FACTION FIELD GUIDE / 9 UNIT ROLES
Outlaws
Make every raid count.
Threaten the routes that keep an enemy base alive. Outlaws combine inexpensive infantry and mounted raiders with demolition specialists and the Fire Catapult.

PLAY TO YOUR STRENGTH
Less expensive basic infantry and mounted raiders, backed by two different ways to attack structures.
WATCH YOUR WEAK SIDE
The lower price comes with lighter protection. Trading troops into a prepared firing line can spend your advantage quickly.
01 / FROM THE FIRST DELIVERY
Your opening plan.
A practical starting point for an Easy skirmish. Adapt when scouting reveals what the opponent is doing.
Build the Bunkhouse
Let your Rustler keep delivering cattle while you recruit Gunmen. Use those inexpensive recruits to cover your own economy before sending a raiding group away.
Find an exposed route
Scout with your starting Mounted Outlaws. Look for workers traveling beyond their defenders, and keep a safe path home.
Complete a Raider Stable
Mounted Outlaws can reinforce a raid. Completing the stable also unlocks Long Rifles, Dynamiters and Fire Catapults at the Bunkhouse.
Choose how to break the base
Escort Dynamiters into close demolition range or protect a Fire Catapult farther back. Both approaches need a screen; neither specialist replaces an army.
02 / KNOW WHO YOU’RE RECRUITING
The Outlaws roster.
Prices are in match Funds. Workers count toward the same population limit as troops. Advanced units require completed buildings; the game’s recruitment cards show the requirements.
Rustler
1,400 FundsLivestock worker; gathers and delivers through the same economy as other factions.
Miner
1,400 FundsOre worker for gold and silver; requires a useful delivery route.
Gunman
80 FundsInexpensive rifle infantry with light protection.
Shotgunner
180 FundsClose-range burst damage; vulnerable while closing the distance.
Mounted Outlaw
450 FundsFast, lightly protected rifle cavalry for raiding and scouting.
Dynamiter
350 FundsClose demolition specialist with a large bonus against structures.
Long Rifle
275 FundsFragile long-range infantry support with limited structure damage.
Fire Catapult
1,100 FundsFlaming-jug artillery with a wide blast, slow travel and a close blind spot.
Mobile HQ
3,000 FundsUnarmed expansion wagon unlocked by completing all six building types.
03 / MAKE THE TERRAIN WORK FOR YOU
Fight with a purpose.
Pressure without throwing units away
A raid can force the opponent to pull defenders back even before a worker falls. Retreat when the response arrives and choose another route.
Match the weapon to the distance
Shotgunners hit hard at short range. Long Rifles support from farther away. Avoid sending either into a fight that removes its useful reach.
Screen the Fire Catapult
Its flaming jug lands at a fixed point and produces a wide blast. The crew travels slowly and has a close blind spot. Brief flames are visual effects, not ongoing fire damage.
04 / A BASE THAT PAYS ITS WAY
Your six building types.
- Hideout
- Cattle Pen
- Mining Camp
- Bunkhouse
- Raider Stable
- Barricade Post
Completed structures extend your construction territory. A Mining Camp needs a separately recruited Miner; an empty camp earns nothing. Repair damaged buildings with Funds, and protect the paths your workers use to deliver cargo.
YOUR NEXT MOVE
Make every raid count.
Choose Outlaws in Game setup.
