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Battlefield Horizon: Wild West Shootout

Before the game begins, a card is made for each figure. All the cards for each of the figures involved in the fight are combined to make a
single turn deck.
The Turn Sequence:
A single card from the turn deck is flipped over. The corresponding figure is then allowed to do the following actions, in the
following order. If a card is flipped that no longer matches a figure still in the game, remove it from the deck.
1. Moving: The figure that matches the card is allowed to move. Figures on foot move 1D6+2. Figures mounted on horses move
2d6+4. Wagons and Coaches move 2d6 plus 1 per team of horses. Rough terrain costs 2 inches of movement for each inch traversed.
Obstacles such as hedges and walls cost half of a figures movement. Mounting and dismounting a horse, wagon, or coach costs half of a
figures movement. A figure cannot both mount and dismount in the same turn.
2. Shooting: As long as the figure is not brawling with an opposing figure, it may attempt to fire one of it's weapons. Roll Shooting skill
or lower to hit the target. The target may ignore the hit if it rolls Luck or lower. You may not shoot into a brawl. For each piece of cover
(walls, hedges, trees) between the shooter and the target, roll a die. On a 3 or lower the missile misses the cover and continues on its path.
You cannot shoot through more than 2" of woods.
3. Brawling: If a figure is touching base to base with an opposing figure they are considered to be brawling. Note that normally only the
currently active figure may roll to attack. Roll Brawling skill or lower to score a hit. The target may ignore the hit if it rolls Luck or lower.
You may withdraw from a brawl. Treat this as if crossing an obstacle. But before moving away every enemy in base contact gets 1 free
attack, this is the only time a figure may attack when it is not the active figure.
4. End: Once all the cards have been flipped and all figures have finished their actions, the turn comes to an end. Reshuffle the deck and
begin another turn starting with flipping a single card as above.
Stats: All figures are rated in Shooting, Brawling, and Luck. Shooting and Brawling is rated between 1-5. Luck is rated between 0-5. A
stat of 0 or a stat reduced to 0 from modifiers will automatically fail.
Hits: A figure that suffers a hit either from shooting or brawling, and fails to ignore it is removed from the game.
Weapons: A figure is considered to be carrying whatever the figure has modeled on it. This means a figure with a pistol and rifle has
both, while a figure with only a knife has only the knife. Note that some weapons are limited in their number of uses. Example, a
throwing knife can only be used once, but may be recovered. Some limited items cannot be recovered. Example, once a bundle of
dynamite is used, its gone for the rest of the game. To keep it simple, models may not recover items that they did not start with, dynamite
is an exception to this rule.
Weapon
Range
Rate Of Fire Notes
1 handed

brawl

1 per turn

Enemies are -1 Luck to ignore the hit

2 handed

brawl

1 per turn

Enemies are -2 Luck to ignore the hit

Thrown
weapon

1 per game

Can be recovered

Bow

24

2 per turn

Cannot move and fire, can target up to 2 models within 5 of each other

Pistol

12

3 per turn

Shooting Skill is reduced by one per shot past the first, can target up to 3 models
within 3 of the first target

2 Pistols

10

4 per turn

Shooting Skill is reduced by one per shot past the first, may opt to fire with just
one pistol using the rules above, can target up to 4 models within 2 of the first
target

Shotgun

12

2 per turn

can target up to 2 models within 3 of the each other

Scattergun

1 per turn

Roll to hit everyone touched by template

Rifle

30

1 per turn

+1 rate of fire if did not move this turn, may split shots at 2 targets within 5 of
each other

Place a blast marker with the center hole over the location of the dynamite. Roll to
hit everyone touched by the marker. Treat as Shooting skill of 5. Dynamite can be
placed during a move action but counts as obstacle. Placed dynamite explodes
during the End part of a turn just before reshuffling the turn deck. While the
dynamite is being placed a note should be made of how many turns until it will
Dynamite
placed/ throw 6 1 per game
explode, not counting the current turn. Any figure may recover unexploded
dynamite before it's time runs out by moving to it and speeding half their
movement. If the figure moved more then half to get there then they have to wait
until their next activation to recover it, if it hasn't exploded. Exploded dynamite
cannot be recovered.
Heroic or Infamous: These are option rules for very special figures. Heroic or Infamous figures can suffer multiple hits before they are
removed from the game. They also can have an extra card or two placed in the turn deck. This allows them to act more often then normal
figures. As a guide a young Heroic or Infamous figure will be able to suffer two hits before being removed. A hardened Heroic or
Infamous figure will be able to suffer two hits and has a extra card. A legendary Heroic or Infamous figure will be able to suffer three
hits and has two extra cards. Note that a legendary figure with lots of luck and a good shooting skill can potentially dominate the game.
A player should not have more then a couple Heroic or Infamous figures, and never should have more then one legendary figure.

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