6"
4+
3+
3
3
1
2
8
3+
Re-roll hit rolls of 1 for attacks made by models in friendly (ORDER) units whilst their unit is within 6" of this model.
6"
2+
2+
3
3
5
4
9
3+
If a model has a rod of office, add 3" to the range of its Lead the Righteous ability.
If this model has a null rod, then it cannot be targeted or affected by psychic powers. In addition, whilst any models from your army that have null rods are within 18" of any enemy PSYKER models, subtract 1 from Psychic tests and Deny the Witch tests taken for those enemy models.
Whilst any models from your army that have braziers of holy fire are within 6" of any enemy DAEMON units, subtract 1 from the Leadership characteristic of each of those enemy units. In addition, if this model has a brazier of holy fire, then once per battle, when this model fires Overwatch or is chosen to shoot with, it can unleash the brazier's holy flames. When it does, select one enemy unit within 12" of this model (if firing Overwatch, you must select the unit that has declared a charge against this model) and roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds (if that enemy unit is a DAEMON, it suffers D6 mortal wounds instead).
Melee
Melee
+2
-3
D3
At the start of the first battle round, before the first turn begins, this unit can move as it is were your Movement phase. This unit must end that move more than 9" away from any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
6"
4+
3+
3
3
1
2
8
3+
*
6+
*
7
8
12
*
7
3+
7-12+
12"
3+
3
4-6
6"
4+
D3
1-3
4"
5+
1
48"
Heavy 3D3
8
-3
D6
-
48"
Heavy3D6
5
-2
1
-
7"
4+
5+
5
5
5
4
8
4+
When a model in this unit would lose a wound, roll one D6; on a 5+, that wound is not lost
When this unit is destroyed (Other than in the Morale phase), gain one Miracle dice.
When a model in that unit would lose a wound, roll one D6; on a 5+ that wound is not lost.
6"
3+
3+
3
3
1
2
8
7+
Melee
Melee
x2
-3
2
When resolving an attack made with this weapon, subtract 1 from the hit roll.
Models in this unit do not suffer the penalty for moving and firing Heavy weapons.
Add 4" to the Range characteristic of heavy flamers models in this unit are equipped with.
6"
4+
3+
3
3
1
2
8
3+
Add 1 to the Leadership characteristic of friendly ADEPTUS MINISTORUMand ASTRA MILITARUMunits whilst they are within 6" of Uriah Jacobus.
6"
3+
3+
3
3
5
4
8
6+
24"
Assault 2
4
-1
1
Any attacks with a wound roll of 6+ for this weapon have a Damage characteristic of 2 instead of 1.
6"
4+
4+
3
3
4
3
7
6+
6"
3+
3+
3
3
4
4
8
3+
You can re-roll Advance rolls and charge rolls made for friendly <ORDER> SISTERS REPENTIA units whilst they are within 6" of this model. You can re-roll wound rolls of 1 for attacks made with melee weapons by models in friendly <ORDER> SISTERS REPENTIA units whilst their unit is within 6" of this model.
If your army is Battle-forged, this model does not take up slots in a Detachment that includes any <ORDER>SISTERS REPENTIA units.
Melee
Melee
User
-2
1
When resolving an attack made with this weapon against a unit (other than a VEHICLE unit) in which no model has a Leadership characteristic higher than 7, add 1 to the wound roll.
When a model in this unit would lose a wound, roll one D6; on a 5+ that wound in not lost.
7"
4+
-
4
3
2
3
7
7+
Melee
Melee
+1
-1
1
Make D3 hit rolls for each attack with this weapon instead of 1.
When a model in this unit would lose a wound, roll one D6; on a 5+ that wound in not lost.
7"
4+
-
4
3
2
2
7
7+
Melee
Melee
+1
-1
1
Make D3 hit rolls for each attack with this weapon instead of 1.
6"
3+
4+
3
3
1
2
7
4+
Models in this unit have a 5+ Invulnerable save
7"
3+
4+
4
3
1
4
7
5+
Melee
Melee
User
-3
1
During deployment, you can set up this unit in the sky instead of setting it up on the battlefield. If you do, at the end of one of your movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models
12"
3+
3+
3
3
1
2
8
3+
*
6+
*
6
7
10
*
8
3+
This model has a transport capacity of 6 ADEPTUS MINISTORUM INFANTRY models. It cannot transport JUMP PACK models and can only transport ADEPTA SORORITAS models if they have the <ORDER>, DIALOGUS or HOSPITALLER keyword.
