Sure foot
The unit ignores the penalty for Uneven Ground and may re-roll Quick based checks.
The unit ignores the penalty for Uneven Ground and may re-roll Quick based checks.
The unit has a Unit Coherency of 4”.
Successful Aim Checks against this unit must be re-rolled.
The unit is always Disordered and has a Limit of 1. Each time the unit receives a Negative Condition one model in the unit must immediately pass a Grit Check or suffer a Wound. This unit cannot be affected by Carpathogen or any other rule that would enable it to return to play (or become a Hex Beast) once destroyed.
This unit can Focus Move Actions for no additional cost.
This unit gains +3 (or +3” where applicable) for Focused Actions rather than the usual +2.
Provided this unit has made a Move Action of at least 7” this turn, successful Aim Checks against this unit must be re-rolled.
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.
This unit may allow a unit from their Posse to spend Fortune Chips from this unit as though they were their own.
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.