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Necromunda (2017)Expand Necromunda (2017)

Cawdor Redeemer

Champion
Cost & Rating: 175
M
WS
BS
 S 
 T 
W
I
A
5"
3+
4+
3
4
2
4+
3
Ld
Cl
Wil
Int
5+
4+
4+
7+
Save
-

Skill Access

Primary: Brawn, Combat, Ferocity, Cawdor Redeemer

Starting: Cawdor Redeemer start with 1 skill chosen from their Primary skill sets

Equipment

Access: May only select equipment from the Cawdor Redeemer Equipment List; may not be equipped from the Trading Post or with items from a gang's Stash which are not on the Cawdor Redeemer Equipment List.

Special

Cawdor Redeemer: This fighter is a Cawdor Redeemer; any game effect referring to either Cawdor or Champions is applicable to them. This fighter uses the Normal Human Characteristic Maxima, may be equipped from the Cawdor Redeemer Equipment List, and when they would choose a Primary Skill they may instead choose a Redeemer Skill. This fighter is not eligible to become a gang Leader if the current Leader is killed or retires.
Purifier: This fighter gains +1 to hit and +1 to wound on all attacks they make targeting a Beastman, a Ratskin, a Mutant (any fighter with one or more mutations), a Psyker (any fighter with one or more psychic abilities), or a Cultist (any fighter that is a member of a chaos-aligned gang or a genestealer gang).
Counter-Attack: When making Reaction attacks, this fighter does not suffer a penalty for turning to face their opponent. Additionally, when resolving their Reaction attacks this fighter can reroll failed wound rolls once each.
Retribution: If this fighter would be put Out of Action in close combat (including by Coup de Grace), they may first make their Reaction attacks against the fighter that put them Out of Action (if able) and then go Out of Action.

Redeemer Skills

When a Redeemer would choose a Primary Skill, they may instead choose one of the following Redeemer Skills.

Chainsword Savant: This fighter gains +1 to hit with a chainsword of any type. Additionally, all of this fighter's chainsword weapon profiles gain the Deadly trait.
Force of Will: For each individual Wound this fighter would lose, they may make a Willpower check. If the check is passed this fighter suffers a Flesh Wound instead of the Wound.
Iron Will: While this fighter remains on the battlefield and is not Seriously Injured or Broken, they count as two (2) fighters for the purposes of Bottle Tests. Additionally, this fighter does not have to make a check to become Ready if their gang has failed a Bottle Test. Bottle Test: If not Seriously Injured or Broken, counts as 2 fighters. Readied without check after failed Bottle Test.
Redeeming Zeal: When this fighter or a friendly Cawdor Fanatic or Zealot or Penitent within 12'' takes an opposing fighter Out of Action, this fighter may make a Leadership check. If the check is successful this fighter gains 1 additional XP.
Robust: When this fighter makes a Recovery Test for themselves, they may reroll a single dice once before resolving the outcome. Additionally, if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Strider: This fighter's movement is unaffected by Difficult Terrain, and they may move up to +D3'' of distance whenever they take a Double Move or Charge action.
Strider: Movement unaffected by Difficult Terrain, +D3'' movement on Double Move & Charge.

Cawdor Redeemer Equipment List

When creating a new gang or buying Common equipment during a Post-Battle Sequence, Cawdor Redeemers may select from the following Equipment list.