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.
List of weapons in profile
Special rules
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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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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.
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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's Posse may include a unit of Hunting Wolves for the appropiate points cost. These are considered to be part of the Posse and occupy the same slot as this unit. A unit of Hunting Wolves within 6" of this model at the end of this model's Activation gain the Teamwork rule for that turn. For one Action Point this unit may nominate a friendly Hunting Wolf unit within 18". That Unit gains +1 Quick during their Activation Turn.
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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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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