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WILD WEST EXODUS - BETA 2.

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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 rules@outlawminiatures.com 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 dont 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

WILD WEST EXODUS - BETA 2.0

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 Counsels 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.

WILD WEST EXODUS - BETA 2.0


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 models 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.

Its a good idea to mark these points on the models 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

WILD WEST EXODUS - BETA 2.0


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 tensided 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 D101. 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 = 3, rounded up
to 4.) If this roll was to determine movement or distance of any kind, the exact result of
3" 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.

WILD WEST EXODUS - BETA 2.0


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 wont 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.

WILD WEST EXODUS - BETA 2.0

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 Bosss 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.
Models Class

Limit

Boss

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.

WILD WEST EXODUS - BETA 2.0


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

Theres 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 Scenarios 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
characters 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 models overall strength, athletic ability and prowess.

S (Strikes)

The number of times this model may attack per close combat
Action.

A (Armor)

The models 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 models 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 models 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 models weapons.

WILD WEST EXODUS - BETA 2.0


An example of a characters stats:

Union Rifleman
Hired Hand
Cost: 30

Small Base; Halo: "

AP

PA

5+

7+

5+

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.

WILD WEST EXODUS - BETA 2.0


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 weapons 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 models 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
models 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 its 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 models 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 its
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. Carpathians
evil creation. Kip The Kid then rolls his shooting attack, and kills XIII. Black Kyles
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 models Influence statistic indicates how many tokens it contributes to the players 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 models 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 opponents Influence, and discards that many Tokens
from his Pool (he cant 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 hes 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 players plans this turn, he decides to commit two tokens from his Influence Pool to
this roll. The player takes Franks 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 opponents 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 models 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 opponents 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 models base. The models base may not
move farther than the models 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 models base to pass through unimpeded.

MOVING TO ENGAGE
If a model makes a Move action and ends it move in a position where it is Engaging one or
more enemy models in its own Fighting Halo, the moving model may immediately perform
one free Fight action at the end of the move, without spending an additional Action Point.

Terrain
Terrain and scenery might affect a models 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

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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 models 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 1"
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 1" across the
stream with his remaining movement.

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 areas 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.

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.

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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 models 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 1" 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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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 6", 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

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 models 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.

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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 models 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 Transports 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 " tall when determining its Line of Sight in other words,
you draw Line of Sight from the models 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 models body up to a height of " (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 "
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 models 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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enemys declared Action, or may interrupt an enemys 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 models 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 models 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
weapons 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 models 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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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 Posses boss are now
splattered all over his henchmen has a great effect on the enemys 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.

Modifiers to Hit
Long Range -1. If the target model is further than half the weapons 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.

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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 weapons 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 hes 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 models
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 models 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 targets base, but it can see any part of the targets 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 someones 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 attackers Arc of Sight. To determine this, simply
extend imaginary lines from the attackers base delimiting its 180 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 targets 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 targets 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 weapons Power = Damage
Example: An Outlaw with Armor 1 is hit by a Union Soldiers 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 weapons 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 Outlaws Pistol with Power 6. The
Soldiers player rolls a 10, for a total of +5 (10+16=+5). The Soldier takes zero damage
but he also doesnt magically heal 5 points of formerly lost Lifeblood!
Hard Cover +1. If the target model was in Cover when determining the firers 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, theres a chance its 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 shooters
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 models 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 models 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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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 targets 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 its 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 models 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 models 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.

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).

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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 others Fighting Halo.
A model may attack another model across a linear obstacle or other terrain that partially
obscures the target, provided the attackers 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 attackers 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 attackers
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 targets 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 targets 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 weapons Power = Damage
Example: A Brave with Armor 0 is hit by a Sharpened Blade with Power 8. The Braves
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
models 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, hes about to have a bad day.
This rule represents the fact that mobs of weaker opponents can gang up and reduce a
more powerful enemys 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 enemys
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 models 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 models
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 models base. In this
case the models only options is to fight.
Note that if a model starts its Move outside an enemys Fighting Halo and then moves into the
enemys 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 " 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 Attackers 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 3" directly away from Grant,
over the edge of the Gems 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 models 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 Underbosss 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 models 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 models 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 models 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 players 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 (youll 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

AP

PA

4+

5+

12

5+

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 enemys Fighting Halo at any time without penalty,
without the need to take a Physical Ability Test, and without suffering any free attacks.

