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INTRODUCTION

WILD WEST EXODUS is an exciting, fast-paced 35mm miniature semi-skirmish game set in an alternate history post-Civil War era United States of America. The United States has clawed its way out of a terrible civil war, but the wounds are deep. The nation stands upon the edge of ruin, the agony of division eating at its very marrow. New science collides with ancient malevolence, and technology powered by the very essence of evil itself moves to crush the hearts and minds of men. WILD WEST EXODUS contains a full range of highly-detailed 35mm miniatures, sculpted by some of the best digital sculptors in the industry and produced in high quality resin and plastic. These models drive this action-based whirlwind of darkness and death into an ever-evolving future brimming with desolation and despair. Take your first step on this dread path today! These Quick Start Rules are a reference for you to learn the game of WILD WEST EXODUS and includes all the rules needed to play introductory games. More in-depth rules, scenarios, and more await in the Official WILD WEST EXODUS Rule Book.

WHAT YOU NEED TO PLAY


The following items are necessary to play games of Wild West Exodus: Wild West Exodus Quick Start Rules or Rule Book Wild West Exodus Miniatures Wild West Exodus Profile Cards: Each model in Wild West Exodus comes with a Profile Card. These cards feature all of the statistics and special rules for that model. Several Ten-Sided Dice: These are polyhedron, flat-faced dice with 10 equally sized faces numbered 1 through 10. It will speed up game play to roll several at once, so we suggest having at least four or five D10s per player. Many 10-sided dice show a 0 instead of a 10 always treat the 0 as a 10. Templates And Counters: Used to mark different types of actions and effects on the table top. Tape measure or ruler: All measurements in the game are given in inches to measure movement, weapon ranges, and other game effects. Always measure the distance between two models from the closests points on their bases. Dry erase marker & Card Sleeves: A dry erase marker is useful for marking damage and other effects on the Profile Cards. Standard size card sleeves are useful for covering each models card to ensure long-term usability of the cards. A flat play area of at least is needed 2 x 2 for a Quick Start game. Standard games are played on a 4 x 6 table with a selection of terrain and scenery.

CREATING YOUR POSSE


The Posse is the name we use to refer to the group of models you control during a game of Wild West Exodus. We recommend learning the rules with a list consisting of: 1 Boss (Every Posse must include One) Up to 2 Underbosses Up to 2 Sidekicks Up to 10 Hired Hands Each model has a dollar cost associated with it. The cost of a model is an indicator of how effective each model can be on the table top, and are used to balance opposing forces to create a fun and challenging game for each player. Agree with your opponent on the dollar cost of the game you are playing beforehand and build a list as close to that amount without going over that amount.

BASES & ARC OF SIGHT


We recommend mounting the models used in Wild West Exodus on the round bases provided. These are the Small Base (1 diameter), the Medium Base (1 diameter), the Large Base (2 diameter), and the Massive Base (4 diameter). Models normally have a 360Arc of Sight; they can see all around them. However, in some situations a models Arc of Sight is reduced to an arc of 180 to its front. If this is the case, determine which way the model is looking this is the center point of its 180 arc. Its Arc of Sight extends along the base at 90 angles on either side of this point, as shown in the diagram. Its a good idea to mark these points on the models base. You might, for example, paint a very thin line on the edge of the models bases.

CHARACTERS STATISTICS
Each model in Wild West Exodus is referred to as a Character and has its own profile made up of several statistics (or stats). These stats determine a characters strengths and weaknesses in game play, and are compiled onto an easy-to-use Stat Card. You will notice the stats are written in two different ways. Some stats are simply a number in this case, the higher the number, the better the model is. Other stats are expressed as a number followed by a + symbol (for example: 2+ or 3+, 6+ and so forth). These stats are those that are used in Statistic Tests as explained below. In their case, the lower the number of the Stat, the better the model is at something. Q (Quickness): The speed, in inches, that model may move when performing a (MOVE ACTION). AP (Action Points): The amount of Actions this model performs each time it is activated. M (Marksmanship): This models ability with ranged weaponry. (SHOOT ACTION) PA (Physical Ability): The models athletic ability and hand-to-hand fighting prowess. (FIGHT ACTION) S (Strikes): The number of times this model may attack per close combat Action. (FIGHT ACTION) A (Armor): The models ability to mitigate damage. L (Lifeblood): The number of points of damage this model can take before being removed from play. Each individual Lifeblood is represented on the card and must be marked on the card as the model receives damage. C (Courage): The models mental fortitude and bravery. I (Influence): The number of dice the model contributes to the Influence Pool each turn. Halo: The distance in inches that a models close combat range extends from its base. Cost: The amount of dollars a model costs in the game. Special Rules: In addition to its Stats, a character may have special rules and abilities that may be used during the game. Those will be found on the back of the Profile Card, under the Special Rules header. Special Rules can override standard rules for that specific model.

