Wild West Exodus army builder

Papa Trinity

WWE - Papa Trinity - Outlaws - Lawmen - Union  - Watchers
COST 140
UNIT: This unit consists of 1 model. This unit is UNIQUE and can only be included once in the Force.
Quick 5
Mind 5
Aim 5
Grit 5
Fight 5
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.

  • Shrouded

    Successful Aim Checks against this unit must be re-rolled.

List of weapons in profile

Melee
Basic Melee Weapon
RNG -
PRC 0
ROF 1
Ranged
Neuro-Cachophonic Blast
Attuned, Shred, Blast
Stun
RNG 8
PRC 0
ROF 1

Special rules

  • This unit has assumed a friendly form, known as its DISGUISE. Until it makes a Combat Action, a unit with a Disguise may never be the Initial Target of an attack. Once this unit has made a Combat ACtion, the Disguise is lost and the unit may be chosen as an Initial Target as normal for the remainder of the game. A Disguise is also lost if an enemy unit moves within 3" of this unit. Provided this unit is at least 10" from an enemy unit, this unit may regain its Disguise during its Activation by spending an action point.
  • 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.

  • For one Action Point this nit may select a target unit (friend or foe) within 8". That targeted unit must make a Mind Check (+2 bonus for each time the unit has been successfully Compelled this Activation). If the Check is passed, nothing happens. If the Check fails, a model in that unit (or the entire unit, if friendly) is Compelled and must inmediatelly make an Action of this unit's choice. This is a Free ACtion witch cannot be Focused or use Fortune. For the duration of this Action,the Compelled models count as friendly to this unit. You cannot compel models with the AUTOMATA, STRUCTURE or LEGENDARY traits.
  • This unit ignores the Disorder effects of the Smokescreen weapon quality.