Piety of Filth (160WND)


Total Wounds: 114

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
Marksman Heavy
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Firearm
4
3+
3/4
Abilities
Double ShootBehaviour
Notes
    • 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
Marksman Heavy
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Firearm
4
3+
3/4
Abilities
Double ShootBehaviour
Notes
    • 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
Brawler Heavy
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
5
3+
4/5
Abilities
Double FightBehaviour
Notes
    • 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
Brawler Heavy
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
5
3+
4/5
Abilities
Double FightBehaviour
Notes
    • 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
Brawler Tough
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
4
4+
4/5
Abilities
Behaviour
Notes
    • 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
Brawler Tough
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
4
4+
4/5
Abilities
Behaviour
Notes
    • 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
Brawler Tough
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
4
4+
4/5
Abilities
Behaviour
Notes
    • 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
Marksman Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Special Weapon (Prc1)
4
4+
4/5
Knife
3
4+
2/3
Abilities
BehaviourSpecial Weapon
Notes
    • 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
Marksman Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Special Weapon (Prc1)
4
4+
4/5
Knife
3
4+
2/3
Abilities
BehaviourSpecial Weapon
Notes
    • 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
Marksman Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Special Weapon (Prc1)
4
4+
4/5
Knife
3
4+
2/3
Abilities
BehaviourSpecial Weapon
Notes
    • 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
Marksman Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Special Weapon (Prc1)
4
4+
4/5
Knife
3
4+
2/3
Abilities
BehaviourSpecial Weapon
Notes
    • 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.

Equipment

Ploys

Tac Ops