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 Wild West Exodus 1 Thank you for tak ing the time to look over our C harlie Rules. Why are these rules

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 Wild West Exodus

1Thank you for taking the time to look over our Charlie Rules. Why are these rules

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 Wild West Exodus

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Introduction To The Game

What Is Wild West Exodus?

Wild West Exodus is a tabletop miniatures skirmish game that can be played with 2 to 4 players. It is a game that will immerseyou 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 history books have told. A Dark Council is at work and will provide many unseen twists as you delve

deeper into the world.

Wild West Exodus gives each player control of multiple miniature models that fight for survival and 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.

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

What You Need To Play

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

  Wild West Exodus rules

  Wild West Exodus miniatures

  Wild West Exodus character 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.

Miniatures

Wild West Exodus features some of the most beautiful and detailed miniatures on the market. You will need a miniature to

represent each member of your Posse on the tabletop. Many people find collecting, building, and painting the models to be as

important to their hobby as actually playing the game.

You will find many current and future models in this rulebook 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.

Character Cards

Each model in Wild West Exodus comes with a Character Card. These cards will feature all of the statistics and special rules

for each model. All players must have the appropriate cards to accompany their models during the course of each battle.

Character cards are available with each model and additional character 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 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 will show a 0 instead of a 10 – always treat the 0 as a 10.

Sometimes you will have to roll more than one D10 at once. “2D10” means rolling two ten-sided dice together and adding the

results together, “3D10” means rolling three dice, and so on.

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Sometimes the roll of the D10 can be modified by positive or negative modifiers, for example “D10+2” or “D10 -1.” Roll the die

and add or subtract the modifier as appropriate. For example, if you are required to roll “D10+2,” roll  the die and add two to

the result to get the result.

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

Unless otherwise specified in a specific rule, always round results up to the next whole number. Distances determined thisway, whether movement or ranges, are never rounded – always use the exact result.

Example: The result of 7 on a D10/2 roll would yield a result of 4. (7/2 = 3.5, rounded up to 4.) If this roll was to

determine movement or distance of any kind, the exact result of 3.5” would be used.  

Templates and Counters

You will need an assortment of tokens and counters in order to use various weapons and to mark different types of actions and

effects on the tabletop. You will find many of the templates needed in the back of this rulebook. Simply photocopy the

templates you need and print them for use with your models. You will also be able to purchase separate 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 orderto measurement movement, weapon ranges, and other game effects.

Dry Erase Markers

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

Gaming Table and Terrain 

Wild West Exodus is best played on a 4’x4’ or 4’x6’ flat surface. A table top, the floor, or even a  specially made gaming table wil

all do the trick. If you play epically large battles, you may want to try a 4’x8’ surface. 

The playing area should be decorated with model terrain and buildings to create an interesting battlefield to fight over. Mod els

will need places to hide, objects to take cover behind, things to climb, and all manner of battlefield items to block Line of Sight

and make sure the game is equally challenging for both sides. While a Posse of miniatures armed with a lot of long-ranged

weapons might prefer a wide open table, a player with a close combat oriented Posse won’t have any fun as he tries to closethe distance without anything to hide behind. 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 brothel, the General

Store, an RJ1027 Recharging Station… the only limit for terrain options is your imagination. Terrain may be scratch-built from

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

You will find many examples of appropriate terrain in the photographs and artwork throughout this book, as well as in Wild

West Exodus: The Comic Book.

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Rules of the Game

Model Characteristics

The characters that are part of WWX are a varied bunch. Some can be considered the good, the bad, the ugly… or even theunholy. Each of these models is referred to as a Character  and has their own profile made up of several statistics (or stats).

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

card. The Stats are:

  Q - Quickness – How fast, in inches, that model may move when performing a Move action.

   A – 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.

  P - Physical Ability – The model’s overall strength, athletic ability, and prowess .

  S - Strikes – The number of times this model may attack per close combat action.

   AR - Armor – The model’s ability to withstand damage based on the protective gear he is wearing.

  L - Lifeblood – The number of points of damage this model can take before being removed from play.

  C - Courage – The model’s mental fortitude and bravery.

  I – Influence – The number of dice the model contributes to the Influence Pool each turn.  Cost  – The amount of points a model costs in the game.

  Halo – The distance in inches that a model’s fighting halo extends when determining its close combat range.

In addition to its Stats, a model may have special rules and abilities that may be used during the game as well. Those will be

found on the back of the character card marked “Special Rules.” 

Statistic Test

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.

For example, a model that must make a Physical Test must roll equal to or greater than his Physical stat on 1D10. A

model that must make a Physical -2 Test must subtract 2 from his die roll, and still equal or beat the stat to succeed.

This is a very important mechanic to remember, as almost all events that transpire on the tabletop will be the result of

some sort of Statistic Test.

Weapons

Each weapon also has statistics that determine its performance in a game.

  Name: The name of the weapon

  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 XX).

  R: Range – The maximum distance a ranged weapon may shoot, 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 spent Shooting.

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

When a model has more than one weapon of the exact same type, it will be listed as a multiplier, such as “Hatchets (x2).” These

weapons make a number of attacks equal to their multiplier for each Action Point spent attacking with them. If the weapon

also has a ROF greater than 1, it makes its full number of attacks for each multiplier.

Example: Jesse James has Hyper-Velocity Pistols (x2). When firing hyper-velocity ammo, each has a ROF of 2. When using

an Action Point to shoot, Jesse will fire 4 shots.

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Weapon TypesOne Handed – A one handed weapon allows a model to fight or shoot with up to 2 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.

Template – A model with a template weapons must use the appropriate game template to measure the affected area ormodels.

Melee – This weapon is used only to make close combat attacks. A model may make an attack with up to two melee weapons

for every Strike on its profile.

Thrown – This is a melee weapon that is thrown as a ranged attack of 6”. Use the model’s Marksmanship stat instead of its

Physical stat when attacking.

Mounted – A mounted weapon is attached to a vehicle or animal and may not be used if the mount is destroyed.

Creating your Posse

Your Posse is made up of several models. There will always be the Boss, the leader of the Posse. Usually he will be

accompanied by an Underboss, the Boss’s right hand man. These two characters can be accompanied by several Sidekicks,

lesser characters, while the bulk of the Posse is made up of Hired Hands – the nameless and faceless masses marching off to

war in search of fame, fortune, or glory. Finally, the Posse is supported by miniatures with special weapons, flying iron horses,and even tanks and monsters.

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

Model Type Limit

Boss 1

Underboss 0-3

Sidekick 0-4

Hired Hands Unlimited

Light Support 0-5

Heavy Support 0-3

Each model has a dollar cost associated with it. The relative costs are an indicator of how effective each model can beon the tabletop, and are used to balance opposing forces to try and create a fun and challenging game for each player. Some

selections may be several models that constitute a single choice. For example, Iron Horse Cavalry are a Light Support option

comprised of 1-3 Iron Horses each. For each of the 5 possible Light Support “slots,” the player may field 1-3 Iron Horses as a

single choice that may total 15 Iron Horses when maxed out.

When playing a game of Wild West Exodus, the players must agree on a 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 type, above,

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

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

450 Dollars = I think we have a problem.

600 Dollars = A difference of opinions just got ugly.

850 Dollars = There’s a price to pay for mouthin’ off. 1000 Dollars = There will be blood, and lots of it.

1250+ Dollars = This is no battle, this is WAR!

 Any game of 1250 points or higher may double its Boss limit to a total of 2. Games of 1250 points or higher do not affect

other model limits.

Playing the Game

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Deployment

Before the game the player with the most models in his Posse always deploys first and goes second. This is to reflect

that the opposing Posse heard him coming with all those men and prepared for a fight. If both players have an equal number of

models, each rolls a D10. The player who rolls highest may choose to deploy first and take the first turn, or have his opponent

deploy first and receive the first turn. In case of a tie, roll again.

Unless specified by a Scenario, the Deployment area is within 10” of your table edge. 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 if they so choose. Any model may deploy Taking Cover if they choose.

