
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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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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Sure foot
The unit ignores the penalty for Uneven Ground and may re-roll Quick based checks.
List of weapons in profile
Special rules
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Once per turn during its Activation, this unit may use the value of its Mind Attribute in place of any one Attribute value, except Limit.
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This unit may make a Sky-Leap Special Move Action. Unit making a Sky-Leap may be placed up to 9" from its position at the start of the Action. Ignore any terrain restrictions on the movement but the unit must not end ther Sky-Leap in impassable terrain or Engaged in combat. You cannot Focus a Sky-Leap Action.
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REACTION: When this unit is nominated as the target of a Charge Action, this unit may spend a point of Fortune to immediately be placed d5" from its current position. This placement must be to a point directly away from the charging unit. This placement cannot be into Impassible terrain or cause the unit to be Engaged.