Wild West Exodus army builder

Special rules

Combat Action: During its Activation, this unit may target a non-LEGENDARY enemy unit within 6". The Enemy Unit loses all unspent Fortune chips. This unit gains Fortune Chips equal to the number of unspent Fortune chips lost by the enemy unit for the remainder of this Activation.

Units with the Watchers trait within 8" of this unit can take a Mind check if they are declared as the Initial Target of an Attack. If passed, that unit may remove a single Negative Condition of their choice from themselves. If failed, the condition remains as normal.
This unit suffers Yeller Checks even though it is not a Hands unit.

This unit may add +1 to their Fight and gains the Teamwork rule while they are within 3" of a Chigoe Unit (but not a Chigoe Beta).

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)

Once per turn during its Activation, this unit may use the value of its Mind Attribute in place of any one Attribute value, except Limit.

Any model in the unit may replace a Ranged Weapon with a weapon from the Special Issue section of their Faction Armoury at the indicated points cost.

Provided it was deployed at the start of the game, this unit is worth a Victory Point if at least one model from it survives to the end of the game.

Should this unit successfully hit with a weapon with the Close Work rule, it may make a Free Shoot Action with a second weapon with the Close Work rule. This second Action has an additional -1 Aim penalty.

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.
If this unit wounds an enemy model with a Strike Action, this unit may be placed up to half its Quickness value from its current position. This is considered to be a free move action and is subject to backstab attempts as normal.
During its Activation, this Unit may spend an Action point and remain stationary to ignore the Special Quality on one of its ranged weapons for the reaminder of the Activation.
This unit may not perform Ger in Move Actions or Portal Move Actions. It can never be Hunkered, In Cover or make Climb checks.
This unit can Focus Charge Actions for no additional cost. Free Strike Actions do not benefit from this rule.
After activation, provided this model does not make a Move Action, it gains +1 Grit for the remainder of the turn.

This unit may transport up to ten small based models. Units transported in this manner gain the Hunkered condition. Friendly units can be deployed already mounted in this unit. Both units are deployed to the battlefield as a single deployment and the transported unit are considered to be mounted. You cannot put a unit with Capacity inside this unit.

This unit may transport up to two small based models. Units transported in this manner gain the Hunkered condition. Friendly units can be deployed already mounted in this unit. Both units are deployed to the battefield as a single deployment and the transported unit are considered to be mounted. You cannot put a unit with Capacity inside this unit.

This unit may transport up to six small based models. Units transported in this manner gain the Hunkered condition. Friendly units can be deployed already mounted in this unit. Both units are deployed to the battlefield as a single deployment and the transported unit are considered to be mounted. You cannot put a unit with Capacity inside this unit.

This ability costs a Fortune Chip and may be used by this unit once per turn when a CONSTRUCT Face, Hands or Support unit within 6" is destroyed. Before Taint Checks are made, d5 of the models from the destroyed unit are returned to the Play Area within 3" of this unit. Any model that cannot be placed is removed from play. The new unit counts as having Activated for the turn and gains the Reanimated rule. This cannot be used agains units that are removed from play due to Yeller Checks.
This unit has assumed a friendly form, known as its DISGUISE. Until it makes a Combat Action, a unit with a Disguise may never be the Initial Target of an attack. Once this unit has made a Combat ACtion, the Disguise is lost and the unit may be chosen as an Initial Target as normal for the remainder of the game. A Disguise is also lost if an enemy unit moves within 3" of this unit. Provided this unit is at least 10" from an enemy unit, this unit may regain its Disguise during its Activation by spending an action point.
Once during their Activation, this unit may spend two Action Points to look at the top three cards from their Adventure Deck and may discard any number of them. Replace the reamining cards in any order on top of the deck.
This unit ignores the penalty for Uneven Ground and may re-roll Yeller Checks it subject to them. The unit may not he included in Posses with TAINTED or AUTOMATA units
The unit may choose to use this rule instead of Massed Fire. When this unit makes a Shoot Action, each model may choose to forgo making its own Aim Check and instead add +1 to another model in the unit's Aim Attribute or -1 to another model in the unit's Piercing value for that single Shoot Action.
For one Action Point this nit may select a target unit (friend or foe) within 8". That targeted unit must make a Mind Check (+2 bonus for each time the unit has been successfully Compelled this Activation). 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 inmediatelly make an Action of this unit's choice. This is a Free ACtion witch 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.

