player who rolls highest initially must decide whether to

use or discard all of his wagered Influence Tokens first. Once he is done, the other player

can then decide what to do with his tokens.

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ACTION POINTS AND ACTIONS

A model may use its Action Points to perform any one of the following Actions per point.

Models may perform the same Action again and again, as long as they have Action Points

left. A model may also choose to not use an Action Point, ‘passing’ it. Action Points do not

accumulate over turns; any Action Points not spent by the end of the model’s activation are

lost. Each Action will be fully described in its own section, and what follows here is just a

quick summary.

ACTIONS

• Move A model may spend an Action Point to move up to its Quickness in inches.

• Climb A model may try to climb a vertical surface.

• Jump A model can jump obstacles or gaps.

• Mount/Dismount A model may mount or dismount a vehicle.

• Go Prone A model may lie down on the ground and enter the ‘Prone’ state.

• Get Up A model must spend an Action to recover from the Prone state and stand up.

• Take Cover A model can hunker down behind the cover he is in, maximizing its protection.

• Go On The Lookout A model may spend its Action to be ‘On The Lookout’, allowing it to shoot or otherwise react during an opponent’s activation.

• Aim A model may use an Action to take careful aim before firing on a target.

• Shoot A model may shoot if it has a ranged weapon.

• Fight A model may fight in hand-to-hand combat, striking any models in its Fighting Halo.

• Throw/Push A model may spend an Action Point to attempt to throw or push a model.

• Rally A Broken model must attempt to Rally. Bosses and Underbosses may attempt to inspire their Broken men to Rally.

Let us now examine each Action in more detail.

MOVE

A model may spend an Action Point to move up to its Quickness value in inches across open

ground. A model does not have to move in a straight line, but may instead rotate freely on its

base any number of times, snake its way or turn at any point during its movement, as long as

the total distance does not exceed its Quickness Stat.

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When measuring, measure the movement from the model’s base. The model’s base may not

move farther than the model’s Quickness, as shown in the diagram below.

This model has a Quickness of 5, so cannot move further than 5"

Movement may be vertical, as long as it is along something that is, in reality, easy to climb,

such as a ladder or staircase. If a model wishes to move vertically up a surface that is not

designed to allow it to do so (a wall, a cliff, a rope), it must instead use a ‘Climb’ Action (page

19). Players should agree before the game starts what can be moved vertically on at normal

speed and what else needs climbing.

A model may choose to spend Action Points on movement and not move at all – it essentially

‘passes’ on that Action. It may also spend multiple Action Points to Move, moving several

times in a row.

A model may not move so that its base would pass over the base of another model – friendly

or enemy. There must be enough space between models’ bases, or between bases and

impassable ground, for the moving model’s base to pass through unimpeded.

Terrain

Terrain and scenery might affect a model’s Move. Before deployment, discuss with your

opponent what each terrain feature represents and how it will be handled during the game.

Consider whether a door is locked or unlocked, whether a patch of scrub grass is difficult or

open ground, or whether windows are big enough for models to fit through.

Impassable Ground

This type of terrain (like large boulders, steep cliffs, canyons, quicksand, etc.) cannot be

moved across, and models must go around it. If you think models should be able to climb or

MOVING TO ENGAGE

If a model makes a Move action and ends it move in a position where it is Engaging one or

more enemy models in its own Fighting Halo, the moving model may immediately perform

one free Fight action at the end of the move, without spending an additional Action Point.

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jump some terrain they might not be able to simply walk across, discuss this with your

opponent before the game starts. The edge of the table and other model’s bases are normally

considered Impassable Ground.

Difficult Ground

A model moving through Difficult Ground (swamp, thick underbrush, stream, cactus patch,

forest, etc.) treats any distance travelled through Difficult Ground as double.

Example: El Pollo, an Outlaw Hired Hand, has a Quickness of 3. Moving entirely through

a patch of saguaro (Difficult Ground), El Pollo only moves 1½"

Example: An Outlaw Hired Hand has a Quickness of 5. He moves 2" across open

ground before entering a stream (Difficult Ground). He is able to move 1½" across the

stream with his remaining movement.

Doors

Unless specified before the game as being locked, models may move through doorways with

no penalty, as long as they have sufficient movement for their base to completely clear the

doorway. If a model cannot completely cross the doorway, it must stop its movement at the

door.

This rule assumes the majority of doors are modeled as closed. If your buildings have open

doorways, or doors that open and close, a model may stop inside such a doorway, as long as

there is room for its base.

Human-sized models may pass through normal doorways; larger models may only pass

through doorways that are large enough; agree this with your opponent before the game.

AREA TERRAIN

Some terrain, such as forests, shallow ponds or swamps, are normally represented by an

area of the battlefield that is covered by that terrain. There is normally a base or template

delineating the area with several terrain models (trees, for example) that may be moved

around within that template to accommodate models’ movement.

Area Terrain is normally considered Difficult Ground in its entirety, including the parts of

this area that have no terrain – the assumption is that the trees or other elements of terrain

are considerably thicker and more numerous that the ones you actually have on the

tabletop. Area terrain that has tall vertical elements, such as forest, also provides Cover to

models standing on the area’s base. Models may see through an area of forest and other

‘tall’ pieces of Area Terrain for up to one inch, after which line of sight is considered

blocked.

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Windows

Unless specified before the game as being locked, human-sized models may move through

windows with no penalty as long as the window is large enough and the model has sufficient

movement for their base to completely clear the window. If a model cannot completely cross

the window, it must stop its movement at the window. Large windows can be moved through

by larger models – agree with your opponent before the game.

Obstacles

By ‘obstacle’ we mean a terrain element that is up to 2" tall/wide, and normally represents

something that the character can vault over without slowing down too much, like a fence,

barrel, water trough, etc. Move the model as normal until it reaches the obstacle, then

continue its move from the other side of the obstacle. However, by crossing the obstacle, the

model loses 3" from any movement remaining from that Move Action. If the model does not

have 3" left of movement to clear the obstacle, it must stop when it reaches it, or choose a

different route. If the obstacle is taller or wider than 2", the model’s Move Action ends when it

reaches the obstacle, and the model must instead perform a Climb or Jump Action to move

across it, if you have agreed that it can be climbed/jumped. See the Climb/Jump Actions

below.

Example: A model with Quickness 6 moves 2" up to a fence that is 1½" tall and just

under 1" wide. The model may continue moving over the obstacle, but may only move

another 1" after crossing the obstacle (it pays 3"of its remaining 4" in order to cross the

obstacle).

CLIMB

If a model wishes to climb a surface that is not obviously intended for the purpose (not a

ladder, stairs, etc.), it may attempt to climb. Remember to agree with your opponent which

surfaces can be climbed on and which ones cannot before you deploy your Posses. The

model must start the Action already in contact with the surface, and spends the Action point to

make a Climb attempt – take a Physical Ability Test. If successful, the model climbs its

Quickness in inches, vertically, up or down. If the test is failed, the model is in trouble and

must immediately take a second Physical Ability Test to avoid falling. If successful, the model

manages to hold on to the surface – its activation ends. If the test is failed, the model falls and

suffers the consequences agreed by the players or stated by the scenario (often, this means

death… so watch out!!). See Falling Damage below.

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Note that there must be somewhere for the model to stand at the conclusion of the movement

– a landing, a rooftop, any horizontal platform that you can physically place the model. If the

movement will not allow you to place a model, you may not climb.

Example: A model with Quickness 5 is at the bottom of a building, and wishes to climb

to the roof. The roof is 6" from the ground, so the model may not Climb it and must find

stairs or a ladder.

A climbing model may voluntarily drop from its location on a vertical surface by spending an

Action Point and suffering Falling Damage if applicable.

JUMP

If a model wishes to move across a gap or other piece of Impassable Terrain that is more

than 2" wide, but up to 2" high (a stream, crevasse, the gap between two rooftops, etc.), it

must attempt to Jump it. A model spends the Action point and must pass a Physical Ability

Test. If successful, the model jumps a distance equal to half of its Quickness, in a straight

line, crossing over any gap or obstacle up to 2" high. Obviously, an obstacle that is wider than

half of the model’s Quickness cannot be jumped.

A model may also make a Running Jump to extend the distance it can Jump. This is done by

spending an Action before the Jump (in the same turn) moving in a straight line for at least

half of its Quickness to move into contact with the gap that it wishes to Jump. If it does so,

then if the Physical Ability Test is failed, the model is in trouble and must immediately take a

second Physical Ability Test to avoid falling, with a -3 modifier. If successful, the model

realizes it cannot clear the gap and stops just as it reaches the obstacle – its activation ends.

FALLING DAMAGE

Any time a model falls from an elevated position greater than 2" onto solid ground –

whether it jumps from a roof or is thrown or pushed off – it may take Falling Damage. The

Damage from Falling Damage is 2 for every full inch fallen. So if a model falls 6¾", it

would take a Damage 12 hit. The model may take its normal Armor Roll and applies any

damage. If the model suffers any damage, it will become Prone. If no damage is suffered,

the model has landed on its feet.

Of course the scenario being played may include different Falling Damage rules for

different types of fall, and players may agree to vary the effect of Falling Damage as they

like. For example, even falling from a relatively low height into a pit filled with sharp spikes,

rattlesnakes or lava could simply mean instant death, while falling on top of a haystack will

inflict less damage or none at all…

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If the test is failed, the model falls into the gap and suffers the consequences agreed by the

players or stated by the scenario (often, this can mean death… so watch out!!). Also, see

Falling Damage (page 20).

The model’s ensuing Jump, made in the exact same direction as the previous movement, is

equal to its full Quickness, rather than just half. This allows the model to jump wider

obstacles, but it comes at a price – it is more likely to fall!

MOUNT/DISMOUNT

A model may spend an Action Point to Mount a model with the Transport special rule

(normally a Heavy Support vehicle model) that is within 1". Remove the model from the table

and place it aside – it is considered to be mounted on the vehicle. The character can then use

any remaining Actions as normal from that point.

A model may spend an Action Point to Dismount from a Transport. Place the model on foot

within 1" of the Transport. The model may spend any remaining Action Points as normal.

A Transport’s Profile Card will state how many models can be mounted on it at any one time

on its Profile Card.

GO PRONE

A model may spend an Action Point to Go Prone. While the character the model represents is

laying flat on his belly, its status on the table top might be represented by using a Prone token

placed next to the model, rather than laying your carefully painted miniature down on the

terrain – or you can do just that!

A Prone model is considered to be ½" tall when determining its Line of Sight – in other words,

you draw Line of Sight from the model’s knees (i.e. normally from in between its legs!) instead

of his eyes. When determining Line of Sight towards a Prone model, enemies need to be able

to see its base or any part of the Prone model’s body up to a height of ½" (roughly up its

knees in the case of a standing model).

A Prone model may spend Action Points to Move (crawl) and remain Prone, but only moves

2" per Move Action (ignoring penalties for Difficult Ground). A Prone model may not move

through windows or doors, climb, or jump, throw/push, mount and dismount.

A Prone model may Shoot, but remember that its Line of Sight must be worked out from a ½"

height. However, a Prone model cannot Shoot using a Thrown weapon. In addition, a Prone

model only has an Arc of Sight of 180° (see page 3).

When a Prone model is the target of a Shooting attack, the attacker suffers an additional -1

penalty to his roll to hit.

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A Prone model has no Fighting Halo. When an enemy attacks a Prone model in close

combat, the Prone model’s strikes are reduced to 1, regardless of its stats, number of

weapons, special rules, etc. In addition, it cannot use Melee weapons, so counts as fighting

with improvised weapons (see page 46); its attacks have Power: 3 and it suffers a -2 penalty

on its rolls to hit (increased from the usual -1 to hit penalty for using improvised weapons) –

getting caught lying on the ground is not very good in a knife fight!

Heavy and Light Support models, as well as mounted models, may never Go Prone (except

for Infantry Light Support models, which can), and cannot be knocked down into Prone

position by weapons that have this effect.

Some scenarios allow models to start the game in the Prone position as they are deployed.

GET UP

The only way a Prone model may recover from the Prone state is to use an Action Point to

Get Up. Once a model spends an Action Point to Get Up, immediately discard its Prone

token, and then the model may act as normal from that point on.

TAKE COVER

A model that is in cover may spend an Action Point to Take Cover, maximizing the protection

afforded by the cover. A model that has Taken Cover imposes an additional -1 to the To Hit

roll of enemies shooting at it (for a total of -2), and an additional +1 to its Armor Roll (for a

total of +2) if the cover is Hard Cover. A model that has Taken Cover loses this bonus if it

performs any Action other than Take Cover. Models that have Taken Cover should be marked

with a token to indicate their status.

GO ON THE LOOKOUT

A model may use all of its Action Points for the activation to go On The Lookout. If it has

already used an Action Point to perform any other Action, it may not go On The Lookout.

Mark the On The Lookout model with the appropriate token.

A model that is On The Lookout only has an Arc of Sight of 180°, to represent the fact that is

focusing its attention on enemy activity within its immediate field of vision.

A model On The Lookout may spend an Action Point at any point in the game turn when an

enemy model declares an Action within its Line of Sight, or if an enemy model moves to within

its Line of Sight. The On The Lookout Action may be any normal Action that takes one Action

Point – Shoot, Fight, Go Prone, Move, etc. The On The Lookout Action takes place before the

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enemy’s declared Action, or may interrupt an enemy’s Move Action at any point within Line of

Sight of the On The Lookout model. After the On The Lookout model performs this one

Action, the On The Lookout status expires, and the model is done activating that turn.

On The Lookout may last several turns if the model chooses not do anything but simply

decides to remain On The Lookout.

AIM

A model may spend an Action to Aim. If the model’s next Action Point in the same turn is

spent to Shoot, the model will receive the following bonuses:

• +1 to his die roll to hit.

• the model’s shot(s) ignore all negative modifiers except for Long Range. For example, it will

ignore the Cover and Intervening Terrain To Hit modifiers, as well as the ‘Shooting Into

Combat’ and ‘Prone’ hit modifiers and the Hard Cover Armor Roll modifier.

These bonuses apply to all shots fired with that Action Point (in case of multiple shots from

weapons with high ROF or multiple weapons). Multiple uses of the Aim Action have no

cumulative effect. Any Action taken after Aiming other than Shoot removes the Aiming bonus.

The Aiming bonus expires at the end of the turn.

SHOOT

A model may spend an Action Point to Shoot with any one ranged weapon it carries.

To perform a Shoot Action, the model first spends the Action Point and then declares a target.

The target must be in Line of Sight (see below). If the target is not in Line of Sight, the model

may choose a new target (since it never saw the other model in the first place).

Next, measure the distance between the shooter and the target. All measurements are made

from the closest points on the models’ bases within Line of Sight. If the target is beyond the

weapon’s maximum range, the shot misses automatically (the Action Point is still spent).

