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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You may deploy a single Hexalith during deployment for each unit with this rule in your Force. For one Action Point this unit may select a TAINTED unit (friend or foe) within 8". That targeted unit must make a Mind Check. If the Check is passed, nothing happens. If the Check fails, a model in that unit (or the entire unit, if friendly) is Compelled and must inmediately make an ACtion of this unit's choice. This is a Free ACtion which cannot be Focused or use Fortune. For the duration of this ACtion, the Compelled models count as friendly to this unit. You cannot compel models with the AUTOMATA, STRUCTURE or LEGENDARY traits.
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Any time this unit destroys an enemy model, it receives an additional Action Point for this Activation. The unit's Action Limit still applies.
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Once per activation if this unit successfully hits with a Shoot Action, it may make a second Shoot Action at the same or a differente target unit for one Action Point rather than the usuarl two for a repeated Action. This second Shoot Action may not be made with weapons with the Heavy or Complex qualities.
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This unit's Posse may include a unit of K9 AUTOMATA for the appropiate points cost. These are considered to occupy the same posse slot as this unit. For one Action Point this unit may nominate an enemy unit within 18". Any friendly K9 AUTOMATA unit may Focus their Shoot and Strike Actions this turn against that nominated unit, even if they are not within 12" of a friendly Boss. At the end of this unit's Activation, a unit of K9 AUTOMATA within 3" gains the Teamwork rule for that turn.