6-10+
12"
3+
3
3-5
6"
4+
D3
1-2
3"
5+
1
12"
Assault 2D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
At the start of your Movement phase, you can select one friendly GEMINAE SUPERIA unit within 3" of this model. If that unit contains a model that has lost any wounds, that model regains its lost wounds. Otherwise, if a model from that unit has been destroyed, you can return it to the battlefield with 2 wounds remainin, placing it within 3" of this model and in unit coherency (if the model cannot be placed in this way, it is not returned to the battlefield).
“he invulnerable save friendly ADEPTA SORORITAS INFANTRY models receive from the Shield of Faith ability is improved by 1 whilst their unit is within 6" of this model (it is improved by 2 instead if it is a GEMINAE SUPERIAunit), to a maximum of 4+. In addition, models in friendly ADEPTUS MINISTORUM and ASTRA MILITARUM units have a 6+ invulnerable save whilst their unit is within 6" of this model.
This model has a 4+ invulnerable save.
The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, return this model to play with all its wound remaining, placing it as close as possible to its previous position and more than 1" from any enemy models.
12"
2+
2+
3
3
6
6
9
2+
Melee
Melee
+4
-3
2
8"
Assault D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
6"
3+
3+
3
3
4
3
8
3+
Add 1 to the Strength characteristics of models in <ORDER> units whilst their unit is within 6” of any friendly models with this ability.
You can re-roll Deny the Witch tests taken for models in <ORDER> units whilst their unit is within 6” of any friendly models with this ability.
Weapons with an Armor Penetration characteristic of -1 are treated as having an armor penetration characteristic of 0 when resolving attacks against <ORDER> units whilst they are within 6” of any friendly models with this ability.
Add 1 to the Leadership characteristic of ADEPTA SORORITAS units whilst they are within 6" of any friendly models with this ability.
6"
4+
3+
3
3
4
3
8
3+
When you perform an Act of Faith for a model in unit whilst it is within 6" of any friendly models with this ability, you can increase or decrease the value of one Miracle Dice used by 1 before you use it, to a maximum of 6 and a minimum of 1. This is not cumulative with any other abilities that can increase or decrease the value of a Miracle Dice.
Melee
Melee
+1
0
1
-
6"
4+
3+
3
3
4
3
8
3+
At the end of your Movement phase, this model can provide medical attention to one friendly ADEPTUS MINISTORUM INFANTRY unit within 3" of it. If that unit contains a model that has lost any wounds, that model regains up to D3 lost wounds. Otherwise, if any models from that unit have been destroyed, you can return one destroyed model from that unit to the battlefield with 1 wound remaining, placing it within 3" of this model and in unit coherency (if the model cannot be placed in this way, it is not returned to the battelfield). Each unit can only be provided medical attention once per turn.
Melee
Melee
User
-1
1
*
6+
*
6
7
10
*
8
3+
This model has a transport capacity of 10 ADEPTUS MINISTORUM INFANTRY models. It cannot transport JUMP PACK models and can only transport ADEPTA SORORITAS models if they have the <ORDER>, DIALOGUS or HOSPITALLER keyword.
6-10+
12"
3+
3
3-5
6"
4+
D3
1-2
3"
5+
1
Roll a D6 at the start of each of your turns; on a 6, this model regains one lost wound.
When a friendly <ORDER> CHARACTER model within 3" of this unit would lose any wounds as a result of an attack made against that model, this unit can attempt to intercept that attack. Roll one D6; on a 2+ that model does not lose those wounds and this unit suffers 1 mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.
You can re-roll hit rolls for attacks made by models in this unit whilst it is within 6" of any friendly <ORDER> CANONESSES.
6"
3+
3+
3
3
1
3
9
3+
*
5+
*
6
7
12
*
8
3+
This model can transport 10 (ORDER) INFANTRY models. It cannot transport JUMP PACK models.
6-12+
12"
3+
3
3-5
6"
4+
D3
1-2
3"
5+
1
Up to 6 models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with Pistols) if this model is within 1” of an enemy unit, and so on.
