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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Combat Action: During its Activation, this unit may target a non-LEGENDARY enemy unit within 6". The Enemy Unit loses all unspent Fortune chips. This unit gains Fortune Chips equal to the number of unspent Fortune chips lost by the enemy unit for the remainder of this Activation.
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This ability costs one Fortune and may be used by this unit once per turn when a NAZOMBU Face, Hands or Support unit is destroyed within 6" of this unit. Inmediately, before Taint Checks are made, d5 of the NAZOMBU models from the destroyed unit are returned to the Play Area within 3" of this unit. Any model that cannot be placed does not return and is removed from play. The returned NAZOMBU unit counts as having Activated for the turn and has the Reanimated rule. This rule cannot be used agains LEGENDARY units or those that are removed from play due to Yeller Checks.
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When this unit destroys an enemy model that has the Unique Special Rule, this unit inmediately gains a Fortune Chip.
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When Activated, this unit may discard their action Card and draw a new Action Card from the deck. If it does so the new card is applied inmediately. The unit ignores their Action Limit for this Activation. If the new card is equal to or lower than their original Action Card, then they receive the Stunned Condition (even if they may not usually be Stunned) and their Activation ends.
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This unit cannot be placed into Reserve. After standard deployment but before any Trailfinder units have deployed, starting with Player B, each player must take it in turns to place a unit with the Dispersed Deployment rule onto the Play Area. Units must be placed at least 12" away from any enemy units.
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Backstab Reactions against this unit suffer a -4 penalty.