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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Shrouded
Successful Aim Checks against this unit must be re-rolled.
List of weapons in profile
Special rules
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You may deploy a single Hexalith during deployment for each unit with this rule in your Force. For one Action Point this unit may select a TAINTED unit (friend or foe) within 8". That targeted unit must make a Mind Check. If the Check is passed, nothing happens. If the Check fails, a model in that unit (or the entire unit, if friendly) is Compelled and must inmediately make an ACtion of this unit's choice. This is a Free ACtion which cannot be Focused or use Fortune. For the duration of this ACtion, the Compelled models count as friendly to this unit. You cannot compel models with the AUTOMATA, STRUCTURE or LEGENDARY traits.
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For one CAtion Point this unit may select a non-Legendary enemy unit in Line of Sight within 12". The target must pass a Mind Check. If the Check is failed, the selected unit inmediately loses d5 Fortune Chips.
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This unit's Posse may include a unit of Spirit Apparitions for the appropiate points cost and they may be placed in Reserve. These are considered to be in the same posse slot as this unit. Units with the SPIRIT Trait in this Posse may spend a Fortune Point during their Activation to automatically pass a Reserve Check. Any unit that does so must be deployed in base contact with a model with the Spectral Summoning rule.
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Any friendly unit (excluding this unit) within 5" may re-roll failed Grit checks. Sawbones has no effect on MACHINE. ARTEFACT or STRUCTURE units.
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This ability costs one Fortune and may be used by this unit once per turn when a NAZOMBU Face, Hands or Support unit is destroyed within 6" of this unit. Inmediately, before Taint Checks are made, d5 of the NAZOMBU models from the destroyed unit are returned to the Play Area within 3" of this unit. Any model that cannot be placed does not return and is removed from play. The returned NAZOMBU unit counts as having Activated for the turn and has the Reanimated rule. This rule cannot be used agains LEGENDARY units or those that are removed from play due to Yeller Checks.