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1 our Charlie Rules. Why are these rules Thank you for taking the time to look over
Why is this rule set called Charlie you ask? Well the fact is that these early rules are the basis for a much deeper rules system currently being worked on. Our fine team of rules designers and game testers are working very hard as you read this to improve every aspect of this great new game. The fact is that your feedback is also important in creating the most competitive yet fun rules currently available. We ask that you take the good with the bad and let us know your honest feelings on everything from weapons strengths to character makeup. We will be accepting all suggestions and comments via our special rules@outlawminiatures.com email address. Our staff will read each and every suggestion you make in the chance that we missed something or can make it better. Please enjoy these very young rules and dont judge the end game based on what you see here. We plan on building the best rules possible for you, the gamers. Look for the Beta rules to be emailed after our Kickstarter campaign ends on March 17th. Good luck and enjoy. The Outlaw Miniatures Creative Team
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 this way, 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 order to 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 4x4 or 4x6 flat surface. A table top, the floor, or even a specially made gaming table will all do the trick. If you play epically large battles, you may want to try a 4x8 surface. The playing area should be decorated with model terrain and buildings to create an interesting battlefield to fight over. Models will need places to hide, objects to take cover behind, things to climb, and all manner of battlefield items to block Line of Sight and make sure the game is equally challenging for both sides. While a Posse of miniatures armed with a lot of long-ranged weapons might prefer a wide open table, a player with a close combat oriented Posse wont have any fun as he tries to close the 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.
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.
Weapon 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 affected 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 models 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 Bosss 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 Boss Underboss Sidekick Hired Hands Light Support Heavy Support Limit 1 0-3 0-4 Unlimited 0-5 0-3
Each model has a dollar cost associated with it. The relative costs are an indicator of how effective each model can be on the tabletop, and are used to balance opposing forces to try and create a fun and challenging game for each player. 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 600 Dollars 850 Dollars 1000 Dollars 1250+ Dollars = I think we have a problem. = A difference of opinions just got ugly. = Theres a price to pay for mouthin off. = There will be blood, and lots of it. = 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.
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 opponents 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 models base. The front of that base may not move farther than the models 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 models 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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When determining the actual Line of Sight between attacker and target, always measure from the closest visible point on the attackers base to the closest visible point on the defenders base. Armor Roll When a model is hit by an attack, it must make an Armor Roll. Roll a D10 and a dd the targets Armor stat to the roll. Subtract this total from the Damage of the weapon. Mark one Lifeblood box on the targets 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 Soldiers 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 Animations Cleaver with Strength 10. The Braves 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 Outlaws Pistol with Str ength 6. The Soldiers player rolls a 10, for a total of -5 (6-(10+1)=-5). The Soldier takes zero damage but he also doesnt 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 models 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 attackers 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 equal to 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 weapons melee range. A knife with a range of 1 therefore creates a 1 ring around the models base. While a models 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 mod el is within an enemys 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 models activation that turn. Because it is an instinctive and instant reaction, the Quick Drawing model suffers a -2 penalty to hit. Once a model has made a Quick Draw, it may not make another Quick Draw during the current Game Turn. Fighting Halo and Terrain Any obstructing terrain prevents models from engaging with, or being engaged by a models 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 others Fighting Halo. A model may attack another model across a linear obstacle if the obstacle is shorter than the model is tall, provided the attackers 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 attackers Fighting Halo, the attacker may divide his Strikes between those models however he chooses. The Strikes must be allocated before any dice are rolled. Models with multiple close combat weapons A model with multiples of the same close combat weapon will be shown on their profile with a (x2) after the weapon name for example, Tomahawk (x2). These models make their full number of Strikes with both weapons for
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Courage
In the heat of battle, when bullets are flying, even the toughest cowboy may decide that discretion is the better part of valor, no matter what we as their omniscient generals may want them to do.
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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 i s 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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AR 3
Halo - XX L I 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 Halo during his Movement Action. He may only make one attack against the Outlaw, even though he has two Strikes on his profile its all he has time for as he goes zooming by! A model mounted on an Iron Horse may leave an enemys Fighting Halo at any time without penalty, without the need to take a Physical test, and without suffering any free attacks.
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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
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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: Blast 3 Energy Sabre Melee R - 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 Bosss 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 Williams Wrath (Shotgun) Two - Handed R Small P - 9 ROF - 1 Template +12 Special: Shotgun Extender Williams Wrath (axe) Melee R 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 models activation for the turn. Killing Stroke This model may spend one action point to make a single attack against each enemy model in its 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 Small P 10 Template Special: Fire Bowie Knife Melee R 1 P6 Special:
ROF - 1
ROF - 1
Special Rules Burnin Sherman Once per turn, this model may spend an action point to center the 5 Template on its self. All models touched by the template suffer a S10 hit and are on Fire. This model is not affected.
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ROF - 2
RJ-1027
ROF - 1
P3
ROF - 1
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 one action 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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ROF - 1
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 Weapons
Loveless Derringers x2 RJ-1027
ROF - 1
ROF - 1
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 P-9 ROF - 2 Temp Special: Reload
Union Blaster RJ-1027
ROF - 1
P3
ROF - 1
Special Rules Counter Intelligence At the end of this models activation, it may go On the Lookout without spending any action points.
