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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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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Shrouded
Successful Aim Checks against this unit must be re-rolled.
List of weapons in profile
Special rules
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You may deploy a single Hexalith during deployment for each unit with this rule in your Force. For one Action Point this unit may select a TAINTED unit (friend or foe) within 8". That targeted unit must make a Mind Check. 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 inmediately make an ACtion of this unit's choice. This is a Free ACtion which 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.
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The unit ignores the Fatal Quality and negative Piercing modifiers when taking Grit Checks.
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Whenever this unit successfully destroys an enemy unit, this unit may select an Attribute from the destroyed unit's card. This selected Attribute replaces the same Attribute on this unit for the remainder of the game. This unit may only have a single Attribute replaced using this rule. If another Attribute is later changed using this rule, the previuous change is lost.
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ONce during their Activation, this Unit may spend an Action Point to look at the top card from either their opponent's Adventure Deck or Action Deck. They may discard that card or return it to the top of the deck.
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This unit regains Fortune Chips up to its starting value at the start of each Resolution Phase. Furthermore this unit may allow a friendly unit within 10" to spend Fortune Chips from this unit as though they were their own.
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For one Action Point this unit may select a target unit (friend or foe) within 8". That targeted unit must make a Mind Check. If the Check is passed nothing happens. If the Check fails, the selected unit is Stunned and gains the Tainted trait.