
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.
List of weapons in profile
Special rules
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If this unit wounds an enemy model with a Strike Action, this unit may be placed up to half its Quickness value from its current position. This is considered to be a free move action and is subject to backstab attempts as normal.
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This unit can Focus Move Actions for no additional cost.
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This unit ignores the penalty for Uneven Ground and may re-roll Yeller Checks it subject to them. The unit may not he included in Posses with TAINTED or AUTOMATA units
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This unit's Posse may include a unit of Hunting Wolves for the appropiate points cost. These are considered to be part of the Posse and occupy the same slot as this unit. A unit of Hunting Wolves within 6" of this model at the end of this model's Activation gain the Teamwork rule for that turn. For one Action Point this unit may nominate a friendly Hunting Wolf unit within 18". That Unit gains +1 Quick during their Activation Turn.