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WWX Quick Start 2013

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    WWW.WILDWESTEXODUS.COM

    WHAT YOU NEED TO PLAYThe following items are necessary to play games of Wild West Exodus: Wild West Exodus Quick Start Rulesor Rule Book Wild West Exodus Miniatures Wild West Exodus Prole Cards: Each model in Wild West Exoduscomes with a Prole Card. These cards feature all of the statistics andspecial rules for that model. Several Ten-Sided Dice:These are polyhedron, at-faced dice with 10equally sized faces numbered 1 through 10. It will speed up game play toroll several at once, so we suggest having at least four or ve D10s perplayer. 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 andeffects on the table top. Tape measure or ruler:All measurements in the game are given ininches to measure movement, weapon ranges, and other game effects.Always measure the distance between two models from the closestspoints on their bases. Dry erase marker & Card Sleeves:A dry erase marker is useful formarking damage and other effects on the Prole Cards. Standard sizecard sleeves are useful for covering each models card to ensure long-termusability of the cards. A at 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 andscenery.

    BASES & ARC OF SIGHTWe recommend mounting the models used in Wild West Exodus on the round

    bases provided. These are the Small Base (1 diameter), theMedium Base (1 diameter), the Large Base (2diameter), and the Massive Base (4 diameter).Models normally have a 360Arc of Sight;they can see all around them. However, insome situations a models Arc of Sight isreduced to an arc of 180 to its front. Ifthis is the case, determine which waythe model is looking this is thecenter point of its 180 arc. Its Arcof Sight extends along the base at90 angles on either side of thispoint, as shown in the diagram.Its a good idea to mark thesepoints on the models base. Youmight, for example, paint a very thin line onthe edge of the models bases.

    CREATING YOUR POSSEThe Posse is the name we use to refer to the

    group of models you control during a game of WildWest Exodus.We recommend learning the rules with a listconsisting of:1 Boss (Every Posse must include One)Up to 2 UnderbossesUp to 2 SidekicksUp to 10 Hired HandsEach model has a dollar cost associated with it.The cost of a model is an indicator of how effectiveeach model can be on the table top, and are usedto balance opposing forces to create a fun andchallenging game for each player. Agree with youropponent on the dollar cost of the game you areplaying beforehand and build a list as close to thatamount without going over that amount.

    CHARACTERS STATISTICSEach model in Wild West Exodus is referred to as a Character and has its own prole made up of several statistics (or stats). These statsdetermine a characters strengths and weaknesses in game play, and are compiled onto an easy-to-use Stat Card. You will notice thestats are written in two different ways. Some stats are simply a number in this case, the higher the number, the better the model is. Otherstats 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 inStatistic 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 ghting prowess. (FIGHT ACTION)

    INTRODUCTIONWILD WEST EXODUS is an exciting, fast-paced 35mmminiature semi-skirmish game set in an alternate historypost-Civil War era United States of America. The UnitedStates has clawed its way out of a terrible civil war, butthe wounds are deep. The nation stands upon the edge ofruin, the agony of division eating at its very marrow.New science collides with ancient malevolence, and tech-nology powered by the very essence of evil itself moves tocrush the hearts and minds of men.

    WILD WEST EXODUS contains a full range of highly-de-tailed 35mm miniatures, sculpted by some of the best dig-ital sculptors in the industry and produced in high qualityresin and plastic. These models drive this action-basedwhirlwind of darkness and death into an ever-evolvingfuture brimming with desolation and despair. Take your rststep on this dread path today!

    These Quick Start Rules are a reference for you to learnthe game of WILD WEST EXODUS and includes all therules needed to play introductory games. More in-depthrules, scenarios, and more await in the Ofcial WILDWEST EXODUS Rule Book.

    CARD FRONT

    CARD BACK

    STATISTIC TESTSSometimes a model will be required to take a test based onMarksmanship or Physical Ability stats on its Prole Card. In order to passthe test, the player must roll a D10. If the die roll is equal to or higher thanthe relevant statistic, the character passes its test. If the die roll is lowerthan the relevant statistic, the test is failed.Passing and failing the test willhave different effects based on the test being taken as described in theappropriate rule. Modiers may be applied to a specic statistic for a test.The more difcult the test, the higher the modier to the statistic.

    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 takebefore being removedfrom play. Each individual Lifeblood is represented on the card and mustbe marked on thecard as the model receives damage.

    C (Courage): The models mental fortitude and bravery.

    I (Inuence):The number of dice the model contributes to the InuencePool each turn.

    Halo:The distance in inches that a models close combat range extendsfrom its base.

    Cost:The amount of dollars a model costs in the game.

    Special Rules: In addition to its Stats, a character may have specialrules and abilities that may be used during the game. Those will befound on the back of the Prole Card, under the Special Rules header.Special Rules can override standard rules for that specic model.

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    WEAPONS

    WEAPONSTATS

    Type: What sort of weapon it is One-Handed, Two-Handed, Heavy, Melee, etc. A weapon may have several types listed; the rules forevery 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.

    WEAPONPROFILES& TYPESOne-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 specied, Heavy weaponsare Two-Handed weapons.

    Template:A model with a Template weapon must use the appropriate game template to measure the area and the models affected. Unlessotherwise specied, Template weapons are Two-Handed weapons.

    Melee: This weapon is used to make close combat attacks. Unless otherwise specied, Melee weapons are One-Handed weapons.

