Piety of Filth (160WND)
Common Abilities and Options
Double Shoot:
This operative can perform two Shoot actions during its activation.
Behaviour:
When activated, if this NPO can perform the Shoot action during that activation, give it an Engage order. If it cannot, give it a Conceal order.
- Fall Back to cover. If possible, to a location where there is a valid target that is not obscured. If not, where there is an objective marker visible to this NPO
- Shoot
- Reposition to cover. If possible, to a location where there is a valid target that is not obscured. If not, where there is an objective marker visible to this NPO (a subsequent Dash action can fulfil these, if able)
- Dash to cover. If possible, to a location where there is a valid target that is not obscured. If not, where there is an objective marker visible to this NPO
Double Fight:
This operative can perform two Fight actions during its activation.
Special Weapon:
Only 1 in 3 Marksman Trooper operatives can have this weapon.
Operatives
1. Vulgarpox
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Firearm | 4 | 3+ | 3/4 |
Abilities
Double ShootBehaviourNotes
-
- WND - 30
-
- Double Shoot + Double Fight.
-
- RANGED WEAPON: Hatehearth - RNG 8" - ATK 5 - HIT 3+ - DMG 3/4 (Ceaseless / Severe / Tor 2" / Lethal 5+) - If two critical hits are successful, the unit 'Catches Fire'
-
- MELEE WEAPON: Vile Carbon: - ATK 4 - HIT 3+ - DMG 4/5 (Brutal / Lethal 5+)
-
- Disgusting Resilience - Roll 1x D6 for every point of DMG inflicted. On 5+ ignore the DMG inflicted.
-
- 1AP - Vile Healing - At the start of every turning point after TP1, roll 1x D6 and heal yourself for the amount.
-
- Aura of Filth - Every friendly unit within 3" of Vulgarpox gains Disgusting Resilience.
-
- 2AP - Aura of Fear - Every non-friendly unit within 7" of Vulgarpox loses 2" of MOV and has 1+ added to SAV.
-
- 1AP - Finger of the Pyre - Select two friendly units within 7" and they gain +1 APL.
-
- Flies of the Piety: This unit gains obscured from all ranged attacks 6" or further away.
-
- Tub of Lard: Cannot gain cover from Light Terrain.
-
- Catches Fire: Roll a D3 and apply the result as damage to the unit, then determine a compass precedent for the map, then roll a D4 where 1 is North, 2 is East, 3 is South and 4 is West, and the character must move 3" in that direction - they stop if they run into light or heavy terrain, and if on a vantage point they can fall off and instantly stop where they land, the unit may pass through friendly or enemy units, and if it does, that new unit rolls 1x D6, on a 6 they catch fire and must repeat the steps above starting at rolling a D3 to determine damage, followed by D4 to determine direction, etc.
-
- Hum of the Hive: All enemies within 3" of this unit have -2" to MOV, -1 to ATK and +1 to HIT. This stacks with being injured.
2. Filthreach
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Firearm | 4 | 3+ | 3/4 |
Abilities
Double ShootBehaviourNotes
-
- WND - 24
-
- Double Shoot + Double Fight.
-
- RANGED WEAPON: Wretched Embrace - RNG 6" - ATK 6 - HIT 2+ - DMG 1/1 (Dev 3 / Tor 2")
-
- RANGED WEAPON: Rotted Grip - RNG 8" - ATK 1 - HIT 4+ - DMG 0/2 (Pull enemy into engagement range)
-
- MELEE WEAPON: Vile Tongue: - ATK 5 - HIT 4+ - DMG 4/5 (Shock / Severe / Brutal)
-
- Disgusting Resilience - Roll 1x D6 for every point of DMG inflicted. On 5+ ignore the DMG inflicted.
-
- Endless Reach - May climb and drop any vertical distance for 1"
-
- 2AP - Endless Leap - May jump up to 8" horizontal and ignores vertical distance. This ability may end in engagement zone of enemies.
-
- Flies of the Piety: This unit gains obscured from all ranged attacks 6" or further away.
-
- Tub of Lard: Cannot gain cover from Light Terrain.
-
- Hum of the Hive: All enemies within 3" of this unit have -2" to MOV, -1 to ATK and +1 to HIT. This stacks with being injured.
3. Ripgut
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blades (Ceaseless) | 5 | 3+ | 4/5 |
Abilities
Double FightBehaviourNotes
-
- WND - 24
-
- Triple Fight.
-
- MELEE WEAPON: Mutated Appendage - ATK 8 - HIT 5+ - DMG 2/8 (Brutal / Severe)
-
- Disgusting Resilience - Roll 1x D6 for every point of DMG inflicted. On 5+ ignore the DMG inflicted.
-
- 2AP - Hateful Charge - Add 4" to charge, and you may charge through any number of enemies, ignoring all light and heavy terrain, but cannot end your movement in Light or Heavy Terrain, roll 1 D3 for each enemy charged through and inflict that amount of DMG, if you melee after charge, automatically retain one critical hit to recipient of charge, this stacks with Severe.
-
- Flies of the Piety: This unit gains obscured from all ranged attacks 6" or further away.
-
- Tub of Lard: Cannot gain cover from Light Terrain.
-
- Evolving Bloodlust: Every enemy unit Ripgut kills during a Fighting Action adds +1 DMG to Mutated Appendage's normal DMG, to a maximum of 10. Once the normal DMG is at 10, you may continue the Evolving Bloodlust into the Critical DMG, to a maximum of 20.
-
- Hum of the Hive: All enemies within 3" of this unit have -2" to MOV, -1 to ATK and +1 to HIT. This stacks with being injured.