CARD BACK

CARD FRONT

STATISTIC TESTS
Sometimes a model will be required to take a test based on Marksmanship or Physical Ability stats 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.Passing and failing the test will have different effects based on the test being taken as described in the appropriate rule. Modifiers may be applied to a specific statistic for a test. The more difficult the test, the higher the modifier to the statistic.

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WEAPONS
WeaPon Stats
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. Range (R): The maximum distance a ranged weapon may shoot or a melee weapon can reach. Power (P): How much damage the weapon can cause. The higher the number, the more devastating the weapon can be. Rate of Fire (ROF): How many times that weapon shoots for each Action the wielder spends shooting with it. Special: Any special rules, abilities or ammunition the weapon has.

WeaPon Profiles & TYPes

One-Handed: A One-Handed weapon allows a model to Fight or Shoot with up to two of these weapons per Action. Two-Handed: A Two-Handed weapon requires two hands to use, so other weapons may not be used at the same time. Heavy: A model must spend 2 Action Points to perform a Shoot Action with a Heavy weapon. Unless otherwise specified, Heavy weapons are Two-Handed weapons. Template: A model with a Template weapon must use the appropriate game template to measure the area and the models affected. Unless otherwise specified, Template weapons are Two-Handed weapons. Melee: This weapon is used to make close combat attacks. Unless otherwise specified, Melee weapons are One-Handed weapons. Thrown: This is a Melee weapon that can be thrown as a ranged attack (Range 6, unless differently specified). Use the models Marksmanship Stat instead of its Physical Ability Stat when throwing the weapon. Unless otherwise specified, Thrown weapons are OneHanded weapons.

Models CarrYinG MultiPle WeaPons

A model that carries one or more Two-Handed weapons and one or more One-Handed weapons can always choose which one to use to Shoot or Fight up to 2 One-Handed weapons or a single Two-Handed weapon at the same time. When a model has more than one weapon of the exact same type, it will be listed as a multiplier, such as Hatchet (2x). This multiplier is simply multiplied by the weapons ROF to determine how many shots/attacks the weapon makes every time the character using the weapons spends an Action Point using them. Carrying a Two-Handed weapon does not stop a model from using its One-Handed weapons when the need arises. It simply means that the model cannot use both the Two-Handed weapon and any One-Handed weapons during the same Shoot or Fight Action.

ImProVised Melee WeaPons TemPlate 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 PA to their To Hit roll in close combat, and their attack is Range 1 and Power 3. 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 any point of the front arc of the attackers base edge, and the wide end is placed as far as possible from the attacker, in any direction the attacker wishes. Any models even partially under the template may be hit by the attack, friend or foe. The attacker takes a Marksmanship roll to hit every model (excluding himself) touched by the template. This roll never suffers from any negative modifiers to hit, but is always on the models unmodified Marksmanship value. Example: An Outlaw Hired Hand fires a shotgun at a group of four Union Soldiers. The small Teardrop Template is placed touching the Outlaws base, and he positions it to cover the maximum amount of enemy models that he can. Three Union Soldiers are under the template, and the Outlaw must make a Marksmanship Test to see if he hits each one by rolling a D10 for each model covered by the template.

Blast WeaPons

Weapons with Blast # create a circular area of effect with a diameter equal to the number in inches, centered on the model hit. A Blast 4 weapon creates a 4 area of effect, a Blast 3 weapon 3 diameter, and so on. Any model partially or completely covered by the circular area of effect Blast template will be automatically hit and suffer the effects of the weapon. 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. If a Blast weapon misses, the shot will still land somewhere. To determine where, roll a D10 near the target point. The number indicates how many inches the shot misses by. The face at the top of the D10 points in a clear direction, like an arrowhead; this is the direction of scatter. Move the template the number of inches indicated by the die roll in the direction the die points. Any models touched by the template in its new location are automatically hit.

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 away. The attacker rolls a 6 for scatter, but the template is only moved 4 away from the target point.

