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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Largesse
This unit may allow a unit from their Posse to spend Fortune Chips from this unit as though they were their own.
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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.
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Prodigious
This unit gains +3 (or +3” where applicable) for Focused Actions rather than the usual +2.
List of weapons in profile
Special rules
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This unit gains +1 Grit while within 6" of a friendly Marshall or Sheriff unit (not including themselves). This unit may use the Mind Attribute of any friendly Marshal unit within Line of Sight of this unit for Yeller checks.
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When Engaged with a Stunned or Disordered enemy model, this unit gains the Lethal weapon quality on all Melee Weapons.
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Any friendly unit (excluding this unit) within 6" may re-roll single dice roll in their Activation.
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Once per activation if this unit successfully hits with a Shoot Action, it may make a second Shoot Action at the same or a differente target unit for one Action Point rather than the usuarl two for a repeated Action. This second Shoot Action may not be made with weapons with the Heavy or Complex qualities.
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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.
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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.