Common rules
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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.
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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.
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Moving target
Provided this unit has made a Move Action of at least 7” this turn, successful Aim Checks against this unit must be re-rolled.
List of weapons in profile
Special rules
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Once per turn, when Activated, the unit may spend one Action Point for its owning player to select and examine up to two random cards in their opponent's hand of Adventure cards. One of the chosen cards is discarded, the reamining is returned to the opponent's hand.
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This unit ignores the penalty for Uneven Ground and may re-roll Yeller Checks it subject to them. The unit may not he included in Posses with TAINTED or AUTOMATA units
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This unit can Focus Move Actions for no additional cost.
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You may deploy up to two Spirit Totem models or one Greater Spirit Totem model per unit with the Totemic Special Rule. These Totem are placed using the Initial Deployment Special Rule.
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This unit may replace its FACE Trait for a BOSS Trait for +20 points. It no longer counts as a Face unit and gains +1 Fortune and the Largesse Common Rule. As a Boss it may take a Faction Posse as normal. Underbosses do not have Theme Posses.