Initiative

The Deployment rules, above, determine who will activate models first on the first turn. On subsequent turns, players

each roll a D10 with the player who rolls highest going first that turn. The high roller is said to have the Initiative that turn. In

the case of a tie, the player who went second in the previous turn will go first this turn.

Wagering Influence on Initiative

A player may wager any number of Influence tokens on the Initiative roll as normal. 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. 

Game Turn

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. The token may be placed next to the

model on the table top, or on top of the character card, to indicate that that model has already activated that turn.

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

indicates how many Action Points it may use each turn. When more than 1 model is nominated to act together, every model

must declare its first action, then they all perform their first action before any may declare and perform their second action.

Likewise, they must all perform their second action before any model in the nominated group may perform its third action,

and so on.

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 together. They both declare as their

 first action shooting at XIII, Dr. Carpathian’s evil creation. Kip “The Kid” then rolls his shooting attack, and kills XIII. Blac k

Kyle’s shooting attack is wasted, as his target is now destroyed.  

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. 

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

Shoot: A model may shoot if he has a projectile weapon.

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

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

Fight : A model may fight in hand-to-hand combat with any models in its Fighting Halo.

Throw/Push: A model may spend an action point to attempt to throw or push a model. 

Go on The Lookout: A model may spend its action to be “On the Lookout,” allowing it to shoot or otherwis e react in the

opponent’s turn. 

Rally: A broken model must attempt to rally. Bosses and Underbosses may attempt to inspire their broken troops to Rally.

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 snake its way or turn at any point during its movement, as long as the total

distance does not exceed its Quickness stat.

When measuring, measure the movement from the front of the model’s base. The front of that base may not move

farther than the model’s Quickness. 

Movement may be vertical, as long as there is a ladder or staircase. If a model wishes to move vertically, it must

instead use a “Climb” action (Page XX).

A model may choose to stand still and not move at all and still spend the Action Point on movement – it essentially “passes” on

that Action. It may also spend multiple action points to move again.

A model may not move such that its base would pass over the base of another model – friendly or enemy. There must

be enough space between models, or between models and terrain, for the moving model’ s base to pass through.

Moving to Engage

If a model makes a Move action that ends with the model Engaging an enemy model in its 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 and scenery may affect a model’s Movement. 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.

Difficult Ground: A model moving through difficult ground (swamp, thick underbrush, stream, cactus patch, forest,

etc) only moves half its Quickness. Do not round – the model moves exactly half speed.

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

only moves 1.5”  

Example: an Outlaw Hired Hand has a Quickness of 5. He moves 2” across open ground before entering a stream.

He is able to move 1.5” across the stream with his remaining movement. 

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 Area Terrain: Some terrain, such as forests, shallow ponds, or swamps, are represented by an area of the battlefield

that is affected by that terrain. There is normally a base or template delineating the area with several tree models (for

example) that may be moved around within that template to accommodate models’ movement.

Area Terrain is considered Difficult Ground. Area terrain that has a vertical element such as Forests also

provide Cover to models in them. Models may see into or out of forests 1 inch. Forests completely block Line of Sight

through them, even if they are narrower than an inch.

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 with your opponent before the game.

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 completelyclear 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: A model may cross over any obstacle (fence, barrel, water trough, etc) that is 2” tall or less. If the obstacle

is taller, the model’s Move action ends when it reaches the base of the obstacle, and the model must perform a Climb

action to climb it. Once a model reaches the linear obstacle that is 2” or less, halve any movement remaining from that

Move action.

Example: A model with Quickness 6 moves 2” up to a fence that is 1.5” tall. The model may continue moving over

the linear obstacle, but may only move another 2” (half of its remaining 4”).  

Jump

A model can jump a linear distance equal to half of its Quickness, in a straight line. The model crosses over any gap or

obstacle up to 1” high. If the model’s previous Action in the same turn is spent moving in a straight line, then the model’s Jump

is equal to its full Quickness, made in the exact same direction as the movement.

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. A model spends the Action point and must pass a Physical Test. If successful, the model climbs its Quickness

in inches, vertically, up or down. If the roll is failed, the model remains where it is and the Action Point is wasted.

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 notclimb.

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.

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Falling Damage

Any time a model falls from an elevated position greater than 2” – whether he jumps from a roof or is thrown

or pushed off – it may take Falling Damage. The Damage from Falling Damage is two for every full  inch fallen. So if a

model falls 6.75”, he would take a Damage 12 hit. The model may take its normal Armor Roll, and apply any damage. If

the model suffers any damage, it will be Prone. If no damage is suffered, the model has landed on its feet.

Go Prone

A model may spend an Action Point to Go Prone. While the person the model represents is laying flat on his belly, this

status on the table top is represented using a Prone token placed next to the model, rather than laying your carefully painted

miniatures down on the terrain.

A prone model is considered to be ½” tall for determining Line of Sight. A prone model may spend Action Points to

Move (crawl) and remain prone, but only moves at ½ Quickness (cumulative with any terrain penalties). A prone model may

not move through windows or doors, climb, or jump.

A prone model may not Shoot. A prone model has no Fighting Halo, and may not fight in close combat. When a model

attacks a prone model in close combat, its strikes are reduced by 1 (to a minimum of 1); this represents the prone model

curling up into the fetal position, covering its head with its arms, and protecting itself from blows as best it can.

When a Prone model is the target of a Shooting attack, the attacker suffers a -1 penalty to his roll to hit.

Any model may deploy in the Prone position.

Heavy and Light Support Models may not Go Prone.

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, it may act as normal from that point on.

Mount/Dismount

A model may spend an Action Point to Mount a vehicle that is within 1”. Remove the model on foot, and it is

considered to be mounted on the vehicle, and may use any remaining actions as normal from that point.

A model may spend an Action Point to Dismount from a vehicle. Place the model on foot within 1” of the vehicle. The

model may spend any remaining Action Points as normal.

A vehicle will say how many models can be mounted on it on its Character Card.

Shoot

A model may spend an Action Point to Shoot with any 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 inLine of Sight (see below). If the target is not in Line of Sight, the model may choose a new target (since it never saw the other

model in the first place).

Next, measure the distance between the shooter and the target. All measurements are made from the closest points on

the models’ bases within Line of Sight . If the target is beyond the weapon’s maximum range, the shot misses automatically ( the

Action Point is still spent).

If the target is within range, the Shooting model must pass a Marksmanship Test (D10 roll equal to or higher than the

model’s Marksmanship stat) to hit the target. This die roll may be modified by range, cover, special abilities, and other factors.

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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.

Modifiers to hit  

Long Range -1: If the target model is further than half the weapon’s maximum range, the Shooter suffers a -1 penalty

to his die roll to hit.

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 do not provide multiple benefits.

Intervening Terrain -1: If the Line of Sight  crosses any intervening terrain between the shooter and the target, 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.

Weapon ROF 

Every weapon has a Rate Of Fire or ROF. For each action point spent to Shoot, the model makes a number of shots

equal to its weapon’s ROF.  All of the shots may be fired at the same target, or may be divided among different

enemies. When dividing shots from a single weapon, each shot must be declared against a target within 3” of the

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

must make a to hit roll for each individual shot of a ROF.

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

a group of Warrior Nation Braves. He declares two shots against Brave A, and one shot against Brave B. Then he

measures the range, and rolls a die to hit each individual target.

Multiple Weapons

A model armed with 2 “one-handed” weapons may fire both with one Action Point. Each weapon may target adifferent target. All targets must be declared before measuring range or rolling dice.

Example: Jesse James is armed with 2 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, for a total of 4 shots.

Line of Sight

The most important thing to remember is that if you can see a model, that model can see you.

A model can see 360 ° around itself at all times. Usually, it will be easy to tell if a model can see its target or not. If

there is any question, hunker down and get a model’s eye view of the situation. If it is still questionable, you may find

the use of a Laser Pointer useful.

If a model can draw Line of Sight to any part of another model’s base, then it has Line of Sight to the model, even if the

model itself is physically hidden.

Because Wild West Exodus models come in a variety of dynamic poses, it may be necessary to take a more abstract

approach if your model is positioned laying down, or perched high atop a rock pile on a decorative base. Human-sized

models are all assumed to be 2” tall and the width of their base when determining Line of Sight. This way you are not

penalized for having creative basing or dynamic poses. Remember that Prone models are only ½” tall. 

