Repentence
Composition
1 Repentia Superior w/ Bolt pistol and Neural whips
1 Ministorum Priest w/ Holy pistol and Power weapon OR w/ Vindicator
3 Sister Repentia w/ Penitent eviscerator
1 Sister Repentia w/ Penitent eviscerator and Censors
8 Arco-flagellant w/ Arco-flail
Common Abilities and Options
Honor the Emperor:
When this operative is incapacitated in Melee, before it is removed from the Killzone it may strike with one unresolved Normal or Critical hit. If the resulting hit incapacitates an enemy operative you may resolve the Righteous Smiting ability as if it were the Ministorum Priest operative.
Redemption in Death:
When this model is incapacitated, target one friendly operative visible to this operative: that operative may perform a free Dash, Charge, or Fight action. If it is a Dash or Charge that operative may not move more than 3".
Redemptia Superior
A 3
M 6"
S 3+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8", Accurate 1) | 4 | 3+ | 3/4 |
| Neural Whips (Balanced) | 5 | 4+ | 4/5 |
Abilities
Redeem Yourself in Battle1AP: Whip into FrenzyMinistorum Priest
A 3
M 6"
S 4+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Holy Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Vindicator (Rng 6", Saturate, Torrent 1") | 4 | 2+ | 4/4 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Vindicator (Rending) | 5 | 3+ | 4/5 |
Abilities
Righteous SmitingZealous ExampleSister Repentia
A 2
M 7"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Penitent Eviscerator (Brutal, Lethal 5+) | 5 | 3+ | 4/6 |
| Bare Fists | 2 | 5+ | 2/3 |
Abilities
Honor the EmperorRedemption in DeathArco-flagellant
A 2
M 7"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Arco-flail | 6 | 4+ | 3/4 |
| Extremis-Triggered Arco-flail (Hot) | 7 | 4+ | 4/5 |
Abilities
Group ActivationSister Repentia Censor Bearer
A 2
M 7"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Penitent Eviscerator (Brutal, Lethal 5+) | 5 | 3+ | 4/6 |
| Bare Fists | 2 | 5+ | 2/3 |
Abilities
Honor the Emperor1AP: Incense of HealingRedemption in DeathWell-Maintained Neural Whips
Twice per battle, the Repentia Superior operative may perform the Whip into Frenzy ability for 0 AP
Litanies of Fortitude
At the start of Battle in the first Strategy Phase, roll one D6: add 1 to the Wound characteristic of Repentia operatives equal to the result.
Vandire's Disgraceful Memory
Once per Turning Point before a friendly Ecclesiarchy operative activates, roll a D3. on a result of a 1: inflict 1 Mortal Wound on that operative. on a result of a 2: add 1" to that operative's Charge characteristic until the end of its activation. on a result of a 3: add 1" to that operative's Charge characteristic and Hit characteristic until the end of its activation.
Purified Eviscerators
Friendly Repentia operatives' melee weapons have the Rending weapon rule.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: Death-defying Fury
When a friendly Repentia operative would be incapacitated as a result of an enemy Shoot or Fight action, that operative regains D3 wounds and the initial Shoot or Fight action ends.
Note: this would prevent the Sister Repentia's Honor the Emperor and Redemption in Death abilities from resolving.
Firefight: Blessed are the Slain
When a friendly Sister Repentia operative would be incapacitated as the result of a Fight action, they may resolve either Honor the Emperor or Redemption in Death twice before being removed from the Killzone.
Note: the operative may only select one of these abilities to resolve twice and would be prevented from resolving the other ability. Note 2: a friendly operative may be selected a second time for the Redemption in Death ability, unless it would no longer be visible to this operative after it resolves its free Dash or Charge.
Ex: A Sister Repentia is incapacitated and chooses to resolve Honor the Emperor twice, it then strikes with two unresolved successes and is removed from the Killzone, Redemption in Death cannot be resolved.
Firefight: Dogmatic Shield
When a friendly Repentia Superior or Ministorum Priest is selected as the target of a Shoot or Fight action within 3" of another friendly Sister Repentia or Arco-flagellant operative, that Sister Repentia or Arco-flagellant may be selected as the target of that Shoot or Fight action instead.
Note: if it is a Fight action, treat the new target as being within the initiating enemy operative's control range.
Firefight: Ecclesiarchal Expectations
Before an Ecclesiarchy operative is activated, it may perform a free Mission action, it must then activate as normal.
Strategy Ploys
Strategy: Righteous Censors
During this Turning Point, the first time a friendly Sister Repentia Censor Bearer performs the Incense of Healing ability, it can be performed for 0AP Note: subsequent uses of Incense of Healing must be performed at their regular AP cost
Strategy: Martial Flexibility
Count the total number of Ecclesiarchy operatives currently in the Killzone. That number = X. During this Strategy Phase, Ecclesiarchy operatives equal to X/2 (rounding down) may change their order and/or perform a free Dash action.
Note: this Strategy Ploy cannot be activated in the Fourth Turning Point, or if less than 2 Ecclesiarchy operatives remain in the Killzone.