WEAPON SPECIAL RULES

Each model will have a variety of special weapons or unique tools. These weapons will each have a characteristic that can be found on the Profile Card. Some weapons may require game play to be altered or changed from the normal game rules. This is a list of Special Rules to be used in the Quick Start Rules, for the comprehensive list of abilities refer to the Wild West Exodus Rule Book. -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. -Decapitation: When a model attacks in close combat with this weapon and rolls a To Hit roll of a natural 9, or 10, any damage inflicted by this hit is doubled. You do not double the Power of the weapon, but rather the damage applied after the Armor Roll. -Interference: Any model hit by this weapon may not use weapons powered by RJ-1027 during its next activation. -RJ-1027: The dangerous weapons powered by RJ-1027 are identified by this rule, which has no in-game effects other than making them vulnerable to the Interference special rule. -Infected Blade: A model that is wounded by an Infected Blade loses 2 Lifeblood for each wound suffered after the Armor Roll. -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 these weapons as it carries each Turn, regardless of how many Actions it has. -Spirit Aim: A model using a weapon with Spirit Aim does not require Line Of Sight to shoot, and never suffers any negative modifiers to its Marksmanship. This means that the model may shoot through Intervening Terrain, Cover, or other models, including models that are Prone, or Engaged in Close Combat, without penalty. -Sound Wave: This weapon does not require Line of Sight to the target to be fired, and may be fired through any Intervening Terrain. -Thermite Round: A weapon with Thermite Rounds will always halve the armor value of the model it successfully hits (rounding down). -Wave Motion: Instead of causing damage, models inside the template are moved beyond the edge of the template by the shortest, most direct, route possible, but will stop if they come into contact with other models or Impassable Terrain.

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ACTION POINTS AND ACTIONS


A model may use its Action Points to perform one of the Actions listed below per point. Models may perform the same Action again and again, as long as they have Action Points left. A model may also choose not to use an Action Point, passing on it. Action Points do not accumulate over turns; any Points not spent by the end of the models activation are lost. -Move: A model may spend an Action Point to move up to its Quickness in inches. -Go Prone: A model may lie down on the ground and enter the Prone state. -Get Up: A model must spend an Action to recover from the Prone state and stand up. -Take Cover: A model can hunker down behind the cover he is in, maximizing its protection. -Aim: A model may use an Action to take careful aim before firing on a target. -Shoot: A model may shoot if it has a ranged weapon. -Fight: A model may fight in hand-to-hand combat, striking any models in its Fighting Halo. -Rally: A Broken model must attempt to Rally. This special Action is explained in the Courage section.

MOVE
A model may spend an Action Point to move up to its Quickness value in inches across open ground. A model does not have to move in a straight line, but may instead rotate freely on its base any number of times, snake its way or turn at any point during its movement, as long as the total distance does not exceed its Quickness Stat. When measuring, measure the movement from the front of the models base. The models base may not move farther than the models Quickness. A model may choose to spend Action Points on shooting or fighting and not move at all. It may also spend multiple Action Points to Move, moving several times in a row. A model may not move so that its base would pass over the base of another model friendly or enemy. There must be enough space between models bases, or between bases and impassable ground, for the moving models base to pass through unimpeded.

MoVinG to EnGaGe

If a model makes a Move Action and ends itS move in a position where it is Engaging one or more enemy models in its own Fighting Halo, the moving model may immediately perform one Free Strike Action at the end of the move, without spending an additional Action Point. This is explained further in the Fight section of the Quick Start Rules.

Terrain

Terrain and scenery that can affect a models Move: Impassable Ground This type of terrain (like buildings, large boulders, steep cliffs, canyons, quicksand, etc.) cannot be moved across, and models must go around it. The edge of the table and other models bases are normally considered Impassable Ground.

GO PRONE
A model may spend an Action Point to Go Prone. While the character the model represents is laying flat on his belly, its status on the table top might be represented by using a Prone Token placed next to the model, rather than laying your carefully painted miniature down on the terrain. A Prone model is considered to be tall when determining its Line of Sight in other words, you draw Line of Sight from the models knees (i.e. normally from in between its legs.) instead of his eyes. When determining Line of Sight towards a Prone model, enemies need to be able to see its base or any part of the Prone models body up to a height of A Prone model may spend Action Points to Move (crawl) and remain Prone, but only moves 2 per Move Action. A Prone model may Shoot, but remember that its Line of Sight must be worked out from a height. However, a Prone model cannot Shoot using a Thrown weapon. In addition, a Prone model only has an Arc of Sight of 180When a Prone model is the target of a Shooting attack, the attacker suffers an additional +1 penalty to his roll to hit. A Prone model has no Fighting Halo. When an enemy attacks a Prone model in close combat, the Prone models strikes are reduced to 1, regardless of its stats, number of weapons, special rules, etc. A Prone model cannot use Melee weapons, so counts as fighting with improvised weapons and it suffers a +2 Physical Ability penalty on its rolls to hit. A Prone Model may spend 1 Action Point to stand up and fight as normal. Prone models may not Quick Draw.