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 its all he has time for as he goes zooming by!

Shoot
All Light Support models have the Steady special rule they treat Heavy weapons and TwoHanded weapons as One-Handed weapons instead. This means that with a single Action
Point, they may fire two Heavy or Two-Handed weapons!

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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 models 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.

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 dont 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 enemys Fighting Halo.
They do not have the Steady rule (unless of course if the card states otherwise).

ARTILLERY LIGHT SUPPORT


Some Light Support models are classed as Artillery Light Support. These are generally
very heavy weapons, such as large cannon, mounted on a carriage or other form of
support platform, and operated by one or more crewmen.
These models follow all of the rules for Light support given above, except for the following:

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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 dont 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 enemys 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
Q

AP

6+

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.

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.

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.

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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 models card.
Each weapon can target a different enemy model, or the same one, its up to you!
If a Heavy Support vehicle does not have eyes (as its 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 90 from the models front and
rear arcs points on the models 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 models 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 models 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 models card comes with a Damage Chart, showing the models 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 models 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 models 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 models
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 TwoHanded 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 models 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 attackers 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 models
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 Outlaws 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 Jesses 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 4" 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 wont 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 ingame 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 models
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 models Profile Card.
Unique rules will be described in full on the models 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
models 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.
th

[Designers Notes the Beta 2.0 Narrative Scenarios will be available by Friday 19 April]

D10

Scenario

High Noon

Bushwhacked!

Treasure Huntin

The Raid

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5

The Breakout

In Hot Pursuit

Saloon Brawl

Snatch

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.
Youll see that The Stand-Off scenario (see page @@) is not included on the above chart.
This is because its a bonus game designed for three or four players. If you want to play it,
youll 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 sides 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 players 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
players 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
players 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
defenders table edge as VPs (attacking models may move off the defenders table edge
voluntarily, and are removed from the game, and the defender scores no points for them).
Attacking models that move off the defenders 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
players 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"

AP

PA

3+

6+

20

2+

WEAPONS
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

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 Bosss army may deploy up to 6" further than the
normal deployment zone allowed.

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Abe Lincoln
Boss
Cost: 175

Small Base

Halo 2"

AP

PA

4+

5+

24

1+

WEAPONS
Williams Wrath (Shotgun)
Two-handed, Template
R: Small Template

P: 9

ROF: 1

Special:
Williams Wrath (Axe)
Two-handed, Melee
R: 2"

P: 12

ROF: 1

Special: Poison Blade, Decapitation

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 models 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.

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Major William Sherman
Underboss
Cost: 120

Small Base

Halo 1"

AP

PA

4+

6+

16

2+

WEAPONS
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:

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.

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Robert Pinkerton
Underboss
Cost: 110

Small Base

Halo "

AP

PA

4+

6+

10

4+

WEAPONS
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: "

P: 3

ROF: 1

Special:

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
Posses 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.

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Captain Philip Sheridan
Sidekick
Cost: 50

Small Base

Halo 2"

AP

PA

5+

6+

12

4+

WEAPONS
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

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.

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Agent Lucinda Loveless
Sidekick
Cost: 65

Small Base

Halo 1"

AP

PA

4+

7+

4+

WEAPONS
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

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.

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Agent Henry Courtright
Sidekick
Cost: 50

Small Base

Halo "

AP

PA

4+

6+

10

4+

WEAPONS
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: "

P: 3

ROF: 1

Special:

SPECIAL RULES
Counter Intelligence. At the end of this models activation, it may go On The Lookout without
spending any Action Points.

