Cawdor Redeemer

Champion
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

Starting: Cawdor Redeemers 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 the fighter makes Reaction attacks in close combat, they roll one additional Attack dice for each of the attacker's attacks that failed to hit or failed to wound.
Retribution: When this fighter makes Reaction attacks in close combat they may re-roll all misses and all failed wounds. In both cases, the re-rolled results must be taken.

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 traits.
Force of Will: If this fighter would lose their last remaining Wound they can attempt to ignore the injury. Make a Willpower check for this fighter; a cumulative -1 penalty applies for each time this fighter has used this skill within the current round (including the first). If the check is passed this fighter does not suffer the Wound.
Iron Will: This fighter counts as two (2) fighters for the purposes of Bottle tests while they are on the battlefield and not Seriously Injured or Broken.
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 always count as being assisted even when alone, and may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, this fighter may immediately stand up.
Strider: This fighter's movement is unaffected by difficult terrain, and they may move up to an additional D3'' of distance whenever they take a Double Move or Charge action.

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.

Armor

15
Common
10
Common
5
Common
25
Common

Weapons (CCWs)

15
Common
35
Common
35
Common
5
Common
20
Common
30
Common
50
Common
5
Common
10
Common
20
Common
30
Common
45
Common
50
Common
25
Common
15
Common

Weapons (Pistols)

10
Common
45
Common
10
Common
55
Common
55
Common
10
Common

Weapons (Basic)

15
Common
10
Common

Weapons (Specials)

95
Common
105
Common

Grenades

30
Common

Wargear

10
Common
5
Common
25
Common
80
Common
15
Common
10
Common
5
Common