
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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Largesse
This unit may allow a unit from their Posse to spend Fortune Chips from this unit as though they were their own.
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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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Prodigious
This unit gains +3 (or +3” where applicable) for Focused Actions rather than the usual +2.
List of weapons in profile
Special rules
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This ability costs a Fortune Chip and may be used by this unit once per turn when a CONSTRUCT Face, Hands or Support unit within 6" is destroyed. Before Taint Checks are made, d5 of the models from the destroyed unit are returned to the Play Area within 3" of this unit. Any model that cannot be placed is removed from play. The new unit counts as having Activated for the turn and gains the Reanimated rule. This cannot be used agains units that are removed from play due to Yeller Checks.
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At the start of this unit's Activation, this unit may spend an Action Point and inmediately place a Hazard and Stun Condition on a unit within 10".
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Any STRUCTURE, ARTEFACT or friendly MACHINE or CONSTRUCT unit (excluding this unit) within 5" may re-roll failed Grit checks.
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For two Action Points this unit may target an AUTOMATA unit within 5" once per turn. That targeted unit must make a Mind Check. If the Check is passed, nothing happens. If the Check fails, the selected unit is Compelled and must inmediately make and Action of this unit's choice. The Action counts as a Free Action and cannot be Focused.
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The unit may determine the direction of any scatter in any Combat Action they make.