The unit may determine the direction of any scatter in any Combat Action they make.

If the target of this model's Strike Action is engaged with another member of this unit, it may reroll any failed Strike rolls without spending fortune.
The Stunned and Disordered Conditions do not cause Attribute penalties to be suffered by this unit, though they still count as having the COndition. The Hazard Condition has no effect on this unit and if applied is inmediately removed. Furthermore the unit ignores the first two points of Piercing when taking Grit Checks. Against attacks from weapons using the Blast template or the Attuned quality the unit only ingnores the first point of Piercing when taking Grit Checks.
For each unit in the Force that has this rule, once both sides have deployed but before any Trailfinder moves have been made, the players take it in turns (in initiative order) to redeploy a single unit within their Deployement Zone if they wish. Each additional instance of Counter Intelligence in a Force allows an additional unit to be redeployed. Each unit may only be redeployed once.
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.
This unit may spend an additional Action Point to double the Piercing value of a single Strike Action. Furthermore, unless hit by a weapon with a Piercing of -4 or greater, the unit may ignore the first point of Piercing from an attack. Example: a weapon with a Piercing of -3 is considered -2 agains a unit with this rule.

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.

This unit can Focus Charge Actions for no additional cost. The free Strike Action from a successful Charge also benefits from this rule. Unless it is within 8" and Line of Sight, this unit cannot be nominated the Initial Target of an attack by any enemy units unless they first successfully pass a Mind Check.

This unit's Posse may include a unit of Hunting Wolves for the appropiate points cost. These are considered to be part of the Posse and occupy the same slot as this unit. A unit of Hunting Wolves within 6" of this model at the end of this model's Activation gain the Teamwork rule for that turn. For one Action Point this unit may nominate a friendly Hunting Wolf unit within 18". That Unit gains +1 Quick during their Activation Turn.
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.

When Engaged with a Stunned or Disordered enemy model, this unit gains the Lethal weapon quality on all Melee Weapons.

This unit wound models with a -4 penalty to their Grit (instead of the usual -2) when making Ram Actions.
This unit may end a Flight Action Engaged in combat. If it does so it may make an inmediate Fight Action for 1 Action Point (regardless of the number of Combat Actions this Unit has already taken this Activation).
While this unit is Engaged, each successful hit caused by this unit on an enemy unit they are Engaged with, causes a further automatic hit on that unit. Automatic hits like these (and from qualities like Brutal) cannot generate further hits from the Death-Dealer rule.
This unit may choose to count the Guts bonus provided by Adventure Cards played during their Activation as being +1 Action Points instead of the actual bonus printed on the cards. It may never be included in a Force with a TAINTED unit.
This unit may re-roll Mind Checks to hold their nerve for Give'Em Hell Reactions. This unit may re-roll failed Yeller Checks.
This unit cannot be placed into Reserve. After standard deployment but before any Trailfinder units have deployed, starting with Player B, each player must take it in turns to place a unit with the Dispersed Deployment rule onto the Play Area. Units must be placed at least 12" away from any enemy units.
Provided it is within 8" and Line of Sight, this unit must be nominated as the Initial Target of an attack by all non-LEGENDARY enemy units with this rule eligible, the enemy may choose which of them to target and need only make the Mind Check once per Activation to ignore all Distracting units.
Provided it is within 8" and Line of Sight, this unit must be nominated as the Initial Target of an attack by all non-LEGENDARY enemy units with this rule eligible, the enemy may choose which of them to target and need only make the Mind Check once per Activation to ignore all Distracting units.
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.
Backstab Reactions against this unit suffer a -4 penalty.
For one Action Point this unit may select a target 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, the selected unit is Stunned and gains the Tainted trait.

This unit ignores the Disorder effects of the Smokescreen weapon quality. Units transported in this unit may not make Combat Actions. They may not be selected as the Initial target of an Attack while transported.

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.

