Wild West Exodus army builder

Whitewing

WWE - Whitewing - Enlightened - Hex
COST 105
UNIT: This unit consists of 1 model. This unit is UNIQUE and can only be included once in the Force.
Quick 5
Mind 5
Aim 6
Grit 5
Fight 6
Limit 3

Common rules

  • 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.

  • 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.

  • Trailfinder

    After both sides are deployed, starting with Player B, each player may choose one of their units with the Trailfinder make a Free Walk Action with it. This does not count as the unit’s Activation. Trailfinder selection and movement alternates and continues until all units with Trailfinder have been moved once.

  • 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.

  • Agile

    This model passes Quick Checks for climbing and jumping automatically and may re-roll failed Grit Checks from falling.

List of weapons in profile

Melee
Hellion Claws
Brutal
RNG -
PRC -1
ROF 2
Ranged
Atomic Repeater
Brutal
Blast
RNG 15
PRC -2
ROF 1
Melee
Bladed Gauntlets
Parry
Decapitate
RNG -
PRC -2
ROF 2

Special rules

  • Backstab Reactions against this unit suffer a -4 penalty.
  • REACTION: When this unit is nominated as the target of a Charge Action, this unit may spend a point of Fortune to immediately be placed d5" from its current position. This placement must be to a point directly away from the charging unit. This placement cannot be into Impassible terrain or cause the unit to be Engaged.
  • This unit may add +1 to their Fight and gains the Teamwork rule while they are within 3" of a Hellion Unit (but not an Apex Hellion)