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Union Riflemen
Hired Hand
Cost: 30

Small Base

Halo 2"

AP

PA

6+

6+

5+

WEAPONS
Blaster Rifle
Two-handed
R: 24"

P: 10

ROF: 1

Special: RJ-1027
Bayonet
Two-handed, Melee
R:
2"

P:
6

ROF: 1

Special:

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.

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"

AP

PA

6+

6+

5+

WEAPONS
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"

AP

PA

6+

5+

12

5+

WEAPONS
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

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.

Mini Cannon (x2)


Heavy
R: 18"

P: 8

ROF: 2

Special: Armor Piercing, RJ-1027


Rocket Pods
Heavy, Template
R: 24"

P: 12

ROF: 1

Special: Blast 4", Reload, 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

AP

6+

1: Power Source
2-3: Weapons

4-10: Propulsion
Structure Points: 14
Weapons
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"

AP

PA

2+

4+

22

2+

WEAPONS
Hyper-Velocity Pistol (x2)
One-handed

Bowie Knife
One-handed, Melee

R: 18"

R: 1"

P: 8

ROF: 2

Special: Accurate, RJ-1027

P: 6

ROF: 2

Special:

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:
R: 24"

P: 14

ROF: 1

Special: Reload, RJ-1027,


Blast 3

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.

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Billy The Kid
Boss
Cost: 150

Small Base

Halo 1"

AP

PA

4+

5+

20

3+

WEAPONS
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


Chiefs Dagger
One-handed, Melee
R: 1"

P: 6

ROF: 1

Special: Poison Blade, Decapitation

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.

74

WILD WEST EXODUS - BETA 2.0


Frank James
Underboss
Cost: 100

Small Base

Halo 1"

AP

PA

4+

5+

16

2+

WEAPONS
Sophie Rifle
Two-handed
R: 30"

P: 10

ROF: 1

Special: Armor Piercing, RJ-1027,


Steady
Pistol
One-handed
R: 12"

P: 8

ROF: 1

Special: RJ-1027
Bowie Knife
One-handed, Melee
R:
1"

P:
6

ROF: 1

Special:

SPECIAL RULES
Big Brother. If an enemy model that is visible to this model declares that it is going to Shoot
the Posses 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.

75

WILD WEST EXODUS - BETA 2.0


Johnny Ringo
Underboss
Cost: 65

Small Base

Halo 1"

AP

PA

5+

7+

15

1+

WEAPONS
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:

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.

76

WILD WEST EXODUS - BETA 2.0


Cole Younger
Sidekick
Cost: 60

Small Base

Halo 1"

AP

PA

5+

6+

14

4+

WEAPONS
Coles 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:

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 models 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".

77

WILD WEST EXODUS - BETA 2.0


Jake Smiley Williamson
Sidekick
Cost: 60

Medium Base

Halo 1"

AP

PA

6+

5+

13

3+

WEAPONS
Shotgun
Two-handed, Template
R: Small Template

P: 9

ROF: 1

Special: Reload, RJ-1027


Cleaver
One-handed, Melee
R: 1"

P: 9

ROF: 1

Special:
Smileys Stiletto
One-handed, Melee
R: 1"

P: 6

ROF: 1

Special: Poison

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.

78

WILD WEST EXODUS - BETA 2.0


The Apache Kid
Sidekick
Cost: 50

Small Base

Halo 2"

AP

PA

5+

6+

11

1+

WEAPONS
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

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 players
Deployment Zone.