OR:

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Base Size Height

Small 1.25”  2” 

Medium 1.75”  3” 

Large 2.5”  4” 

Extra Large 5” 

Massive 4.5”  6” 

When determining the actual Line of Sight between attacker and target, always measure from the closest visible point

on the attacker’s base to the closest visible point on the defender’s base.  

 Armor Roll 

When a model is hit by an attack, it must make an Armor Roll. Roll a D10 and add the target’s Armor stat to the roll.

Subtract this total from the Damage of the weapon. Mark one Lifeblood box on the target’s card for each point of

Damage suffered. Negative results equal zero damage. When a model has its last remaining Lifeblood box marked, it is

removed from the table as a casualty.

Weapon Strength – D10+Armor = Damage

Example: An Outlaw with Armor 1 gets shot by a Union Soldier’s Heavy Pistol with Strength 8. The Outlaw player rolls a

D10 and rolls a 4. The Outlaw takes 3 Lifeblood damage from the hit (8-(4+1)=3)

Example: A Brave with Armor 0 is hit by an Animation’s Cleaver with Strength 10. The Brave’s player rolls a 2 and takes 8

damage. Since the Brave only had 5 Lifeblood, he is removed from the table as a casualty.

Example: A Union Soldier with armor 1 gets hit by an Outlaw’s Pistol with Str ength 6. The Soldier’s play er rolls a 10, for a

total of -5 (6-(10+1)=-5). The Soldier takes zero damage – but he also doesn’t magically heal 3 points!  

Cover +1: If the target model is in cover, it receives a +1 bonus to its armor roll. 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 do not provide multiple benefits. 

Shooting into Close Combat

A model may not deliberately target a model that is engaged in close combat, or that is engaging a model in close

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

as normal. Teardrop templates may never be placed so that an engaged or engaging model falls under the template.

Also, a model may not try and 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

block Line of Sight.

 Aim

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

will receive +1 to his die roll to hit. This bonus applies to all shots fired with that Action Point due to 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.

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 their Armor Roll (for a total of +2). 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.

Fight

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A model may spend an Action Point to Fight in Close Combat. In order to attack another model in Close Combat, the

target must be within the attacker’s Fighting Halo.  

Fighting Halo

Each model has a circular zone of control around it measured from the edge of its base. This represents the area at

which a model can engage its enemies and control its immediate environment. Every character has a base Fighting Halo equalto its Halo stat in inches. This distance may be changed by the range of close combat weapons, or by special rules.

A model armed with any weapons that have the “melee” type have a Fighting Halo equal to their weapon’s melee

range. A knife with a range of 1” therefore creates  a 1” ring around the model’s base. 

While a model’s Fighting Halo is determined by the weapon with the longest range, a weapon may only be used to

attack models within its range.

Example: Sitting Bull has a 4” Fighting Halo, and therefore engages all models within 4”, but may only use his

Bite attack on models within 2” because of its range.  

A player may measure the fighting halo of any of his models at any time.

Engaged in Close Combat

When a model has an enemy within its Fighting Halo, or when a model is within an enemy’s Fighting Halo, that model

is considered to be Engaged In Close Combat, or simply Engaged. 

Moving to Engage

If a model makes a Move action that ends with the model Engaging an enemy model in its Fighting Halo, the

moving model may immediately perform one free Fight action at the end of the move, without spending an additional Action

Point.

The Quick Draw

If an enemy moves so that your model is within its Fighting Halo, your model may react by performing a Quick Draw.Immediately perform one Shoot action with any one-handed ranged weapon the model possesses, even if your model has

already activated this turn. The Quick Draw does not count as that model’s activation that turn. Because it is an instinctive  and

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

another Quick Draw during the current Game Turn.

Fighting Halo and Terrain

Any obstructing terrain prevents models from engaging with, or being engaged by a model’s Fighting Halo. If

no Line of Sight can be drawn from one model to another because of terrain in between them, then neither model is

considered to be within the other’s Fighting Halo.  

A model may attack another model across a linear obstacle if the obstacle is shorter than the model is tall,

provided the attacker’s fighting halo has sufficient distance to reach the target.  

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.

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

within its Fighting Halo. If more than one enemy model is inside the attacker’s Fighting Halo, the attacker may divide his

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

Models with multiple close combat weapons

A model with multiples of the same close combat weapon will be shown on their profile with a (x2) after the

weapon name – for example, Tomahawk (x2). These models make their full number of Strikes with both weapons for

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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.

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

with.

All strikes from a single Fight action must be made with the same weapon.

The attacker makes a Physical Test for each Strike to see if he hits his target. A D10 roll equal to or greater than the

attacker’s Physical stat results in a successful hit on the target . The target must then make an Armor Roll for each successful

attack.

 Armor Roll 

When a model is hit by an attack, it must make an Armor Roll. Roll a D10 and add the target’s Armor stat to the roll.

Subtract this total from the Damage of the weapon. Mark off that number of Lifeblood boxes on the target’s card.

Negative results equal zero damage. When all of a model’s Lifeblood is gone, it is removed from the table as a casualty.

Weapon Strength – D10+Armor = Damage

Example: An Outlaw with Armor 1 gets shot by a Union Soldier’s Heavy Pistol with Strength 8. The Outlaw player rolls aD10 and rolls a 4. The Outlaw takes 3 Lifeblood damage from the hit (8-(4+1)=3)

Example: A Brave with Armor 0 is hit by an Animation’s Cleaver with Strength 10. The Brave’s player rolls a 2 and takes 8

damage. Since the Brave only had 5 Lifeblood, he is removed from the table as a casualty.

Example: A Union Soldier with armor 1 gets hit by an Outlaw’s Pistol with Strength 6. The Soldier’s player rolls a 10, for a

total of -5 (6-(10+1)=-5). The Soldier takes zero damage – but he also doesn’t magically heal 3 points!  

If a model is locked in Close Combat (ie, within the Fighting Halo of an enemy), he must deal with the imminent threat.

A model locked 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 opt to either Go Prone or to try and move out of the enemy’s Fighting Halo (see below) . A Prone model may Get

Up if he wishes to try and engage the enemy, or stay Prone if he wishes to try and protect himself.

Outnumbering

When a model finds itself within the Fighting Halo of more than one enemy model, it will lose 1 Strike for

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

Example: A Union Sidekick with 2 Strikes finds himself within the Fighting Haloes of 3 Braves of the Warrior Nation. He

would lose 2 Strikes outnumbered 3-1, but cannot be reduced to below 1 Strike. Still, he’s about to have a bad day. 

Leaving The Fighting Halo

A model that is engaged may use an Action Point to Move. If this move causes the model to leave the Fighting Halo of

the enemy model engaging it, the Moving model must pass a Physical Test. If the test is failed, the model stops at the

edge of the enemy’s Fighting Halo, still engaged.  

If the test is passed, it does not mean the model is off the hook. Any model that leaves another model’s fighting halo

stands the chance of being shot in the back.

Once the model has left the fighting halo of the opposing model, the enemy can choose to make one attack with any

one of its weapons within range against the Moving model. This attack is considered to occur at the edge of the

enemy’s Fighting Halo, just before it leaves the Fighting Halo. Either a ranged or melee attack may be made. The

attack made on an enemy leaving a model’s Fighting Halo hits automatically. Unless the Moving model is killed, it

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

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

move such that their bases move over another model’s base. In this case the model’s only options are to fight or  go

Prone.

Throw/Push

A model may spend an Action Point to try and throw or push an enemy model. Models may only try to throw or pushmodels with an equal base size or smaller. Models may only throw or push a model that they are within .5” of. The model  

making the Throw/Push action is considered the “Attacker,” and must pass a Physical Test modified by the difference in the

two models’ Physical stats. For example, if the Attacker has a Physical of 3 and the target has a Physical of 5, the Attacker gets

to add 2 to his die roll. If the target has a better (lower) Physical stat, the modifier will be a penalty. If the roll is unsuccessful,

the target avoids being pushed. Both models remain where they are. If the attacker passes the Physical test, the target model is

pushed D10/2” directly away from the attacker in a straight line. The thrown/pushed model is then Prone. If the throw/push

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 make a follow-up move directly toward the thrown/pushed model, up to the distance rolled. A

model may never move farther than its Quickness during this follow-up move.

