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.