Scenario 3: Power Play

Power_play

Scenario 3: Power Play

Deployment: Both players deploy their posse within 10″ of a long table edge. Players roll off using D10s, and the player with the higher number may choose their desired table edge and deploys their posse first.
Initiative: Turn 1 Initiative is given to the player that deploys first. All turns after the first are determined as described in the Wild West Exodus rulebook.

Primary Scenario (7):
In the center of the table, place three objectives centered 24″ up from the long edge of the table, and 18″ from each table edge and 18″ from each other. Starting on Turn 2, models may interact with these objective markers. While a model is in base-to-base with an objective, it may spend one Action Point to place an objective within 3″ of its current location. A model may only move an objective once per activation. An objective is scored as soon as leaves a Player’s back table edge of their deployment zone (Player A scores from the back edge of Player A’s deployment zone). The first objective a player scores is worth 3 points, the second objective a player scores is worth 4 points.

Secondary Scenarios (7):
‘HEAVY LIFTER’: Move the same objective 3 times with the same model (2)
‘DANGEROUS GROUND’: Kill a model in the Defender deployment zone (2)
‘NOT TODAY, JUNIOR!’: Kill a model controlling an Objective (1)
‘REMOVE THE HEAD OF THE SNAKE’: Kill the Enemy Boss (1)
‘THE EVERLASTING’: Have your Boss alive at the end of the game (1)
**Each Secondary Scenario point amount can only be scored once per game.**

Annihilation (7): Scored as normal.

Train Scenario 1: The Train Job

TrainJob_Scenario1

Train Scenario 1: The Train Job

Deployment: Both players deploy their posse within 6″ of a long table edge. Players roll off using D10s, and the player with the higher number may choose their desired table edge and deploys their posse first.

Train Deployment: The Train is deployed within the train deployment zone, across the middle of the table with the train facing the direction of the arrow. The engine at the front, followed by the two mid cars (each with 4 Gatling Guns) and the caboose against the short table edge (with the Main Cannons and 2 Gatling Guns).

Train Special Rules: The Train gains +2 Quickness for this mission to represent that it is going all out to escape the ambush. To fire the weapons, player A controls the Right Arc weapons and the front Main Cannon and player B controls the Left Arc weapons and the back Main Cannon. The player that controls a weapon chooses the target and rolls to hit using the trains Marksmanship stats. When the train is reduced to 0 Structure Points it remains on the table and is reduced to 1 Action Point, still able to fire weapons but no longer moves. The train is the last model to activate every turn and must spend 1 Action Point per turn to make a Move Action while it still has Structure Points. If the engine of the train moves over the short table edge across from its deployment zone, the game ends.
While moving, the train can only be boarded from the caboose, but while reduced to 0 Structure Points, the train can be boarded on any car. To climb aboard the top of the train, a model must move into base to base with the train tracks where the caboose is located then take a Physical Ability test. If the Physical Ability test is passed, the model climbs aboard the roof of the caboose. If the Physical Ability test is failed, the model stays at the point where it moved to. A model on the train stays on that location on the train while the trains moves, and the model may move along the length of the train during an Activation. Move Actions made while on the roof of the train are considered to be Difficult Terrain.

Initiative: Turn 1 Initiative is given to the player that deploys first. All turns after the first are determined as described in the Wild West Exodus rulebook.

Primary Scenario (7):
The player that deals the last damage that reduces the Train to 0 Structure Points gets 3 Points.
After the Train has stopped moving, the engine of the train becomes an Objective marker. The first turn that a player’s model controls the Train Engine at the end of a turn, the player gets 4 Points. Any subsequent turns that a player controls the Train Engine at the end of the turn, the player gets 3 Points. A player may not score more than 7 Primary Scenario points.

Secondary Scenarios (7):
‘TRAIN BOSS’: Board the train with your Boss model. (1)
‘ALL ABOARD’: Board the train with 5 models. (2)
‘TRAINING DAY’: A single model makes 10″ of Move Actions while on the roof of the train. (1)
‘REMOVE THE HEAD OF THE SNAKE’: Kill the Enemy Boss (1)
‘STOP THAT TRAIN’: Reduce the train to 0 Structure Points before it leaves its Deployment Zone. (2 Awarded to the Player that deals the final Structure Point)
**Each Secondary Scenario point amount can only be scored once per game.**

Annihilation (7): Scored as normal.

First Look: Warrior Nation Hired Hand Updates

Direct from the Development Team at Outlaw Miniatures/Wild West Exodus, we bring you a first look at some of the upcoming updates to the Hired Hands for Warrior Nation.

First we have the Close Combat Hired Hands:

WNCloseCombat

Next up is the Long Range Hired Hands:

WNLongRange

Most noticeably you’ll see the difference in points from the previous version of these models, this coupled with an overall decrease in power of the Brave Hired Hands as well as the addition of the Men In Arms special rule has helped to create a niche for both Braves and Scalpers in list building. A player can choose to include some cheap ‘bodies’ for less points, or expend a large amount of resources towards less individually powered hired hand models and gain benefits, or spend resources towards singular models with a bit more efficacy but lacking the benefit from taking large numbers. Overall we’ve seen a generally higher dynamic aspect of the both list-building and gameplay from the reorganization of points as well as stats.