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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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.
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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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Moving target
Provided this unit has made a Move Action of at least 7” this turn, successful Aim Checks against this unit must be re-rolled.
List of weapons in profile
Special rules
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This unit adds +1 to Reserve Checks made for this Unit while it is held in Reserve.
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The unit may ignore the first point of Piercing from attacks by Ranged Weapons. Weapons with a Piercing of -4 or greater ignore the Xenoshield Special Rule.
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While this unit is Engaged, each successful hit caused by this unit on an enemy unit they are Engaged with, causes a further automatic hit on that unit. Automatic hits like these (and from qualities like Brutal) cannot generate further hits from the Death-Dealer rule.
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This unit may add +1 to their Fight and gains the Teamwork rule while they are within 3" of a Chigoe Unit (but not a Chigoe Beta).