Example: Jesse James (P4) and General Grant (P 6) are duking it out on the roof of the Gem Saloon. General Grant isactivated, and spends an Action to Push Jesse James. Grant rolls an 8, and must subtract 2 from this roll for the difference in the

model s’ Physicals, scoring a 6. As this is equal to or higher than Grant’s Physical he  pushes Jesse. Grant then rolls a 7 for distance,

so Jesse is shoved 3.5” directly away from Grant, over the edge of the Gem’s roof, and crashes to the street below where he w ill take

 falling damage and become Prone.

Go “On the Lookout” 

A model may use all of its Action Points for the turn 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 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 models 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 beforethe enemy’s declared action, or may interrupt an enemy’s Move action at any point within Line of Sight of the On The Lookout

model. After the On The Lookout model performs this one Action, the On The Lookout status expires, and the model is done

activating that turn.

On The Lookout may last several turns if the model chooses not to react.

Rally

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

See Courage, Page XX.

Additionally, a Boss or Underboss may spend a single Action Point to attempt to Rally a broken model within 6” of

them and in their Line of Sight . The model makes the Rally test on the Boss or Underboss’s Courage, and if passed, the ralliedmodel 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.

CourageIn 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.

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Wounded By Shooting 

Whenever a model is damaged by a shooting attack, he must take a Courage test. If the test is passed, the model may

stand its ground. If failed, the model must move up to its full Quickness value in inches (modified as normal for terrain) away

from the source of the attack and toward the nearest cover. It may stop moving once it has reached cover, and does not have to

move its full Quickness if it reaches cover. If it cannot reach cover, the model must move its full Quickness directly away from

the source of the attack. If there are models or terrain in the fleeing model’s way, the model will go around them by the

shortest route to end its movement as far as possible from the source of the attack.

A model that is moving toward cover as a result of failing a Courage test is considered to have a Fighting Halo of 0

during the move.

Boss models never have to take the Courage test for being damaged by Shooting attacks, although they may elect to

make the move toward cover (always away from the source of the attack) if they wish.

Models that fail their test and run for cover are considered “Broken” (or “Yella!”). When activated, a Broken model

must spend all of its Action Points to Rally. To rally, the model must pass a Courage test. If the model can draw Line of Sight to

a Friendly Boss or Underboss model, the Rallying model may use that model’s Courage to take the test instead of its own. If this

test is passed, the model is no longer broken and may act normally its next Activation. If failed, the model must move its full

Quickness in inches to the closest Cover, always moving away from any enemy models. If the model is already in cover, it

simply cowers there and may attempt to Rally the following turn.

Clearing Out

When your Posse is reduced to less than half its starting number of models, it must pass a Courage test at the end of

that turn based on the best (i.e., lowest) Courage stat of the models remaining. If the test is failed, the remaining models Clear

Out and head for the hills. The game is over, and the other player wins. While the Boss is alive, the Posse does not need to

make Courage Tests for Clearing Out.

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 the Posse is below half its starting number of models when the Boss is removed from play, it will test as normal

starting at the end of that turn.

Light Support and Heavy Support Choices are in their early play testing

stages. Please read below understanding that many of the points you see

will change in some fashion. Please do not read the following rules as a

final version. They are very much a work in progress.

Light Support Choice

Light Support – Light support choices will come in many designs and options. A light support choice acts as an additional

booster to your Posse in the form of weapons, transports, or other unique models. Some examples of Light Support choices

are the Iron Horse Hover Bike, Union Artillery Crew, and Warrior Nation Energy Beasts.

Light Support Stat Line – Q – Quickness, A – Action Points, M - Marksmanship, P – Physical Skill, S – Strikes,

 A – Armor, L - Lifeblood

Crew – All light support choices have a crew member or members that operate the model. The number of crew

Members will be marked by “Crew #” on the appropriate card. Once a light support choice is destroyed its crew is also

destroyed. In the case that a light support choice has multiple crew members it is removed from play once all life

blood is reduced to zero.

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Movement – 

Light Support choices may not move through Windows. 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). Light Support choices

may not climb stairs, ladders, or surfaces. Light Support choices move at half Quickness through difficult ground as

normal. Light Support choices may cross over obstacles up to 2” tall without penalty. Taller obstacles are impassable

to Light Support choices.

Light Support choices cannot Jump, Climb, go Prone, or Take Cover.

Shooting – 

Weapons mounted on a Light Support choice may always be fired, even if the previous Action was spent Moving

unless stated by a special rule on the models card

Close Combat – Light Support choices have a base Fighting Halo of 1” that may be extended by the crew’s  weapons as

normal. Models mounted on a Light Support choice may spend actions to make close combat attacks against models

within their fighting halo as normal.

Ride By Attack - In addition, some Light Support choices may have a special rule that allows them the ability to make

Close Combat attacks against models within its Fighting Halo as it Moves. During any Movement Action, if a Light

Support choice with the ride by attack special rule catches an enemy model within its Fighting Halo at any point in itsMovement, it may make a single Close Combat attack against it. The crew member may only make as many of these

attacks during its Movement Action as it has Strikes on its profile, but each enemy may only be targeted by one of

these attacks per Movement Action.

Courage – Light Support choices always pass their Courage test for being wounded by Shooting, and are never

broken.

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 that

adds 5 Life Bloods to the Iron Horses base number of 7 giving the Iron Horse a 12 L stat. This means that it will take 12

wounds to destroy the Iron Horse.

 An example of the Union Cavalry Iron Horse stat line is below.

Union Cavalry

Light Support (1-3)

Cost – XX Halo - XX

Q A M P S AR L I

8 2 4 5 2 3 12 0

Example: The Union Soldier is armed with a Cavalry Sabre 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.

Example: The Union Soldier is armed with a Cavalry Sabre and only catches one Outlaw in his Fighting Haloduring his Movement Action. He may only make one attack against the Outlaw, even though he has two Strikes

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

A model mounted on an Iron Horse may leave an enemy’s Fighting Halo at any time without penalty, without the need

to take a Physical test, and without suffering any free attacks.

Heavy Support Choice

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Heavy Support – Heavy support choices will come in many designs and options. A heavy support choice will act as the heavy

muscle for any Posse. Some versions of Heavy Support choices will be armored transports, iron clad tanks, and energized

beasts like the Great Elk. All Heavy Support choices have a variety of special abilities and rules that apply to them specifically.

Heavy Support Stat Line – Q – Quickness, AP – Action Points, M - Marksmanship, A – Armor, SP – Structure Points

Crew – All Heavy Support choices have a crew member or members that operate the model. The number of crew

Members will be marked by “Crew #” on the appropriate card. Once a Heavy Support choice is destroyed its crew is

also destroyed. In the case that a Heavy Support choice has multiple crew members it is removed from play once all

structure sections have been destroyed or 1 section has been hit twice in a row.

Movement – Heavy Support choices may not move through Windows. 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 may not climb stairs, ladders, or surfaces. Heavy Support choices cannot Jump, Climb, go

Prone, or Take Cover.

Heavy Support choices do not suffer any penalties when crossing over difficult terrain or rough ground. Heavy

Support choices may cross over obstacles up to 2” tall without penalty. Taller obstacles are impassable to HeavySupport choices unless a ram special action is made.

Ram – A Heavy Support choice may declare a “Ram Attack” at any point in its activation. The “Ram Attack” requires

the model to use at least 2 action points to get a head of steam going. The “Ram Attack” allows the Heavy Support

model to add +1 Power to its Ram weapon for every inch traveled to a maximum of 7”.

Example: The Great Elk elects to use its “Horns Attack” that has the “Ram” special rule. The Great Elk has 3 action points

and has used 0 up to this point. This will allow the Great Elk to perform the Ram Attack. The player measures 6 inches

 from the front of the Great Elks base to the side of the Enlightened Doomsday vehicle. It then spends two action points to

make a Ram attack. When it makes contact with the Doomsday vehicle it adds the Power of the horn which is 6 to the 6

 from the Ram attack for a total power of 12”. The Great Elk player then rolls a D10 and gets a 5. His total now is 6+6+5 =

17 power on his Horn Ram Attack. The Doomsday vehicle then makes an armor roll as normal and attempts to block or

save against the shot. Needs work. 