If the target is within range, the Shooting model must pass a Marksmanship Test (D10 roll

equal to or higher than the model’s Marksmanship Stat) to hit the target. This is also referred

to as a ‘To Hit roll’. This die roll may be modified by range, cover, special abilities and other

factors. A natural roll of 10 (0) on the die is always considered a success, regardless of

modifiers. A natural roll of 1 is always considered a failure, regardless of modifiers. After a

successful hit, the target must make an Armor Roll.

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Modifiers to Hit

• Long Range -1. If the target model is further than half the weapon’s maximum range, the

Shooter suffers a -1 penalty to his die roll to hit.

Example: General Grant is firing his Federal Hand Cannon against an Outlaw that is 12"

away from him. Since the Hand Cannon has a maximum range of 16", and the target is

more than 8" (i.e. half the range) away, General Grant suffers a -1 modifier to his

Marksmanship roll.

• Cover -1. If the target model is in cover, the Shooter suffers a -1 penalty to his die roll to hit.

To be in cover, the target model must be in base contact with an Intervening Terrain feature

that would provide either visual obstruction or physical protection from the attack. Multiple

terrain features providing cover do not provide multiple benefits.

• Intervening Terrain -1. If the Line of Sight crosses any Intervening Terrain between the

shooter and the target, and the terrain is at least as tall as half of the target model, the

shooter suffers a -1 penalty to his die roll to hit. This penalty is not applied to cover that

either the target or the shooter is in base contact with. This penalty is cumulative with Cover.

Example: Jesse James is shooting at a Warrior Nations Brave who is out in the open,

running towards him. Half way between them there is a wooden fence. Jesse suffers -1

to hit the Brave, since the shot may ricochet off the intervening fence. If the Brave was

also standing next to a barrel, the ‘Cover’ modifier would also apply, for a total of -2 to

the Marksmanship roll.

RIGHT BETWEEN THE EYES! – THE LETHAL HIT

There are times when a bullet, or an arrow, finds a vital organ or the chink in the toughest

armor, and no matter how tough or well protected the enemy is, it will instantly fall very,

very dead.

To represent this, if you roll a natural 10 on your Marksmanship Test, not only do you hit

automatically, regardless of modifiers, as described above, but you also make a Lethal Hit

– simply roll another die. If the result of this second die is another 10, then something

spectacular has happened – make sure you describe it very thoroughly to your opponent.

We find that explaining in great length how the brains of his Posse’s boss are now

splattered all over his henchmen has a great effect on the enemy’s will to fight!

If the result of the Lethal Hit roll is a 10, the ensuing Armor Roll (see below) for this

particular hit is modified as follows: double the Power of the weapon inflicting the hit and

treat the Armor value of the target as 0. Not many targets will survive this. If the result of

the Lethal Hit roll is less than 10, nothing extraordinary happens, the fleeting chance has

passed – proceed with a normal Armor Roll for this hit as described below.

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Weapon ROF

Every weapon has a Rate Of Fire or ROF. For each Action Point spent to Shoot, the model

makes a number of shots equal to its weapon’s ROF. All of the shots may be fired at the

same target, or may be divided among different enemies. When dividing shots from a single

weapon, each shot must be declared against a target within 3" of the previous target. All

targets must be declared before measuring the range, and before any dice are rolled. A

shooter must make a To Hit roll for each individual shot of a ROF.

Example: A Union Heavy Support Gunner is armed with a Gatling Gun, ROF 3. He

declares a Shoot Action against a group of Warrior Nation Braves. He declares two shots

against Brave A, and one shot against Brave B. Then he measures the range, and rolls a

die to hit each individual target.

Multiple Weapons

A model armed with two ‘one-handed’ weapons may fire both with one Action Point, either at

the same target or even at different targets!

If fired at the same target, simply resolve the two shots simultaneously. If the weapons are

identical, you just need to double the ROF of a single weapon of that type.

Example: An Outlaw is armed with two Hyper-Velocity Pistols, each with a ROF of 2.

Using one Action to Shoot, he fires 2 shots with one pistol and 2 shots with the other

against an unfortunate Union Rifleman, for a total of 4 shots.

If fired at two (or more?) different targets, each weapon is fired separately, one after the other

in the order chosen by the firer. All targets must be declared before measuring range or rolling

dice. As shooting at different targets is a very difficult feat, each shot will incur an additional -

1 penalty to the die roll to hit.

Example: An Outlaw declares he’s going to fire one of his pistols at the Union Rifleman

in front of him, and the other at a Union Cavalry model right behind him… very cool! The

two shots are resolved separately, one after the other, and both suffer a -1 penalty on

top of any other modifiers that would apply normally.

Line of Sight

A model can see targets that it has Line of Sight to. Usually, it will be easy to tell if a model

has Line of Sight to its target or not. If there is any question, hunker down and get a model’s

eye view of the situation. If it is still questionable, you may find the use of a laser pointer

useful. And if you cannot really decide, simply roll a die.

If a model can draw Line of Sight to any part of the target model’s base then it has Line of

Sight to the target, even if the model itself is physically hidden. Similarly, if the model does not

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have Line of Sight to the target’s base, but it can see any part of the target’s body, it has Line

of Sight to the target. Stuff carried or worn by the target, like a weapon, a hat or similar, is not

considered when working out Line of Sight – just seeing someone’s rifle barrel is not enough.

There is an abstraction to this rule that we apply to models that have gone Prone, as

explained on page 21.

The most important thing to remember, and that makes things ultimately fair, is that normally

if you can see a model, that model can see you! So, for example, making a model taller in

order to give him better Line of Sight, also means that the model is going to become more

visible to the enemy, and vice-versa.

Note that if the model is Prone, or has a limited Arc of Sight for any other reason, the target

must also lie at least partially within the attacker’s Arc of Sight. To determine this, simply

extend imaginary lines from the attacker’s base delimiting its 180º Arc of sight (see page 3).

Armor Roll

When a model is hit, it must make an Armor Roll. Roll a D10 and add the target’s Armor Stat

to the roll. Then subtract from this total the Power of the weapon. A negative result means

that your Armor has failed to stop the attack and the model has suffered Damage. Mark one

Lifeblood box on the target’s card for each point of Damage suffered. When a model has its

last remaining Lifeblood box marked, it is removed from the table as a casualty.

D10 + Armor – weapon’s Power = Damage

Example: An Outlaw with Armor 1 is hit by a Union Soldier’s Heavy Pistol (Power 8).

The Outlaw player rolls a D10 and gets a 4. Added to its Armor, he gets a total of 5.

Subtracting the 8 points of the weapon’s Power, you get a negative -3. This means that

the Outlaw takes 3 Lifeblood damage from the hit.

Example: A Union Soldier with Armor 1 gets hit by an Outlaw’s Pistol with Power 6. The

Soldier’s player rolls a 10, for a total of +5 (10+1–6=+5). The Soldier takes zero damage

– but he also doesn’t magically heal 5 points of formerly lost Lifeblood!

Hard Cover +1. If the target model was in Cover when determining the firer’s chances to

hit (i.e. the Cover modifier was applied to the roll to hit), and the thing providing the Cover

is solid enough to significantly slow down (or even stop) bullets, the target receives a +1

Hard Cover bonus to its Armor Roll. Multiple terrain features do not provide multiple

benefits. It is definitely a good idea for the players to agree before deployment what

features on the table provide Hard Cover, and which do not. As a guideline, a bush, a

hedge or some clothes hung in a backyard to dry would offer Cover, but no Hard Cover,

while a barrel, a picket fence, a wall and so on would definitely offer hard cover.

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Shooting into Close Combat

A model may deliberately target a model that is Engaged (or engaging) in close combat with

friendly models. When doing this, the shooting model suffers an additional -2 modifier on its

roll to hit, to represent its hesitation for fear of hitting a friend in the swirling melee. If the

model takes the shot and misses the target, there’s a chance it’s going to hit a friend by

mistake – roll a D10 for each miss. On a roll of a 2+ nothing happens and the shot just flies

wild of the target, but on a result of 1, the enemy can allocate the hit on one of the shooter’s

friendly models that is either engaging or Engaged by the target.

If a Blast template scatters onto models involved in close combat, it will hit any models under

the template as normal. Teardrop templates may be placed so that models involved in close

combat fall under the template.

Also, a model may try to shoot through the gaps between the bases of models that are

Engaged. As the swirling melee of close combat is not static like the models themselves are,

consider the entire area of the close combat to count as Intervening Terrain (see above).

FIGHT

A model may spend an Action Point to Fight in close combat – attacking one or more targets

within the model’s Fighting Halo.

Fighting Halo

Each model has a circular zone of control around it, measured as normal from the edge of its

base. This represents the area at which a model can engage its enemies with close combat

weapons and control its immediate environment. The range of a model’s Fighting Halo is

noted in its stats.

A player may measure the Fighting Halo of any of his models at any time.

Engaged in Close Combat

When a model has one or more enemies within its Fighting Halo, or when a model is within

the Fighting Halo of one or more enemies, that model is considered to be Engaged in Close

Combat, or simply Engaged.

MOVING TO ENGAGE – FREE STRIKE!

If a model that is not Engaged when activated makes a Move action that ends with the

model Engaging an enemy model in its own Fighting Halo, the moving model may

immediately perform one Free Strike at the end of the move, without spending an

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If a model is Engaged in Close Combat, he must deal with the imminent threat. A model

Engaged in Close Combat, when activated, must use its Action Points to Fight the model(s)

Engaging it if those models are within its Fighting Halo, or must move to Engage at least one

of them if they are not. Alternately, a model locked in Close Combat may try to move out of

the enemies’ Fighting Halo (see below).

additional Action Point. Note that in this Free Strike action, the model may only attack

once regardless of the number of Strikes on its profile, or of the number of weapons he

carries – just a single attack!

However, if the moving model is also in the Fighting Halo of the enemy you are about to

make a Free Strike against, that enemy also gets a free action – he can either choose to

execute a Quick Draw against your model after it has moved to Engage, but before it

makes its Free Strike, or wait until the moving model has executed its Free Strike and

then immediately make a Counter Strike of its own, if it survives long enough of course!

Astute readers might have noticed that if your moving model manages to move so that the

target is in its own Fighting Halo without getting into the target’s own Fighting Halo, the

target gets no chance for a Quick Draw or a Counter Strike – you have managed to

outflank the enemy!

QUICK DRAW

If an enemy model moves and enters the Fighting Halo of one of your models, and

declares that it’s going to execute a Free Strike, your model may react by performing a

Quick Draw before the attackers gets its Free Strike in. Immediately perform one Shoot

action with a single one-handed ranged weapon the model possesses, even if your model

has already activated this turn. The Quick Draw does not count as that model’s activation

that turn. Because it is an instinctive and instant reaction, the Quick Drawing model

suffers a -2 penalty to hit. Once a model has made a Quick Draw, it may not make

another Quick Draw during the current Game Turn. If the moving enemy survives the

shot, then he can perform the Free Strike as normal.

COUNTER STRIKE

If an enemy model moves and enters the Fighting Halo of one of your models, and then

executes a Free Strike but fails to kill your model, your model may react by performing a

Counter Strike. Immediately perform a single Strike, in exactly the same way as a Free

Strike. The Counter Strike does not count as that model’s activation that turn. Once a

model has made a Quick Draw or a Counter Strike, it may not make another Quick Draw

or a Counter Strike during the current Game Turn.

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Fighting Halo and Terrain

If no Line of Sight can be drawn from one model to another because of terrain in between

them, then neither model is considered to be within the other’s Fighting Halo.

A model may attack another model across a linear obstacle or other terrain that partially

obscures the target, provided the attacker’s Fighting Halo has sufficient distance to reach the

target. The target will benefit from a cover bonus, as described later.

Example: Sitting Bull has a 4" Fighting Halo, which would normally engage the Union

Soldier, but since there is a high wall between the two models that prevents Line of

Sight, Sitting Bull is not engaging the Union Soldier.

Fight Action – Number of Strikes

When a model spends an Action Point to Fight, it makes a number of attacks equal to its

Strikes Stat against any model within its Fighting Halo. If more than one enemy model is

inside the attacker’s Fighting Halo, the attacker may divide his Strikes between those models

however he chooses. The Strikes must be allocated before any dice are rolled.

Models With Multiple Close Combat Weapons

A model with multiples of the same close combat weapon will be shown on their profile with a

(x2) after the weapon name – for example, Tomahawk (x2). These models make their full

number of Strikes with both weapons for every Action spent to Fight. For example, a Brave

with 2 Strikes and 2 Tomahawks will make 4 attacks for every Action he spends to fight.

All strikes from a single Fight Action must be made with the same weapon, so a model armed

with multiple different close combat weapons must choose which weapon to make its attacks

with in each fight Action.

Striking

The attacker makes a Physical Ability Test for each Strike to see if he hits his target. This is

sometimes referred to as a ‘To Hit roll’. A D10 roll equal to or greater than the attacker’s

Physical Ability Stat results in a successful hit on the target. The target must then make an

Armor Roll for each successful attack. Note that the Lethal Hit rule applies to this roll just the

same as for the roll to hit with a Shoot attack.

Armor Roll

When a model is hit, it must make an Armor Roll. Roll a D10 and add the target’s Armor Stat

to the roll. Then subtract from this total the Power of the weapon. A negative result means

that your Armor has failed to stop the attack and the model has suffered Damage. Mark one

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Lifeblood box on the target’s card for each point of Damage suffered. When a model has its

last remaining Lifeblood box marked, it is removed from the table as a casualty.

D10 + Armor – weapon’s Power = Damage

Example: A Brave with Armor 0 is hit by a Sharpened Blade with Power 8. The Brave’s

player rolls a 2 and takes 6 Damage. Since the Brave only had 5 Lifeblood, he is

removed from the table as a casualty.

Striking Back

If an enemy model survives the attacks of your activating model, he will be able to Strike Back

for free – those are the dangers of getting in close up and personal! Once your activating

model has finished executing all of its Strikes, all enemy models that he has attacked but not

slain can choose to Strike Back. This is effectively a free Fight Action for the enemy, as

described above. This means that an enemy Striking Back gets to make all of its available

Strikes for both its profile and weapons he is carrying. Differently from a normal Fight Action,

however, an enemy that is Striking Back is limited to attacking only enemy models that have

attacked him during this activation. Striking Back is a free Action and does not count as the

model’s activation.

Outnumbering

When a model finds itself within the Fighting Halo of more than one enemy model, it will lose

1 Strike for each enemy engaging it beyond the first, to a minimum of 1 Strike.

Example: A Union Sidekick with 2 Strikes finds himself within the Fighting Haloes of 3

Braves of the Warrior Nation. He would lose 2 Strikes outnumbered 3-1, but cannot be

reduced to below 1 Strike. Still, he’s about to have a bad day.

This rule represents the fact that mobs of weaker opponents can gang up and reduce a

more powerful enemy’s fighting ability by harrying him from many sides at once. Even

the biggest Boss can be brought low by a pack of no good mongrels.