GET UP
The only way a Prone model may recover from the Prone state is to use an Action Point to Get Up. Once a model spends an Action Point to Get Up, immediately discard its Prone Token, and then the model may act as normal from that point on.

SHOOT
A model may spend an Action Point to Shoot with one of his ranged weapons.To perform a Shoot Action, the model first spends the Action Point and then declares a target. The target must be in Line of Sight (see below). If the target is not in Line of Sight, the model may choose a new target. A model with a model in its Halo or in another models Halo may not make a Shoot Action. If a model can draw a direct line to any part of the target models figure or base, then it has Line of Sight to the target, even if the models figure or base is partially hidden. There is a modification to this rule for models that have gone Prone, as explained above. Usually, it will be easy to tell if a model has Line of Sight to its target or not. If there is any question, hunker down and get a models eye view of the situation. If it is still questionable, you may find the use of a laser pointer useful. Note that if the model is Prone or has a limited Arc of Sight for any other reason, the target must also lie at least partially within the attackers Arc of Sight. To determine this, simply extend imaginary lines from the attackers base noting its 180 Arc of Sight.

Line of SiGHt

RanGe

Next, measure the distance between the shooter and the target. All measurements are made from the closest points on the models bases within Line of Sight. If the target is beyond the weapons maximum range, the shot misses automatically (the Action Point is still spent).

MarksmansHiP Roll

If the target is within range, the shooting model must pass a Marksmanship Test (D10 roll equal to or higher than the models Marksmanship Stat) to hit the target. This is also referred to as a Roll To Hit, or even a To Hit roll these expressions are all interchangeable. The Marksmanship of the firing model may be modified by range, cover, special abilities and other factors. However, a natural roll of 10 (0) on a die is always considered a success (a Lethal Hit), 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 Marksmanship) Intervening Terrain (+1 Marksmanship) Cover (+1 Marksmanship) Take Cover (+1 Marksmanship) Long Range (+1) If the target model is further than half the weapons maximum range, the shooter suffers a +1 penalty to his Marksmanship. Example: General Grant is firing his Federal Hand Cannon against an Outlaw that is 16 away from him. Since the Rifle has a maximum range of 18, and the target is more than 9 (i.e. half the range) away, General Grant suffers a +1 modifier to his Marksmanship.

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Intervening Terrain (+1) If the Line of Sight crosses any Intervening Terrain between the shooter and the target, and the terrain obscures Line of Sight to 50% of the target model or more, the shooter suffers a +1 penalty to his Marksmanship. This penalty is not applied to cover that the shooter is in base contact with. This penalty is cumulative with Cover. If it is not clear whether Line of Sight to the target model is over 50% obscured, then the attacking model does not suffer the penalty from Intervening Terrain. Cover (+1) If the target model benefits from the Intervening Terrain modifier (see above) and is also inside or in base contact with Intervening Terrain, the Shooter suffers an additional+1 penalty to his Marksmanship. Multiple terrain features providing Cover do not provide multiple benefits. Take Cover (+1) 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 Marksmanship of enemies shooting at it (for a total of +2M), and a +1 to its Armor Roll. 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.

LetHal Hit

There are times when a bullet, finds a vital organ or the chink in the armor, and no matter how tough the enemy is, it may be instantly be killed or destroyed. To represent this, if you roll a natural 10 on your Marksmanship Test, not only do you hit automatically, but you also land a Lethal Hit. A Lethal Hit ignores all armor regardless of the Armor Stat of the target model.

SHootinG into Close Combat

A model may deliberately target a model that is Engaged (or engaging) in close combat with friendly models. When doing this, the shooting model suffers an additional +2 Marksmanship penalty on its roll to hit, to represent its hesitation for fear of hitting a friend in the swirling melee. If the model takes the shot and misses the target, theres a chance its going to hit a friend by mistake roll a D10 for each miss. On a roll of a 2+ nothing happens and the shot just flies wild of the target, but on a result of 1, the enemy can allocate the hit on one of the shooters friendly models that is either engaging or Engaged by the target. If a Blast template scatters so that it covers models involved in close combat, it will hit any models under the template as normal. Teardrop templates may be placed so that models involved in close combat fall under the template. A model may also try to shoot through the gaps between the bases of models that are Engaged. As the swirling melee of close combat is not static like the models themselves are, consider the entire area of the close combat to count as Intervening Terrain.