79

WILD WEST EXODUS - BETA 2.0


Outlaw Rifleman
Hired Hand
Cost 25

Small Base

Halo "

AP

PA

5+

6+

5+

WEAPONS
Rifle
Two-handed
R: 24"

P: 9

Fist
One-handed, Melee
ROF: 1

R: "

P: 3

ROF: 1

Special:

Special: RJ-1027
Pistol
One-handed
R: 12"

P: 7

ROF: 1

Special: RJ-1027

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.
Mini Cannon
Heavy
R: 18"

P: 8

Sniper Rifle
Two-handed
ROF: 2

R: 30"

Special: Armor Piercing, RJ-1027

P: 8

ROF: 3

Special: RJ-1027

Rocket Pods
Heavy, Template
R: 36"

P: 12

ROF: 1

Special: Reload, RJ-1027

Gatling Gun
Heavy
R: 18"

P: 11

ROF: 1

Special: Blast 4", Reload, RJ-1027

80

WILD WEST EXODUS - BETA 2.0


Outlaw Gunslinger
Hired Hand
Cost: 20

Small Base

Halo 1"

AP

PA

5+

6+

5+

WEAPONS
Pistol (x2)
One-handed
R: 12"

P: 7

ROF: 1

Special:
Bowie Knife
One-handed, Melee
R: 1"

P: 6

ROF: 1

Special:

81

WILD WEST EXODUS - BETA 2.0


Outlaw Iron Horse Cavalry
Light Support
Cost: 80

Large Base

Halo 1"

AP

PA

5+

5+

12

5+

WEAPONS
Rifle
Two-handed
R:
24"

P:
9

ROF: 1

Special: RJ-1027
Bowie Knife
One-handed, Melee
R:
1"

P:
6

ROF: 1

Special:

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.
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

82

WILD WEST EXODUS - BETA 2.0


Ironhide Armored Truck
Heavy Support
Cost: 150

Large Base

AP

6+

1: Power Source
2-3: Weapons

4-10: Propulsion
Structure Points: 9

WEAPONS
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

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.

83

WILD WEST EXODUS - BETA 2.0

WARRIOR NATION
Sitting Bull
Boss
Cost: 135

Medium Base

Halo 3"

AP

PA

8+

3+

22

2+

WEAPONS
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:

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.

84

WILD WEST EXODUS - BETA 2.0


Geronimo
Boss
Cost: 160

Large Base

Halo 2"

AP

PA

8+

2+

24

1+

WEAPONS
Razor Claws (x2)
One-handed, Melee
R:
2"

P: 8

ROF: 1

Special:
Fangs
One-handed, Melee
R: "

P: 12

ROF: 1

Special:
Bear Roar
Template
R: Small Template

P: 6

ROF: 1

Special: Stun

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 models 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.

85

WILD WEST EXODUS - BETA 2.0


Sky Spirit
Underboss
Cost: 105

Medium Base Halo 1"

AP

PA

4+

5+

16

2+

WEAPONS
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

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:
R:4"

P: 6

ROF: 2

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).

86

WILD WEST EXODUS - BETA 2.0


Stone Fist (mounted on Running Thunder)
Underboss
Cost: 95

Large Base

Halo 2"

AP

PA

4+

4+

14

3+

WEAPONS
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

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 models 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".

87

WILD WEST EXODUS - BETA 2.0


Walks Looking
Sidekick
Cost: 70

Small Base

Halo 2"

AP

PA

5+

6+

12

4+

WEAPONS
Ritual Blade (x2)
One-handed, Melee
R: 2"

P: 10

ROF: 1

Special: Poison Blade, Decapitation

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

88

WILD WEST EXODUS - BETA 2.0


Braves of The Great Spirit
Sidekick x 3
Cost: 90 (for 3 models)

Medium Base

Halo 1"

AP

PA

6+

6+

15

4+

WEAPONS
Club
One-handed, Melee
R: 1"

P: 8

ROF: 1

Special: Bell-Ringer

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"

AP

PA

WEAPONS
Spiritual Flame
One-handed, Template
R: Small Template

P: 12

Spiritual Claws (x2)


One-handed, Melee
ROF: 1

R: 2"

Special: Fire

P: 12

ROF: 1

Special: Fire

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.

