Wild West Exodus army builder

Jesse James (Legendary)

WWE - Jesse James (Legendary) - Outlaws - Mercenaries
COST 185
UNIT: This unit consists of 1 model. This unit is UNIQUE and can only be included once in the Force.
Quick 6
Mind 6
Aim 7
Grit 6
Fight 6
Limit 4

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.

  • Largesse

    This unit may allow a unit from their Posse to spend Fortune Chips from this unit as though they were their own.

  • 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.

List of weapons in profile

Ranged
Smoke Grenades
Smokescreen, Indirect, Blast
RNG 8
PRC 0
ROF 1
Melee
Hammerhands
Stun, Brutal
Displace
RNG -
PRC -1
ROF 2
Ranged
Hyper-V Pistols
Revolver Fan, Close work, Shred
Lethal
RNG 10
PRC -4
ROF 2

Special rules

  • Once per activation if this unit successfully hits with a Shoot Action, it may make a second Shoot Action at the same or a differente target unit for one Action Point rather than the usuarl two for a repeated Action. This second Shoot Action may not be made with weapons with the Heavy or Complex qualities.
  • This unit's Posse may include a unit of K9 AUTOMATA for the appropiate points cost. These are considered to occupy the same posse slot as this unit. For one Action Point this unit may nominate an enemy unit within 18". Any friendly K9 AUTOMATA unit may Focus their Shoot and Strike Actions this turn against that nominated unit, even if they are not within 12" of a friendly Boss. At the end of this unit's Activation, a unit of K9 AUTOMATA within 3" gains the Teamwork rule for that turn.
  • When Activated, this unit may discard their action Card and draw a new Action Card from the deck. If it does so the new card is applied inmediately. The unit ignores their Action Limit for this Activation. If the new card is equal to or lower than their original Action Card, then they receive the Stunned Condition (even if they may not usually be Stunned) and their Activation ends.
  • Should this unit be destroyed (but not if otherwise removed from play) it can make a free Combat Action before being removed from the Play Area.
  • Once during its Activation this unit may spend 1 Action Point to double the Piercing value of a single Strike Action to a maximum of -6.
  • Once per turn, when the unit is declared as an Initial target of an attack, the unit can take a Mind check and if passed, may remove all Negative Conditions that are applied to it at that time. If failed, the contions apply as normal.