Moving Out of the Fighting Halo

A model that is Engaged may use an Action Point to Move. If this move would cause the

model to leave the Fighting Halo of the enemy model engaging it, the Moving model must

pass a Physical Ability Test. If the test is failed, the model stops at the edge of the enemy’s

Fighting Halo, still Engaged.

If the test is passed, it does not mean the model is off the hook. Any model that is leaving

another model’s Fighting Halo stands the chance of being shot in the back.

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Once the model has passed the test, but before the model is moved, the enemy can choose

to make one attack with any one of its weapons within range against the Moving model. Either

a ranged or melee attack may be made. The attack made on an enemy leaving a model’s

Fighting Halo hits automatically. Unless the Moving model is killed, it then finishes its

Movement Action, and may use any other Action Points as normal.

A model that is surrounded by his enemies may not be able to Move to leave close combat,

because models may not move so that their bases move over another model’s base. In this

case the model’s only options is to fight.

Note that if a model starts its Move outside an enemy’s Fighting Halo and then moves into the

enemy’s Fighting Halo and immediately (as part of the same move) out of said Fighting Halo,

the moving model does not require to take any test, nor it can be struck or attacked by the

enemy (unlike models that are Moving to Engage, against which a model can do a Quick

Draw or counterstrike). This represents the model just quickly moving past the enemy without

actually threatening a close combat attack.

THROW/PUSH

A model may spend an Action Point to try to Throw/Push an enemy model that lies within its

180° Arc of Sight (this is the same as described for Prone models, see page 21). Models may

only Throw/Push a model that they are within ½" of. Models may only try to Throw/Push

models with an equal base size or smaller.

The model making the Throw/Push Action is considered the ‘Attacker’. The Attacker must

take a test on his Physical Ability Stat. If the roll is unsuccessful, the target avoids the

Throw/Push and nothing happens. If the test is successful, the Attacker grabs hold of the

target, and now the target must take a Physical Ability Test. This test is modified by -2 if the

Attacker has a larger base than the model being Thrown/Pushed. If the target passes the test,

it manages to resist the Throw/Push and frees himself from the Attacker’s grasp. If the target

fails the test, it is Thrown/Pushed by the Attacker – the target model is moved D10/2 inches

directly away from the Attacker in a straight line. The Thrown/Pushed model is then Prone. If

the Throw/Push Action moves the model to a place where it would fall (off a roof, into a

chasm, etc.), the model will take Falling Damage. The target model will stop if it hits another

model or obstructing terrain.

The Attacker may then immediately make a follow-up move directly toward the

Thrown/Pushed model, up to the distance rolled for the Throw/Push. A model may never

move farther than its Quickness during this follow-up move.

Example: Jesse James (PA 4+) and General Grant (PA 6+) are duking it out on the roof

of the Gem Saloon. General Grant is activated, and spends an Action to Push Jesse

James. Grant rolls an 8, passing his test and grabbing Jesse James. The Outlaw must

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also then take a test, but rolls a 2. As this is a fail, Grant lifts Jesse James and throws

him. Grant then rolls a 7 for distance, so Jesse is shoved 3½" directly away from Grant,

over the edge of the Gem’s roof, and crashes to the street below where he will take

Falling Damage and become Prone.

RALLY

A Broken model must attempt to Rally when it is activated. It takes ALL of a model’s Action

Points to attempt to Rally. See Courage, page 33.

Additionally, a Boss or Underboss may spend a single Action Point to attempt to Rally a

broken model within 6" of them and in their Line of Sight. The model makes the Rally test on

the Boss or Underboss’s Courage, and if passed, the Rallied model may act normally on its

next activation – it is no longer considered Broken. A Boss or Underboss may only attempt to

Rally a specific model once each turn, although they may attempt to Rally several different

models with subsequent Actions.

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COURAGE

In the heat of battle, when bullets are flying, even the toughest cowboy may decide that

discretion is the better part of valor, no matter what we, as their omniscient generals, may

want them to do.

THE COURAGE TEST

Whenever a model is damaged by a weapon with the Blast special rule or a weapon with

Power at least double the model’s Courage, it must take a Courage test. If the test is passed,

the model stands its ground. If failed, the model is Broken (place a Broken counter next to it)

and must immediately move its full Quickness value in inches, modified as normal for terrain,

directly away from the model that just damaged it. If there are models or Impassable Terrain

in the fleeing model’s way, the model will go around them by the shortest route to end its

movement as far as possible from the model that damaged it.

Boss models and Heavy Support models, as well as any model without a Courage value,

never have to take this Courage test.

BROKEN

A Broken model does not have a Fighting Halo, and when activated, it must spend all of its

Action Points to make a single attempt to Rally. To Rally, the model must pass a Courage

test. If the model can see a Friendly Boss or Underboss model, the Rallying model may use

that model’s Courage to take the test instead of its own. If this test is passed, the model is no

longer broken and may act normally its next Activation. If failed, the model must move its full

Quickness toward the closest edge of the table in an attempt to leave the battle. If a Broken

model reaches the edge of the table, it is removed from the battle, in the same way as a

model that has lost all of its Lifeblood.

CLEARING OUT

Many scenarios can be won by one side forcing its enemies to Clear Out. If this is the case,

follow the rules detailed below.

When your Posse is reduced to less than half its starting number of models left on the table, it

must pass a Courage test in the End of turn phase, based on the best (i.e. lowest) Courage

Stat of the models remaining, normally the Boss. If the test is failed, the remaining models

Clear Out and head for the hills. The game is over, and the other player wins.

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If the test is passed, the player must test at the end of any complete turn in which they suffer

one or more additional casualties.

If both Posses Clear Out in the same End of Turn phase, then the game is a draw.

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CIVILIANS

The Wild West is a harsh place, and most gunslinger will not hesitate taking cover behind

innocent bystanders… if there is such thing! If both players agree, the game can include

Civilian figures –the colorful citizens of the boomtowns of the West, the squaws and followers

in the camps of the Warrior Nation and of the Outlaws, the technicians and laborers of the

Enlightened.

Civilians do not belong to either Posse, and move randomly around the table, until they are

removed as described below.

DEPLOYING CIVILIANS

If the players have agreed to use Civilians in their game, first the players deploy as normal,

but then, before starting the first turn, both players roll a D10. The highest scoring player must

deploy that many Civilian models (or as many as the players have together). These Civilians

must be deployed outside of either player’s deployment areas and more than 10" away from

any other non-Civilian model.

MOVING CIVILIANS

To simulate the panic caused by the ensuing battle in the general population, Civilians move

randomly. In each End of the Turn phase, the players alternate rolling a D10 next to each of

the Civilians. The Civilian model is moved in the direction shown by the D10 (you’ll notice that

the faces of D10s are conveniently shaped like an arrow!), for a number of inches that is

equal to the number rolled. When moving, Civilians move around other models and

Impassable Terrain, trying as much as possible to follow the direction and distance indicated

by the die. They move just like normal models on foot, except that they will never risk taking

any form of damage from movement (like attempting to jump over a gap) and will simply treat

as impassable any such risky terrain.

HUMAN SHIELDS

Any non-Civilian model on foot may move into base contact with a Civilian. A model in base

contact with a Civilian counts as being in Cover, just as if the model was in base contact with

a bush or other piece of terrain (note that Civilians are not Hard Cover!).

As long as the model is not Engaged in Combat and does not go Prone, he holds the Civilian.

This means that when a die is rolled to determine the direction and distance that the Civilian

should move, the player can instead declare that his model is holding the Civilian in place and

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the Civilian is not moved at all. However, if the die roll is a 10, the Civilian has broken free, it

cannot be held in place and instead will move 10 inches in the direction indicated by the die,

running away from the brute that was trying to use him as a human shield!

When a model that is holding a Civilian moves, the Civilian he is holding can be moved along,

as long as the model is simply moving and not trying to execute any complex movement that

requires a Physical Ability test, Climbing, Jumping, etc.

COLLATERAL DAMAGE

If a model holding a Civilian suffers any damage, the Civilian that was being held is removed

from the game, caught in the crossfire. In the same way, if a Civilian is caught under any type

of template, Rammed by a Heavy Support model, or indeed involved in any other event that

would require a test of any sort, the Civilian is removed – either being wounded, stunned or

killed, or simply collapsing on the ground in a trembling heap.

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LIGHT SUPPORT

Light Support models come in many designs and options, but in general consist of a light

vehicle or animal with a single or a few riders, or a heavy weapon and its crew. Some

examples of Light Support choices are the Union Cavalry and Outlaw Cavalry on ‘Iron Horse’

Hover Bikes, or the Warrior Nation Cavalry on Energy Beasts.

All Light Support models have a variety of special abilities and rules that apply to them

specifically, but their Stat line is the same as that of models on foot, like in the example below:

Union Cavalry

Light Support

Cost – 80 Large Base

Q AP M PA S A L C I

8 2 4+ 5+ 2 3 12 5+ 0

The exceptions and special rules that apply to Light Support models are listed below.

Anything that is not mentioned here works for them exactly as for normal Hired Hands

models.

CREW

All Light Support choices have at least one crewmember that operate or ride the bike, horse

or other mode of light transport. The number of crewmembers will be marked by “Crew #" on

the appropriate card. The Lifeblood of the Light Support model is a combination of the

Lifeblood of the crew and the mount/weapon itself, and always given as a single ‘L’ value.

Once a Light Support model loses all of its Lifeblood, both the mount/weapon and the crew

are destroyed.

Example: Iron Horses – Powered by the ubiquitous RJ-1027 canisters, the hovering Iron

Horses have almost entirely replaced the horse as the primary personal transport

method in the Wild West. Each Iron Horse has 1 crew member, which combines his own

Lifeblood with that of the Iron Horse itself, giving the Iron Horse a 12 L Stat. This means

that it will take 12 points of damage to destroy the Union Cavalry model.

ACTIONS

When activated, Light Support models cannot execute the following Actions: Climb,

Mount/Dismount, Go Prone, Get Up, Take Cover.

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Unless otherwise stated in their Profile Card, they can Move, Jump, Go On The Lookout, Aim,

Shoot, Fight, Throw/Push and Rally.

Move

Light Support models may not move through windows, nor can they move up stairs, ladders

etc. They also may not move through doorways, unless it is a large enough doorway that the

model could conceivably move through (a barn door, for example).

A Light Support model may leave an enemy’s Fighting Halo at any time without penalty,

without the need to take a Physical Ability Test, and without suffering any free attacks.

Shoot

All Light Support models have the Steady special rule – they treat Heavy weapons and Two-

Handed weapons as One-Handed weapons instead. This means that with a single Action

Point, they may fire two Heavy or Two-Handed weapons!

RIDE BY ATTACK

Some Light Support models may have a special rule that allows them the ability to make

close combat attacks against models within their Fighting Halo as they move. During a

Move action, if a Light Support model with the ‘Ride By Attack’ special rule catches an

enemy model within its Fighting Halo at any point in its movement, it may make a single

close combat attack against it. The Light Support model may only make as many of these

attacks during its Move action as it has Strikes on its profile, but each enemy may only be

targeted by one of these attacks per Move action. Enemies cannot react to these attacks

with Quick Draws or Counter Strikes, nor do they get to Strike Back.

Example: The Union Cavalry soldier is armed with a Cavalry Saber and has 2

Strikes. As he moves, he catches 3 Outlaws within his 2” Fighting Halo at various

points. Since he only has 2 Strikes on his profile, he cannot attack all three, so he

chooses to attack the first and third models he came across, leaving the second

Outlaw for later.

If the same Union Cavalryman would catch just one Outlaw in his Fighting Halo during his

Movement Action, he may only make one attack against the Outlaw, even though he has 2

Strikes on his profile – it’s all he has time for as he goes zooming by!

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Fight

Light Support models have a number of Strikes on their profile – these normally group

together the attacks of all crew, assuming they all use the same close combat weapon. In the

rare case where the crew use different close combat weapons, or maybe the steed itself has

a different mode of attack, this will be clearly explained in the Light Support model’s Profile

Card, which will specify the different Ranges (and Fighting Halo), Power and special rules of

each different weapon, as well as how many Strikes are made using each different weapon.

ARTILLERY LIGHT SUPPORT

Some Light Support models are classed as Artillery Light Support. These are generally

very heavy weapons, such as large cannon, mounted on a carriage or other form of

support platform, and operated by one or more crewmen.

These models follow all of the rules for Light support given above, except for the following:

INFANTRY LIGHT SUPPORT

Some Light Support models are classed as Infantry Light Support. These are generally

infantry troops carrying Heavy Weapons such as Mini Cannon or Rocket Pods.

These models follow all of the rules for Light support given above, except for the following:

• They are allowed to Mount/Dismount on/from Transports, but this requires 2 APs instead

of 1. Also, because of their bulky weapons, Infantry Light Support models count as being

on medium bases for the purposes of determining how many can fit on a transport (see

page @@), even if they are on small bases.

• They are allowed to Go Prone (and Get Up), but whilst Prone they cannot Shoot.

• They are allowed to Take Cover.

• They are not allowed to Jump.

• They are not allowed to Throw/Push.

• When Moving, they don’t have the ability of leaving the Fighting Halo of enemies without

penalty, but rather suffer the same penalty as normal models when attempting to leave

an enemy’s Fighting Halo.

• They do not have the Steady rule (unless of course if the card states otherwise).

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• They are allowed to Take Cover.

• They are not allowed to Jump.

• They are not allowed to Throw/Push.

• They are not allowed to Go on the Lookout.

• When Moving, they don’t have the ability of leaving the Fighting Halo of enemies without

penalty, but rather suffer the same penalty as normal models when attempting to leave

an enemy’s Fighting Halo.

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HEAVY SUPPORT

Heavy Support models come in many designs and options. A Heavy Support choice acts as

the heavy muscle for any Posse. Some versions of Heavy Support models are armored

transports, others are iron-clad tanks, or even spirit-beasts like the Great Elk. All Heavy

Support models have a variety of special abilities and rules that apply to them specifically,

beginning from a different Stat line, which looks like the one in the example below:

‘Rolling Thunder’ Union Tank

Heavy Support

Cost: 200 Large Base

As you can see, Heavy Support models have no Physical Ability, Strikes, Lifeblood, Courage,

Halo or Influence. This is because they work in a very different manner from other models, as

described in the list of exceptions below.

ACTIONS

When activated, Heavy Support models cannot execute the following Actions: Climb, Jump,

Mount/Dismount, Go Prone, Get Up, Take Cover, Aim, Go On The Lookout, Fight,

Throw/Push, Rally.

They can Move, Shoot and Ram, which is their own unique way of executing a Fight Action.

Move

Heavy Support models may not move through windows, nor can they move up stairs, ladders,

etc. They also may not move through doorways, unless it is a large enough doorway that the

model could conceivably move through (a barn door, for example).

Heavy Support choices do not suffer any penalties when crossing over Difficult Ground.

