Wild West Exodus army builder

Abraham Lincoln (Legendary)

WWE - Abraham Lincoln (Legendary) - Union
COST 195
UNIT: This unit consists of 1 model. This unit is UNIQUE and can only be included once in the Force.
Quick 5
Mind 7
Aim 6
Grit 7
Fight 7
Limit 4

Common rules

  • 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.

  • 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
Smoke Grenades
Smokescreen, Indirect, Blast
RNG 8
PRC 0
ROF 1
Ranged
Atomic Pistol
Lethal, Close work
Blast
RNG 10
PRC -2
ROF 1
Melee
William's Oath
Brutal, Refined, Parry
Fatal
RNG 1
PRC -3
ROF 2
Ranged
William's Oath
Ammo Clip, Torrent
Fatal
RNG -
PRC -2
ROF 1

Special rules

  • 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 Activation if this unit successfully hits with a Strike Action, it may make a second Strike Action at the same or a different target unit for one Action Point rather than the usual two for a repeated Action.
  • 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.
  • This unit's Force may always include an additional Angry Mob unit for the appropiate points cost. Any Angry Mob units within 10" of this unit count as critically failing or critically passing any Mind checks they are required to make (this unit Player's choice). Angry Mob units within 10" may not target this unit. If an Angry Mob unit would be affected by opposing instances of this rule then this rule has no effect.
  • 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.

  • The unit may re-roll failed Grit checks.