Wild West Exodus army builder

Elita Nura

WWE - Elita Nura - Order
COST 165
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 7
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.

  • Largesse

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

  • 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.

  • Sure foot

    The unit ignores the penalty for Uneven Ground and may re-roll Quick based checks.

  • Teamwork

    Should a Face or Boss in this Posse finish Activating within 8” of this unit, you may immediately Activate this unit as though an Triggered Activation UNIT COMMON RULES 46 UNIT COMMON RULES v1.09 has occurred. This counts as this unit’s Activation for the turn. This unit cannot use Teamwork if it has already Activated this turn

List of weapons in profile

Melee
Relic Blade
Parry
Fatal
RNG 1
PRC -1
ROF 1
Ranged
Relic Pistol
Revolver Fan, Close work
Hazardous
RNG 10
PRC -2
ROF 2
Melee
Astraea Stave
Parry, Stun, Refined
Fatal
RNG 1
PRC -1
ROF 1

Special rules

  • This unit may choose to count the Guts bonus provided by Adventure Cards played during their Activation as being +1 Action Points instead of the actual bonus printed on the cards. It may never be included in a Force with a TAINTED unit.
  • This unit Gains +1 to Reserve Checks. Once per turn the unit, when Activated, may spend two Action Points to look at the top three cards from either their Adventure Deck or ther Action Deck and replace them in any order on the top of that deck.
  • Any friendly unit (excluding this unit) within 6" may re-roll single dice roll in their Activation.

  • This unit has the ability to create or destroy portals. This unit may make a Manipulate Portal Special Action for no Action Points cost each Activation and may determine the direction of any scatter for Portals they create. The distance the additional Portal Model may be placed by the Portal Resonance rule is increased up to 12" rather than the usual 10" and also does not scatter.
  • As long as this unit is within 3" of two or more friendly non-Disordered Hands models, this unit and the Hands models gain +1 Grit. This unit may Go On Lookout for a cost of one Action Point, regardless of how many Combat ACtions it has made that turn.