Heavy Support choices may cross over Obstacles without penalty.

Q AP M A

5 2 6+ 9

If a Heavy Support model represents a vehicle, it is assumed to have a crew operating it.

For the sake of simplicity, the crew is never represented in the game, and if their vehicle is

destroyed, it is assumed that they are also killed, wounded or otherwise incapacitated, or

they bail out and run back to base to try to find another vehicle.

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Shoot

Spending an Action Point on a Shoot Action allows a Heavy Support to fire all of its weapons

(including Heavy weapons), unless stated otherwise by a special rule on the model’s card.

Each weapon can target a different enemy model, or the same one, it’s up to you!

If a Heavy Support vehicle does not have eyes (as it’s normally the case for most vehicles),

work out the Line of Sight of its shots along the barrel of the weapon you are firing, as the

crew of the vehicle would also be doing that. For weapons mounted on turrets and other

mountings that are capable of rotating/swiveling, you must imagine that the gun is able to do

so, even if in the case of the actual model they cannot do so, because they are glued in place

and cannot literally move.

Weapons mounted on a Heavy Support

may have additional special rules that

restrict them to be fired only against

targets that are in the rear arc of the

model, or even in the right/left arc of the

model. The right/left arcs of a model are

easily understood from the diagram on the

right, and you may want to mark these

points at 90º from the model’s front and

rear arc’s points on the model’s base, if it

has one.

Fight

Heavy Support models have no Physical Ability or Strikes stats, and have no Fighting Halo,

and thus cannot Fight (including Free Strike, Quick Draw, Counter Strike and Striking Back).

On the other hand, a Heavy Support model that has a Ram weapon may Ram other models,

as described below.

Enemy models that have a Heavy Support in their Fighting Halo can attack it with close

combat weapons, or they can instead use shooting weapons against it. This is because

neither them nor the Heavy Support are Engaged in combat, and so the models are free to

move around it with no risk of being attacked.

Ram

A Heavy Support model that has a Ram weapon may declare a ‘Ram Attack’ at any point in

its activation. For more information about Ram weapons, see the Weapons section. After

declaring a Ram Attack, the Heavy Support model must declare how many Action Points it is

going to spend for the Ram. This must be from a minimum of 2 APs to a maximum of

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however many APs the model has left in this activation. As calling a Ram attack requires the

use of at least 2 Action Points, it cannot be done if the model has only 1 Action Point left in

this activation.

A model executing a Ram Attack makes a Move Action per AP point spent on the Ram

travelling directly forward at the maximum speed it can achieve. During these successive

Move Actions, the model cannot change direction and will stop only if it crashes into a piece

of Impassable Terrain or another Heavy Support model.

If the Ramming model moves into contact with any model (other than another Heavy

Support), that model must immediately move out of the way of the Ramming model using the

smallest possible amount of movement, and then immediately take a Physical Ability Test. If

the test is passed, the model has moved out of the way in time and is unaffected. If the test is

failed, the model suffers one hit at the Power of the Ramming model’s Ram weapon. In any

case, the Ramming model continues its move.

If the Ramming model collides with another Heavy Support model, it stops and the Rammed

support model suffers one hit at the Power of the Ramming model’s Ram weapon.

Example: A Great Elk has 3 Action Points on its profile and has used 0 up to this point in

this activation. The Great Elk wants to make a Ram Attack using its ‘Great Antlers’ Ram

weapon. It can either spend 1 AP preparing for the Ram (changing direction or even

moving back to gain more momentum), and then 2 AP for the Ram, or instead skip all

tactical subtleties and simply do a 3-APs Ram!

Damage

As you have seen, Heavy Support models have no Lifeblood value. Instead, each Heavy

Support model’s card comes with a Damage Chart, showing the model’s Damage Locations

and the likelihood of a hit affecting each one. Each location has a number of Structure Points.

An example chart is shown below (for an Enlightened ‘Doomsday’ Armored Transport).

1: Power Source ☐☐☐☐☐☐☐☐☐

2-3: Weapons ☐☐☐☐☐☐☐☐

4-10: Propulsion ☐☐☐☐☐☐☐☐

When a Heavy Support model is hit by an enemy weapon (both from Shooting and in a Fight),

it takes an Armor Roll as normal – except for the fact that Heavy Support models are immune

to Lethal hits. The attacker then rolls a D10 and consults the Heavy Support model’s Damage

Location chart to see which location has been hit.

The owner of the model marks one Structure Point box on its card for each point of Damage

suffered. If the last remaining Structure Point box is marked, that location is destroyed, which

is bad news for the Heavy Support.

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Damage Locations

Damage Locations normally belong to one of three types: Weapons, Propulsion systems

(from wheels to tracks to legs) and Power Sources (the engine of a vehicle, the beating heart

of a creature…).

Power Source: If the Power Source location is destroyed, the model is destroyed.

Weapons: If the Weapons location is destroyed, the model cannot fire any of its weapons for

the rest of the game.

Propulsion: If the Propulsion location is destroyed, the model cannot move for the rest of the

game.

When a Heavy Support model is destroyed, replace the model with the equivalent ‘destroyed

heavy support’ model. From that point on, treat it as Impassable Terrain and Hard Cover.

Excess Damage

If a hit on a specific location inflicts more damage points than the location has left, the

remaining damage goes to another location following these rules:

any excess damage from the Weapons location goes to Propulsion.

any excess damage from the Propulsion location goes to Weapons.

If excess damage from Weapons or Propulsion cannot go to the other location, as

described above, because both sections are already destroyed, then any leftover

damage goes to the Power Source location.

For example, an attacker has hit a ‘Doomsday’ Transport and rolling to determine which

location is hit, scores a 3, indicating the Weapons location. However, that location has

already been destroyed, so the damage is taken by the Propulsion location. If the

Propulsion is also destroyed by the hit and there are still a few points of excess damage,

this excess damage will go to the Power Source.

Courage

Heavy Support models have no Courage value. They always pass their Courage tests, and

are never Broken.

Transport

Friendly models can Mount/Dismount Heavy Support models that have the Transport special

rule.

The Transport model’s card shows how many Transport Slots it contains. Models mounted on

a Transport fill these Slots, restricting the number of models that can be carried. A model’s

base size determines how many Slots it fills.

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

• Medium base – Models with a medium base fill 2 slots.

Note that only models with small or medium bases can be mounted on Transports.

Infantry Light Support models (see page 39) fill 2 slots, even though they might have small

bases.

Transported models are placed on the side of the gaming area and are assumed to be

keeping low and out of sight, so they cannot be harmed. If the Transport is destroyed,

however, they all suffer an immediate hit at Power 10 and must immediately Dismount. This is

a free Action, but all of these models then count as activated for the rest of the turn,

regardless of whether they had already been activated or not.

If a Transport has the Open-topped special rule, any of the transported models may fire from

its top hatch or opening. Work out Line of Sight from the top hatch or opening. However, if the

Transport has previously moved that turn, transported models require one extra AP to Shoot,

in order to steady themselves on the rocking vehicle.

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WEAPONS

WWX WEAPON PROFILES AND TYPES

One-Handed

A One-Handed weapon allows a model to Fight or Shoot with up to two of these weapons per

Action.

Two-Handed

A Two-Handed weapon requires two hands to use, so other weapons may not be used at the

same time.

Heavy

A model must spend 2 Action Points to perform a Shoot Action with a Heavy weapon. Unless

otherwise specified, Heavy weapons are Two-Handed weapons.

Template

A model with a Template weapon must use the appropriate game template to measure the

area and the models affected. Unless otherwise specified, Template weapons are Two-

Handed weapons.

Melee

This weapon is used only to make close combat attacks. Unless otherwise specified, Melee

weapons are One-Handed weapons.

Thrown

This is a Melee weapon that can be thrown as a ranged attack (Range 6", unless differently

specified). Use the model’s Marksmanship Stat instead of its Physical Ability Stat when

throwing the weapon. Unless otherwise specified, Thrown weapons are One-Handed

weapons.

Improvised Weapons

A model that has no Melee weapons may use the butt of his pistol, the stock of his rifle or

even his fists to make melee attacks. Such models suffer -1 to their To Hit roll in close

combat, and their attack is Range 1" and Power 3.

Template Weapons

Some weapons list ‘Small Template’, ‘Large Template’ or ‘Blast #’ on their profile. These

weapons use a template of the listed type when resolving their attacks.

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The small and large teardrop-shaped templates are resolved in the same manner. The narrow

end is placed touching any point of the front arc of the attacker’s base edge, and the wide end

is placed as far as possible from the attacker, in any direction the attacker wishes. Any

models even partially under the template may be hit by the attack, friend or foe. The attacker

takes a Marksmanship roll to hit every model (excluding himself) touched by the template.

This roll never suffers from any negative modifiers to hit, but is always on the model’s

unmodified Marksmanship value.

Example: An Outlaw Hired Hand fires a Shotgun at a group of four Union Soldiers. The

small Teardrop template is placed touching the Outlaw’s base, and he positions it to

cover the maximum amount of enemy models that he can. Three Union Soldiers are

under the template, and the Outlaw must make a Marksmanship test to see if he hits

each one.

The teardrop-shaped templates are divided into three sections. Weapons hit with their full

Power in the first section (the section closest to the shooter). In the second section the

weapon is Power -2, and it is Power -4 in the third section. If a target model straddles two

sections of the template, it will suffer the highest Damage.

Example: An Outlaw fires a Shotgun at some approaching Braves. On successful hits,

Brave A will take a Damage 9 hit, Brave B a Damage 7 hit, and Brave C a Damage 5 hit.

Weapons with “Blast #" create a circular area of effect with a diameter equal to the number in

inches, centered on the model hit. A Blast 4 weapon creates a 4" area of effect, a Blast 3

weapon 3" diameter, and so on. Any model partially or completely covered by the circular

area of effect Blast template will be automatically hit and suffer the effects of the weapon.

Example: Model A is hit by the attack, and the 5" circular Blast template is centered on

him. Model B is completely under the template, and Model C is partially under the

template, so both are hit. Model D is not touched by the template, so avoids being hit by

the blast.

If a Blast weapon misses, the shot will still land somewhere. To determine where, roll a D10

near the target point. The number indicates how many inches the shot misses by. The face at

the top of the D10 points in a clear direction, like an arrowhead; this is the direction of scatter.

Move the template the number of inches indicated by the die roll in the direction the die

points. Any models touched by the template in its new location are automatically hit.

Example: Dr. Carpathian fires his Atomic Blunderbuss at one of Jesse’s Outlaws 12"

away. The Doctor rolls a 2 and misses. Rolling a D10 near the target model, Dr.

Carpathian rolls a 4. The 5" circular template is moved 4" in the direction indicated by the

top facet of the D10, and catches two different Outlaws under the blast instead of the

original target.

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If a Blast weapon misses automatically because it was out of range, the shot does not scatter,

but rather dissipates harmlessly in the air with no effect.

Maximum Scatter

A Blast template may not scatter more than half of the original range to the target. If the roll

for scatter is farther than half the range to the original target, move the template half the

original range and stop.

Example: A Blast 4 weapon misses a target 9 inches away. The attacker rolls a 6 for

scatter, but the template is only moved 4½" away from the target point.

Ka-Booom!

After damage has been resolved from a Blast template, any models even partially under the

template immediately Go Prone (models that cannot go Prone, such as Heavy Support, are

immune to this effect). This represents the targets of the blast being hurled to the ground by

the concussive force of the explosion.

WEAPON SPECIAL RULES

Each model will have a variety of special weapons or unique tools. These weapons will each

have a characteristic that can be found on the Profile Card. Some weapons may require

game play to be altered or changed from the normal game rules. Always refer to the Profile

Card as the final decisive rule.

Accurate

This weapon suffers no penalty for Shooting at Long Range.

Armor Piercing

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

Inaccurate

This Blast weapon scatters automatically. No Marksmanship roll is made, but rather roll for

deviation from the target point as if the attack had missed. However, treat the 0 on the D10 as

a zero and not as a 10, so there is still a small chance that the weapon won’t scatter at all.

Bell Ringer

A model hit by this weapon must pass a Physical Ability Test. If it fails, the model immediately

becomes Prone, and may not be activated for the remainder of the turn. If the Weapon also

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has a Power value, immediately proceed on the Armor Roll as normal. Note that models that

cannot go Prone, such as Heavy Support, are immune to this special rule.

Blast 3", Blast 4", Blast 5"

A model with a Blast special rule uses a Blast template as the area of effect for its weapon

when determining hits.

A weapon with Blast creates a circular area of effect, centered on the target point (or final

impact point if the shot deviates) with a diameter equal to the Blast rating in inches.

Therefore, a Blast 3 weapon creates a circular area of effect with a 3" diameter.

Decapitation

When a model attacks in close combat with this weapon and rolls a To Hit roll of a natural 10,

any damage inflicted by this hit is doubled (note: you do not double the Power of the weapon,

but rather the damage applied after the Armor Roll). This rule is ignored in the case of a

successful Lethal Hit roll.

Fire

A model hit by a weapon with the Fire special rule is On Fire. When a model that is On Fire is

activated, it must immediately roll a D10. On a 9 or 10, the fire goes out and the model is no

longer On Fire. On any other roll, the model remains On Fire and suffers an immediate Power

10 hit. A model may elect to ‘Stop, Drop and Roll’ instead of making the On Fire roll – the

model forfeits its entire activation, becomes Prone, suffers no damage from the fire this turn,

and the model is no longer On Fire. Note that models that cannot go Prone, such as Heavy

Support, cannot elect to ‘Stop, Drop and Roll’.

Interference

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

activation.

RJ-1027

The dangerous weapons powered by RJ-1027 are identified by this rule, which has no in-

game effects other than making them vulnerable to the Interference special rule.

Irradiate

Any model that is hit by this weapon becomes irradiated. At the start of that model’s

activation, the model must pass a Physical Ability -2 Test or suffer a Power D10 hit. Once a

model passes his PA check, Irradiation expires.

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Poison

A model that suffers damage from a weapon with Poison becomes Poisoned. When a

Poisoned model is activated, it rolls a D10. On a 8, 9, or 10, it is no longer Poisoned.

Otherwise, it suffers 2 LB damage and remains Poisoned.

Poison Blade

A model that is wounded by a Poison Blade loses 2 Life Blood for each wound suffered after

the Armor Roll.

Ram Weapon

The weapon receives a +1 Power for every full 5" travelled by the Ramming model during its

Ram movement before it makes contact with the target.

Reload

After firing this weapon, a model must spend an Action to reload it before it may fire again.

Place a ‘Reload’ token next to the model to remind you, until it Reloads.

Retrieve

Retrieve is a rule found mostly on Thrown weapons. A model may only throw as many of this

weapon as it carries each Turn, regardless of how many Actions it has.