This unit may only make Combat Actions with weapons with the Special quality if it is within 4" of Thomas Edeson. Furthermore, while this unit is within 4" of Thomas Edeson, should he be nominated as the initial Target of an attack, this unit may make an inmediate REACTION and become the Initial Target of the attack instead. If this occurs, you must still calculate range, Line of Sight and cover bonuses, etc. to Thomas Edeson but resolve the Grit Check on this unit instead.

Enemy UNits with the Undercover or Magenta Clade rules may not make use of those rules while within 8" of this unit.

Should this unit use a weapon with the Suicide quality, it automatically passes any Aim Checks agains its Initial Target. This unit may use its Boss' Mind Attribute for any Mind Checks to resist opposing unit's attempts to Compel them (such as Dark Council or Compel).

ONce during their Activation, this Unit may spend an Action Point to look at the top card from either their opponent's Adventure Deck or Action Deck. They may discard that card or return it to the top of the deck.

Once per Activation, if this unit wipes out the last model in an enemy unit with a Combat Action this unit gains +1 Fortune chip (even if they do not have a Fortune value).

This unit must Focus their Combat Action if it is made with a weapon with the Special Complex or Heavy qualities

This unit ignores the Disorder effects of the Smokescreen weapon quality.

Transported units making Shoot Actions when Activated suffer an additional -1 Aim penalty (a total of -2 with being Hunkered as well). Line of Sight is drawn from the base of the transport model.

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.

Once during this unit's activation it may remove a Hunkered condition from an enemy unit within 10".

Any model in the unit may add +1 to their Grit, Fight and Mind if they are within 3 of a MALE HUMAN model (excluding models in this unit).
Any model in the unit may add +1 to their Grit, Fight and Mind if they are within 3" of a FEMALE HUMAN model (excluding models in this unit).
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.
After both sides have deployed, this unit and a Hands unit whitin 3" gain the Trailfinder Special Rule.
As long as this unit is within 3" of two or more friendly non-Disordered Hands models, this unit and the Hands models gain +1 Grit. This unit may Go On Lookout for a cost of one Action Point, regardless of how many Combat ACtions it has made that turn.

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.

The Stun and Disorder Qualities do not cause Attribute penalties to be suffered by this unit, though they still count as having the Condition.

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.
Whenever a unit with this rule increases an Attribute using the Leeched Ability rule, it may inmediately give that same Attribute increase to a friendly model within 12" with the Gene Link rule. This Attribute replaces the same Attribute on this unit for the remainder of the game. This unit may only have a single Attribute replaced using this rule or the Leeched Ability rule. If another Attribute is later changed using this rule or the Leeched Ability ryle, the previous change is lost.
Once per turn, when hit from a Combat Action, this unit may make an unmodified Mind Check. If successful the unit may use the value of its Mind Attribute in place of its Grit value. Ghost Armour lasts unitl the end of that Activation.

This unit automatically passes any Yeller checks provided there is another friendly GREY unit within 10" of this unit.

Unless using a weapon with the Indirect, Heavy, Blast or Torrent qualities, the unit does not suffer the -4 penalty to Aim for Shooting at an Engaged enemy. Furthermore, this unit does not hit a friendly Engaged unit on a Critical Fail when making a Shoot Action Agains an Engaged enemy unit.
The unit may re-roll failed Grit checks.
When this unit destroys an enemy model that has the Unique Special Rule, this unit inmediately gains a Fortune Chip.

This unit may only be deployed by a Force through special rules that specifically mention Hexaliths. The Maniputale Portal Action will always create a Portal Unit rather than a Hexalith Unit.

Any friendly WATCHER MACHINE, ARTEFACT or STRUCTURE units within 6" may re-roll failed Grit Checks.
The unit ignores the Fatal Quality and negative Piercing modifiers when taking Grit Checks.

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.

This unit cannot be placed into Reserve. Before any other deployment, starting with Player B, each player must take it in turns to place a unit with the Initial Deployment rule onto the Play Area. The Unit may bot be placed within 8" of any edge of the Play Area. They may not be deployed within 6" of your opponent's deployment zone and cannot be deployed in buildings or in impassable terrain.

This unit cannot make Move Actions or Charge Actions

The unit may never be Activated, may never count as a friendly unit, cannot become a Hex Beast and its destruction never awards Victory Points unless specified in the Adventure.

Any friendly unit (excluding this unit) within 6" may re-roll single dice roll in their Activation.