Shooting – Weapons mounted on a Heavy Support choice may always be fired, even if the previous Action was spent

Moving unless stated by a special rule on the models card. In short this means they have the steady special rule.

Open Topped – Heavy Support choices with an open top can transport models based on the number allowed on the

specific model’s card. All open topped vehicles may choose to elect one model from the group riding in the vehicle to

shoot out of the top hatch or opening. The weapon stats for the model are used in the turn that the Heavy Support

choice goes as if the weapon was part of the Heavy Support model.

Close Combat – Heavy Support choices have a base Fighting Halo of 1” that may be extended by the crew’s weapons

as normal. Models mounted on a Heavy Support choice may spend actions to make close combat attacks against

models within their fighting halo as normal.

Ride By Attack - In addition, some Heavy Support choices may have a special rule that allows them the ability to

make Close Combat attacks against models within its Fighting Halo as it Moves. During any Movement Action, if a

Heavy Support choice 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 crew member may only make as many of

these attacks during its Movement Action as it has Strikes on its profile, but each enemy may only be targeted by one

of these attacks per Movement Action.

Courage – Heavy Support choices always pass their Courage test for being wounded by Shooting, and are never

broken.

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Example: Doomsday Heavy Support Transport  – 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 that adds 5 Life Bloods to the Iron Horses base number of 7 giving the Iron Horse a 12 L stat.

This means that it will take 12 wounds to destroy the Iron Horse. An example of the Union Cavalry Iron Horse stat line is

below.

Doomsday

Heavy Support (1-2)

Cost – XX

Q A M AR SP

5 2 6 12 5

Q – Quickness, A – Action Points, M - Marksmanship, A – Armor, SP – Structure Points 

More to come for Heavy Support. Work in progress and testing.

WWX Weapon Profiles and Types

One Handed – A one handed weapon allows a model to fight or shoot with up to 2 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.

Template – A model with a template weapons must use the appropriate game template to measure the effected area or

models.

Melee – This weapon is used only to make close combat attacks. A model may make an attack with up to two melee weapons

for every Strike on its profile.Thrown – This is a melee weapon that is thrown as a ranged attack of 6”. Use the model’s Marksmanship stat instead of it’s

Physical stat when attacking.

Mounted – A mounted weapon is attached to a vehicle or animal and may not be used if the mount is destroyed.

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 the weapon is Damage 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.

The small and large teardrop-shaped templates are resolved in the same manner. The narrow end is placed touching

the center of the attacker’s base edge, and the wide end is placed in any direction the attacker wishes. Any models even

partially under the template may be hit by the attack, friend or foe. The attacker rolls a normal Marksmanship roll to hit every

model (excluding himself) touched by the template.

Example: An Outlaw hired hand fires a shotgun at a group of four Union Soldiers. The small teardrop template is placed touching

the center of the outlaw’s base, and he position it to cover the maximum amount of enemy models that the can. 3 Union Soldier s

are under the template, and the Outlaw must make a Marksmanship test to see if he hits each one.

Models do not benefit from cover or taking cover when attacked by a template weapon.

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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 Damage -2, and Damage -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, cen tered 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 hit and suffer the effects of the weapon.

Example: Model A is hit by the attack, and the 5” circular blat 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 prism formed by 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 hit. The attacker rolls a Marksmanship roll to hit

them as normal.

Example: Dr. Carpathian fires his Atomic Blunderbuss at one of Jesse’s Outlaws 12” away. The Doctor rolls a 2 and misses. Rol ling 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 2 different Outlaws under the blast instead of the original target.

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 4.5” away from the target point. 

Model Special Rules

Each model will have a variety of special rules designed to assist the model achieve its goal on the tabletop. Some special rules

may allow models to give support to its Posse and others will be offensive attacks. Each special rule will be clearly written on

each character card.

If a model’s special rule contradicts a basic game rule, use the models special rule as the final decisive rule.

Model Special Rules always supersede the basic game rules that they alter or replace.

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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 character card. Some weapons may require game play to be altered or changed from the normal game rules.

Always refer to the character 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.

 Auto Scatter - This weapon auto scatters regardless of the marksmanship roll. This weapon will always deviate from the

target point, regardless of the result of the Marksmanship test. Roll for deviation from the target point as if the attack had

missed. 

Bell Ringer

A model hit with this weapon must pass a Physical test. If it fails, the model immediately becomes Prone, and may not be

activated for the remainder of the turn.

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 to-hit roll of a natural 10 is rolled with this weapon, any damage inflicted is doubled (note: you do not double the

Power of the weapon, but rather the damage applied after the Armor roll).

Shotgun Extender - This weapon has an extended range on all shooting attacks of 6”. The model may place the shotgun

template at any location within 6” from the models base.

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.

Frenzy - On each damage dice roll of a 10 the model gets 1 additional strike.

Interference – Any model hit by this weapon may not use weapons powered by RJ-1027 during its next activation.

Irradiate – Any model that is hit by this weapon and not killed outright will become irradiated . At the start of that model’s

activation, the model must pass a Physical -2 Check or suffer a Power D10 hit. Once a model passes his Physical check,

Irradiation expires. An irradiated model cause a power 6 attack to any model within 3” of its bas e while effected by Irradiate.Models passing by or getting near an Irradiated model also suffer from this attack.

Killing Stroke – This model may spend one action point to make a single attack against each enemy model in it’s fighting halo.

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.

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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 Edge -Targets gain no benefit (to hit or armor) for intervening terrain or cover.

Stun - Any model effected by stun losses 1 action during its next turn.

Sound Wave – This weapon does not require Line of Sight to the target to be fired, and may be fired through cover.

Tangle - Instead of an Armor Roll, a model hit by a Tangle weapon must pass a Physical -2 test. If it passes, it suffers no effect.

If failed, the target model is immediately Prone.

Wave Motion – Instead of causing damage, models inside the template may be moved up to 6” in the direction the template is

pointing. Models may be moved beyond the edge of the template as a result of this move. Models are affected by terrain as

normal. 

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The Union Character Profiles

General Ulysses S. Grant

Boss

Cost -150 Halo 2”  Small Base

Q A M P S AR L C I

5 3 3 6 2 3 20 2 3

Weapons

Federal Hand Cannon

One - Handed

R - 16”  P - 11 ROF - 1

Special: Bla st 3”  

Energy Sabre

MeleeR - 2”  P - 10 ROF - 1

Special: Decapitation 

Special Rules

Firing Squad – When a friendly model begins its activation within 10” of this model, they receive 1 extra

Action Point that may only be used to make a ranged attack. If they cannot make a ranged attack, the

extra action is lost.

Special Cav – Union Cavalry models in this Boss’s army may deploy up to 4” further than the normal

deployment zone allowed.

Best of the Best  – Any Hired Hands using an Action to Shoot while within 6” of this model ad +1 to their

Marksmanship Test.

Inspiring Leadership – Any friendly models within 10” of this model do not have to take Courage Tests

for being hit by shooting attacks.

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 Abe Lincoln

Boss

Cost -175 Halo 2”  Small Base

Q A M P S AR L C I

5 3 4 5 2 3 24 1 3

Weapons

William’s Wrath (Shotgun)

Two - Handed

R – Small

Template

+12” 

P - 9 ROF - 1

Special: Shotgun Extender  

William’s Wrath (axe) 

MeleeR – 2”  P – 12 ROF - 1

Special:Poison, 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 model’s activation for the turn. 

Killing Stroke – This model may spend one action point to make a single attack against each enemy

model in it’s fighting halo.

Presidential Leadership – While this model is alive all models automatically pass all courage tests.

