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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Agile
This model passes Quick Checks for climbing and jumping automatically and may re-roll failed Grit Checks from falling.
List of weapons in profile
Special rules
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This unit may choose to count the Guts bonus provided by Adventure Cards played during their Activation as being +1 Action Points instead of the actual bonus printed on the cards. It may never be included in a Force with a TAINTED unit.
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This unit ignores the Disorder effects of the Smokescreen weapon quality.
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This unit has the ability to create or destroy portals. This unit may make a Manipulate Portal Special Action for no Action Points cost each Activation and may determine the direction of any scatter for Portals they create. The distance the additional Portal Model may be placed by the Portal Resonance rule is increased up to 12" rather than the usual 10" and also does not scatter.
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This unit may re-roll Mind Checks to hold their nerve for Give'Em Hell Reactions. This unit may re-roll failed Yeller Checks.