89

WILD WEST EXODUS - BETA 2.0


Hunter Brave
Hired Hand
Cost: 25

Small Base

Halo 1"

AP

PA

6+

5+

5+

WEAPONS
A Hunter Brave model in your Posse may exchange its Bow for either a Rifle, Crossbow or a
Pistol for free.
Bow
Two-handed
R: 18"

Rifle
Two-handed

P: 7

ROF: 2

R: 24"

P: 9

Special:

Special:

Dagger
One-handed, Melee

Pistol
One-handed

R: 1"

P: 6

ROF: 1

R: 12"

Special:

P: 7

ROF: 1

ROF: 1

Special:

Crossbow
Two-handed
R: 18"

P: 6

ROF: 3

Special:

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.
Rocket Pods
Heavy, Template
R: 36"

P: 12

Gatling Gun
Heavy
ROF: 1

Special: Blast 4", Reload

R: 18"

P: 8

Special:

Mini Cannon
Heavy
ROF: 3

R: 18"

P: 8

ROF: 2

Special: Armor Piercing

90

WILD WEST EXODUS - BETA 2.0


Warrior Brave
Hired Hand
Cost: 25

Small Base

Halo 2"

AP

PA

6+

5+

5+

WEAPONS
Tomahawk (x2)
One-handed, Melee
R: 2"

P: 8

ROF: 1

Special:
Tomahawk (Thrown)
Thrown
R: 6"

P: 9

ROF: 1

Special: Retrieve

91

WILD WEST EXODUS - BETA 2.0


Spirit Totem
Light Support
Cost: 25

Medium Base

AP

PA

10

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.

92

WILD WEST EXODUS - BETA 2.0

Warrior Nation Energy Beast Cavalry


Light Support
Cost: 80

Large Base

Halo 1"

AP

PA

10

6+

4+

12

5+

WEAPONS
Bow
Two-handed
R: 18"

P: 7

ROF: 2

Special:
Tomahawk
One-handed, Melee
R: 1"

P: 7

ROF: 1

Special:

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.
Rifle
Two-handed
R: 24"

P: 9

ROF: 1

Special:

93

WILD WEST EXODUS - BETA 2.0


Great Elk
Heavy Support
Cost: 120

Large Base

AP

5+

1: Power Source
2-3: Weapons

4-10: Propulsion
Structure Points: 10
Weapons
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:

SPECIAL RULES
Transport. The Great Elk is an Open-Topped Transport with 1 Transport Slot.

94

WILD WEST EXODUS - BETA 2.0

ENLIGHTENED
Dr. Carpathian
Boss
Cost: 145

Small Base

Halo "

AP

PA

4+

6+

20

2+

WEAPONS
Atomic Blunderbuss
Two-handed, Template
R: 12"

P: 12

ROF: 1

Special: Blast 5", Irradiate, RJ-1027


Ion Pistol
One-handed
R:
12"

P:
8

ROF: 1

Special: Interference, RJ-1027

Fist
One-handed, Melee
R: "

P:3

ROF: 1

Special:

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.

95

WILD WEST EXODUS - BETA 2.0


Gustave Eiffel & Spider Construct
Boss
Cost: 160

Large Base

Halo 2"

AP

PA

4+

3+

22

1+

WEAPONS
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

SPECIAL RULES
Sure Foot
Run Down. Any model that uses a Move Action to try and leave this models 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

96

WILD WEST EXODUS - BETA 2.0


Thomas Edison
Underboss
Cost: 100

Small Base

Halo "

AP

PA

4+

5+

15

3+

WEAPONS
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: "

P: 3

ROF: 1

Special:

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.

97

WILD WEST EXODUS - BETA 2.0


Vladimir Ursul
Underboss
Cost: 75

Medium Base

Halo 1

AP

PA

4+

6+

16

1+

WEAPONS
Old Pusca
Two-handed
R: 30"

P: 8

ROF: 2

Special: Accurate, RJ-1027


Vendetta
One-handed, Melee
R: 1"

P: 9

ROF: 1

Special:
Bear Trap
Thrown
R: 6"

P: 5

ROF: 1

Special: Retrieve, Tangle

SPECIAL RULES
Sure Foot

98

WILD WEST EXODUS - BETA 2.0


VII
Underboss (Animation)
Cost: 110

Halo 2

Medium Base

AP

PA

6+

8+

16

1+

WEAPONS
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

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.