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Major William Sherman

Underboss

Cost – 120 Halo 1”  Small Base

Q A M P S AR L C I

5 2 4 6 2 2 16 2 2

Weapons

Old Reliable

Two - Handed

R – 36”  P – 12 ROF - 1

Special: Blast 3”, Fire,

Reload  

Flame Thrower

Two - Handed

R – SmallTemplate

P – 10 ROF - 1

Special: Fire 

Bowie Knife

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 it’s

self. All models touched by the template suffer a S10 hit and are on Fire. This model is not affected.

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Robert Pinkerton

Underboss

Cost -110 Halo .5”  Small Base

Q A M P S AR L C I

5 2 4 6 1 2 10 4 1

WeaponsHyper-Velocity Carbine RJ-1027

Two - Handed

R – 24”  P - 9 ROF - 2

Special: Accurate

Union Blaster RJ-1027

One - Handed

R – 18”  P – 8 ROF - 1

Special:

Fist

Melee

R – .5”  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.

Leader Of Men – This model may choose to spend 2 action points to give any model within 18” oneaction point regardless if the model has already activated this turn. This is an instant action and the

model selected can choose to act as normal for one action.

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 friendly 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 Halo 2”  Small Base

Q A M P S AR L C I

5 2 5 6 1 1 12 4 1

WeaponsBlaster Pistol RJ-1027

One - Handed

R – 12”  P – 8 ROF - 1

Special: 

Sabre

Melee

R – 2”  P – 10 ROF - 1

Special: Decapitation 

Special Rules

Range Finder – Any enemy model within 2” of this model may ignore the penalty for firing at long range,

OR may ignore any Cover and Intervening Terrain modifiers the target may have, as long as this model

can also draw Line of Sight to the intended target. This model may measure the distance to the enemy

target model at any time during his activation, or during the activation of models within 2” of him. 

Loader – This model may spend one Action to reload the weapon of any model he is base contact with.

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 Agent Lucinda Loveless

Sidekick

Cost -65 Halo 1”  Small Base

Q A M P S AR L C I

5 2 4 7 1 0 8 4 1

WeaponsLoveless Derringers x2 RJ-1027

One – Handed

R – 4”  P - 12 ROF - 1

Special: Fire.

Bladed Fan

Melee

R – 1”  P – 7 ROF - 1

Special: Poison

Special Rules

Mesmerizing Beauty – Any one enemy model chosen by this model during its activation but before she

uses any action points must change facing towards this model and move 6” directly in her direction. If

the model under mesmerizing beauty makes contact with another model or impassable terrain it stops

moving.

Fatal Attraction – After both sides have deployed this model may choose one model from the opposing

faction to designate as her target in her Line of Sight . That model must move 6” directly towards this

model before the game begins. Once the game starts the model acts as normal.

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 Agent Henry Courtright

Sidekick

Cost -50 Halo .5”  Small Base

Q A M P S AR L C I

5 2 4 6 1 2 10 4 1

Weapons

Double Barrel Shotgun

Two - Handed

R – 

Temp

P - 9 ROF - 2

Special: Reload  

Union Blaster RJ-1027

One - HandedR – 18”  P – 8 ROF - 1

Special:

Fist

Melee

R – .5”  P – 3 ROF - 1

Special:

Special Rules

Counter Intelligence – At the end of this model’s activation, it may go On the Lookout without spending

any action points.

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Union RiflemenHired Hand

Cost –30 Halo .5” Small Base

Q A M P S AR L C I

5 2 5 7 1 1 6 5 0

WeaponsBlaster Rifle RJ-1027

Two - Handed

R – 24”  P – 10 ROF - 1

Special: 

Bayonet

Melee

R – .5”  P – 6 ROF - 1

Special: 

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Union SoldierHired Hand

Cost – 20 Halo 2”  Small Base

Q A M P S AR L C I

5 2 7 5 2 1 6 5 0

WeaponsBlaster Pistol RJ-1027

One - Handed

R – 12”  P – 8 ROF - 1

Special: 

Sabre

Melee

R – 2”  P – 10 ROF - 1

Special:

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Union Cavalry

Light Support (1-3)

Cost – 80 Halo 2”  Large Base

Q A M P S AR L C I

8 2 4 5 2 3 12 5 0

Weapons

Blaster Rifle

Two - Handed

R – 24”  P – 10 ROF - 1

Special: 

Any Cavalry model may exchange its Blaster Rifle for Mini Cannon (x2) for +XX points, or Rocket Pods for

+XX points.

Mini Cannon RJ-1027

Two - HandedR – 18”  P – 8 ROF – 2

Special:  Armor Piercing 

Rocket Pods RJ-1027

Two - Handed

R – 36”  P – 12 ROF - 1

Special: Heavy, Blast 4”  ,

Reload

Union Sabre

MeleeR – 2”  P – 10 ROF - 1

Special: Decapitation 

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Outlaws Character Profiles

Jesse James

Boss

Cost -150 Halo 1”  Small Base

Q A M P S AR L C I

6 3 2 4 2 2 22 2 4

WeaponsHyper Velocity Pistol x 2 RJ-1027

One - Handed

R – 18”  P - 7 ROF - 2

Special: Accurate 

Bowie Knife

MeleeR – 1”  P – 6 ROF - 1

Special: 

Special Rules

Heat Blast   Ammo – A model with this type of ammo may use a Shooting action to combine both of his

pistols into one single heat blast shot with the following profile:

R – 18”  P – 14 ROF - 1

Special:  Reload  

Fastest Draw in the West – This model may perform a Quick Draw against every model that engages

him within their halo – 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 shooting 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 those models engaging him.

Inspiring Leadership – Any friendly models within 10” of this model do not have to take Courage Tests

for being wounded by shooting attacks.

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Billy The Kid

Boss

Cost -150 Halo 1” Small Base

Q A M P S AR L C I

5 3 4 6 3 2 18 3 2

WeaponsGatling Shotgun RJ-1027

Two - HandedR –Temp P - 9 ROF - 3

Special:

Six Shooter x 2

One - Handed

R – 12”  P – 8 ROF - 1

Special:

Poisoned Bowie Knife

Melee

R – 1”  P – 6 ROF - 1

Special: Poison Blade 

Special Rules

The Boys – This model may take up to 2 Hired Hands at no cost that must stay within 6” of him at all

times during the game. When activating this model the additional Hired Hand models activate along with

him. If this model is killed the hired hand models act as normal.

Cold Blooded Killer – Any time this model kills an enemy model it receive 1 free action point that can beused immediately up to a max of 2.

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Frank James

Underboss

Cost -100 Halo 1”  Small Base

Q A M P S AR L C I

5 2 4 5 2 1 16 2 0

WeaponsZerelda Rifle RJ-1027

Two - Handed

R – 36”  P - 10 ROF - 1

Special: Armor Piercing 

Pistol

One - Handed

R – 12”  P - 8 ROF - 1

Special:

Bowie Knife

Melee

R – 1”  P – 6 ROF - 1

Special: 

Special Rules

Big Brother – If the boss model is targeted by an enemy ranged attack while within 10” of this model,

this model may immediately make one ranged attack at that enemy model provided this model has Line

of Sight to the attacker, and they are in range.

Got Your Back  – This model may shoot at models engaged with or engaging the boss model (provided

they are in range and he has Line of Sight).

Custom Scope – This model may measure the distance to any target at any time during its Activation,

before declaring a Shoot action or target. This model suffers no penalty for shooting at long range. Also,

this model may draw Line of Sight with no penalty through smoke.

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Johnny Ringo

Underboss

Cost -65 Halo 1”  Small Base

Q A M P S AR L C I

5 2 5 7 2 2 14 1 1

WeaponsPlasma Carbine RJ-1027

Two - Handed

R – 18”  P – 10 ROF - 2

Special: Blast 3”, Ignores

 Armor  

Plasma Six Shooter RJ-1027

One - Handed

R – 12”  P – 8 ROF - 2

Special: Armor Piercing 

Bowie Knife

Melee

R – 1”  P – 6 ROF - 1

Special: 

Special Rules

Touched By Death – Anytime this model is targeted by a ranged attack, it must advance half its

Quickness towards the enemy model that targeted it.

Loud Mouth – If this model is within 6” of a friendly Boss model, enemy models that attempt to target the

Boss model with a shooting action must target this model instead, if they have Line of Sight and range to

this model.

