Games Workshop - Necromunda: Cawdor Redemptionists

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Games Workshop - Necromunda: Cawdor Redemptionists

Games Workshop - Necromunda: Cawdor Redemptionists

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Price: £9.9
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No stat changes from Gangs of the Underhive (GotU from now on). 5-credit decrease in price, but the old price included flak armor, which is worth 10 credits, hence the 5-credit increase in functional price. Brawn, Combat, and Leadership are the Word-Keeper’s primary skills, and Ferocity, Shooting, and the new skill category Piety round out the secondaries. When you take up the weapons of the Emperor, do not show your face. You are the Emperor’s tool and not on your own business. The scribe and official book-hauler for Klovis – he comes along for the ride free with his boss. He can soak up hits from Klovis, as well as help him to force up to three opposing gangers to take nerve tests at -1. The art in the book for this dude looks pretty grim – we are psyched for this model reveal.

So here comes to the great ask, I'm feeling overwhelmed by the House of Faith book. There is lots of cool stuff in there, but I'm not 100% sure how to build my starting gang. Goliath wasn't too hard, but Cawdor is giving me grief. I just wanna build and paint these dope zealots.The Cult originated in the violent Underhives of Necromunda, where the original Redemptionists saw the lives of toil of the hive inhabitants, the unreachable luxury of the nobles and the violent anarchy of the Underhive and concluded that they were in a living hell. The Arch Zealot of the Redemption — A famed and successful exponent of the Redemption on Necromunda. [3] If this Article of Faith is in effect, all friendly fighters within 6” and line of sight of this fighter can reroll To Hit rolls against Brutes, Spawn, pets, critters, or, hilariously, enemy fighters with mutations. Suffer not the mutant to live! Sorry, Ambots, but the Cult of the Redemption isn’t fooling around. Lord of Rats: +2 Cool and Willpower to friendly Juves within line of sight and 12”. Rats cannot come within 3” of this character. Ok, so the first one isn’t a banger. That’s ok, they can’t all be winners. Bomb rat memelords will tell you that this skill is good, but don’t listen to them. Here’s a hot take for you: bomb rats are a waste of credits! Deal with that , rat stans!

Cawdor Polearm/Blunderbuss [Word-Keeper, Firebrand, Cawdor Brethren]: This is it, right here, y’all. The blunderpole . Cawdor players love them, everyone else fears them. Not only is this easily the best weapon available to a Cawdor gang, it is potentially one of the best weapons in the game . It combines what’s best about a Combat Shotgun (which we love here at Necromunday) with a pretty gnarly versatile weapon, and you can give one to everyone in your gang . The template weapon has two profiles, too, and one of them has the Plentiful trait, which means it automatically reloads should it ever run out of ammo! And then the other profile can set people on fire! This is easily the number one heretic purging weapon available in the Underhive, and you should grab a whole bunch. Rating: A+ Emperor’s Wrath Rounds: This ammo turns the Blunderbuss into the less-good side of the Combat Shotgun, which is good, but at 35 credits, it is far too pricey for what it does. It’s a better idea to give your blunderpolers a Reclaimed Autogun if you want them to have more of a ranged threat. Polearm [Word-Keeper, Firebrand, Cawdor Brethren]: How is this weapon 10 credits more than an autogun/polearm, but it doesn’t have an autogun? What the hell kind of sense does that make? Rating: F Brethren make up the body of the Redemptionist cult, the great mass of supporters who have dedicated themselves to the path of righteousness. Confirmed brothers are those who have spent some time in the cult.

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The Cawdor gang can use these Faith Dice to perform Articles of Faith. A fighter can use an Article at the beginning of the activation. Each Article has a target number that needs to be met by rolling a number of Faith Dice from the Faith Dice pool. For instance, you have 3 Faith Dice in your pool, and you are trying to enact an Article of Faith that needs a 5+ to be performed successfully. You decide that 2 dice seems sufficient to get those holy juices flowing (ew, sorry), and you roll a 9! The Article of Faith is performed, and you still have 1 Faith Die in your pool, awaiting use at a later time. Paths of Faith Heavy Flamer [Word-Keeper, Redemptor Priest, Firebrand, Deacon]: Heavy Flamers. Not even once. Rating: F- Close Combat Weapons

As we’ve mentioned above, Redemptionists draw from a mostly-different armory than their Cawdor counterparts. There are a few familiar sights, but the new stuff is awfully shiny: Zealots carry only pistols or close combat weapons, preferring their battle of faith to be fought face to face with the sinners. Warhammer Community: Warhammer Preview Online – Faith & Damnation (posted 3/22/2021) (last accessed 3/22/2021) The Cult of the Redemption is an extreme religious sect that worships the God-Emperor of Mankind. It originated on the Hive World of Necromunda, but similar cults can be found throughout the Imperium. Redemption belief is based on the Imperial Creed, which holds that mankind is ruled and guided by the Emperor. While the Imperial Creed has definite militant overtones, the Redemption has taken it one stage further. Numbers: Cawdor gangers are hot garbage individually, but they’re cheaper and more plentiful than almost anyone else. Factor in the fact that you get extra gangers and juves for every battle , and you’ll see that Cawdor gangs are never outnumbered.

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Heresy (denying the truth of the Redemption, or working against Redemptionists or worst of all worshiping Chaos) The Redemption believes that the only way to achieve redemption for themselves, Necromunda and ultimately mankind, is to cleanse it of its sinfulness. Redemptionist prophets foretell of the destruction of not just Necromunda but of mankind. For Man to be saved it must be purged of sin. Their methods of redemption are highly violent, its members sworn to expunge all sin with fire and blade. Unlike most extreme Imperial sects, Redemptionists do not limit their hatred and violent purges to just mutants, psykers or aliens, they see sin in every creature, which along with the sinner, must be destroyed through bloodshed and fire. Brethren get access to the same slate of weapons as before, with a couple of extra close combat weapons thrown in. The blunderpole’s still there, though, and that’s all anyone really cares about. In theory, a gang could always run a Stig-Shambler with a Heavy Flamer, which wouldn’t give a single damn about accuracy. Trundling forward 4” and blasting out a 7” flame template at Strength 5 and -2 AP? Now we’re talkin’. Admittedly it’s also 310 credits for the privilege, and that’s before spending an extra 10 credits for an anemic 6+ armor save, but when else are you going to run a Heavy Flamer? (Outside of this specific brute, unless you have far more credits than sense, please do not waste your money on Heavy Flamers.)



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