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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Elite
The unit may choose to count the Guts bonus provided by Adventure Cards played during their Activation as being +1 Action Point instead of the actual bonus printed on the cards. Units with the ELITE skill automatically pass YELLER checks.
List of weapons in profile
Special rules
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Unless using a weapon with the Indirect, Heavy, Blast or Torrent qualities, the unit does not suffer the -4 penalty to Aim for Shooting at an Engaged enemy. Furthermore, this unit does not hit a friendly Engaged unit on a Critical Fail when making a Shoot Action Agains an Engaged enemy unit.
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This unit may replace its FACE Trait for a BOSS Trait for +20 points. It no longer counts as a Face unit and gains +1 Fortune and the Largesse Common Rule. As a Boss it may take a Faction Posse as normal. Underbosses do not have Theme Posses.
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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 ignores long range penalties for Shoot Actions.