Armor Roll

When a model is hit, it must make an Armor Roll. Roll a D10 and add the targets Armor Stat to the roll. Then subtract from this total the Power of the weapon. A negative result means that your Armor has failed to stop the attack and the model has suffered Damage. Mark one Lifeblood box on the targets card for each point of Damage suffered. When a model has its last remaining Lifeblood box marked, it is removed from the table as a casualty. D10 + Armor Weapons Power = Damage Example 1: An Outlaw with Armor 1 is hit by a Union Soldiers Blaster Pistol (Power 8). The Outlaw player rolls a D10 and gets a 4. Added to its Armor 1, he gets a total of 5. Subtracting the 8 points of the weapons Power, you get a negative -3. This means that the Outlaw takes 3 Lifeblood damage from the hit.

Life SaVinG DodGe

If the result of the Armor roll is a natural 10 (i.e. the die result is a ten before any modifier is applied) the model performs a Life Saving Dodge and ignores all damage caused by that hit, regardless of the weapons Power (even if the firer had scored a lethal hit). This rule represents all sorts of lucky events that would result in the target taking no damage whatsoever.

WeaPon ROF

Every weapon has a Rate of Fire or ROF. For each Action Point spent to Shoot, the model makes a number of shots equal to its weapons ROF. All of the shots may be fired at the same target or may be divided among different enemies. When dividing shots from a single weapon, each shot must be declared 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 4. He declares a Shoot Action against a group of Warrior Nation Braves. He declares two shots against Brave A, and two shots against Brave B. Then he measures the range and rolls a die to hit each individual target. A model armed with two one-handed weapons may fire both with one Action Point, either at the same target or even at different targets. If fired at the same target, simply resolve the two shots simultaneously. If the weapons are identical, you just need to double the ROF of a single weapon of that type. If fired at two or more different targets, each weapon is fired separately, one after the other in the order chosen by the shooter. All targets must be declared before measuring range or rolling dice. Example: An Outlaw is armed with two hyper-velocity pistols, each with a ROF of 2. Using one Action to Shoot, he fires 2 shots with one pistol and 2 shots with the other against an unfortunate Union Rifleman, for a total of 4 shots.

MultiPle WeaPons

AIM
A model may spend an Action Point to Aim. If the models next Action Point in the same turn is spent to Shoot, the model will receive the following bonuses: -2 to Marksmanship (M) when rolling to hit. The models shot(s) ignore Intervening Terrain, Shooting Into Combat, and Prone hit modifiers. These bonuses apply to all shots fired with that Action Point (in case of multiple shots from weapons with high ROF or multiple weapons). Multiple uses of the Aim Action have no cumulative effect. Any Action taken after Aiming other than Shoot removes the Aiming bonus. The Aiming bonus expires at the end of the turn.

FIGHT
A model may spend an Action Point to Fight in close combat attacking one or more targets within the models Fighting Halo with one of his Melee weapons. If a weapon is not defined as a Melee Weapon, it cannot be used to Strike during a Fight Action.

FiGHtinG Halo

Each model has a circular zone of threat around it, measured as normal from the edge of its base. This represents the area at which a model can engage its enemies with close combat weapons and control its immediate environment. The range of a models Fighting Halo is noted in its stats.A player may measure the Fighting Halo of any of his models at any time. In the image to the right you can see examples of Small, Medium and Large-Based models with different Halo sizes.

Number of Strikes

When a model spends an Action Point to fight, it makes a number of attacks equal to its Strikes Stat against any model within its Fighting Halo. If more than one enemy model is inside the attackers Fighting Halo, the attacker may divide his Strikes between those models however he chooses. The Strikes must be allocated before any dice are rolled.

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EnGaGed in Close Combat

When a model has one or more enemies within its Fighting Halo, or when a model is within the Fighting Halo of one or more enemies, that model is considered to be Engaged in Close Combat, or simply Engaged. Note that standing models never normally lose their Fighting Halo and can engage any number of models that end their move within the Fighting Halo. If a model is Engaged in Close Combat, he must deal with the imminent threat. A model Engaged in Close Combat, when activated, must use its Action Points to Fight the model(s) Engaging it if those models are within its Fighting Halo, or it must spend the first Action Point to Move to Engage at least one of them if they are not Engaged and then the rest of his Action Points to fight them. Remember that a model that moves in this way is already engaged at the start of its Move and so does NOT get a Free Strike when moving to engage (so no chance for Quick Draws and Counter Strikes either). Alternatively, a model engaged in Close Combat may try to move out of the enemies Fighting Halo (see below).

