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.
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)
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.
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.
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.
The unit may determine the direction of any scatter in any Combat Action they make.
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.
When Engaged with a Stunned or Disordered enemy model, this unit gains the Lethal weapon quality on all Melee Weapons.
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.
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.
This unit must Focus their Combat Action if it is made with a weapon with the Special Complex or Heavy qualities
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.
Once during this unit's activation it may remove a Hunkered condition from an enemy unit within 10".
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.
This unit automatically passes any Yeller checks provided there is another friendly GREY unit within 10" of this unit.
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.
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.
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.
During its Activation, this unit may spend an Action Point and inmediately place a Hazard and Stun Condition on a unit within 10".
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.
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 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.
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.
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".
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.
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.
You may deploy a Hexalith Model per unit with the Tainted Shrine Rule. The Hexalith is placed using the Initial Deployment Special Rule.
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 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.
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.
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 Frag Launchers with Terminator Blasters for free. The Therminator Blaster has the following profile:
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.
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.
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.