Wild West Exodus army builder

Stonewall Jackson

WWE - Stonewall Jackson - Outlaws
COST 165
UNIT: This unit consists of 1 model. This unit is UNIQUE and can only be included once in the Force.
Quick 4
Mind 6
Aim 5
Grit 6
Fight 6
Limit 3

Common rules

  • Tough

    This unit does not count as being Wounded by a failed Grit Check and instead receives the Stunned Condition (even if not normally able to be Stunned or if the hit would cause them to become Stunned anyway). If the unit is already Stunned, 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.

  • Largesse

    This unit may allow a unit from their Posse to spend Fortune Chips from this unit as though they were their own.

  • 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

Ranged
Bionic arm
Brutal
RNG 15
PRC -2
ROF 2
Ranged
Smoke Grenades
Smokescreen, Indirect, Blast
RNG 8
PRC 0
ROF 1
Melee
Officer's Sabre
Parry
Decapitate
RNG 1
PRC -2
ROF 1
Ranged
Custom Pistol
Ammo Clip, Close work
Fatal
RNG 10
PRC -3
ROF 1

Special rules

  • This is a Special Combat Action. Once this Action has been made by this unit, any units (excluding this unit) with the CONFEDERATE Traits gain +1 to their Limit Attribute for the duration of this turn while within 8" of this unit. This does not stack with any other Limit bonuses.
  • Any friendly units (excluding this unit) within 10" may automatically pass any Yeller checks.
  • Any friendly unit (excluding this unit) within 6" may re-roll single dice roll in their Activation.

  • For each unit in the Force that has this rule, once both sides have deployed but before any Trailfinder moves have been made, the players take it in turns (in initiative order) to redeploy a single unit within their Deployement Zone if they wish. Each additional instance of Counter Intelligence in a Force allows an additional unit to be redeployed. Each unit may only be redeployed once.
  • Once per turn on their Activation, this Unit may spend an Action Point to look at the top card from either their Adventure Deck or their Action Deck. They may discard the card or return it to the top of the deck.

  • Once per turn, when the unit is declared as an Initial target of an attack, the unit can take a Mind check and if passed, may remove all Negative Conditions that are applied to it at that time. If failed, the contions apply as normal.