Spirit Aim

A model using a weapon with Spirit Aim does not require Line Of Sight to shoot, and never

suffers any negative modifiers to its Marksmanship tests. This means that the model may

shoot through Intervening Terrain, Cover, or other models, including models that are Prone,

or Engaged in Close Combat, without penalty.

Spirit Edge

Targets gain no benefit (to hit or armor) for Intervening Terrain or Cover.

Stun

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

Sound Wave

This weapon does not require Line of Sight to the target to be fired, and may be fired through

any Intervening Terrain.

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Tangle

Instead of an Armor Roll, a model hit by a Tangle weapon must pass a Physical Ability -2

Test. If it passes, it suffers no effect. If it fails, the target model is immediately Prone and

loses 2 AP during its next activation. Note that models that cannot go Prone, such as Heavy

Support, are immune to this special rule.

Wave Motion

Instead of causing damage, models inside the template are moved beyond the edge of the

template by the shortest, most direct, route possible, but will stop if they come into contact

with other models or Impassable Terrain.

MODEL SPECIAL RULES

Many models have one or more special rules, describing special abilities and individual traits

that make a warrior uniquely different from both his comrades and enemies. Some special

rules may allow models to give support to its Posse and others will be special attacks or

defenses. Special rules are exceptions to the normal rules given above and thus supersede

them where there is a contradiction.

The special rules that each model Possesses are clearly listed on the model’s Profile Card.

Unique rules will be described in full on the model’s card, but the most common ones will just

be listed on the card, while their effects are described in full in this section of the book.

Army Of One

A model with this special rule is never considered to be outnumbered in close combat.

Frenzy

For each attack in close combat that rolls a To Hit roll of a natural 10, the model gets 1

additional Strike. Keep rolling for additional Strikes until you fail to roll a natural 10. Then

remember that natural 10s hit automatically, and make all of the appropriate Lethal Hit rolls.

Killing Spree

This model may spend one AP to make a single attack against each enemy model in the

Fighting Halo of the close combat weapon he chooses to attack with.

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Shotgun Master

When firing a Shotgun, the model may place the Shotgun template up to 6" away from the

model’s base, without altering its direction.

Inspiring Leadership

Any friendly models within 12" of this model do not have to take Courage Tests for being

damaged by a weapon with the Blast special rule or a weapon with Power at least double its

Courage.

Steady

Steady models treat Heavy weapons and Two-Handed weapons as One-Handed weapons

instead. This means that with a single Action Point, they may fire two heavy or Two-Handed

weapons!

Sure Foot

This model never suffers penalties for Difficult Ground and never suffers Falling Damage.

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SCENARIOS

PLAYING THE SCENARIOS

Scenarios represent various fixes and scrapes that your Posse has to fight its way out of, or

missions that must be successfully completed using quick wits, cunning and extreme

violence.

There are two categories of scenarios for this game: competitive scenarios, which are ideal if

you want a quick game or for tournament games, and narrative scenarios, that are more

suited for friendly games where the taking part is more important than the winning.

The competitive scenarios are more straightforward, ideal for your first few games of Wild

West Exodus, and the best way to learn the rules. However, when you're familiar with the

game, you may want new challenges to test your Posse's strength and tactics.

There are several ways to use the scenarios: you can agree with your opponent which

scenario to play, or both of you can flip a coin and the winner chooses. Alternatively, refer to

one of the Scenario charts below.

Competitive Scenario Chart

One player rolls a D10. If you score a ‘10’, toss a coin and the winner chooses.

D10 Scenario

1-3 Shoot Out

4-6 King of the Hill

7-9 Gold Rush

Narrative Scenario Chart

Both players roll a D10. The higher scorer chooses which of the two scenarios selected by the

dice to play. If both players roll an equal score, they roll on the Competitive Scenario chart.

[Designer’s Notes – the Beta 2.0 Narrative Scenarios will be available by Friday 19th April]

D10 Scenario

1 High Noon

2 Bushwhacked!

3 Treasure Huntin’

4 The Raid

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5 The Breakout

6 In Hot Pursuit

7 Saloon Brawl

8 Snatch

9 The Heist

10 All-Out War!

Some scenarios require one side to be the attacker and one side to be the defender. If both

players agree, they can choose, otherwise flip a coin to decide.

You’ll see that The Stand-Off scenario (see page @@) is not included on the above chart.

This is because it’s a bonus game designed for three or four players. If you want to play it,

you’ll have to rope in extra Posses to join in the carnage.

Feel free to design your own scenarios, using the ones published here as a guide. Also, keep

an eye on the Wild West Exodus website for new scenarios.

SCENARIOS FORMAT

All the scenarios follow the same format:

Setting The Scene

A brief overview of the scenario.

Terrain

This section describes suitable terrain for the scenario, and includes a map showing where to

place it. The map is a guide only – adjust the terrain placement as you see fit. All the

scenarios assume that you are playing on a 6' x 4' table. A game that includes Posses worth

at least 1,250 dollars per side should be played on a wider table (8' x 4'…). Posses worth up

to 450 dollars should fight on a 4' x 4' table.

Alternating Terrain Placement

If these rules are used, then starting with the Posse that has the Initiative, each player takes it

in turn to place one piece of terrain on the table. Each player must place at least one terrain

piece per foot of table length. When a player has placed all his mandatory terrain pieces, he

can choose to ‘Pass’ instead of placing terrain. If he does this, his opponent can choose to

place a terrain piece or he can pass too. If he passes, terrain placement ends. If he places a

terrain piece, he then rolls 2D10. If he scores equal to or less than the number of terrain

pieces already placed, terrain placement ends, otherwise the choice to place more terrain or

pass goes to his opponent, and so on.

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Use any available terrain pieces, but try to theme them to a specific location: e.g. buildings,

carts and a dusty road for a town; rocks, cacti or a gulch for a desert, etc.

Game Size

This section describes what points are available to each size and whether any mandatory

models must be chosen.

Objective

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

Victory Points

Some scenarios refer to Victory Points to determine the winner. Unless stated otherwise,

each player scores Victory Points by counting up the points cost of enemy models destroyed

or that moved off the table while Broken.

Deployment

This section describes how each side deploys, including Civilian deployment. Note that some

models may have special rules or abilities that let them deploy farther in, or otherwise deploy

differently than explained here. Some scenarios allow models to deploy Prone or Taking

Cover if you choose so – declare this to your opponent as you deploy.

Civilians

If both players agree to use Civilians in their game, first the players deploy as normal, but

then, before starting the first turn, both players roll a D10. The highest scoring player must

deploy that many Civilian models (or as many as the players have together). These Civilians

must be deployed outside of either player’s deployment areas and more than 10" away from

any other non-Civilian model. The rules for Civilians can be found on page 35. Note that some

scenarios forbid the use of Civilians or have their own rules for Civilian set-up.

First Turn

This section describes which side has the Initiative at the start of the game.

Game Length

This section describes how many turns the game lasts or if there is no turn limit.

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COMPETITIVE SCENARIO 1:

SHOOT-OUT

Setting The Scene

Rival Posses encounter each other by chance. In no time at all, the bullets start flying…

Terrain

This scenario uses the Alternating Terrain Placement rules.

Game Size

This mission may be played at any point level. Both sides have the same number of points to

spend on creating their forces.

Objective

Each side is trying to kill as many enemies as possible, while at the same time minimizing

their own casualties.

If a Posse Clears Out, it loses automatically.

If by the last turn of the game (see below), neither side has Cleared Out, the side which has

scored most Victory Points wins the game.

If both Posses Clear Out at the end of a turn, or if they score an equal number of Victory

Points at game end, the game is a draw.

Deployment

The player with the least models in his Posse has the Initiative. The rival Posse will deploy

first and moves second. This is to reflect that their opponents heard them coming with all

those men and are prepared for a fight. If both players have an equal number of models, flip a

coin – the winner may choose who has the Initiative.

The player who is going to deploy first gets to choose one of the long table edges as his own,

and his opponent gets the opposite table edge. Then he deploys all of his models – each

player’s deployment area is within 10" of his own table edge. The player with Initiative then

does the same in his deployment area.

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Note that some models may have special rules or abilities that let them deploy farther in, or

otherwise deploy differently than this rule. Any model may deploy Prone or Taking Cover if

you choose so – declare this to your opponent as you deploy.

First Turn

In the first turn of the game, Initiative is determined as described above.

In the second and subsequent turns of the game, Initiative is determined as normal.

Game Length

The game lasts for 8 turns.

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COMPETITIVE SCENARIO 2:

KING OF THE HILL

Setting The Scene

The Posses fight over vital objectives.

Terrain

This scenario uses the Alternating Terrain Placement rules.

However, after placing the terrain, the players alternate placing three objective markers on the

table (toss a coin to determine who begins placing them). Objective markers are represented

by a coin or a small game base. Players might want to decorate as they like, but in any case,

these markers are always ignored from the points of view of movement, line of sight, etc., in

fact, from all points of view except determining victory. Markers must be placed within 6" of

the mid-line of the table, and cannot be placed within 12" of each other, or inside impassable

terrain.

Game Size

This mission may be played at any point level. Both sides have the same number of points to

spend on creating their forces.

Objective

A model controls an objective if it is within 3” of the center of that marker and no enemy model

is within 3” of its center (define the exact center before the game starts). Broken models

cannot control objectives.

If a Posse Clears Out, it loses automatically.

If by the last turn of the game (see below), neither side has Cleared Out, the side which

controls the most objectives wins the game.

If both Posses Clear Out at the end of a turn, or if they control the same number of objectives

at game end, the game is a draw.

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Deployment

The player with the least models in his Posse has the Initiative. The rival Posse will deploy

first and moves second. This is to reflect that their opponents heard them coming with all

those men and are prepared for a fight. If both players have an equal number of models, flip a

coin – the winner may choose who has the Initiative.

The player who is going to deploy first gets to choose one of the long table edges as his own,

and his opponent gets the opposite table edge. Then he deploys all of his models – each

player’s deployment area is within 10" of his own table edge. The player with Initiative then

does the same in his deployment area.

Note that some models may have special rules or abilities that let them deploy farther in, or

otherwise deploy differently than this rule. Any model may deploy Prone or Taking Cover if

you choose so – declare this to your opponent as you deploy.

First Turn

In the first turn of the game, Initiative is determined as described above.

In the second and subsequent turns of the game, Initiative is determined as normal.

Game Length

The game lasts for 8 turns, or until all models on one side are no longer on the table, in which

case the player with models on the table wins.

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COMPETITIVE SCENARIO 3:

INTRUDERS

Setting The Scene

One Posse has to move into the defenders’ home territory to raze, burn, pillage and raze…

Yes, we realize that ‘raze’ appears twice… they enjoying razing…

Terrain

This scenario uses the Alternating Terrain Placement rules.

Game Size

This mission may be played at any point level. Both sides have the same number of points to

spend on creating their forces.

Objective

One side is trying to break through the enemy Posse, while the other is hell bent on stopping

them, for good.

If a Posse Clears Out, it loses automatically.

If by the last turn of the game (see below), neither side has Cleared Out, the side which has

scored most Victory Points wins the game.

If both Posses Clear Out at the end of a turn, or if they score an equal number of Victory

Points at game end, the game is a draw.

Note however that in this game the defender scores victory points as normal, but the attacker

only scores half VPs for enemy models killed or enemies that move out of the field while

Broken. In addition, the attacker scores the points of any friendly model that moved off the

defender’s table edge as VPs (attacking models may move off the defender’s table edge

voluntarily, and are removed from the game, and the defender scores no points for them).

Attacking models that move off the defender’s edge while Broken do not score any points for

the Attacker.

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Deployment

The player with the least models in his Posse has the Initiative. The rival Posse will deploy

first and moves second. This is to reflect that their opponents heard them coming with all

those men and are prepared for a fight. If both players have an equal number of models, flip a

coin – the winner may choose who has the Initiative.

The player who is going to deploy first gets to choose one of the long table edges as his own,

and his opponent gets the opposite table edge. Then he deploys all of his models – each

player’s deployment area is within 10" of his own table edge. The player with Initiative then

does the same in his deployment area.

Note that some models may have special rules or abilities that let them deploy farther in, or

otherwise deploy differently than this rule. Any model may deploy Prone or Taking Cover if

you choose so – declare this to your opponent as you deploy.

First Turn

In the first turn of the game, Initiative is determined as described above.

In the second and subsequent turns of the game, Initiative is determined as normal.

Game Length

The game lasts for 8 turns.

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THE UNION

General Ulysses S. Grant

Boss

Cost: 150 Small Base Halo 2"

WEAPONS

SPECIAL RULES

Firing Squad. When a friendly model begins its activation within 6" of this model, they

receive 1 extra Action Point that may only be used to Shoot. If they cannot Shoot, the extra

Action is lost.

Best of the Best. Any friendly Hired Hands using an Action to Shoot while within 12" of this

model add +1 to their Marksmanship Test.

Inspiring Leadership

Special Cav. Union Cavalry models in this Boss’s army may deploy up to 6" further than the

normal deployment zone allowed.

Q AP M PA S A L C I

5 3 3+ 6+ 2 3 20 2+ 3

Federal Hand Cannon

One-handed, Template

R: 14" P: 11 ROF: 1

Special: Blast 3", RJ-1027

Energy Saber

One-handed, Melee

R: 2" P: 10 ROF: 1

Special: Decapitation, RJ-1027

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Abe Lincoln

Boss

Cost: 175 Small Base Halo 2"

WEAPONS

SPECIAL RULES

Inspiring Charge. When this model kills an enemy model, any one Hired Hand model within

24" may move 2" towards an enemy model even if they have already activated that turn. This

does not count as the model’s activation for the turn.

Killing Spree

Shotgun Master

Presidential Leadership. While this model is alive, all models in his Posse automatically

pass all Courage Tests.

Q AP M PA S A L C I

5 3 4+ 5+ 2 3 24 1+ 3

William’s Wrath (Shotgun)

Two-handed, Template

R: Small Template P: 9 ROF: 1

Special: –

William’s Wrath (Axe)

Two-handed, Melee

R: 2" P: 12 ROF: 1

Special: Poison Blade, Decapitation

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Major William Sherman

Underboss

Cost: 120 Small Base Halo 1"

WEAPONS

SPECIAL RULES

Burnin’ Sherman. Once per turn, this model may spend an Action Point to center the 5"

template on itself. All models touched by the template suffer a P10 hit and are On Fire. This

model is not affected.

Q AP M PA S A L C I

5 2 4+ 6+ 2 2 16 2+ 2

Old Reliable

Two-handed, Template

R: 36" P: 12 ROF: 1

Special: Blast 3", Fire, Reload, RJ-1027

Flame Thrower

Two-handed, Template

R: Small Template P: 10 ROF: 1

Special: Fire

Bowie Knife

One-handed, Melee

R: 1" P: 6 ROF: 1

Special: –

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Robert Pinkerton

Underboss

Cost: 110 Small Base Halo ½"

WEAPONS

SPECIAL RULES

Only In Death. If this model is within 6" of a Boss model, any Lifeblood that is lost by the

Boss model is taken from this model instead. If the damage is enough to kill this model, the

model absorbs all of the damage until it is dies and is removed, and then any leftover damage

is taken by the Boss model as normal.

