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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Shrouded
Successful Aim Checks against this unit must be re-rolled.
List of weapons in profile
Special rules
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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.
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This unit's Force may always include an additional Booby Trap Strategic unit for the appropiate points cost. Furthermore, this unit ignores the Triggered Detonation rule.
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Human Initial Targets must re-roll successful Grit checks against Shoot Actions from this model.
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This unit ignores long range penalties for Shoot Actions.