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Cole Younger

Sidekick

Cost -60 Halo 1”  Small Base

Q A M P S AR L C I

5 2 5 6 1 1 12 4 0

WeaponsCole’s Colts x 2  RJ-1027

One - Handed

R – 18”  P - 10 ROF - 1

Special:

Bowie Knife

Melee

R – 1”  P – 6 ROF - 1

Special: 

Special Rules

Smoke Grenades – Once per turn, this model may spend an action to throw a Smoke Grenade. Place the

center of the 4” Template within 6” of this model and in Line of Sight. Make a Marksmanship test, and if

passed, the template lands where intended. If missed, the template scatters as normal. The template lasts

until the beginning of this model’s next activation, and completely blocks Line of Sight into it, out of it, or

through it. The template has a height of 4”. 

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Jake “Smiley” Williamson 

Sidekick

Cost -60 Halo 1.5” Medium Base

Q A M P S AR L C I

4 2 6 5 3 4 13 3 1

Weapons

Shotgun

Two Handed

R - Small

Template 

P – 9  ROF - 1 

Special: Reload  

Cleaver

Melee

R – 1.5”  P – 9 ROF - 1Special: Retrieve

Smiley’s Stiletto 

Melee

R – 1”  P – 4 ROF - 1

Special:

Special Rules

 Army Of One – A model with this special rule is never considered to be outnumbered, regardless of the

number of models in its fighting halo.

Stiletto - Anytime a living model is removed from play due to damage inflicted by this weapon, this

model adds 1 additional Influence Token to the Influence pool for this turn. 

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The Apache Kid

Sidekick

Cost -50 Halo 1.5”  Small Base

Q A M P S AR L C I

6 2 5 6 2 0 11 1 2

Weapons

Bow

Two - Handed

R – 18”  P - 8 ROF - 2

Special:

Cursed Tomahawks x 2

Melee

R – 1.5”  P – 8 ROF - 1

Special:

Tomahawk (Thrown) x 2

Thrown

R – 8”  P – 8 ROF - 1

Special:

Retrieve

Special Rules

Spirit Aim – This model may target models that are engaged or engaging in close combat. This model

does not require Line of Sight to shoot, and may shoot through intervening terrain, cover, or other modelswithout penalty.

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 re-deploy any models within 12” of the

Apache Kid. These models must be placed legally within the Outlaw player’s Deployment Zone. 

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Outlaw RiflemanHired Hand

Cost –25 Halo .5” Small Base

Q A M P S AR L C I

5 2 6 7 1 0 6 5 0

Weapons

Rifle

Two - Handed

R – 24”  P - 10 ROF - 1

Special:

Pistol

One - Handed

R – 12”  P - 7 ROF - 1

Special:

Fist x 2

One - Handed

R – .5”  P - 3 ROF - 1

Special:

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Outlaw GunslingerHired Hand

Cost – 20 Halo 1” Small Base 

Q A M P S AR L C I

5 2 6 7 1 0 6 5 0

Weapons

Pistol x 2

One - Handed

R – 12”  P - 7 ROF - 1

Special:

Bowie Knife

Melee

R – 1”  P – 6 ROF - 1

Special: 

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Outlaw Cavalry

Light Support (1-3)

Cost – 80 Halo 1”  Large Base

Q A M P S AR L C I

8 2 5 5 2 3 12 5 0

Weapons

Rifle

Two - Handed

R – 24”  P – 10 ROF - 1

Special: 

Any Outrider model may exchange its Rifles for Mini Cannon (x2) for +XX points, or Rocket Pods for +XX

points.

Mini Cannon RJ-1027

Two - HandedR – 18”  P – 8 ROF – 2

Special:  Armor Piercing 

Rocket Pod RJ-1027

Two - Handed

R – 36”  P – 12 ROF - 1

Special: Heavy, Blast 4”  ,

Reload

Bowie Knife

MeleeR – 1”  P – 6 ROF - 1

Special: 

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The Warrior Nation Character Profiles

Sitting Bull

Boss

Cost -135 Halo 2 Medium Base

Q A M P S AR L C I

7 3 8 3 3 0 22 2 4

Weapons

Spirit Dagger

Thrown

R – 8”  P - 8 ROF - 1

Special: Spirit Edge 

Razor Claws x 2

MeleeR – 2”  P - 8 ROF - 1

Special: Frenzy  

Fangs

Melee

R – .5”  P – 12  ROF - 1 

Special: 

Special Rules

Extended Halo – This model’s Close Combat Halo for melee weapons is doubled.

Climbing – This model automatically passes the Physical Test required for climbing. This model may

climb any vertical surface at full speed.

Feral Bite– When this model kills another living 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.

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Geronimo

Boss

Cost -160 Halo 2”  Large Base

Q A M P S AR L C I

4 3 8 2 3 1 24 1 3

Weapons

Razor Claws x 2

Melee

R – 2”  P - 8 ROF – 1

Special: Frenzy  

Fangs

Melee

R – .5”  P – 12 ROF – 1

Special:

Bear Roar

Template

R – Small

Template

P – 6 ROF – 1

Special: Stun 

Special Rules

Call of the Wild – Once per turn this model may use the action points of any friendly model within 6” 

that has not yet activated this turn. The model that is selected loses its action points for the remainder of

that turn.

Best of the Best  – Any Hired Hands using an Action to Shoot while within 6” of this model add +1 to their

Marksmanship Test.

Run Down – Any model that uses a Move action to try and leave this model’s Fighting Halo suffers a -2

penalty to its Physical test.

Thick Skinned – When making Armor rolls against Melee attacks, this model receives +2 Armor.

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Grey Spirit

Underboss

Cost – 105 Halo 1” Medium Base

Q A M P S AR L C I

8 2 4 5 2 1 16 2 2

Weapons

Bow

Two - Handed

R – 18”  P - 8 ROF - 2

Special:

Tomahawk

Melee

R – 1”  P – 8 ROF - 1

Special:

Tomahawk (Thrown)

Thrown

R – 8”  P – 8 ROF - 1

Special: Retrieve 

Special Rules

Spirit Aim – This model may use a Shoot Action to target a model in engaged in close combat. This model

does not require Line of Sight to shoot, and may shoot through intervening terrain, cover, or other models

without penalty.

Flight  – This model ignores all movement penalties for terrain and all Fighting Halos while moving (and

is therefore never locked in close combat). 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 attack causes any damage to the target, then at the end of the Move, place the enemy model in basecontact with this model.

If the model being targeted by Hawk Strike is already in base contact with Grey Spirit he may place the

model along with himself anywhere within 4” of his current position.

If by doing this the model is forced to leave the fighting halo of another model the model being targeted

by Hawk Strike receives damages as normal for leaving a model’s fighting halo.

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Stone Fist mounted on Running Thunder

Underboss

Cost -95 Halo 1.5” Large Base

Q A M P S AR L C I

4 2 4 4 1 3 14 3 1

WeaponsMounted Howitzer x 2 RJ-1027

Heavy, Template, Blast 5” 

R – 36”  P – 14 ROF – 1

Special: Auto Scatter

Skull Splitter

Melee

R – 1.5”  P – 7 ROF - 1

Special: Bell Ringer  

Special Rules

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. The smoke grenades use a 5” blast template

and last till the beginning of the next game turn.

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Walks Looking

Sidekick

Cost -60 Halo 2 Small Base

Q A M P S AR L C I

6 2 5 6 1 0 12 4 1

Weapons

Sword

Melee

R – 2”  P - 10 ROF - 1

Special:

Special Rules

Headhunter – If a model with headhunter rolls a 10 it will cause double damage to the target. Note that

you do not double the Power of the weapon, but after the Armor Roll is made, double the amount of

damage the model suffers.

Sure Foot – This model never suffers penalties for Difficult Terrain and never suffers falling damage.

Specter – This model cannot be seen by models more than 12” away.

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Braves of The Great Spirit

Sidekick x 3

Cost – 75 Halo 1”  Medium Base

Q A M P S AR L C I

5 2 6 6 1 0 15 4 1

Weapons

Club

Melee

R – 1”  P – 6 ROF – 1

Special: Bell-Ringer  

Special Rule 

Summoning Spirits – A model that has the summoning spirits special rule may use all of its actions to

call upon an apparition during its activation. 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 ofthe game turn and acts as a normal model using its own stats.