Strategy: Emperor's Third Chance
Choose one friendly incapacitated Repentia operative, set them back up in the Killzone fully within 6" of your deployment zone and not in Engagement range of any enemy operatives, that operative has 2D3 Wounds.
Note: this Startegy Ploy can only be activated once per battle (unless Faction Rule Mistresses's Oversight is in effect, which takes precidence) and only in the Third or Fourth Turning point.
Strategy: Zealous Petard
Once during a Sister Repentia operative's activation this Turning Point, they may choose to make a Ranged attack against an enemy operative within 3" using their Melee weapon profile. After the attacks resolve, place a marker within that enemy operative's Engagement range representing that Sister Repentia's melee weapon. A Repentia operative may perform the Pick Up Marker action on that marker for free, even in Engagement Range of an enemy operative.
Note: until this operative picks up that marker, her Melee weapon profile is limited to only Bare Fists.
Note 2: that marker remains on the Killzone until it is picked up by this operative or another friendly Repentia operative should this operative become incapacitated before doing so. If the latter, the player can choose to gain 1CP or restore D3 Wounds to the retrieving Repentia operative.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Equipment
Well-Maintained Neural Whips:
Twice per battle, the Repentia Superior operative may perform the Whip into Frenzy ability for 0 AP
Litanies of Fortitude:
At the start of Battle in the first Strategy Phase, roll one D6: add 1 to the Wound characteristic of Repentia operatives equal to the result.
Vandire's Disgraceful Memory:
Once per Turning Point before a friendly Ecclesiarchy operative activates, roll a D3.
on a result of a 1: inflict 1 Mortal Wound on that operative.
on a result of a 2: add 1" to that operative's Charge characteristic until the end of its activation.
on a result of a 3: add 1" to that operative's Charge characteristic and Hit characteristic until the end of its activation.
Purified Eviscerators:
Friendly Repentia operatives' melee weapons have the Rending weapon rule.
Ploys
Firefight - Death-defying Fury:
When a friendly Repentia operative would be incapacitated as a result of an enemy Shoot or Fight action, that operative regains D3 wounds and the initial Shoot or Fight action ends.
Note: this would prevent the Sister Repentia's Honor the Emperor and Redemption in Death abilities from resolving.
Firefight - Blessed are the Slain:
When a friendly Sister Repentia operative would be incapacitated as the result of a Fight action, they may resolve either Honor the Emperor or Redemption in Death twice before being removed from the Killzone.
Note: the operative may only select one of these abilities to resolve twice and would be prevented from resolving the other ability. Note 2: a friendly operative may be selected a second time for the Redemption in Death ability, unless it would no longer be visible to this operative after it resolves its free Dash or Charge.
Ex: A Sister Repentia is incapacitated and chooses to resolve Honor the Emperor twice, it then strikes with two unresolved successes and is removed from the Killzone, Redemption in Death cannot be resolved.
Firefight - Dogmatic Shield:
When a friendly Repentia Superior or Ministorum Priest is selected as the target of a Shoot or Fight action within 3" of another friendly Sister Repentia or Arco-flagellant operative, that Sister Repentia or Arco-flagellant may be selected as the target of that Shoot or Fight action instead.
Note: if it is a Fight action, treat the new target as being within the initiating enemy operative's control range.
Firefight - Ecclesiarchal Expectations:
Before an Ecclesiarchy operative is activated, it may perform a free Mission action, it must then activate as normal.
Strategic - Righteous Censors:
During this Turning Point, the first time a friendly Sister Repentia Censor Bearer performs the Incense of Healing ability, it can be performed for 0AP
Note: subsequent uses of Incense of Healing must be performed at their regular AP cost
Strategic - Martial Flexibility:
Count the total number of Ecclesiarchy operatives currently in the Killzone. That number = X.
During this Strategy Phase, Ecclesiarchy operatives equal to X/2 (rounding down) may change their order and/or perform a free Dash action.
Note: this Strategy Ploy cannot be activated in the Fourth Turning Point, or if less than 2 Ecclesiarchy operatives remain in the Killzone.
Strategic - Emperor's Third Chance:
Choose one friendly incapacitated Repentia operative, set them back up in the Killzone fully within 6" of your deployment zone and not in Engagement range of any enemy operatives, that operative has 2D3 Wounds.
Note: this Startegy Ploy can only be activated once per battle (unless Faction Rule Mistresses's Oversight is in effect, which takes precidence) and only in the Third or Fourth Turning point.
Strategic - Zealous Petard:
Once during a Sister Repentia operative's activation this Turning Point, they may choose to make a Ranged attack against an enemy operative within 3" using their Melee weapon profile. After the attacks resolve, place a marker within that enemy operative's Engagement range representing that Sister Repentia's melee weapon. A Repentia operative may perform the Pick Up Marker action on that marker for free, even in Engagement Range of an enemy operative.
Note: until this operative picks up that marker, her Melee weapon profile is limited to only Bare Fists.
Note 2: that marker remains on the Killzone until it is picked up by this operative or another friendly Repentia operative should this operative become incapacitated before doing so. If the latter, the player can choose to gain 1CP or restore D3 Wounds to the retrieving Repentia operative.
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.