Leader Of Men. This model may choose to spend 2 Action Points to give any model within

18" one Action Point regardless if the model has already activated this turn. This is an instant

Action and the model selected must immediately spend one Action Point.

Presidential Assistance. This model may spend one Action Point to Summon a friendly

model within 12". The Summoned model moves its full Quickness value directly toward the

Posse’s Boss model. This movement is affected by terrain as normal, and the model must

take the shortest route possible. The Summoned model is not affected by enemy Fighting

Halos during this movement. Even models that have been activated may be Summoned.

Q AP M PA S A L C I

5 2 4+ 6+ 1 2 10 4+ 1

Hyper-Velocity Carbine

Two-handed

R: 24" P: 9 ROF: 2

Special: Accurate, RJ-1027

Union Blaster

One-handed

R: 18" P: 8 ROF: 1

Special: RJ-1027

Fist

One-handed, Melee

R: ½" P: 3 ROF: 1

Special: –

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Captain Philip Sheridan

Sidekick

Cost: 50 Small Base Halo 2"

WEAPONS

SPECIAL RULES

Range Finder. Any friendly model within 2" of this model may take an Aim Action for free

when activated. In addition, this model may measure the distance to an enemy target model

at any time during his activation.

Loader. This model may spend one Action to reload the weapon of any model he is within 2"

of.

Q AP M PA S A L C I

5 2 5+ 6+ 1 1 12 4+ 1

Blaster Pistol

One-handed

R: 12" P: 8 ROF: 1

Special: RJ-1027

Saber

One-handed, Melee

R: 2" P: 10 ROF: 1

Special: Decapitation

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Agent Lucinda Loveless

Sidekick

Cost: 65 Small Base Halo 1"

WEAPONS

SPECIAL RULES

Mesmerizing Beauty. During her activation, but before she uses any Action points, she can

choose any one enemy model within her Line of Sight. On a roll of a 5+ the model moves its

full Quickness value directly toward her. This movement is affected by terrain as normal, and

the model must take the shortest route possible. This rule has no effect on Heavy Support

and Brainless models.

Fatal Attraction. After both sides have deployed, this model may use the Mesmerizing

Beauty before the game begins. Following this, the game begins as normal.

Q AP M PA S A L C I

5 2 4+ 7+ 1 0 8 4+ 1

Loveless Derringers (x2)

One-handed

R: 4" P: 12 ROF: 1

Special: Fire, RJ-1027

Bladed Fan

One-handed, Melee

R: 1" P: 7 ROF: 1

Special: Poison

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Agent Henry Courtright

Sidekick

Cost: 50 Small Base Halo ½"

WEAPONS

SPECIAL RULES

Counter Intelligence. At the end of this model’s activation, it may go On The Lookout without

spending any Action Points.

Q AP M PA S A L C I

5 2 4+ 6+ 1 2 10 4+ 1

Double-Barrel Shotgun

Two-handed, Template

R: Small Template P: 9 ROF: 2

Special: Reload, RJ-1027

Union Blaster

One-handed

R: 18" P: 8 ROF: 1

Special: RJ-1027

Fist

One-handed, Melee

R: ½" P: 3 ROF: 1

Special: –

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Union Riflemen

Hired Hand

Cost: 30 Small Base Halo 2"

WEAPONS

HEAVY WEAPONS

Union Riflemen models may exchange their Blaster Rifle for a Mini Cannon for +10 points, a

Gatling Gun for +20 points or Rocket Pods for +40 points. Any model that is equipped with a

Heavy Weapon becomes a Light Support choice and falls under the rules of Light Support

Infantry models. These models are considered as Light Support when creating your Posse.

Q AP M PA S A L C I

5 2 6+ 6+ 1 1 6 5+ 0

Blaster Rifle

Two-handed

R: 24" P: 10 ROF: 1

Special: RJ-1027

Bayonet

Two-handed, Melee

R: 2"

P: 6

ROF: 1

Special: –

Mini Cannon

Heavy

R: 18" P: 8 ROF: 2

Special: Armor Piercing, RJ-1027

Gatling Gun

Heavy

R: 18" P: 8 ROF: 4

Special: RJ-1027

Rocket Pods

Heavy, Template

R: 24" P: 12 ROF: 1

Special: Blast 4", Reload, RJ-1027

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Union Soldier

Hired Hand

Cost: 20 Small Base Halo 2"

WEAPONS

Q AP M PA S A L C I

5 2 6+ 6+ 2 1 6 5+ 0

Blaster Pistol

One-handed

R: 12" P: 8 ROF: 1

Special: RJ-1027

Saber

One-handed, Melee

R: 2" P: 10 ROF: 1

Special: –

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Union Iron Horse Cavalry

Light Support

Cost: 80 Large Base Halo 2"

WEAPONS

WEAPONS

Iron Horse models may exchange their Blaster Rifles (x2) for Mini Cannon (x2) for +20 points,

Gatling Gun(x2) for +30 points or Rocket Pods (x2) for +40 points.

Q AP M PA S A L C I

8 2 6+ 5+ 2 3 12 5+ 0

Blaster Rifle (x2)

Two-handed

R: 24" P: 10 ROF: 1

Special: RJ-1027

Union Saber

One-handed, Melee

R: 2" P: 10 ROF: 1

Special: Decapitation

Rocket Pods

Heavy, Template

R: 24" P: 12 ROF: 1

Special: Blast 4", Reload, RJ-1027

Mini Cannon (x2)

Heavy

R: 18" P: 8 ROF: 2

Special: Armor Piercing, RJ-1027

Gatling Gun (x2)

Heavy

R: 18" P: 8 ROF: 4

Special: RJ-1027

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‘Rolling Thunder’ Union Tank

Heavy Support

Cost: 200 Large Base

1: Power Source ☐☐☐☐☐☐

2-3: Weapons ☐☐☐☐☐

4-10: Propulsion ☐☐☐

Structure Points: 14

Weapons

Q AP M A

5 2 6+ 8

Constitution Ram

Heavy

R: * P: 8 ROF: *

Special: *Ram Weapon

Main Gun

Heavy, Template

R: 30" P: 12 ROF: 1

Special: Blast 5", Reload, RJ-1027

Gatling Gun (Left)

Heavy

R: 18" P: 8 ROF: 3

Special: Left arc only, RJ-1027

Gatling Gun (Right)

Heavy

R: 18" P: 8 ROF: 3

Special: Right arc only, RJ-1027

Gatling Gun (Rear)

Heavy

R: 18" P: 8 ROF: 3

Special: Rear arc only, RJ-1027

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OUTLAWS

Jesse James

Boss

Cost: 200 Small Base Halo 1"

WEAPONS

SPECIAL RULES

Heat Blast Ammo. A model with this type of ammo may use a Shoot Action, once per

activation, to combine both of his pistols into one single Heat Blast shot with the following

profile:

Inspiring Leadership

Fastest Draw in the West. This model may perform a Quick Draw against every model that

engages him – he is not limited to one Quick Draw per turn.

Last Laugh. When this model has lost his last Lifeblood, but before being removed from the

table, he may make one Shoot Action with any weapon based on its normal Stat line. The

outcome of the attack is resolved as normal then this model is removed from play.

Close Work. This model may always use his pistols when he is Engaged in Close Combat.

While Engaged, he may only use his pistols against the models engaging him.

Q AP M PA S A L C I

6 3 2+ 4+ 2 2 22 2+ 4

Hyper-Velocity Pistol (x2)

One-handed

R: 18" P: 8 ROF: 2

Special: Accurate, RJ-1027

Bowie Knife

One-handed, Melee

R: 1" P: 6 ROF: 2

Special: –

R: 24" P: 14 ROF: 1

Special: Reload, RJ-1027, Blast 3”

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Billy The Kid

Boss

Cost: 150 Small Base Halo 1½"

WEAPONS

SPECIAL RULES

The Boys. This model may take up to 2 Hired Hand Gunslingers as bodyguards at no cost.

You must mark the two models that are part of “The Boys” at the beginning of the game. If

these models are within 3” of Billy The Kid at any time during the game he receives an

automatic +1 cover for each “The Boys” Hired Hands within 3” of him. If Billy The Kid is killed

and removed from play the Hired Hands behave as normal and no longer provide the cover

bonus.

Cold-Blooded Killer. Any time this model kills an enemy model, it receives 1 free Action

Point that can be used immediately.

Q AP M PA S A L C I

5 3 4+ 5+ 3 2 20 3+ 2

Gatling Shotgun

Two-handed, Template

R: Small Template P: 9 ROF: 3

Special: RJ-1027

Custom Six-Shooters (x2)

One-handed

R: 24" P: 8 ROF: 1

Special: RJ-1027, Armor Piercing

Chief’s Dagger

One-handed, Melee

R: 1½" P: 6 ROF: 1

Special: Poison Blade, Decapitation

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Frank James

Underboss

Cost: 100 Small Base Halo 1"

WEAPONS

SPECIAL RULES

Big Brother. If an enemy model that is visible to this model declares that it is going to Shoot

the Posse’s Boss while the Boss is within 6" of this model, this model may immediately make

one ranged attack at that enemy model, before the enemy resolves its shots.

Got Your Back. This model may shoot at models Engaged with or engaging the Boss model

(provided of course that he has Line of Sight to them) without the additional -2 to hit penalty.

Custom Scope. This model may take an Aim Action for free when activated. In addition, this

model may measure the distance to an enemy target model at any time during his activation.

Q AP M PA S A L C I

5 2 4+ 5+ 2 1 16 2+ 0

Sophie Rifle

Two-handed

R: 30" P: 10 ROF: 1

Special: Armor Piercing, RJ-1027, Steady

Bowie Knife

One-handed, Melee

R: 1"

P: 6

ROF: 1

Special: –

Pistol

One-handed

R: 12" P: 8 ROF: 1

Special: RJ-1027

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Johnny Ringo

Underboss

Cost: 65 Small Base Halo 1"

WEAPONS

SPECIAL RULES

Touched By Death. Any time this model is targeted by a ranged attack, it must advance half

its Quickness towards the enemy model that targeted it, after the effects of the shot have

been resolved.

Loud Mouth. If this model is within 6" of a friendly Boss model, enemy models that attempt to

target the Boss model with a Shoot Action must target this model instead, as long as they

also have Line of Sight to this model.

Q AP M PA S A L C I

5 2 5+ 7+ 2 2 15 1+ 1

Plasma Carbine

Two-handed, Template

R: 18" P: 10 ROF: 2

Special: Blast 3", Armor Piercing, RJ-1027

Plasma Six Shooter

One-handed

R: 12" P: 8 ROF: 2

Special: Blast 3”,Armor Piercing, RJ-1027

Bowie Knife

One-handed, Melee

R: 1" P: 6 ROF: 1

Special: –

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Cole Younger

Sidekick

Cost: 60 Small Base Halo 1"

WEAPONS

SPECIAL RULES

Smoke Grenades. Once per turn, this model may spend a Shoot Action to throw a Smoke

Grenade. Place the center of the 4" template within 12" of this model and in Line of Sight.

Make a Marksmanship test, and if passed, the template lands where intended. If missed, the

template scatters as normal. The template lasts until the beginning of this model’s next

activation, and completely blocks Line of Sight into it, out of it, or through it. The template (i.e.

the column of smoke) is considered to have a height of 4".

Q AP M PA S A L C I

5 2 5+ 6+ 1 1 14 4+ 0

Cole’s Colts (x2)

One-handed

R: 18" P: 10 ROF: 1

Special: RJ-1027

Bowie Knife

One-handed, Melee

R: 1" P: 6 ROF: 1

Special: –

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Jake ‘Smiley’ Williamson

Sidekick

Cost: 60 Medium Base Halo 1½"

WEAPONS

SPECIAL RULES

Army Of One

Stiletto. Anytime a model is removed from play due to damage inflicted by this weapon, add

1 extra Influence Token to the Influence pool for this turn.

Q AP M PA S A L C I

4 2 6+ 5+ 3 4 13 3+ 1

Shotgun

Two-handed, Template

R: Small Template P: 9 ROF: 1

Special: Reload, RJ-1027

Cleaver

One-handed, Melee

R: 1½" P: 9 ROF: 1

Special:

Smiley’s Stiletto

One-handed, Melee

R: 1" P: 6 ROF: 1

Special: – Poison

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The Apache Kid

Sidekick

Cost: 50 Small Base Halo 2"

WEAPONS

SPECIAL RULES

Scout. When a Posse including The Apache Kid fights against a Posse of The Warrior

Nation, after Deployment but before the first turn, the Outlaw player may take any of his

models within 12" of the Apache Kid and re-deploy them anywhere within the Outlaw player’s

Deployment Zone.

Q AP M PA S A L C I

6 2 5+ 6+ 2 0 11 1+ 2

Bow

Two-handed

R: 18" P: 8 ROF: 2

Special: Spirit Aim

Cursed Tomahawks (x2)

One-handed

R: 2" P: 8 ROF: 1

Special: –

Tomahawk (Thrown) (x2)

Thrown

R: 8" P: 8 ROF: 1

Special: Retrieve

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Outlaw Rifleman

Hired Hand

Cost –25 Small Base Halo ½"

WEAPONS

HEAVY WEAPONS

Outlaw Riflemen models may exchange their Blaster Rifle for a Mini Cannon for +10 points, a

Gatling Gun for +20 points, a Sniper Rifle for +30 points or Rocket Pods for +40 points. Any

model that is equipped with a Heavy Weapon becomes a Light Support choice and falls under

the rules of Light Support Infantry models. These models are considered as Light Support

when creating your Posse.

Q AP M PA S A L C I

5 2 5+ 6+ 1 0 6 5+ 0

Rifle

Two-handed

R: 24" P: 9 ROF: 1

Special: RJ-1027

Pistol

One-handed

R: 12" P: 7 ROF: 1

Special: RJ-1027

Fist

One-handed, Melee

R: ½" P: 3 ROF: 1

Special: –

Mini Cannon

Heavy

R: 18" P: 8 ROF: 2

Special: Armor Piercing, RJ-1027

Gatling Gun

Heavy

R: 18" P: 8 ROF: 3

Special: RJ-1027

Sniper Rifle

Two-handed

R: 30" P: 11 ROF: 1

Special: Reload, RJ-1027

Rocket Pods

Heavy, Template

R: 36" P: 12 ROF: 1

Special: Blast 4", Reload, RJ-1027

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Outlaw Gunslinger

Hired Hand

Cost: 20 Small Base Halo 1"

WEAPONS

Q AP M PA S A L C I

5 2 5+ 6+ 1 0 6 5+ 0

Pistol (x2)

One-handed

R: 12" P: 7 ROF: 1

Special: –

Bowie Knife

One-handed, Melee

R: 1" P: 6 ROF: 1

Special: –

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Outlaw Iron Horse Cavalry

Light Support

Cost: 80 Large Base Halo 1"

WEAPONS

HEAVY WEAPONS

Iron Horse models may exchange their Rifle for Mini Cannon (x2) for +20 points, Gatling Gun

(x2) for +30 or Rocket Pods (x2) for +40 points.

