Repenters
Common Abilities and Options
Fueled by Zeal:
You can ignore any changes to the stats of friendly REPENTERS operatives from being injured.
Redemption Tokens:
Whenever this operative incapacitates an enemy operative, it gains a Redemption Token. This operative can spend Redemption Tokens to perform Repentances. Their costs and effects are as follows:
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1 - RECOGNITION OF GUILT
You can spend 1 Redemption Token to use the Command Reroll firefight ploy for free, but if it is a roll affecting an operative, this operative must be the target of that roll.
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1 - SPIRITUAL CLEANSING
When rolling off for initiative, you can forgo rolling off and instead spend 1 Redemption Token to automatically win initiative, but the operative you activate first must be the operative who spent the Redemption Token. Note: this counts as your opponent losing the initiative roll.
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1 - SHIELD OF FAITH
When this operative is Fighting or Retaliating, you can spend 1 Redemption Token to decrease the amount of damage taken by an enemy operative's attack die by 1.
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2 - ADMISSION OF SIN
When Fighting or Retaliating, you can spend 2 Redemption Tokens to make any of your dice a critical hit.
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2 - SACRIFICE FOR THE EMPEROR
You can spend 1 Redemption Token to gain 1CP.
Die for the Emperor:
When resolving attack dice, this operative is unable to parry.
Final Repentance:
If this operative is incapacitated during the Fight action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the killzone.
Operatives
1. Repentia Superior
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Neural whips (ranged) (Range 3", Lethal 5+, Stun) | 5 | 3+ | 2/3 |
| Neural whips (melee) (Lethal 5+, Shock) | 5 | 3+ | 2/3 |
Abilities
1AP: Mission StatementFueled by Zeal1AP: Whip into Frenzy2. Sister Repentia
A 2
M 7"
S 6+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Penitent Eviscerator (Brutal) | 4 | 4+ | 5/6 |
Abilities
Fueled by ZealRedemption TokensDie for the EmperorFinal Repentance3. Sister Repentia
A 2
M 7"
S 6+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Penitent Eviscerator (Brutal) | 4 | 4+ | 5/6 |
Abilities
Fueled by ZealRedemption TokensDie for the EmperorFinal Repentance4. Sister Repentia
A 2
M 7"
S 6+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Penitent Eviscerator (Brutal) | 4 | 4+ | 5/6 |
Abilities
Fueled by ZealRedemption TokensDie for the EmperorFinal Repentance5. Sister Repentia
A 2
M 7"
S 6+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Penitent Eviscerator (Brutal) | 4 | 4+ | 5/6 |
Abilities
Fueled by ZealRedemption TokensDie for the EmperorFinal Repentance6. Sister Repentia
A 2
M 7"
S 6+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Penitent Eviscerator (Brutal) | 4 | 4+ | 5/6 |
Abilities
Fueled by ZealRedemption TokensDie for the EmperorFinal Repentance7. Sister Repentia
A 2
M 7"
S 6+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Penitent Eviscerator (Brutal) | 4 | 4+ | 5/6 |
Abilities
Fueled by ZealRedemption TokensDie for the EmperorFinal Repentance8. Sister Repentia
A 2
M 7"
S 6+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Penitent Eviscerator (Brutal) | 4 | 4+ | 5/6 |
Abilities
Fueled by ZealRedemption TokensDie for the EmperorFinal Repentance9. Sister Repentia
A 2
M 7"
S 6+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Penitent Eviscerator (Brutal) | 4 | 4+ | 5/6 |
Abilities
Fueled by ZealRedemption TokensDie for the EmperorFinal RepentanceInactive Equipment
Purity Seals
Once per turning point, when a friendly REPENTERS operative is shooting or fighting, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Thrice-Blessed Chainsword
Once per battle, after a friendly SISTER REPENTIA operative has incapacitated an enemy operative, you gain 1CP.
Flagellator Implants
Once per turning point, when a friendly REPENTERS operative strikes, the target enemy operative takes 1 additional damage.
Holy Relics
Whenever determining control of a marker, treat the APL stat of all friendly SISTER REPENTIA operatives within 3" of your REPENTIA SUPERIOR as 1 higher.
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: Lapse in Insanity
Use this firefight ploy when a friendly SISTER REPENTIA operative performs the Fight action. Choose one of two options:
- Immediately after finishing the Fight action, that operative can perform an additional Fight action for free, but must target the same enemy operative that it did the first Fight action. If that enemy operative was incapacitated, nothing happens.
- Immediately after finishing the Fight action, that operative can perform an additional Fight action for free, but must target a different enemy operative than it did the first Fight action. If there are no other enemy operatives within that operative's control range, nothing happens.