99

WILD WEST EXODUS - BETA 2.0


XIII
Sidekick (Animation)
Cost: 75

Medium Base

Halo 1"

AP

PA

6+

6+

16

1+

WEAPONS
Gatling Gun
Heavy
R: 24"

P: 8

ROF: 4

Special: RJ-1027
Fist
One-handed, Melee
R: 1"

P: 9

ROF: 1

Special:

SPECIAL RULES
Steady

100

WILD WEST EXODUS - BETA 2.0

Dieter Kaufmann & Schultz Kaufmann


Sidekicks x 2
Cost: 110 (for 2 models)
Dieter

Small Base

Halo 1"

AP

PA

3+

4+

5+

Schultz

Small Base

Halo 1"

AP

PA

7+

7+

5+

WEAPONS
Toxic Gas Launcher
Two-handed, Template
R: 12"

P: 6

ROF: 1

Special: Blast 3", Poison, RJ-1027


Morticians Blade
One-handed, Melee
R: 1"

P: 7

ROF: 1

Special: Poison Blade

SPECIAL RULES
Specters. These models cannot be seen by models more than 12" away.

101

WILD WEST EXODUS - BETA 2.0


Animated Gunman
Hired Hand (Animation)
Cost: 20

Small Base

Halo "

AP

PA

6+

8+

5+

WEAPONS
Rifle (x2)
Two-handed
R: 24"

Fist
One-handed, Melee

P: 9

ROF: 1

R: "

Special:

P: 3

ROF: 1

Special:

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.

Mini Cannon
Heavy
R: 18"

Rocket Pods
Heavy, Template
P: 8

ROF: 2

R: 24"

P:
12

Special: Armor Piercing, RJ-1027

ROF: 1

Special: Blast 4", Reload, RJ-1027


Gatling Gun
Heavy
R: 18"

P: 8

Buzz Saw
One-handed, Melee

ROF: 3

Special: RJ-1027

R: 1"

Phonic Blaster
Two-handed, Template

Special: Armor Piercing

R: Large Template

P: 0

P: 8

ROF: 1

ROF: 1

Special: Sound Wave, Wave Motion,


RJ-1027

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.

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Animated Brutes
Hired Hands (Animation)
Cost: 20

Small Base

Halo 1

AP

PA

8+

6+

5+

WEAPONS
Sharpened Blade (x2)
One-handed, Melee
R: 1"

P: 8

ROF: 1

Special:

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.

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Animated Powder Keg
Light Support (Animation)
Cost: 40

Small Base

Halo

AP

PA

8+

6+

5+

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 Posses 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.

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Animated Quad Crawler
Hired Hand (Animation)
Cost: 25

Small Base

Halo "

AP

PA

6+

8+

5+

WEAPONS
Rifle (x2)
Two-handed
R: 24"

P: 9

ROF: 1

Special: RJ-1027
Fist
One-handed, Melee
R: "

P: 3

ROF: 1

Special:

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.

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Animated Rotation
Hired Hand (Animation)
Cost: 25
Small Base

Halo 2"

A
P

P
A

8+

6+

5+

WEAPONS
Sharpened Blade (x2)
One-handed, Melee
R: 2"

P: 8

ROF: 1

Special:

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 Posses 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.

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Enlightened Iron Horse Cavalry
Light Support (Animation)
Cost: 80

Large Base

Halo "

AP

PA

6+

5+

12

5+

WEAPONS
Rifle (x2)
Two-handed
R: 24"

P: 9

ROF: 1

Special:
Fist
One-handed, Melee
R: "

P: 3

ROF: 1

Special:

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.
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

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.