Q AP M PA S A L C I

8 2 5+ 5+ 2 3 12 5+ 0

Rifle

Two-handed

R: 24"

P: 9

ROF: 1

Special: RJ-1027

Bowie Knife

One-handed, Melee

R: 1"

P: 6

ROF: 1

Special: –

Mini Cannon

Heavy

R: 18" P: 8 ROF: 2

Special: Armor Piercing, RJ-1027

Rocket Pod

Heavy, Template

R: 24" P: 12 ROF: 1

Special: Blast 4", Reload, RJ-1027

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‘Ironhide’ Armored Truck

Heavy Support

Cost: 150 Large Base

1: Power Source ☐☐☐☐

2-3: Weapons ☐☐

4-10: Propulsion ☐☐☐

Structure Points: 9

WEAPONS

SPECIAL RULES

Transport. The Ironhide is an Open-Topped Transport with 6 Transport Slots.

Twin Mini-cannons. These weapons cannot split their fire and must target the same enemy

model.

Q AP M A

7 2 6+ 6

Cow Ram

Heavy

R: * P: 6 ROF: *

Special: *Ram Weapon

Left Mini Cannon

Heavy

R: 18" P: 8 ROF: 2

Special: Armor Piercing, RJ-1027

Right Mini Cannon

Heavy

R: 18" P: 8 ROF: 2

Special: Armor Piercing, RJ-1027

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WARRIOR NATION

Sitting Bull

Boss

Cost: 135 Medium Base Halo 3"

WEAPONS

SPECIAL RULES

Frenzy

Grasping Claws. This model automatically passes the Physical Ability Test required for

climbing, so it may climb any vertical surface.

Spirit Bite. When this model kills an enemy model using its Fangs, instead of removing the

model as a casualty, the enemy model comes under the control of this model. Immediately

make one normal activation with the enemy model, using its normal profile, but considering it

to be a friendly model. After this out-of-turn activation, remove the model as a casualty.

Shred. When this model kills one or more enemy models with a Fight Action, it may move up

to 1" without spending an Action Point at the end of that Action.

Q AP M PA S A L C I

7 3 8+ 3+ 3 0 22 2+ 4

Spirit Dagger

Thrown

R: 8" P: 8 ROF: 1

Special: Spirit Edge

Razor Claws (x2)

One-handed, Melee

R: 3" P: 8 ROF: 1

Special: –

Fangs

One-handed, Melee

R: 1" P: 12 ROF: 1

Special: –

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Geronimo

Boss

Cost: 160 Large Base Halo 2½"

WEAPONS

SPECIAL RULES

Frenzy

Call of the Wild. Once per turn this model may use all of the Action Points of any one friendly

model within 6" that has not yet activated this turn. The model that is selected loses all of its

Action Points for the remainder of that turn, counting as activated.

Bravest of the Braves. Any friendly Hired Hands using an Action to Fight while within 12" of

this model add +1 to their Physical Ability Test to hit in close combat.

Run Down. Any model that uses a Move Action to try and leave this model’s Fighting Halo

suffers a -2 penalty to its Physical Ability Test.

Thick Skinned. When making Armor Rolls against Melee attacks, this model receives +2

Armor.

Q AP M PA S A L C I

4 3 8+ 2+ 3 1 24 1+ 3

Razor Claws (x2)

One-handed, Melee

R: 2½"

P: 8 ROF: 1

Special: –

Fangs

One-handed, Melee

R: ½" P: 12 ROF: 1

Special: –

Bear Roar

Template

R: Small Template P: 6 ROF: 1

Special: Stun

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Sky Spirit

Underboss

Cost: 105 Medium Base Halo 1"

WEAPONS

SPECIAL RULES

Flight. This model ignores all movement penalties for terrain and all Fighting Halos while

moving (and is therefore free to move through and leave enemy Fighting Halos without

penalties or risk of being attacked). This model never takes Falling Damage.

Hawk Strike. This model may make a single Hawk Strike attack at any point during a Move

Action, using the following profile:

Both attacks of its ROF must be against the same target. Hawk Strike attacks cannot target a

model with a larger base than this model.

If the Hawk Strikes attacks cause any damage to the target, then at the end of the move,

place the enemy model in base contact with this model (ignoring all Fighting Halos as you do

so).

Q AP M PA S A L C I

8 2 4+ 5+ 2 1 16 2+ 2

Bow

Two-handed

R: 18" P: 8 ROF: 2

Special: Spirit Aim

Tomahawk

One-handed, Melee

R: 1" P: 8 ROF: 1

Special: –

Tomahawk (Thrown)

Thrown

R: 6" P: 9 ROF: 1

Special: Retrieve

R:4" P: 6 ROF: 2

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Stone Fist (mounted on Running Thunder)

Underboss

Cost: 95 Large Base Halo 2"

WEAPONS

SPECIAL RULES

Steady as Stone. Stone Fist treats his Howitzers as One-Handed weapons.

Smoke Bomb. Stone Fist may elect to load his Howitzers with Smoke Grenades. The player

must announce the ammunition being used before rolling to hit. Fire the Howitzer as normal

(remember it is Inaccurate), and the place a 5" Blast template where the shots land. The

template lasts until the beginning of this model’s next activation, and completely blocks Line

of Sight into it, out of it, or through it. The template (i.e. the column of smoke) is considered to

have a height of 5".

Q AP M PA S A L C I

6 2 4+ 4+ 1 3 14 3+ 1

Mounted Howitzer (x2)

Heavy, Template

R: 24" P: 12 ROF: 1

Special: Inaccurate, Blast 5"

Skull Splitter

One-handed, Melee

R: 2" P: 7 ROF: 1

Special: Bell Ringer

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Walks Looking

Sidekick

Cost: 70 Small Base Halo 2½"

WEAPONS

SPECIAL RULES

Living Spirit. This model cannot be seen by models more than 12" away. Note that this

model does not offer cover to models behind it if the shooter cannot ‘see’ it.

Sure Foot

Q AP M PA S A L C I

6 2 5+ 6+ 1 0 12 4+ 1

Ritual Blade (x2)

One-handed, Melee

R: 2½" P: 10 ROF: 1

Special: Poison Blade, Decapitation

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Braves of The Great Spirit

Sidekick x 3

Cost: 90 (for 3 models) Medium Base Halo 1"

WEAPONS

SPECIAL RULE

Summoning Spirits. A model that has the Summoning Spirits special rule may use all of its

AP during its activation to call upon an Apparition. The Apparition must be deployed within 6"

of the model performing the Action. Once the Apparition model is deployed, it stays on the

table for the remainder of the turn and acts as a normal model using its own stats. Only one

Apparition may be on the table during a game turn. The controlling player must declare the

location that the Apparition will appear before electing to summon it.

Great Spirit Apparition

Cost: 0 Small Base Halo 2"

WEAPONS

SPECIAL RULES

Unstable Manifestation. A model with Unstable Manifestation is removed from play after

each turn has ended. An Unstable Manifestation must be summoned each turn before it can

be deployed on the table or make any Actions. Once a Manifestation has entered play, it

uses its own APs for the remainder of the turn and acts as a normal model.

Q AP M PA S A L C I

5 2 6+ 6+ 1 0 15 4+ 1

Club

One-handed, Melee

R: 1" P: 8 ROF: 1

Special: Bell-Ringer

Q AP M PA S A L C I

0 2 5 9 3 0 0 1 0

Spiritual Claws (x2)

One-handed, Melee

R: 2" P: 12 ROF: 1

Special: Fire

Spiritual Flame

One-handed, Template

R: Small Template P: 12 ROF: 1

Special: Fire

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Hunter Brave

Hired Hand

Cost: 25 Small Base Halo 1"

WEAPONS

A Hunter Brave model in your Posse may exchange its Bow for either a Rifle, Crossbow or a

Pistol for free.

HEAVY WEAPONS

Hunter Brave models may exchange their Blaster Rifle for Mini Cannon for +10 points, Gatling

Gun for +20 points or Rocket Pods for +40 points. Any model that is equipped with a Heavy

Weapon becomes a Light Support choice and falls under the rules of Light Support Infantry

models. These models are considered as Light Support when creating your Posse.

Q AP M PA S A L C I

6 2 6+ 5+ 1 0 6 5+ 0

Bow

Two-handed

R: 18" P: 7 ROF: 2

Special: –

Rifle

Two-handed

R: 24" P: 9 ROF: 1

Special: –

Dagger

One-handed, Melee

R: 1" P: 6 ROF: 1

Special: –

Pistol

One-handed

R: 12" P: 7 ROF: 1

Special: –

Crossbow

Two-handed

R: 18" P: 6 ROF: 3

Special: –

Rocket Pods

Heavy, Template

R: 36" P: 12 ROF: 1

Special: Blast 4", Reload

Mini Cannon

Heavy

R: 18" P: 8 ROF: 2

Special: Armor Piercing

Gatling Gun Heavy

R: 18" P: 8 ROF: 3

Special: –

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Warrior Brave

Hired Hand

Cost: 25 Small Base Halo 2"

WEAPONS

Q AP M PA S A L C I

6 2 6+ 5+ 1 0 6 5+ 0

Tomahawk (x2)

One-handed, Melee

R: 2" P: 8 ROF: 1

Special: –

Tomahawk (Thrown)

Thrown

R: 6" P: 9 ROF: 1

Special: Retrieve

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Spirit Totem

Light Support

Cost: 25 Medium Base

SPECIAL RULES

Great Spirit Influence. This model provides 1 Influence token at the beginning of each turn

to any one friendly model within 18".

From the Earth. This model is placed at the beginning of the game before deployment. The

controlling player must place all Spirit Totems on the table at least 12" apart from each other

and 6" away from any table edge.

Q AP M PA S A L C I

0 0 0 0 0 2 10 x 1

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Warrior Nation Energy Beast Cavalry

Light Support

Cost: 80 Large Base Halo 1½"

WEAPONS

YOUNG CHIEFS

Any Warrior Nation Cavalry model may either exchange its Bow for a Rifle at +10 points, or

may acquire the Spirit Aim special rule for its Bow at +20 points.

Q AP M PA S A L C I

10 2 6+ 4+ 2 3 12 5+ 0

Bow

Two-handed

R: 18" P: 7 ROF: 2

Special: –

Tomahawk

One-handed, Melee

R: 1½" P: 7 ROF: 1

Special: –

Rifle

Two-handed

R: 24" P: 9 ROF: 1

Special: –

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Great Elk

Heavy Support

Cost: 120 Large Base

1: Power Source ☐☐

2-3: Weapons ☐☐☐

4-10: Propulsion ☐☐☐☐☐

Structure Points: 10

Weapons

SPECIAL RULES

Transport. The Great Elk is an Open-Topped Transport with 1 Transport Slot.

Q AP M A

7 3 5+ 5

Great Antlers

Heavy

R: * P: 8 ROF: *

Special: *Ram Weapon

Spirit-Breath

Heavy, Template

R: Large Template P: 12 ROF:1

Special: Armor Piercing, Reload

Stone Hoof

Heavy

R: 3" P: 8 ROF: 1

Special: –

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ENLIGHTENED

Dr. Carpathian

Boss

Cost: 145 Small Base Halo ½"

WEAPONS

SPECIAL RULES

Remote Reanimation. Once per turn, this model may spend an Action Point to target any

one friendly destroyed Animation model it can see (so do not remove Animation models from

the table when reduced to 0 LB). The model then takes Physical Ability Test, and if

successful, the destroyed Animation is brought back to play and placed where it fell with 1

Lifeblood left. A model may be reanimated multiple times during a game.

Steel Skin. When making Armor Rolls against Shoot attacks, this model receives +2 Armor.

Q AP M PA S A L C I

4 3 4+ 6+ 2 3 20 2+ 4

Atomic Blunderbuss

Two-handed, Template

R: 12" P: 12 ROF: 1

Special: Blast 5", Irradiate, RJ-1027

Fist

One-handed, Melee

R: ½" P:3 ROF: 1

Special: –

Ion Pistol

One-handed

R: 12"

P: 8

ROF: 1

Special: Interference, RJ-1027

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Gustave Eiffel & Spider Construct

Boss

Cost: 160 Large Base Halo 2"

WEAPONS

SPECIAL RULES

Sure Foot

Run Down. Any model that uses a Move Action to try and leave this model’s Fighting Halo

suffers a -2 penalty to its Physical Ability Test.

Thick Skinned. When making Armor Rolls against Melee attacks, this model receives

+2 Armor.

Army Of One

Q AP M PA S A L C I

6 3 4+ 3+ 2 3 22 1+ 3

Web Launcher

One-handed, Template

R: Large Template P: 4 ROF: 1

Special: Tangled, RJ-1027

Mechanical Mandibles

One-handed, Melee

R: 2" P: 8 ROF: 1

Special: Poison, RJ-1027

Mini Cannon

Heavy

R: 18 P: 8 ROF: 2

Special: Armor Piercing, RJ-1027

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Thomas Edison

Underboss

Cost: 100 Small Base Halo ½"

WEAPONS

SPECIAL RULES

Repair. This model may spend 1 Action Point to perform a Repair Action on any friendly

Animation or Construct it is in base contact with and within its front arc. The model must take

a Physical Ability Test and if passed the model in base contact is repaired, gaining D5

previously lost Lifeblood points. The Repaired model acts as normal for the remainder of the

turn.

Grenade Launcher. This model may spend 2 Action Points to make one Thrown weapon

attack, adding +6" to its Range.

Q AP M PA S A L C I

5 2 4+ 5+ 2 1 15 3+ 2

Phonic Blaster

Two-handed, Template

R: Large Template P: 0 ROF: 1

Special: Sound Wave, Wave Motion, RJ-1027

Ion Pistol

One-handed

R: 12" P: 8 ROF: 1

Special: Interference, RJ-1027

RJ-1027 Grenades

Thrown, Template

R: 6" P: 10 ROF: 1

Special: Blast 3", Irradiate, RJ-1027

Fist

One-handed, Melee

R: ½" P: 3 ROF: 1

Special: –

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Vladimir Ursul

Underboss

Cost: 75 Medium Base Halo 1½”

WEAPONS

SPECIAL RULES

Sure Foot

Q AP M PA S A L C I

4 2 4+ 6+ 2 1 16 1+ 1

Old Pusca

Two-handed

R: 30" P: 8 ROF: 2

Special: Accurate, RJ-1027

Vendetta

One-handed, Melee

R: 1½" P: 9 ROF: 1

Special: –

Bear Trap

Thrown

R: 6" P: 5 ROF: 1

Special: Retrieve, Tangle

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VII

Underboss (Animation)

Cost: 110 Medium Base Halo 2”

WEAPONS

SPECIAL RULES

Steady

Split Personalities. This model must roll a D10 before Striking in close combat. A roll of 1-5

gives this model 2 Strikes (one attack per weapon). A roll of 6-10 gives this model 4 Strikes

(two attacks per weapon). After this roll, resolve the attacks as normal.

