
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.
List of weapons in profile
Special rules
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For each Critical Success this model rolls during a Fight Check this model may make a Free Strike Action. This Free Strike Action is still subject to Frenzy.
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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.
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This unit's Force may always include an additional Angry Mob unit for the appropiate points cost. Any Angry Mob units within 10" of this unit count as critically failing or critically passing any Mind checks they are required to make (this unit Player's choice). Angry Mob units within 10" may not target this unit. If an Angry Mob unit would be affected by opposing instances of this rule then this rule has no effect.