Repenters

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:

  • 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.

  • 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.

  • 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.

  • 2 - ADMISSION OF SIN

    When Fighting or Retaliating, you can spend 2 Redemption Tokens to make any of your dice a critical hit.

  • 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
Repentia Superior
A 2
M 6"
S 3+
W 8/9
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 Frenzy

Mission Statement (1AP): SUPPORT. Select one other friendly REPENTERS operative visible to and within 6" of this operative. Until the end of that operative's next activation, add 1 to its APL stat.

Whip into Frenzy (1AP): Select one other friendly REPENTERS operative visible to and within 3" of this operative that isn't currently benefitting from the effects of this action. Until the end of that operative's next activation, add 1" to its Move stat, it can perform two Fight actions during its next activation, and one of them can be free.

Additionally, you can choose to deal D3 wounds to the selected operative. That operative gains a Neural Whip token. While an operative has a Neural Whip token, add 1 to the Attack and Damage stats of melee weapons equipped by that operative.

32Repenters, Imperium, Adepta Sororitas, Repentia Superior
2. Sister Repentia
Sister Repentia
A 2
M 7"
S 6+
W 8/8
Weapons
ATK
HIT
DMG
Penitent Eviscerator (Brutal)
4
4+
5/6
Abilities
Fueled by ZealRedemption TokensDie for the EmperorFinal Repentance
32Repenters, Imperium, Adepts Sororitas, Sister Repentia
3. Sister Repentia
Sister Repentia
A 2
M 7"
S 6+
W 8/8
Weapons
ATK
HIT
DMG
Penitent Eviscerator (Brutal)
4
4+
5/6
Abilities
Fueled by ZealRedemption TokensDie for the EmperorFinal Repentance
32Repenters, Imperium, Adepts Sororitas, Sister Repentia
4. Sister Repentia
Sister Repentia
A 2
M 7"
S 6+
W 8/8
Weapons
ATK
HIT
DMG
Penitent Eviscerator (Brutal)
4
4+
5/6
Abilities
Fueled by ZealRedemption TokensDie for the EmperorFinal Repentance
32Repenters, Imperium, Adepts Sororitas, Sister Repentia
5. Sister Repentia
Sister Repentia
A 2
M 7"
S 6+
W 8/8
Weapons
ATK
HIT
DMG
Penitent Eviscerator (Brutal)
4
4+
5/6
Abilities
Fueled by ZealRedemption TokensDie for the EmperorFinal Repentance
32Repenters, Imperium, Adepts Sororitas, Sister Repentia
6. Sister Repentia
Sister Repentia
A 2
M 7"
S 6+
W 8/8
Weapons
ATK
HIT
DMG
Penitent Eviscerator (Brutal)
4
4+
5/6
Abilities
Fueled by ZealRedemption TokensDie for the EmperorFinal Repentance
32Repenters, Imperium, Adepts Sororitas, Sister Repentia
7. Sister Repentia
Sister Repentia
A 2
M 7"
S 6+
W 8/8
Weapons
ATK
HIT
DMG
Penitent Eviscerator (Brutal)
4
4+
5/6
Abilities
Fueled by ZealRedemption TokensDie for the EmperorFinal Repentance
32Repenters, Imperium, Adepts Sororitas, Sister Repentia
8. Sister Repentia
Sister Repentia
A 2
M 7"
S 6+
W 8/8
Weapons
ATK
HIT
DMG
Penitent Eviscerator (Brutal)
4
4+
5/6
Abilities
Fueled by ZealRedemption TokensDie for the EmperorFinal Repentance
32Repenters, Imperium, Adepts Sororitas, Sister Repentia
9. Sister Repentia
Sister Repentia
A 2
M 7"
S 6+
W 8/8
Weapons
ATK
HIT
DMG
Penitent Eviscerator (Brutal)
4
4+
5/6
Abilities
Fueled by ZealRedemption TokensDie for the EmperorFinal Repentance
32Repenters, Imperium, Adepts Sororitas, Sister Repentia

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 Ploy

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.
Marked for Redemption
Firefight Ploy

Use this firefight ploy when a friendly SISTER REPENTIA operative incapacitates an enemy operative. That operative gains an additional Redemption token.

Unstoppable Frenzy
Firefight Ploy

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.

Rev Chainsword
Firefight Ploy

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.

Whirlwind of Redemption
Strategy Ploy

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.

Purge the Heretic
Strategy Ploy

Until the end of the turning point, add 1" to the Move stat of all friendly REPENTERS operatives.

Golden Light
Strategy Ploy

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.

Destined for Sainthood
Strategy Ploy

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.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.