Great Spirit Apparition

Cost – 0 Halo 2” Small Base

Q A M P S AR L C I

0 2 5 9 3 0 0 1 0

Spiritual Flame

Template

R – Small

Template

P – 10 ROF - 1

Special: Fire 

Spiritual Claws x 2

Melee

R – 2”  P – 8 ROF - 1

Special: Fire 

Special Rules

Unstable Manifestation – A model with unstable Manifestation is removed from play after each

game 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

activation pool for the remainder of the turn and acts as a normal model.

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Hunter BraveHired Hand

Cost - 25 Halo 1”  Small Base

Q A M P S AR L C I

6 2 6 6 1 0 6 5 0

Weapons

Bow

Two - Handed

R – 18”  P - 8 ROF - 2

Special:

Dagger

Melee

R – 1”  P – 6 ROF - 1

Special: 

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Warrior BraveHired Hand

Cost – 2 Halo 1.5”  Small Base

Q A M P S AR L C I

6 2 6 6 1 0 6 5 0

Weapons

Tomahawk x 2

Melee

R – 1.5”  P – 7 ROF - 1

Special: 

Tomahawk

Thrown

R – 8”  P – 7 ROF - 1

Special: Retrieve 

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Warrior Nation CavalryLight Support (1-3)

Cost – 80 Halo 1.5”  Large Base

Q A M P S AR L C I

10 2 5 5 2 3 12 5 0

Weapons

Bow

Two - Handed

R – 18”  P - 8 ROF - 2

Special:

Tomahawk

Melee

R – 1.5”  P – 7 ROF - 1

Special: Any Cavalry model may exchange its Bow for a rifle at +XX points, or may pay for the Special Rule Spirit

Aim at +XX points.

Rifle

Two - Handed

R – 24”  P – 10 ROF - 1

Special: 

Special Rule

Spirit Aim – This model may use a Shoot Action to target a model in engaged in close combat. This model

does not require Line of Sight to shoot, and may shoot through intervening terrain, cover, or other modelswithout penalty.

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The Enlightened Character Profiles

Dr. Carpathian

Boss

Cost - 145 Halo .5”  Small Base

Q A M P S AR L C I

4 3 4 6 2 3 18 2 4

Weapons Atomic Blunderbuss RJ-1027

Two – Handed, Blast 5” 

R – 12”  P - 12 ROF - 1

Special: Irradiate 

Ion Pistol RJ-1027

One - Handed

R – 12”  P - 8 ROF - 1

Special: Interference 

Fist x 2

One - Handed

R – .5”  P - 3 ROF - 1

Special:

Special Rules

Remote Reanimation – Once per turn, this model may spend an Action to return a destroyed Animation,anywhere on the table to play by making a successful Physical test. The Animation is placed where it fell

(so do not remove them from the table when reduced to 0 LB) with 1 Lifeblood. A model may be

reanimated multiple times during a game.

Steel Skin – When making Armor rolls against Melee attacks, this model’s Armor stat is doubled. 

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Gustave Eiffel and Spider Construct

Boss

Cost -160 Halo 2”  Large Base

Q A M P S AR L C I

6 3 4 3 2 3 22 1 3

Weapons

Web Launcher RJ-1027Template

R – Large

Template

P - 4 ROF – 1

Special: Tangled  

Mechanical Mandibles RJ-1027

Melee

R – 2”  P – 8 ROF – 1

Special: Poison 

Mini Cannon RJ-1027Heavy

R – 18  P – 8 ROF – 2

Special:  Armor Piercing 

Special Rules

Sure Foot – This model never suffers movement penalties for Difficult Terrain and never suffers falling

damage.

Run Down – Any model that uses a Move action to try and leave this model’s Fighting Halo suffers a -2

penalty to its Physical test.

Thick Skinned – When making Armor rolls against Melee attacks, this model receives +2 Armor.

 Army Of One – A model with this special rule is never considered to be outnumbered, regardless of the

number of models in its fighting halo.

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Thomas Edison

Underboss

Cost -100 Halo .5”  Small Base

Q A M P S AR L C I

5 2 4 5 2 1 15 3 2

Weapons

Phonic Blaster RJ-1027Template

R – Large

Template 

S - 0 ROF - 1

Special: Sound Wave, Wave

Motion 

Ion Pistol RJ-1027

One - Handed

R – 12”  P - 8 ROF - 1

Special: Interference 

RJ-1027 Grenades RJ-1027

Thrown

R – 6”  P - 8 ROF - 1

Special: Blast 3”  , Irradiate 

Special Rules

Repair – This model may spend 1 Action Point to perform a repair action on any animation or construct

within 1”. The model must take a physical test and if passed the model in base contact is repaired with 1

lifeblood. 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. 

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XIII

Sidekick (Animation)

Cost –75 Halo .5” Medium Base 

Q A M P S AR L C I

4 2 6 6 1 4 16 1 0

Weapons

Gatling Gun RJ-1027Heavy

R – 24”  P – 8 ROF - 4

Special: 

Fist x 2

Melee

R – .5”  P – 7 ROF - 1

Special:

Special Rules

Steady – This model counts Heavy weapons as two - handed weapons instead

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Vladimir Ursul

Underboss

Cost -75 Halo 1.5”  Medium Base

Q A M P S AR L C I

4 2 4 6 2 1 16 1 1

Weapons

Old Pusca RJ-1027Two - Handed

R – 36”  P - 8 ROF – 2

Special: Accurate 

Vendetta

Melee

R – 1.5”  P – 9 ROF – 1

Special: Retrieve 

Bear Trap

ThrownR – 6”  P – 5 ROF – 1

Special: Tangled  

Special Rules

Sure Foot – This model never suffers penalties for Difficult Terrain and never suffers falling damage.

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 Animated GunmanHired Hand (Animation)

Cost -20 Halo .5”  Small Base

Q A M P S AR L C I

5 2 7 5 2 1 7 5 0

Weapons

RifleTwo - Handed

R – 24”  P – 10 ROF - 2

Special:

Fist x 2

Melee

R – .5”  P – 3 ROF - 1

Special:

Special Rules

Brainless Undead– This model never takes a Courage Test for being wounded by shooting and are notconsidered living models. 

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 Animated BrutesHired Hands (Animation)

Cost -20 Halo 1.5”  Small Base

Q A M P S AR L C I

5 2 8 5 2 1 7 5 0

Weapons

Sharpened Blade x 2Melee

R – 1.5”  P – 8 ROF - 1

Special:

Special Rules

Brainless Undead– This model never takes a Courage Test for being wounded by shooting and are not

considered living models.

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 Animated Powder Keg

Light Support (1–3) (Animation)

Cost -40 each Halo 0”  Small Base

Q A M P S A L C I

5 2 8 5 2 1 7 5 0

An Animation with a Powder Keg on its back is a walking bomb. Boss models may spend an Action to

detonate a Powder Keg anywhere on the table. Also, a Powder Keg will detonate if the Animation is killed

by a shooting attack. If an Animation with a Powder Keg detonates, it is completely removed from play – aBoss model cannot Re-animate 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. 

Special Rules

Brainless Undead– This model never takes a Courage Test for being wounded by shooting and are not

considered living models.

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Enlightened Cavalry

Light Support (1-3) (Animation)

Cost –80 Halo .5”  Large Base

Q A M P S AR L C I

8 2 5 5 2 3 12 5 0

Weapons

Rifle x 2Two - Handed

R – 24”  P – 10 ROF - 1

Special: 

Any Iron Horse model may exchange its Rifles for Mini Cannon (x2) for +XX points, or Rocket Pods for

+XX points.

Mini Cannon RJ-1027

Heavy

R – 18”  P – 8 ROF – 2

Special:  Armor Piercing 

Rocket Pod

Heavy

R – 36”  P – 12 ROF - 1

Special: Blast 4”  , Reload

Fist x 2

Melee

R – .5”  P - 3 ROF - 1

Special:

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