Successfull Strike Actions by this unit cannot be re-rolled.
During this unit's Activation, spend an Action Point to nominate a frienly unit in Line of Sight within 12". That nominated unit gains a +1 modifier to their Limit this turn.
The ability costs a Fortune Chip and may be used by this unit once per turn when an AUTOMATA Hands or Support unit is destroyed within 6" of this unit. Inmediately before Taint Checks are made, d5 of the AUTOMATA 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 AUTOMATA unit counts as having Activated for the turn and has the Reanimated rule. Juri Rig cannot be used against units that are removed from play due to Yeller Checks.

Models in this unit gains +1 Grit while in base contact with (or mounted on) another friendly model with this rule. This unit may re-roll Mind Checks to hold their nerve for Give'Em Hell Reactions. Units with this rule may not transport units without this rule.

Human Initial Targets must re-roll successful Grit checks against Shoot Actions from this model.
Whenever this unit successfully destroys an enemy unit, this unit may select an Attribute from the destroyed unit's card. This selected Attribute replaces the same Attribute on this unit for the remainder of the game. This unit may only have a single Attribute replaced using this rule. If another Attribute is later changed using this rule, the previuous change is lost.

During its Activation, this unit may spend an Action Point and inmediately place a Hazard and Stun Condition on a unit within 10".

No more than three of this unit can be included in a Force.
This unit ignores long range penalties for Shoot Actions.
This unit may only make Combat Actions with weapons with the Special quality if it is within 4" of the Boss of the Posse. Furthermore while this unit is within 4" of the Boss of the Posse, should that Boss be nominated as the Initial Target of an attack, this unit may choose to make an inmediate REACTION and become the Initial Target of the attack instead. Calculate range, Line of Sight and cover bonuses, etc. to the Boss but resolve the Grit Check on this unit instead.

Provided it is within 4" of Area Terrain, this unit cannot be nominated as the Initial Target of an attack by any enemy units unless that unit successfully passes a Mind Check.

The unit may make a single Walk Action each Activation for no Action Point cost provided the Move is in a straight line towards a model within 10" with the CONSTRUCT or MACHINE traits.

When this unit makes a Shoot Action, you must choose a single model to make the Shoot Action with. Unless armed with a differente ranged weapon, every other model in the unit in range of the Initial Target does not make their own Aim Check and must instead add their weapon's RoA to that first model's RoA for that Shoot Action. Each model's RoA is still reduced to 1 for Give Em Hell Reactions with the exception of that first model. Initial Targets using The Quick and the Dead against Shoot Actions using Massed Fire reduces the RoA from the Action by value of The Quick and the Dead's succesful Quick check rather than the usual rule effect.
When this unit makes a Strike Action, choose a model to make the Strike Action with. Every othe rmodel in the unit with the same weapon in range of the Initial Target forgoes making its own Fight Check and instead adds their weapon's RoA to that first model's RoA for that single Strike Action.
When this unit fails a Grit Check, you can pick a friendly model within 3" of this unit to fail their Grit Check instead as they are pulled in front at the last minute, ignorantly sacrificing themselves in the process. Models affected by Meat Shields cannot benefit from the Sawbones Special Rule.
This ability costs a Fortune Chip and may be used by this unit once per turn when a MUTATION Face, Hands or Support unit within 6" is destroyed. Before Taint Checks are made, d5 of the models from the destroyed unit are returned to the Play Area within 3" of this unit. Any model that cannot be placed is removed from play. The new unit counts as having Activated for the turn and has the Reanimated rule. This cannot be used against Boss or Legendary units, or those that are removed from play due to Yeller Checks.
When this model is destroyed, before removing it from the Play Area, all models within 1", friend or foe, suffer a Piercing -1 hit with the Hazardous special rule.
This unit regains Fortune Chips up to its starting value at the start of each Resolution Phase. Furthermore this unit may allow a friendly unit within 10" to spend Fortune Chips from this unit as though they were their own.

This unit may spend one Action Point during its Activation to nominate itself and another SOILED DOVE unit in Line of Sight within 12". Both units gain a +1 modifier to their Limir and to their Grit for the duration of this turn. This rule cannot be used if there is not another Soiled Dove unit in Line of Sight.

This unit does not suffer the long range Aim penalty.