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Union Riflemen
Hired Hand
ROF - 1
ROF - 1
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Union Soldier
Hired Hand
ROF - 1
P 10
ROF - 1
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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 - Handed R 36 P 12 ROF - 1 Special: Heavy, Blast 4, Reload Union Sabre Melee R 2 P 10 ROF - 1 Special: Decapitation
RJ-1027
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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 Weapons
Hyper Velocity Pistol x 2 RJ-1027
ROF - 2
ROF - 1
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 Weapons
Gatling Shotgun
RJ-1027
ROF - 3
ROF - 1
Poisoned Bowie Knife Melee R 1 P6 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 be used immediately up to a max of 2.
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Two - Handed R 36 P - 10 ROF - 1 Special: Armor Piercing Pistol One - Handed R 12 P-8 Special: Bowie Knife Melee R 1 P6 Special:
ROF - 1
ROF - 1
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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One - Handed R 12 P8 ROF - 2 Special: Armor Piercing Bowie Knife Melee R 1 P6 Special:
ROF - 1
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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ROF - 1
ROF - 1
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 models 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 P 9 Template Special: Reload Cleaver Melee R 1.5 P 9 Special: Retrieve Smileys Stiletto Melee R 1 P4 Special:
ROF - 1
ROF - 1
ROF - 1
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 Special:
ROF - 2
Cursed Tomahawks x 2 Melee R 1.5 P 8 ROF - 1 Special: Tomahawk (Thrown) x 2 Thrown R 8 P8 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 models without 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 players Deployment Zone.
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Outlaw Rifleman
Hired 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 Special: Pistol One - Handed R 12 P-7 Special: Fist x 2 One - Handed R .5 P-3 Special:
ROF - 1
ROF - 1
ROF - 1
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Outlaw Gunslinger
Hired 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 Special: Bowie Knife Melee R 1 P6 Special:
ROF - 1
ROF - 1
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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 - Handed R 36 P 12 ROF - 1 Special: Heavy, Blast 4, Reload Bowie Knife Melee R 1 P6 Special:
RJ-1027
ROF - 1
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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 Melee R 2 P-8 Special: Frenzy Fangs Melee R .5 Special:
ROF - 1
P 12
ROF - 1
Special Rules Extended Halo This models 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 Special:
P 12
ROF 1
ROF 1
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 models 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 Special: Tomahawk Melee R 1 P8 Special:
ROF - 2
ROF - 1
Tomahawk (Thrown) Thrown R 8 P8 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 P6 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 base contact 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 models fighting halo. 46
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 Weapons
Mounted 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 Special:
ROF - 1
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 P6 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 of the 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 P 10 Template Special: Fire
ROF - 1
Spiritual Claws x 2 Melee R 2 P8 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 Brave
Hired 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 Special: Dagger Melee R 1 Special:
ROF - 2
P6
ROF - 1
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Warrior Brave
Hired 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 Special: Tomahawk Thrown R 8 P7 Special: Retrieve
ROF - 1
ROF - 1
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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 Special:
ROF - 2
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 Special:
ROF - 1
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 models without 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
One - Handed R 12 P-8 ROF - 1 Special: Interference Fist x 2 One - Handed R .5 P-3 Special:
RJ-1027
ROF - 1
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 models 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-1027
ROF 1
RJ-1027
ROF 1
RJ-1027
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 models 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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RJ-1027
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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P8
ROF - 4
P7
ROF - 1
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-1027
Two - Handed R 36 P-8 Special: Accurate Vendetta Melee R 1.5 P 9 Special: Retrieve Bear Trap Thrown R 6 P5 Special: Tangled
ROF 2
ROF 1
ROF 1
Special Rules Sure Foot This model never suffers penalties for Difficult Terrain and never suffers falling damage.
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Dieter Kaufmann & Schultz Kaufmann Sidekicks x 2 Cost -110 Dieter Halo 1 Small Base Q A M P S AR L C I 5 2 3 4 1 0 9 5 1 Schultz Halo 1 Small Base Q A M P S AR L C I 5 2 7 7 2 0 9 5 0 Weapons
Toxic Gas Launcher RJ-1027
Two Handed R 12 P6 ROF 1 Special: Blast 3, Poison Morticians Blade Melee R 1 P7 Special: Poison
ROF 1
Special Rules Specters These model cannot be seen by models more than 12 away.
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Animated Gunman
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 Rifle Two - Handed R 24 P 10 Special: Fist x 2 Melee R .5 Special:
ROF - 2
P3
ROF - 1
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 Brutes
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 2 Melee 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 (13) (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 a Boss 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 2 Two - Handed R 24 P 10 Special:
ROF - 1
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 P8 ROF 2 Special: Armor Piercing Rocket Pod Heavy R 36 P 12 ROF - 1 Special: Blast 4, Reload Fist x 2 Melee R .5 Special:
P-3
ROF - 1
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These templates are not to scale but please use the size on the templates to enlarge as needed.
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