MoVinG to EnGaGe Free Strike

If a model that is not Engaged when activated makes a Move Action that ends with the model Engaging an enemy model in its own Fighting Halo, the moving model may immediately perform one Free Strike at the end of the move, without spending an additional Action Point. Note that in this Free Strike Action, the model may make a single Strike regardless of the number of Strikes on its profile or of the number of weapons he carries just one attack. However, if the enemy survives the Free Strike, that enemy also gets one free Action he can either choose to execute a Quick Draw or Counter Strike against your model.

Quick Draw

If the enemy that performed the Free Strike is outside the Fighting Halo of your model, your model can perform a Quick Draw. Immediately take one Shot with a single one-handed ranged weapon (ignoring ROF) the model possesses, even if your model has already activated this turn.The Quick Draw does not count as that models activation that turn. Because it is an instinctive and instant reaction, the Quick Drawing model suffers a +2 Marksmanship penalty to hit.

Counter Strike

If the enemy that performed the Free Strike is inside the Fighting Halo of your model, your model can perform a Counter Strike (and not a Quick Draw).Immediately perform a single Strike in exactly the same way as a Free Strike. The Counter Strike does not count as that models activation that turn. Once a model has made a Quick Draw or a Counter Strike, it may not make another Quick Draw or a Counter Strike during the current Game Turn.

Models WitH MultiPle Melee WeaPons & StrikinG

A model with multiples of the same melee weapon will be shown on their profile with a (2x) after the weapon name for example, Tomahawk (2x). These models make their full number of Strikes with both weapons for every Action spent to Fight. For example, a Brave with 2 Strikes and 2 tomahawks will make 4 attacks for every Action he spends to Fight. All strikes from a single Fight Action must be made with the same weapon, so a model armed with multiple different melee weapons must choose which weapon to make its attacks with in each Fight Action.

StrikinG

The attacker takes a Physical Ability Test for each Strike to see if he hits his target. This is sometimes referred to as a To Hit Roll and works exactly like a roll to hit in a Shoot Action, except that it uses Physical Ability rather than Marksmanship and that the Long Range to hit modifier does not apply. The intervening Terrain and Cover modifiers apply as normal. The target must then make an Armor Roll for each successful attack. Note that the Lethal Hit rule applies to this roll just the same as for the roll to hit with a Shoot attack.

Armor Roll

When a model is hit, it must make an Armor Roll. Roll a D10 and add the targets Armor Stat to the roll. Then subtract from this total the Power of the weapon, (A Life Saving Dodge will negate all incoming damage). A negative result means that your Armor has failed to stop the attack and the model has suffered Damage. Mark one Lifeblood box on the targets card for each point of Damage suffered. When a model has its last remaining Lifeblood box marked, it is removed from the table as a casualty. D10 + Armor Weapons Power = Damage Example: A Brave with Armor 0 is hit by a sharpened blade with Power 8. The Braves player rolls a 2 and takes 6 Damage. Since the Brave only had 5 Lifeblood, he is removed from the table as a casualty.

StrikinG Back

If an enemy model survives the attacks of your activating model, he will be able to Strike Back for free. Once your model has finished executing all of its Strikes, all enemy models that he has attacked, but not slain, can choose to Strike Back. This is effectively a free Fight Action for the enemy, as described above. This means that an enemy Striking Back gets to make one strike with one melee weapon that it is carrying. This is differentiated from a normal Fight Action. An enemy that is Striking Back is limited to attacking only enemy models that have attacked him during this activation. Striking Back is a free Action and does not count as the models activation. Remember that to execute any Fight Action (including Striking Back), the attacking model must have the target model within its Halo.

MoVinG Out of tHe FiGHtinG Halo

A model that is Engaged may use an Action Point to Move. If this move would cause the model to leave the Fighting Halo of the enemy model engaging it, the Moving model must pass a Physical Ability Test. If the test is failed, the model stops at the edge of the enemys Fighting Halo, still Engaged. If the test is passed, it does not mean the model is off the hook. Any model that is leaving another models Fighting Halo stands the chance of being shot in the back. Once the model has passed the test, but before the model is moved, the enemy can choose to make one attack with any one of its weapons within range against the Moving model. Either a ranged or melee attack may be made. The attack made on an enemy leaving a models Fighting Halo hits automatically. Unless the Moving model is killed, it then finishes its Movement Action, and may use any other Action Points as normal.

