The main mechanic of this new army is managing the new concept of gambles.
Discarding tokens earns gambles, which can later be used on activating the traits of the units on the board, as their abilities are not free. For example, the Headhunter, has a regular ranged attack, but only spending a gamble will trigger the ability to use a sniper shot. If the trait is not paid for, it simply will not be active.
Merchant Guild soldiers usually have low initiative - this is crucial because the cost of activating a given perk is equal to the initiative of this unit. Activating the Headhunter Sniper will cost one gamble, but another soldier with 2 initiative will cost two gambles. The maximum number of gambles that can be managed at a time is 7, so they should have quite a lot of room for maneuver.