For two Action Points this unit may target an AUTOMATA unit within 5" once per turn. That targeted unit must make a Mind Check. If the Check is passed, nothing happens. If the Check fails, the selected unit is Compelled and must inmediately make and Action of this unit's  choice. The Action counts as a Free Action and cannot be Focused.

This unit has the ability to create or destroy portals. This unit may make a Manipulate Portal Special Action for no Action Points cost each Activation and may determine the direction of any scatter for Portals they create. The distance the additional Portal Model may be placed by the Portal Resonance rule is increased up to 12" rather than the usual 10" and also does not scatter.

This counts as a Portal model for the purposes of Portal Manipulation. It may be destroyed by a Combat Action as normal. It is ignored by your opponent when making a Dispersed Deployment.

When this unit is generated as a part of a Manipulate Portal action, a second Portal Model of the same type may be placed up to 10" away in the same Action for no additional cost. The Portal then scatters as normal.

This is a Special Combat Action. Once this Action has been made by this unit, any friendly CARCOSA units (excluding this unit) gain +1 to their Limit Attribute for the duration of this turn while within 8" of this unit. Force may always include an additional Profane Nest Strategic unit for the appropiate points cost. Nests are placed using the Initial Deployment Special Rule.

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.
Once per Activation if this unit successfully hits with a Strike Action, it may make a second Strike Action at the same or a different target unit for one Action Point rather than the usual two for a repeated Action.
This unit's Force may always include an additional Angry Mob unit for the appropiate points cost. Any Angry Mob units within 10" of this unit count as critically failing or critically passing any Mind checks they are required to make (this unit Player's choice). Angry Mob units within 10" may not target this unit. If an Angry Mob unit would be affected by opposing instances of this rule then this rule has no effect.
Any friendly units (excluding this unit) within 10" may automatically pass any Yeller checks.
This unit can Focus Move Actions for no additional cost.

This unit's Force may always include an additional Civilians Strategic unit for the appropiate points cost. Furthermore, once per Activation this unit may automatically pass a single Check as a Critical Success if this unit is within 12" of any unit of Civilians.

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 inmediately pass a Grit Check or suffer a Wound. This unit cannot be affected by any rule that would enable it to return to play (or become a Hex Beast) once destroyed.
This is a Special Combat Action. Once this Action has been made by this unit, any units (excluding this unit) with the CONFEDERATE Traits gain +1 to their Limit Attribute for the duration of this turn while within 8" of this unit. This does not stack with any other Limit bonuses.
For one Action point this unit may select a friendly unit in Line of Sight and within 12". The selected unit inmediately regains d5 Fortune Chips up to its starting value.
Any STRUCTURE, ARTEFACT or friendly MACHINE or CONSTRUCT unit (excluding this unit) within 5" may re-roll failed Grit checks.
Once per turn, when Activated, the unit may spend one Action Point for its owning player to select and examine up to two random cards in their opponent's hand of Adventure cards. One of the chosen cards is discarded, the reamining is returned to the opponent's hand.
Any friendly unit (excluding this unit) within 5" may re-roll failed Grit checks. Sawbones has no effect on MACHINE. ARTEFACT or STRUCTURE units.

At the start of this unit's Activation, this unit may spend an Action Point and inmediately place a Hazard and Stun Condition on a unit within 10".

Models in this unit gains +1 Grit while in base contact with another friendly model with this rule. Models with the Mounted trait may not benefit from this rule.

Once per turn on their Activation, this Unit may spend an Action Point to look at the top card from either their Adventure Deck or their Action Deck. They may discard the card or return it to the top of the deck.

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.
This unit may make a Sky-Leap Special Move Action. Unit making a Sky-Leap may be placed up to 9" from its position at the start of the Action. Ignore any terrain restrictions on the movement but the unit must not end ther Sky-Leap in impassable terrain or Engaged in combat. You cannot Focus a Sky-Leap Action.

At the end of this unit's Activation, one Stunned or Disordered enemy SPIRIT model within 8" of this model is inmediately removed from the Play Area.