4. Vilemouth
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blades (Ceaseless) | 5 | 3+ | 4/5 |
Abilities
Double FightBehaviourNotes
-
- WND - 24
-
- Triple Fight.
-
- MELEE WEAPON: Lobotomizing Swing - ATK 4 - HIT 4+ - DMG 4/5 (Brutal / Relentless / Tor 2")
-
- Disgusting Resilience - Roll 1x D6 for every point of DMG inflicted. On 5+ ignore the DMG inflicted.
-
- 1AP - Scream of Ruin - All enemies within 4" roll 1 D3. On 1, they lose 0 AP, on 2 they lose 1 AP, on 3 they lose 2 AP until the end of the turning point.
-
- Flies of the Piety: This unit gains obscured from all ranged attacks 6" or further away.
-
- Tub of Lard: Cannot gain cover from Light Terrain.
-
- Hum of the Hive: All enemies within 3" of this unit have -2" to MOV, -1 to ATK and +1 to HIT. This stacks with being injured.
5. Toothless
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blades (Ceaseless) | 4 | 4+ | 4/5 |
Abilities
BehaviourNotes
-
- RANGED WEAPON: Putrid Sling - RNG 8" - ATK 4 - HIT 4+ - DMG 2/3
-
- Opportunity of Pain: If this unit kills an enemy on their activation, they roll 1 D6, and on 4+ they become GA2.
-
- Filthy Resilience - Roll 1x D6 for every point of DMG inflicted. On 6+ ignore the DMG inflicted.
6. Brainless
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blades (Ceaseless) | 4 | 4+ | 4/5 |
Abilities
BehaviourNotes
-
- RANGED WEAPON: Putrid Sling - RNG 8" - ATK 4 - HIT 4+ - DMG 2/3
-
- Opportunity of Pain: If this unit kills an enemy on their activation, they roll 1 D6, and on 4+ they become GA2.
-
- Filthy Resilience - Roll 1x D6 for every point of DMG inflicted. On 6+ ignore the DMG inflicted.
7. Heartless
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blades (Ceaseless) | 4 | 4+ | 4/5 |
Abilities
BehaviourNotes
-
- RANGED WEAPON: Putrid Sling - RNG 8" - ATK 4 - HIT 4+ - DMG 2/3
-
- Opportunity of Pain: If this unit kills an enemy on their activation, they roll 1 D6, on 4+ they become GA2.
-
- Filthy Resilience - Roll 1x D6 for every point of DMG inflicted. On 6+ ignore the DMG inflicted.
8. Wretch
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Special Weapon (Prc1) | 4 | 4+ | 4/5 |
| Knife | 3 | 4+ | 2/3 |
Abilities
BehaviourSpecial WeaponNotes
-
- GA2.
-
- Explodes on death. Roll 1x D6, on 3+, trigger Cloud of Miasma.
-
- CLOUD OF MIASMA: ATK 4 - HIT 4+ - DMG 4/5 (Blast 2")
-
- 3AP - Repulsive Flight: Unit sprouts wings, and gains Flying (ignores all climbing / dropping) for the remainder of the battle but may no longer use ranged attacks. After Repulsive Flight is activated, unit gains Filthy Resilience.
-
- Filthy Resilience - Roll 1x D6 for every point of DMG inflicted. On 6+ ignore the DMG inflicted.
9. Wretch
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Special Weapon (Prc1) | 4 | 4+ | 4/5 |
| Knife | 3 | 4+ | 2/3 |
Abilities
BehaviourSpecial WeaponNotes
-
- GA2.
-
- Explodes on death. Roll 1x D6, on 3+, trigger Cloud of Miasma.
-
- CLOUD OF MIASMA: ATK 4 - HIT 4+ - DMG 4/5 (Blast 2")
-
- 3AP - Repulsive Flight: Unit sprouts wings, and gains Flying (ignores all climbing / dropping) for the remainder of the battle but may no longer use ranged attacks. After Repulsive Flight is activated, unit gains Filthy Resilience.
-
- Filthy Resilience - Roll 1x D6 for every point of DMG inflicted. On 6+ ignore the DMG inflicted.
10. Wretch
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Special Weapon (Prc1) | 4 | 4+ | 4/5 |
| Knife | 3 | 4+ | 2/3 |
Abilities
BehaviourSpecial WeaponNotes
-
- GA2.
-
- Explodes on death. Roll 1x D6, on 3+, trigger Cloud of Miasma.
-
- CLOUD OF MIASMA: ATK 4 - HIT 4+ - DMG 4/5 (Blast 2")
-
- 3AP - Repulsive Flight: Unit sprouts wings, and gains Flying (ignores all climbing / dropping) for the remainder of the battle but may no longer use ranged attacks. After Repulsive Flight is activated, unit gains Filthy Resilience.
-
- Filthy Resilience - Roll 1x D6 for every point of DMG inflicted. On 6+ ignore the DMG inflicted.
11. Wretch
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Special Weapon (Prc1) | 4 | 4+ | 4/5 |
| Knife | 3 | 4+ | 2/3 |
Abilities
BehaviourSpecial WeaponNotes
-
- GA2.
-
- Explodes on death. Roll 1x D6, on 3+, trigger Cloud of Miasma.
-
- CLOUD OF MIASMA: ATK 4 - HIT 4+ - DMG 4/5 (Blast 2")
-
- 3AP - Repulsive Flight: Unit sprouts wings, and gains Flying (ignores all climbing / dropping) for the remainder of the battle but may no longer use ranged attacks. After Repulsive Flight is activated, unit gains Filthy Resilience.
-
- Filthy Resilience - Roll 1x D6 for every point of DMG inflicted. On 6+ ignore the DMG inflicted.
Inactive Equipment
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.