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Doomsday Armored Transport
Heavy Support
Cost: 150

Large Base

AP

7+

1: Power Source
2-3: Weapons

4-10: Propulsion
Structure Points: 11
Weapons
Death Ram
Heavy
R: *

P: 7

ROF: *

Special: *Ram Weapon


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

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.

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MERCS
Dark Council Member
Merc Sidekick
Cost: 35

Small Base

Halo "

AP

PA

1+

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.

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Marcus Wayward
Merc Underboss
Cost: 105

Small Base

Halo 2"

AP

PA

4+

5+

14

2+

WEAPONS
Confederate Hand Cannon
One-handed
R: 18"

P: 11

ROF: 2

Special: RJ-1027
Custom Energy Saber
One-handed, Melee
R: 2"

P: 10

ROF: 1

Special: Armor Piercing,


Decapitation, RJ-1027, Stun

SPECIAL RULES
Select Mercenary. This model will not fight alongside Union forces or The Watchers.
Inspiring Leadership.
Sure Foot.

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Zarelda Kincade
Merc Sidekick
Cost: 75

Small Base

Halo 1"

AP

PA

6+

7+

10

4+

WEAPONS
Mini Atomic Repeater Rifle
Two-handed
R: 24"

P: 12

ROF: 2

Special: RJ-1027
Blaster Pistol
One-handed
R: 12"

P: 8

ROF: 1

Special: RJ-1027
Rebel Knife
One-handed, Melee
R: 1"

P: 6

ROF: 1

Special: Poison Blade

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.

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Jake Mattia
Merc Sidekick
Cost: 90

Small Base

Halo 1"

AP

PA

5+

5+

11

4+

WEAPONS
Blazing Rifle
Two-handed
R: 24"

P: 7

ROF: 3

Special: Fire, Steady


Grandfathers Pistols (x2)
One-handed
R: 10"

P: 9

ROF: 1

Special: Accurate
Rebel Knife
One-handed, Melee
R: 1"

P: 6

ROF: 1

Special: Poison Blade

SPECIAL RULES
Select Mercenary. This model will not fight alongside The Watchers.

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Flowing River
Merc Sidekick
Cost: 95

Small Base

Halo 2"

AP

PA

8+

5+

10

2+

WEAPONS
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

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.

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Sun Totem
Merc Sidekick
Cost: 75

Small Base

Halo "

AP

PA

5+

7+

4+

WEAPONS
Custom Ion Pistol
One-handed
R: 18"

P: 8

ROF: 1

Special: Accurate, Interference,


RJ-1027

Fist
One-handed, Melee
R: "

P: 3

ROF: 1

Special:

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.

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K-Free
Merc Sidekick
Cost: 50

Small Base

Halo 1"

AP

PA

5+

8+

4+

WEAPONS
Blaster Pistol
One-handed
R: 12"

P: 8

ROF: 1

Special: RJ-1027
Rebel Knife
One-handed, Melee
R: 1"

P: 6

ROF: 1

Special: Poison Blade

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.

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Hicks Kincade
Merc Sidekick
Cost: 90

Small Base

Halo 1"

AP

PA

4+

6+

10

5+

WEAPONS
Blazing Shotgun
Two-handed, Template
R: Small Template

P: 10

ROF: 2

Special: Fire, RJ-1027


Pistol
One-handed
R: 12"

P: 7

ROF: 1

Special: RJ-1027
Rebel Knife
One-handed, Melee
R: 1"

P: 6

ROF: 1

Special: Poison Blade

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.

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Icarus Sierra
Merc Sidekick
Cost: 85

Small Base

Halo 1"

AP

PA

4+

7+

4+

WEAPONS
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

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.

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These templates are not to scale but please use the size on the templates to enlarge as
needed.

118

WILD WEST EXODUS - BETA 2.0

These templates are not to scale but please use the size on the templates to enlarge as
needed.

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WILD WEST EXODUS - BETA 2.0

This is an example of the terrain that we use in the studio.

120

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