A single model in the unit may replace a Ranged Weapon with a weapon from the Special issue section of their Faction Armoury at the indicated points cost. If it does not have a Ranged Weapon it may replace a Melee weapon.
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.
During Shoot Actions, this unit may choose to replace the value of their Aim Attribute with the value of their Mind Attribute and may re-roll Failed Shoot Actions. Furthermore, successful Shoot Actions by this unit cannot be re-rolled.
When Activated, the unit must discard their Action Card and draw a new Action Card from the deck. The new card is applied inmediately.
This unit may target different units with each die from their weapons Rate of Attack in a Shoot Action rather than having to resolve them against a single target unit. The unit does not need to spend an Action Point to use the Revolver Fan quality.
Any time this unit destroys an enemy model, it receives an additional Action Point for this Activation. The unit's Action Limit still applies.
Once per Activation, this unit may spend an Action Point and inmediately place a Hazard and Disorder Condition on a unit within 8".
This unit Gains +1 to Reserve Checks. Once per turn the unit, when Activated, may spend two Action Points to look at the top three cards from either their Adventure Deck or ther Action Deck and replace them in any order on the top of that deck.

You may deploy a Hexalith Model per unit with the Tainted Shrine Rule. The Hexalith is placed using the Initial Deployment Special Rule.

This unit's Force may always include an additional Profane Nest Strategic unit for the appropiate points cost. These Nests are placed using the Initial Deplyment Special Rule.
During this unit's Activation, it gains +1 to its Limit if there is one or more Tainted Units within 6", not including themselves.
This unit may replace its BOSS Trait for a FACE Trait for. It no longer counts as a Boss unit and loses the Largesse Rule. It may no longer take its own Posse but may be included in a Posse as normal.
This unit may replace its BOSS Trait for a FACE Trait for. if no longer counts a Boss unit and loses the Largesse Rule. It may no longer take its own Posse but may be included in a Posse as normal.

Panday Beck may only be included in a Force that includes Wayland the Smit. Beck may only make Combat Actions with weapons with the Special quality if he is within 4" of Wayland the Smith. Furthermore, while Beck is within 4" of Wayland the Smith, should Beck be nominated as the Initial Target of an attack, Wayland the Smith instead becomes the Initial target of the attack as he dives in front of the bullet, or pushes Beck aside at the last minute. Calculate range, Line of Sight and cover bonuses etc to Beck but resolve the Grit Check on Wayland the Smith instead.

This unit gains +1 Grit while within 6" of a friendly Marshall or Sheriff unit (not including themselves). This unit may use the Mind Attribute of any friendly Marshal unit within Line of Sight of this unit for Yeller checks.
You may deploy up to two Spirit Totem models or one Greater Spirit Totem model per unit with the Totemic Special Rule. These Totem are placed using the Initial Deployment Special Rule.

This unit may only be deployed by a Force through special rules that specifically mention Spirit Totems. The Manipulate Portal Action will allways create a Portal Unit rather than a Spirit Totem Unit.

This unit's Force may always include an additional Booby Trap Strategic unit for the appropiate points cost. Furthermore, this unit ignores the Triggered Detonation rule.
This unit adds +1 to the number of Adventure Cards in a player's hand. Should this unit be destroyed, the bonus is lost at the end of the Resolution Phase. This ability does not stack so multiple Treasure Hunters skills in a Force still only confers +1 to the hand size in total.
This unit may spend an Action point to gain Line of Sight to an enemy unit that is currently not in Line of Sight. The target unit must still be in range and an otherwise normally eligable target. The target cannot claim any bonus to their Grit from cover.

If a model moves within 4" of a model with this rule, this model will detonate. Centre a Blast template on the model in the unit that triggered the detonation. Any models under the template are automatically hit with a Piercing of -4. If this model detonates inside a building, then every model in the building is hit by the detonation as normal. Once the detonation is resolved, this  model is removed from play. You cannot use Quick and the Dead against a Triggered Detonation.

