Wild West Exodus army builder

Vor khet

WWE - Vor Khet - Hex
COST 155
UNIT: This unit consists of 1 model. This unit is UNIQUE and can only be included once in the Force.
Quick 4
Mind 4
Aim 3
Grit 7
Fight 6
Limit 3

Common rules

  • Unarmed

    Unarmed units do not even have the basic Melee Weapon that units usually carry. Units with the Unarmed rule confer a +2 modifier to Grit Checks to enemy models against Melee attacks this unit makes. This unit’s Melee range counts as base contact

  • Tough

    This unit does not count as being Wounded by a failed Grit Check and instead receives the Stunned Condition (even if not normally able to be Stunned or if the hit would cause them to become Stunned anyway). If the unit is already Stunned, it is Wounded as normal.

  • Unstoppable

    This model may make Ram Actions even though it does not have the VEHICLE Trait. Furthermore, the unit ignores the Heavy quality for any weapons it carries.

  • 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

Melee
Frenzied Attack
Special, Brutal
Lethal
RNG -
PRC -4
ROF 1
Melee
Hammerhands
Stun, Brutal
Displace
RNG -
PRC -1
ROF 2
Melee
Fanged Maw
Brutal, Tangle, Refined
Fatal
RNG -
PRC -2
ROF 1

Special rules

  • The unit may re-roll failed Grit checks.
  • When an enemy unit has made a Strike Action (but not as part of a Reaction) against this unit and all required Grit checks have been resolved, any surviving models in this unit may inmediately make a Free Strike Action with a Rate of Attack of 1 against the enemy unit that attacked them.
  • When this unit destroys an enemy model that has the Unique Special Rule, this unit inmediately gains a Fortune Chip.
  • 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.

  • After the first game turn, when the unit Activates it must pass a Mind check to Activate as normal. If it fails the unit must try to Engage the closest enemy unit within 18" and Line of Sight or if there are no enemy units in range, the closest friendly one in Line of Sight. When making a Walk, Ram or Charge Action, the unit must always travel by the shortest route possible to that nominated unit.