Common rules
-
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.
-
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.
-
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.
-
Durable The unit may ignore the first point of Piercing from an attack. However, if the hit is caused by a weapon with a Piercing of -4 or greater then Durable has no effect.
List of weapons in profile
Special rules
-
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.
-
Once per Activation, if this unit wipes out the last model in an enemy unit with a Combat Action this unit gains +1 Fortune chip (even if they do not have a Fortune value).
-
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.
-
The unit must be held in Reserve. Once available the unit is deployed anywjere in the Play Area. You must deploy at least 12" from an enemy unit and cannot deploy into a transport. Unless it is within 8" and Line of Sight, this unit cannot be nominated as the Initial Target of an attack by any HUMAN enemy units unless that unit fist successfully passes a Mind Check.