This unit suffers Yeller Checks when reduced to two models or less.
This unit always held in Reserve and deployed using the Unexpected Arrival Special Rule. If this unit is within 12" and Line of Sight of the Boss of their Posse, the may be places back into Reserves by their Boss as a Move Action during the Boss' Activation.
This unit may replace its FACE Trait for a BOSS Trait for +20 points. It no longer counts as a Face unit and gains +1 Fortune and the Largesse Common Rule. As a Boss it may take a Faction Posse as normal. Underbosses do not have Theme Posses.
The unit must be held in Reserve. Once available the unit is deployed anywjere in the Play Area. You must deploy at least 12" from an enemy unit and cannot deploy into a transport. Unless it is within 8" and Line of Sight, this unit cannot be nominated as the Initial Target of an attack by any HUMAN enemy units unless that unit fist successfully passes a Mind Check.
When this unit is places in the Play Area, the controlling player must first place a model from the unit at least 1" away from any edge of the Play Area, unit, or impassable terrain feature. The model scatters d5" in a random direction. The remaining models in the deploying unit must be places within 3" of that first model. Any model that cannot be places at least 1" from any edge of the Play Area, unit or impassable terrain feature is destroyed (no Grit Check required). Should the unit be deployed within a building or similar structure it must them be moved the minimun distance possible so that it is finally places in base contact outside of the building.

Each model in this unit may replace their Gatling Guns with one of the following weapons at the indicated individual points cost:

Flametrowers (+5pts): Hazardous, Torrent, Engulf - [- -2 2]

Grenade Launchers (+5pts): Blast, Indirect, Heavy +Shred [12 -2 2]

Electrocarbines (Free): +Stun - [15 -2 3]

 

Any model in the unit may replace their Flamethrower with a Gatlin Gun for +15 points or a Rocket Pod for+5 points from the Special Issue section of their Faction Armory.

Any model in the unit may replace their Frag Launchers with Terminator Blasters for free. The Therminator Blaster has the following profile:

Ranged
Terminator Blasters (Free)
Hazardous, Close Work
Hazardous
RNG 10
PRC -3
ROF 3

A single model in the unit may replace their Rifle with a Flame Thrower for +5 points of a Gatling Gun for +15 points from the Special issue section of their Faction Armoury.

When a friendly FACE or BOSS unit within 3" of a model in this unit fails a Grit Check, this model fails their Grit Check instead as they instinctively take the hit.

This unit adds +1 to Reserve Checks made for this Unit while it is held in Reserve.

If this model is Wounded, before it is removed, all models within 2" reveive the Hazard Condition.
A unit with the VEHICLE trait may fire all the weapons they are equipped with in the same Shoot Action. They may target different unit with different weapons if they have them. Furthermore, during its Activation, this Unit may spend an Action point and remain stationary to ignore the Special Quality on one of its ranged weapons for the reaminder of the Activation.

Any model in this unit may replace their Proton Disruptor and/or their Hyperbolt Launcher for an Artron Lance or Nadeon Shredder for +5 Points per weapon or a Proton Disruptor or a Hyperbolt Launcher for free. If a model with the Watcher Weapon Array has two or more weapons of the same type, they are treated as a single weapon however you add +1 to the ROA for each duplicate weapon. Example: A Locus Beta with a pair of Proton Disruptors uses them with a single weapon profile with a ROA of 3 instead of the usual 2.

At the start of their Activation, each model in the unit gains +1 Fortune Chip (even if they do not have a Fortune value). No model in the unit may ever have more than one Fortune Chip. The unit may spend Fortune as normal.
A model in the unit may replace a Ranged or Melee Weapon with a weapon from the Special Issue section of their Faction Armoury at the indicated points cost. If the unit is at maximun unit size, a second model may then replace a Ranged or Melee Weapon with a weapon from the Special Issue section of their Faction Armoury at the indicated points cost.
The unit may ignore the first point of Piercing from attacks by Ranged Weapons. Weapons with a Piercing of -4 or greater ignore the Xenoshield Special Rule.

The unit must be held in Reserve. Once it passes its Reserve Check, select a small based Hands unit of your choice in the Play Area. For each model in this unit, replace one of the models in the target enemy Hands unit with them (the specific model replaced is of your opponent's choice). This may be resisted by the selected model passing a Mind Check. If it passes, this unit loses a model instead. Continue to do this unit either there are no more models in this unit to be deployed or there are no more enemy models in the enemy Hands unit to replace. Any undeployed models in this unit are consdiered destroyed as are any models that have been replaced in the enemy Hands unit. If either unit is now out of Coherency, then they gain the Disordered Condition as normal. It is enterely likely that the two units are now Engaged in Melee.