Massed Fire
When this unit makes a Shoot Action, you must choose a single model to make the Shoot Action with. Unless armed with a differente ranged weapon, every other model in the unit in range of the Initial Target does not make their own Aim Check and must instead add their weapon's RoA to that first model's RoA for that Shoot Action. Each model's RoA is still reduced to 1 for Give Em Hell Reactions with the exception of that first model.
Massed Melee
When this unit makes a Strike Action, choose a model to make the Strike Action with. Every othe rmodel in the unit with the same weapon in range of the Initial Target forgoes making its own Fight Check and instead adds their weapon's RoA to that first model's RoA for that single Strike Action.
Well Equipped
A model in the unit may replace a Ranged or Melee Weapon with a weapon from the Special Issue section of their Faction Armoury at the indicated points cost. If the unit is at maximun unit size, a second model may then replace a Ranged or Melee Weapon with a weapon from the Special Issue section of their Faction Armoury at the indicated points cost.
Ghost Armour
Once per turn, when hit from a Combat Action, this unit may make an unmodified Mind Check. If successful the unit may use the value of its Mind Attribute in place of its Grit value. Ghost Armour lasts unitl the end of that Activation.
Volatile
If this model is Wounded, before it is removed, all models within 2" reveive the Hazard Condition.
Split personality
When Activated, the unit must discard their Action Card and draw a new Action Card from the deck. The new card is applied inmediately.
Ancillary
This unit suffers Yeller Checks even though it is not a Hands unit.
Frenzy
For each Critical Success this model rolls during a Fight Check this model may make a Free Strike Action. This Free Strike Action is still subject to Frenzy.