Q AP M PA S A L C I

4 2 6+ 8+ X 5 16 1+ 0

Gatling Gun

Heavy

R: 24" P: 8 ROF: 4

Special: RJ-1027

Flame Thrower

Two-handed, Template

R: Small Template P: 10 ROF: 1

Special: Fire

Buzz Saw

One-handed, Melee

R: 1" P: 8 ROF: 1

Special: Armor Piercing

Drill

One-handed, Melee

R: 2" P: 12 ROF: 1

Special: Armor Piercing

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XIII

Sidekick (Animation)

Cost: 75 Medium Base Halo 1"

WEAPONS

SPECIAL RULES

Steady

Q AP M PA S A L C I

4 2 6+ 6+ 1 4 16 1+ 0

Gatling Gun

Heavy

R: 24" P: 8 ROF: 4

Special: RJ-1027

Fist

One-handed, Melee

R: 1" P: 9 ROF: 1

Special: –

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Dieter Kaufmann & Schultz Kaufmann

Sidekicks x 2

Cost: 110 (for 2 models)

Dieter Small Base Halo 1"

Schultz Small Base Halo 1"

WEAPONS

SPECIAL RULES

Specters. These models cannot be seen by models more than 12" away.

Q AP M PA S A L C I

5 2 3+ 4+ 1 0 9 5+ 1

Q AP M PA S A L C I

5 2 7+ 7+ 2 0 9 5+ 0

Toxic Gas Launcher

Two-handed, Template

R: 12" P: 6 ROF: 1

Special: Blast 3", Poison, RJ-1027

Mortician’s Blade

One-handed, Melee

R: 1" P: 7 ROF: 1

Special: Poison Blade

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Animated Gunman

Hired Hand (Animation)

Cost: 20 Small Base Halo ½"

WEAPONS

HEAVY WEAPONS

Animated Gunman models may exchange their Rifle (x2) with a Mini Cannon for +10 points, a

Gatling Gun for +20 points, Rocket Pods for +40 points, or a Phonic Blaster for +20 points or

they can exchange one Rifle for a Buzz Saw for +10 points. Any model that is equipped with a

Heavy Weapon becomes a Light Support choice and falls under the rules of Light Support

Infantry models. These models are considered as Light Support when creating your Posse.

SPECIAL RULES

Steady

Brainless. This model never takes a Courage Test for being damaged by a weapon with the

Blast special rule or a weapon with Power at least double its Courage, and is immune to all

forms of Poison.

Q AP M PA S A L C I

5 2 6+ 8+ 2 1 7 5+ 0

Rifle (x2)

Two-handed

R: 24" P: 9 ROF: 1

Special: –

Fist

One-handed, Melee

R: ½" P: 3 ROF: 1

Special: –

Mini Cannon Heavy

R: 18" P: 8 ROF: 2

Special: Armor Piercing, RJ-1027

Gatling Gun

Heavy

R: 18" P: 8 ROF: 3

Special: RJ-1027

Buzz Saw

One-handed, Melee

R: 1" P: 8 ROF: 1

Special: Armor Piercing Phonic Blaster

Two-handed, Template

R: Large Template P: 0 ROF: 1

Special: Sound Wave, Wave Motion, RJ-1027

Rocket Pods

Heavy, Template

R: 24" P: 12

ROF: 1

Special: Blast 4", Reload, RJ-1027

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Animated Brutes

Hired Hands (Animation)

Cost: 20 Small Base Halo 1½”

WEAPONS

SPECIAL RULES

Brainless. This model never takes a Courage Test for being damaged by a weapon with the

Blast special rule or a weapon with Power at least double its Courage, and is immune to all

forms of Poison.

Q AP M PA S A L C I

5 2 8+ 6+ 2 1 7 5+ 0

Sharpened Blade (x2)

One-handed, Melee

R: 1½" P: 8 ROF: 1

Special: –

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Animated Powder Keg

Light Support (Animation)

Cost: 40 Small Base Halo ½”

SPECIAL RULES

Brainless. This model never takes a Courage Test for being damaged by a weapon with the

Blast special rule or a weapon with Power at least double its Courage, and is immune to all

forms of Poison.

Walking Bomb. The Posse’s Boss model may spend an Action to detonate one of his

Powder Kegs anywhere on the table. Also, a Powder Keg will detonate if the Animation is

killed by a Shoot attack, but not by a Fight attack. If an Animation with a Powder Keg

detonates, it is completely removed from play – a Boss model cannot Reanimate it. A Powder

Keg detonation results in a 5" Blast, centered on the Animation. Every model touched by the

template takes a Power 12 hit.

Q AP M PA S A L C I

5 2 8+ 6+ 2 1 7 5+ 0

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Animated Quad Crawler

Hired Hand (Animation)

Cost: 25 Small Base Halo ½"

WEAPONS

SPECIAL RULES

Steady

Brainless. This model never takes a Courage Test for being damaged by a weapon with the

Blast special rule or a weapon with Power at least double its Courage, and is immune to all

forms of Poison.

Q AP M PA S A L C I

6 2 6+ 8+ 2 1 7 5+ 0

Rifle (x2)

Two-handed

R: 24" P: 9 ROF: 1

Special: RJ-1027

Fist

One-handed, Melee

R: ½" P: 3 ROF: 1

Special: –

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Animated Rotation

Hired Hand (Animation)

Cost: 25 Small Base Halo 2"

WEAPONS

SPECIAL RULES

Brainless. This model never takes a Courage Test for being damaged by a weapon with the

Blast special rule or a weapon with Power at least double its Courage, and is immune to all

forms of Poison.

TNT. The Posse’s Boss model may spend an Action to detonate one of these models

anywhere on the table. Also, this model will detonate if it is killed by a Shoot attack, but not by

a Fight attack. If the model detonates, it is completely removed from play – a Boss model

cannot Reanimate it. A TNT detonation results in a 3" Blast, centered on the Animation. Every

model touched by the template takes a Power 10 hit.

Q AP

M PA

S A L C I

7 2 8+ 6+ 2 1 7 5+ 0

Sharpened Blade (x2)

One-handed, Melee

R: 2" P: 8 ROF: 1

Special: –

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Enlightened Iron Horse Cavalry

Light Support (Animation)

Cost: 80 Large Base Halo ½"

WEAPONS

HEAVY WEAPONS

Iron Horse models may exchange their Rifle (x2) for Mini Cannon (x2) for +20 points, Gatling

Gun (x2) for +30 points or Rocket Pods (x2) for +40 points.

SPECIAL RULES

Brainless. This model never takes a Courage Test for being damaged by a weapon with the

Blast special rule or a weapon with Power at least double its Courage, and is immune to all

forms of Poison.

Q AP M PA S A L C I

8 2 6+ 5+ 2 3 12 5+ 0

Rifle (x2)

Two-handed

R: 24" P: 9 ROF: 1

Special: –

Fist

One-handed, Melee

R: ½" P: 3 ROF: 1

Special: –

Mini Cannon (x2)

Heavy

R: 18" P: 8 ROF: 2

Special: Armor Piercing, RJ-1027

Gatling Gun

Heavy

R: 18" P: 8 ROF: 3

Special: RJ-1027

Rocket Pods

Heavy, Template

R: 24" P: 12 ROF: 1

Special: Blast 4", Reload, RJ-1027

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‘Doomsday’ Armored Transport

Heavy Support

Cost: 150 Large Base

1: Power Source ☐☐☐

2-3: Weapons ☐☐

4-10: Propulsion ☐☐☐☐☐☐

Structure Points: 11

Weapons

SPECIAL RULES

Transport. The Doomsday is an Open-Topped Transport with 10 Transport Slots.

Twin Gatlings. These weapons cannot split their fire and must target the same enemy

model.

Death Ram

Heavy

R: * P: 7 ROF: *

Special: *Ram Weapon

Q AP M A

6 2 7+ 7

Right Gatling Gun

Heavy

R: 18" P: 8 ROF: 3

Special: RJ-1027

Left Gatling Gun

Heavy

R: 18" P: 8 ROF: 3

Special: RJ-1027

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MERCS

Dark Council Member

Merc Sidekick

Cost: 35 Small Base Halo ½"

SPECIAL RULES

Select Mercenary. This model cannot be chosen by a Warrior Nation Posse – he is ‘bad

medicine’.

Influence. This model always activates at the beginning of the players turn before any other

model in the Posse. Once activated, it moves as normal and provides 1 Influence token per

turn to any model within 6".

Eternal. This model does not die and cannot be wounded by any type of attack. However, if

this model does not end its activation within 6" of a friendly model, it is removed from play for

the remainder of the game.

Q AP M PA S A L C I

7 2 0 0 0 0 x 1+ 1

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Marcus Wayward

Merc Underboss

Cost: 105 Small Base Halo 2½"

WEAPONS

SPECIAL RULES

Select Mercenary. This model will not fight alongside Union forces or The Watchers.

Inspiring Leadership.

Sure Foot.

Confederate Hand Cannon

One-handed

R: 18" P: 11 ROF: 2

Special: RJ-1027

Custom Energy Saber

One-handed, Melee

R: 2½" P: 10 ROF: 1

Special: Armor Piercing, Decapitation, RJ-1027, Stun

Q AP M PA S A L C I

5 2 4+ 5+ 2 2 14 2+ 0

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Zarelda Kincade

Merc Sidekick

Cost: 75 Small Base Halo 1"

WEAPONS

SPECIAL RULES

Select Mercenary. This model will not fight alongside Union forces or The Watchers.

Mercenary Allies. When activated, instead of doing anything, this model may choose to give

all of its APs to a single friendly Merc model within 6". This friendly model must then

immediately activate and spend the new APs, even if it had already activated this turn, and

does not count as one of the three models you can activate.

Q AP M PA S A L C I

5 2 6+ 7+ 1 1 10 4+ 0

Blaster Pistol

One-handed

R: 12" P: 8 ROF: 1

Special: RJ-1027

Mini Atomic Repeater Rifle

Two-handed

R: 24" P: 12 ROF: 2

Special: RJ-1027

Rebel Knife

One-handed, Melee

R: 1" P: 6 ROF: 1

Special: Poison Blade

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Jake Mattia

Merc Sidekick

Cost: 90 Small Base Halo 1"

WEAPONS

SPECIAL RULES

Select Mercenary. This model will not fight alongside The Watchers.

Blazing Rifle

Two-handed

R: 24" P: 7 ROF: 3

Special: Fire, Steady

Grandfather’s Pistols (x2)

One-handed

R: 10" P: 9 ROF: 1

Special: Accurate

Q AP M PA S A L C I

4 2 5+ 5+ 2 3 11 4+ 0

Rebel Knife

One-handed, Melee

R: 1" P: 6 ROF: 1

Special: Poison Blade

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Flowing River

Merc Sidekick

Cost: 95 Small Base Halo 2"

WEAPONS

SPECIAL RULES

Select Mercenary. This model will not fight alongside The Watchers.

Living Spirit. This model cannot be seen by models more than 12" away. Note that this

model does not offer cover to models behind it if the shooter cannot ‘see’ it.

Q AP M PA S A L C I

7 2 8+ 5+ 2 0 10 2+ 1

Powered Ritual Blade

One-handed, Melee

R: 2" P: 12 ROF: 1

Special: Decapitation, Poison Blade, RJ-1027

Powered Tomahawk

One-handed, Melee

R: 2" P: 8 ROF: 1

Special: Decapitation, Poison Blade, RJ-1027

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Sun Totem

Merc Sidekick

Cost: 75 Small Base Halo ½"

WEAPONS

SPECIAL RULES

Select Mercenary. This model will not fight alongside The Watchers.

Living Spirit. This model cannot be seen by models more than 12" away. Note that this

model does not offer cover to models behind it if the shooter cannot ‘see’ it.

Q AP M PA S A L C I

5 2 5+ 7+ 1 0 9 4+ 2

Custom Ion Pistol

One-handed

R: 18" P: 8 ROF: 1

Special: Accurate, Interference, RJ-1027

Fist

One-handed, Melee

R: ½" P: 3 ROF: 1

Special: –

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K-Free

Merc Sidekick

Cost: 50 Small Base Halo 1"

WEAPONS

SPECIAL RULES

Select Mercenary. This model will not fight alongside The Watchers.

Fix It. This model can choose to spend all of its action to fix 3 Structure Points of damage on

any Heavy Support within its Halo. The controlling player may select what Location, or

Locations, are fixed.

Blaster Pistol

One-handed

R: 12" P: 8 ROF: 1

Special: RJ-1027

Q AP M PA S A L C I

5 2 5+ 8+ 1 0 8 4+ 0

Rebel Knife

One-handed, Melee

R: 1" P: 6 ROF: 1

Special: Poison Blade

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Hicks Kincade

Merc Sidekick

Cost: 90 Small Base Halo 1"

WEAPONS

SPECIAL RULES

Select Mercenary. This model will not fight alongside The Union, The Warrior Nation, or The

Watchers.

Expert Driver. Anytime this model is being transported by a Heavy Support model, that

Heavy Support model gains +2 Quickness and +1 Action Point.

Pistol

One-handed

R: 12" P: 7 ROF: 1

Special: RJ-1027

Blazing Shotgun

Two-handed, Template

R: Small Template P: 10 ROF: 2

Special: Fire, RJ-1027

Rebel Knife

One-handed, Melee

R: 1" P: 6 ROF: 1

Special: Poison Blade

Q AP M PA S A L C I

5 2 4+ 6+ 1 2 10 5+ 0

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Icarus Sierra

Merc Sidekick

Cost: 85 Small Base Halo 1"

WEAPONS

SPECIAL RULES

Select Mercenary. This model will not fight alongside The Watchers.

Mesmerizing Beauty. During her activation, but before she uses any Action points, she can

choose any one enemy model within her Line of Sight. On a roll of a 5+ the model moves its

full Quickness value directly toward her. This movement is affected by terrain as normal, and

the model must take the shortest route possible. This rule has no effect on Heavy Support

and Brainless models.

Q AP M PA S A L C I

6 2 4+ 7+ 1 0 9 4+ 1

Atomic Pistol

One-handed, Template

R: 12" P: 12 ROF: 2

Special: Blast 3”, Irradiate, RJ-1027

Rebel Knife

One-handed, Melee

R: 1" P: 6 ROF: 1

Special: Poison Blade

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These templates are not to scale but please use the size on the templates to enlarge as

needed.

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These templates are not to scale but please use the size on the templates to enlarge as

needed.

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This is an example of the terrain that we use in the studio.