Wild West Exodus army builder

Earle Shepperd

WWE - Earle Shepperd - Outlaws - Mercenaries
COST 150
UNIT: This unit consists of 1 model. This unit is UNIQUE and can only be included once in the Force.
Quick 6
Mind 6
Aim 6
Grit 6
Fight 6
Limit 3

Common rules

  • Mettle

    This unit does not count as being Wounded by a failed Grit Check and instead receives the Disordered Condition (even if not normally able to be Disordered or if the hit would cause them to become Disordered anyway). If the unit is already Disordered, it is Wounded as normal.

  • The Quick and the Dead

    Once per turn, unless Hunkered, this unit may declare they will use this rule against an enemy model’s Combat Action that declares them as the Initial Target (but before dice are rolled). This unit must make a Quick Check. Should they pass the Quick Check, all hits from that model’s Action against this unit are ignored and this unit becomes Hunkered. If this unit fails the Quick Check, then they are hit as normal. You may not use this rule against hits using Blast or Torrent templates.

  • Target priority

    This unit may only be targeted by a Shoot Action if they are the closest enemy unit in Line of Sight or if they are within 12” and Line of Sight.

  • Largesse

    This unit may allow a unit from their Posse to spend Fortune Chips from this unit as though they were their own.

List of weapons in profile

Melee
Iron Asp Baton
Parry, Stun
RNG -
PRC -1
ROF 1
Ranged
Vocanic Pistols
Revolver Fan, Close work
Hazardous
RNG 10
PRC -2
ROF 3

Special rules

  • For two Action Points this unit may target an AUTOMATA unit within 5" once per turn. That targeted unit must make a Mind Check. If the Check is passed, nothing happens. If the Check fails, the selected unit is Compelled and must inmediately make and Action of this unit's  choice. The Action counts as a Free Action and cannot be Focused.

  • This unit's Force may always include an additional Civilians Strategic unit for the appropiate points cost. Furthermore, once per Activation this unit may automatically pass a single Check as a Critical Success if this unit is within 12" of any unit of Civilians.

  • After both sides have deployed, this unit and a Hands unit whitin 3" gain the Trailfinder Special Rule.
  • When this unit destroys an enemy model that has the Unique Special Rule, this unit inmediately gains a Fortune Chip.
  • This unit may replace its BOSS Trait for a FACE Trait for. It no longer counts as a Boss unit and loses the Largesse Rule. It may no longer take its own Posse but may be included in a Posse as normal.
  • Once during their Activation, this unit may spend two Action Points to look at the top three cards from their Adventure Deck and may discard any number of them. Replace the reamining cards in any order on top of the deck.