Firefight: Marked for Redemption
Use this firefight ploy when a friendly SISTER REPENTIA operative incapacitates an enemy operative. That operative gains an additional Redemption token.
Firefight: Unstoppable Frenzy
Use this ploy after a friendly REPENTERS model performs the Fight action. That operative can immediately perform a free Charge action of up to 3", even if it already performed the Charge action that activation. This can occur between 2 Fight actions, such as in the case of the Lapse in Insanity Firefight Ploy.
Firefight: Rev Chainsword
Use this ploy when a friendly REPENTERS model is activated. Until the end of that operative's activation, that operative's melee weapons gain the Ceaseless weapon rule.
Strategy Ploys
Strategy: Whirlwind of Redemption
Decrease the Critical Damage of all Penitent Eviscerators equipped by friendly REPENTERS operatives by 2. Each time a friendly REPENTERS operative is fighting or retaliating with a Penitent Eviscerator and resolves a critical strike, deal 2 wounds to all models within control range of that operative, on top of the normal critical damage to the enemy operative being targetted.
Strategy: Purge the Heretic
Until the end of the turning point, add 1" to the Move stat of all friendly REPENTERS operatives.
Strategy: Golden Light
Place a Golden Light marker in the killzone. All friendly Repenters operatives within 3" of that marker immediately regain D3 wounds. Whenever a friendly Repenters operative ends its activation within 3" of that marker, that operative regains D3 wounds. At the end of the turning point, remove that Golden Light marker from the killzone.
Strategy: Destined for Sainthood
Set up a friendly SISTER REPENTIA operative on the killzone, wholly within your territory and not within control range of any enemy operatives. That operative has 8 wounds remaining and has the Engage order. You cannot use this ploy more than once per battle, and you can only use this ploy after a friendly SISTER REPENTIA operative has been incapacitated and removed from the killzone.
Equipment
Purity Seals
Once per turning point, when a friendly REPENTERS operative is shooting or fighting, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Thrice-Blessed Chainsword
Once per battle, after a friendly SISTER REPENTIA operative has incapacitated an enemy operative, you gain 1CP.
Flagellator Implants
Once per turning point, when a friendly REPENTERS operative strikes, the target enemy operative takes 1 additional damage.
Holy Relics
Whenever determining control of a marker, treat the APL stat of all friendly SISTER REPENTIA operatives within 3" of your REPENTIA SUPERIOR as 1 higher.
Ploys
Lapse in Insanity
Firefight PloyUse this firefight ploy when a friendly SISTER REPENTIA operative performs the Fight action. Choose one of two options:
- Immediately after finishing the Fight action, that operative can perform an additional Fight action for free, but must target the same enemy operative that it did the first Fight action. If that enemy operative was incapacitated, nothing happens.
- Immediately after finishing the Fight action, that operative can perform an additional Fight action for free, but must target a different enemy operative than it did the first Fight action. If there are no other enemy operatives within that operative's control range, nothing happens.
Marked for Redemption
Firefight PloyUse this firefight ploy when a friendly SISTER REPENTIA operative incapacitates an enemy operative. That operative gains an additional Redemption token.
Unstoppable Frenzy
Firefight PloyUse this ploy after a friendly REPENTERS model performs the Fight action. That operative can immediately perform a free Charge action of up to 3", even if it already performed the Charge action that activation. This can occur between 2 Fight actions, such as in the case of the Lapse in Insanity Firefight Ploy.
Rev Chainsword
Firefight PloyUse this ploy when a friendly REPENTERS model is activated. Until the end of that operative's activation, that operative's melee weapons gain the Ceaseless weapon rule.
Whirlwind of Redemption
Strategy PloyDecrease the Critical Damage of all Penitent Eviscerators equipped by friendly REPENTERS operatives by 2. Each time a friendly REPENTERS operative is fighting or retaliating with a Penitent Eviscerator and resolves a critical strike, deal 2 wounds to all models within control range of that operative, on top of the normal critical damage to the enemy operative being targetted.
Purge the Heretic
Strategy PloyUntil the end of the turning point, add 1" to the Move stat of all friendly REPENTERS operatives.
Golden Light
Strategy PloyPlace a Golden Light marker in the killzone. All friendly Repenters operatives within 3" of that marker immediately regain D3 wounds. Whenever a friendly Repenters operative ends its activation within 3" of that marker, that operative regains D3 wounds. At the end of the turning point, remove that Golden Light marker from the killzone.
Destined for Sainthood
Strategy PloySet up a friendly SISTER REPENTIA operative on the killzone, wholly within your territory and not within control range of any enemy operatives. That operative has 8 wounds remaining and has the Engage order. You cannot use this ploy more than once per battle, and you can only use this ploy after a friendly SISTER REPENTIA operative has been incapacitated and removed from the killzone.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.