MoVinG Across tHe FiGHtinG Halo

If a model starts a Move Action outside an enemys Fighting Halo and then moves into the enemys Fighting Halo and immediately (as part of the same Move Action) out of said Fighting Halo, the moving model does not require to take any test, nor it can be struck or attacked by the enemy (unlike models that are Moving to Engage, against which a model can do a Quick Draw or Counter Strike).

COURAGE
In the heat of battle, when bullets are flying, even the toughest cowboy may decide that discretion is the better part of valor, no matter what we, as their omniscient generals, may want them to do.

THe CouraGe Test

Whenever a model is damaged by a weapon with Fire, the Blast special rule or a weapon with a Power of at least 14, it must take a Courage Test. If the test is passed, the model stands its ground. If failed, the model is Broken (place a Broken counter next to it) and must immediately move its full Quickness value in inches, modified as normal for terrain, directly away from the model that just damaged it. If there are models or Impassable Terrain in the fleeing models way, the model will go around them by the shortest route to end its movement as far as possible from the model that damaged it. Heavy Support models, as well as any model without a Courage value, never have to take this Courage Test.

Broken Models and RallY

A Broken model does not have a Fighting Halo, and when activated, it must spend all of its Action Points to make a single attempt to Rally. To Rally, the model must pass a Courage Test. If the model can see a friendly Boss or Underboss model, the Rallying model may use that models Courage to take the test instead of its own. If this test is passed, the model is no longer broken and may act normally its next Activation. If failed, the model must move its full Quickness (i.e. a single Move Action) toward the closest edge of the table in an attempt to leave the battle. If a Broken model reaches the edge of the table, it is removed from the battle, in the same way as a model that has lost all of its Lifeblood.

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INFLUENCE POOL
The Dark Council secretly manipulates events from the shadows, while the Great Spirit protects its Warrior Nation children and guides their hands. To represent the influences these powers have over events, each faction has a pool of Influence Tokens based on the models they choose to field in battle

THe Influence Statistic

A models Influence statistic indicates how many Tokens it contributes to the players Influence Pool. The player may use these Tokens throughout each turn of the game to influence the outcome of important events. When a model is removed from play, remove a number of Tokens from the Pool equal to its Influence Statistic. The models Influence Statistic can be found on each card by looking for the Stat labeled I. Some models may have 1, 2, 3 or even more Influence Tokens that are added to the Pool. Other models of less importance to their Posse may have 0 Influence and thus add no Tokens to the Pool

InfluencinG Dice Rolls

Before making any die roll, a player may commit any amount of available Infuence Tokens from his Pool to that roll. The player then makes his roll as normal. If he does not like the result of the roll, he may spend one of the Influence Tokens he had committed to the roll and re-roll that die, using the result of the re-rolled die instead. Always roll Influenced die rolls separate from Un-Influenced die rolls. If he committed more than one Influence Token for the roll, he may continue to re-roll the dice, one at a time, until he decides to keep a result up to a number of times equal to the number of Influence Tokens he committed. Each Influence Token used allows a player to re-roll a single die once. The player always uses the last die roll made, even if it is worse he may not revert to a previous result once he has re-rolled the dice. All Tokens committed to the roll are used up, even if they are not actually used to re-roll the dice. Discard the Tokens committed to the roll and do not return unused Tokens to the Pool until the start of the next turn. Tokens from the Influence Pool may be used on any dice roll in the game, including the roll for Initiative, Shooting, Armor Rolls, Scatter any dice roll at any time. The number of Tokens used must be declared before any dice are rolled. Those Tokens are spent, and no additional Tokens may be allocated to that particular outcome. Influence may not be used to force an opponent to re-roll any dice. Example: An Outlaw player has four Tokens left in his Influence Pool. Frank James has just been shot, and is in danger of dying if he rolls a poor Armor Roll. Since Frank is vital to the players plans this turn, he decides to commit two Tokens from his Influence Pool to this roll. The player takes Franks Armor Roll, and rolls a 2 Not good, as the resulting damage will end up killing Frank. He rolls one of the two committed Influence Tokens and scores a 7. Doing the math, the player knows that this will leave Frank alive with 2 Lifeblood left, so he decides not to use the second Token to re-roll, keeping the result of 7. Both Tokens (the used and the unused one) are discarded, leaving the Outlaw player with two Tokens left in his Pool, but keeping Frank James alive to fight.

RePlenisHinG Influence

At the start of each Activation Phase, before doing anything else, both players MUST take the appropriate number of Influence Tokens generated by the models in their Posses and place them in front of them to form their own Influence Pool. If at any point the player loses a model that contributes Tokens to the Pool, those Tokens are removed and are not returned to the Pool.