    Thrown: This is a Melee weapon that can be thrown as a ranged attack (Range 6, unless differently specied). Use the modelsMarksmanship Stat instead of its Physical Ability Stat when throwing the weapon. Unless otherwise specied, Thrown weapons are One-

    Handed weapons.

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

    IMPROVISEDMELEEWEAPONSA model that has no Melee weapons may use the butt of his pistol, the stock of his rie or even his sts to make melee attacks. Suchmodels suffer +1 PA to their To Hit roll in close combat, and their attack is Range 1 and Power 3.

    TEMPLATEWEAPONSSome weapons list Small Template, Large Template or Blast # on their prole. These weapons use a template of the listed type whenresolving their attacks.The small and large teardrop-shaped templates are resolved in the same manner. The narrow end is placed touching any point of thefront 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 everymodel (excluding himself) touched by the template. This roll never suffers from any negative modiers to hit, but is always on the modelsunmodied Marksmanship value.Example: An Outlaw Hired Hand res a shotgun at a group of four Union Soldiers. The small Teardrop Template is placed touching theOutlaws base, and he positions it to cover the maximum amount of enemy models that he can. Three Union Soldiers are under thetemplate, and the Outlaw must make a Marksmanship Test to see if he hits each one by rolling a D10 for each model covered by thetemplate.

    BLASTWEAPONSWeapons with Blast # create a circular area of effect with a diameter equal to the number in inches, centered on the model hit. A Blast 4weapon creates a 4 area of effect, a Blast 3 weapon 3 diameter, and so on. Any model partially or completely covered by the circular areaof effect Blast template will be automatically hit and suffer the effects of the weapon. If a Blast weapon misses automatically because it wasout 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 ofscatter. Move the template the number of inches indicated by the die roll in the direction the die points. Any models touched by the templatein its new location are automatically hit.

    MAXIMUMSCATTERA 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 theoriginal 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 thetarget point.

    WEAPON SPECIAL RULESEach model will have a variety of special weapons or unique tools. These weapons will each have a characteristic that can be found on theProle Card. Some weapons may require game play to be altered or changed from the normal game rules. This is a list of Special Rules tobe 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 inicted 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 identied 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 ring this weapon, a model must spend an Action to Reload it before it may re 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 modiers to its

    Marksmanship. This means that the model may shoot through Intervening Terrain, Cover, or other models, including models thatare Prone, or Engaged in Close Combat, without penalty.

    -Sound Wave: This weapon does not require Line of Sight to the target to be red, and may be red 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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    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 thetarget 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 fromIntervening Terrain.

    Cover (+1)If the target model benets from the Intervening Terrain modier (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 benets.

    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 TakenCover 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 bemarked with a token to indicate their status.

    LETHALHITThere are times when a bullet, nds a vital organ or the chink in the armor, and no matter how tough the enemy is, it may be instantly bekilled 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. ALethal Hit ignores all armor regardless of the Armor Stat of the target model.

    SHOOTINGINTOCLOSECOMBATA model may deliberately target a model that is Engaged (or engaging) in close combat with friendly models. When doing this, the shootingmodel suffers an additional +2 Marksmanship penalty on its roll to hit, to represent its hesitation for fear of hitting a friend in the swirlingmelee. 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 ies wild of the target, but on a result of 1, the enemy can allocate the hit on one of theshooters 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. Teardroptemplates 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 isnot static like the models themselves are, consider the entire area of the close combat to count as Intervening Terrain.

    ARMORROLLWhen 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 thePower of the weapon. A negative result means that your Armor has failed to stop the attack and the model has suffered Damage. Markone Lifeblood box on the targets card for each point of Damage suffered. When a model has its last remaining Lifeblood box marked, it isremoved from the table as a casualty.

    D10 + Armor Weapons Power = DamageExample 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. Addedto 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 takes3 Lifeblood damage from the hit.

    LIFESAVINGDODGE

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

    WEAPONROFEvery 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 weaponsROF. All of the shots may be red at the same target or may be divided among different enemies. When dividing shots from a singleweapon, each shot must be declared before measuring the range and before any dice are rolled. A shooter must make a To Hit Roll foreach 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 NationBraves. He declares two shots against Brave A, and two shots against Brave B. Then he measures the range and rolls a die to hit eachindividual target.MULTIPLEWEAPONSA model armed with two one-handed weapons may re both with one Action Point, either at the same target or even at different targets.If red at the same target, simply resolve the two shots simultaneously. If the weapons are identical, you just need to double the ROF of asingle weapon of that type. If red at two or more different targets, each weapon is red separately, one after the other in the order chosenby 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 res 2 shots with onepistol and 2 shots with the other against an unfortunate Union Rieman, for a total of 4 shots.AIMA 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 thefollowing bonuses: -2 to Marksmanship (M) when rolling to hit. The models shot(s) ignore Intervening Terrain,Shooting Into Combat, and Pronehit modiers.These bonuses apply to all shots red 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. TheAiming 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 ofhis Melee weapons. If a weapon is not dened as a Melee Weapon, it cannot be used to Strike during a Fight Action.

    FIGHTINGHALOEach model has a circular zone of threat around it, measured as normalfrom the edge of its base. This represents the area at which a model canengage its enemies with close combat weapons and control its immediateenvironment. The range of a models Fighting Halo is noted in its stats.Aplayer 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 andLarge-Based models with different Halo sizes.

    NUMBEROFSTRIKESWhen a model spends an Action Point to ght, it makes a number ofattacks 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 hechooses. The Strikes must be allocated before any dice are rolled.

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