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GAME SEQUENCE
DEPLOYMENT
Models begin the game placed within deployment zones. The size and location of deployment zones changes for different scenarios. For Quick Start Games of Wild West Exodus, the deployment zone is dependent on the table size being used. First off, the player with more models in their posse gets to choose a table side. If each posse has the same model count, each player rolls a D10 and the player with the higher number chooses table side and deploys first. The other player deploys second from the table edge directly across the table from his/her opponent. For a 2 x 2 Table, each posse will deploy their models completely within 4 of their table edge (meaning that the front of every models base must be behind a line 4 in front of that table edge). For a 3 x 3 table, that amount is 7 and a 4 x 4 or 4 x 6 is 10 off of the table edge (using the long table edge in the case of a 4 x 6).

THE GAME TURN


Wild West Exodus is based on a large turn structure consisting of the Initiative, a staggered set of many small sub-turns called Activations and finishing each turn is the End of Turn. Initiative Activations End of Turn

INITIATIVE
To start the game, the player with fewer models has the Initiative. If it is same between posses, each player rolls a D10 and player who rolls a higher number has the Initiative to start the game. On subsequent turns, each player rolls a D10, with the player who rolls highest choosing whether to go first or second that turn. The player going first is said to have the Initiative that turn. In the case of a tie, the players re-roll the die until the tie is broken.

ACTIVATIONS
Each game turn, players take turns activating groups of 1 to 3 models. A player may not activate the same model more than once per game turn. Players continue alternating until every model has been activated on both sides. If one player has finished activating all of his models, and the other player still has models to activate, then that player continues to activate the remainder of his models until he has activated them all. 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 recognizable token, such as the official Wild West Exodus badge token. The token may be placed next to the model on the table top, or on top of its Stat Card, to indicate that that model has already activated that turn. At the end of the turn, once every model from both sides has been activated, tidy up the table by removing all of the Activated markers as well as any templates or effects that disappear at the end of the turn.

TYPes of ActiVation

A) ActiVatinG models in a sequence

When a model activates, it uses its Action Points to do things such as move, fight or shoot. A models Action Points Stat indicates how many Action Points it may use each turn when activated. When activating a group of two or three models, the player must declare whether he is going to activate the models as a group in one of two different ways: in a sequence or simultaneously. You cannot mix these two types of group activation for the same group, but must choose one system and stick to it for that group. This is the simplest way of activating a group of models, and its normally the best solution when the activated models are not interacting directly, but performing different tasks in different parts of the battlefield. When activating models in a sequence, the player simply declares which models are being activated in this group and the intentions of each model in that turn as they are activated. It is appropriate to mark each model in the activating group with a marker. Then, the player picks one of the models and spends all of that models Action Points to perform the Action he declared. Once that model has spent all of it Action Points, the player can move to the next model in the group and do all of its Actions before finally doing the same with the third model, if activating a group of three models.

This second way of activating models is considerably more complex and lengthier, but its better suited at coordinating the Actions of several models that need to work together. When activating simultaneously, you must declare the first Action of every activated model, then they all perform their first Action, in any order you like. Next you declare the second Action of all activating models, and then execute it. Finally declare and execute the third Action of any models in this group. All models in the activated group must declare their first Action before any of them perform it. Ff they declare to fight or shoot, they must also declare their intended target(s). If their target is destroyed, killed, or otherwise removed from play before they get to use that declared Action, the Action is wasted. Example: Billy the Kid and 1 Hired Hand are activated simultaneously. They all declare as their first Action shooting at XIII, Dr. Carpathians evil creation. Billy the Kid then rolls his shooting attack, and kills XIII. The Hired Hands shooting attack is wasted, as his target is now destroyed.

B) ActiVatinG models simultaneouslY

END OF TURN
In this phase, the players do the tidy-up by removing all Activation Markers, Influence Tokens, and any other markers that last until the end of the turn. Several other game events can occur during this phase, as described in the rules, like Posses testing for Courage, and further things covered in the Large Rule Book such as civilians moving around the table, etc.

END OF GAME
The game ends when one player has had all of their models removed from the game or 6 Full Turns have completed, whichever comes first. The player with more Dollars worth of models at the end of the game is declared the winner. Many more scenarios are included in the Wild West Exodus Rule Book!

Models, Rule Books, TemPlates, Terrain and more aVailable at Your Local Game Store or Online At: WWW.WILDWESTEXODUS.COM

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