Melee
Melee
User
-1
1
Against INFANTRY units make three hit rolls for each attack rather than one if the Sororitas Repressor has successfully completed a charge this turn
6"
4+
4+
3
3
4
3
7
6+
Taddeus the Purifier has a 4+ invulnerable save.
Add 1 to the Attacks characteristic of any friendly ADEPTUS MINISTORUM INFANTRY and ASTRA MILITARUM INFANTRY units that are within 6" of any friendly MINISTORUM PRIESTS.
12"
Pistol 3
4
0
1
-
You can re-roll failed hit rolls for Pious Vorne in a turn in which she made a charge move, performed a Heroic Intervention, or was charged by an enemy unit.
Roll a D6 each time this model loses a wound; on a 5+ that wound is not lost.
6"
3+
4+
3
3
3
3
7
7+
Melee
Melee
+1
-1
1
-
8"
Assault D6
5
-1
1
This weapon automatically hits its target. If the target is a CHAOS unit, roll two D6 to determine the number of attacks made with this weapon and discard the lowest result.
6"
4+
4+
3
3
4
3
7
6+
Whilst any PREACHER units from your army are within 6" of any enemy CHAOS units, substract 1 from the Leadership characteristic of these enemy units.
If your army is Battle-forged, this unit does not take up a slot in a Detachment that includes a CELESTINE model. Geminae Superia can never have a Warlord Trait.
When a friendly CELESTINE model within 3" of this unit would lose any wounds as a result of an attack made against that model, this unit can attempt to intercept that attack. Roll one D6; on a 2+ that model does not lose those wounds and this unit suffers 1 mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.
12"
3+
3+
3
3
2
3
9
3+
If a model in this unit has a Simulacrum Imperialis then once per phase you can perform one Act of Faith for this unit, even if you have already performed an Act of Faith in that phase.
When a Morale test is taken for a unit with this conviction, no more than one model can flee. In addition after you perform an Act of Faith for a model or unit with this conviction, roll one D6; on a 5+ you gain one miracle dice. In addition, when resolving an Overwatch attack made by a model with this conviction, a hit role of 5 or 6 scores a hit.
When resolving an attack made with a melee weapon or a Pistol weapon by a model with this conviction, that weapon's Armour Penetration characteristic is improved by 1 for that attack (e.g. AP 0 becomes AP -1). In addition, add 1 to Attacks characteristics of a model with this conviction during any turn in which it made a charge move, was charged or performed a Heroic Intervention.
When a unit with this conviction Advances, it can fire ranged weapons as if it had moved without Advancing.
When a model with this conviction would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. In addition, when you would perform an Act of Faith for a model or unit with this conviction, you can first discard one Miracle dice. If you do, one miracle dice you use in the act of faith is considered to be a 6.
Gain one Miracle dice at the end of any phase (other than the Morale phase) in which any units with this conviction were destroyed. This is in addition to any Miracle dice gained at the end of a phase in which a character unit with the Acts of Faith ability was destroyed. In addition, when resolving an attack made by a model with this conviction, add 1 to the hit roll if one or more models from that model's unit have been destroyed in this battle even if they have been subsequently returned to the battlefield.
When a model with this conviction would lose a wound, roll one D6; on a six that wound is not lost. In addition when resolving an attack made with a weapon with an Armor Penetration characteristic of -1 against a unit with this conviction, that weapon has an armour penetration characteristic of 0 for that attack. Whilst the unit with this conviction is under the effect of an Imagifier’s Tale of the Stoic ability, weapons with an Armour Penetration characteristic of -2 are also treated as having an Armor Penetration characteristic of 0 when resolving attacks against that unit.
Your Warlord can attempt to deny one additional psychic power in each enemy Psychic phase, as described in the Shield of Faith ability. In addition, enemy PSYKERS must subtract 1 from their Psychic tests whilst they are within 12" of this Warlord
“The invulnerable save friendly<ORDER> INFANTRY models receive from the Shield of Faith ability is improved by 1, to a maximum of 4+, whilst their unit is within 6" of this Warlord.
At the start of your turn, if this Warlord is on the battlefield, you gain one miracle dice.
Subtract one from the leadership characteristic of enemy units while they are within 6” of this warlord.
When making a charge roll for this warlord, you can re-roll any or all of the dice. When resolving an attack made with a melee weapon by this warlord in a turn in which this warlord made a charge, was charged, or performed a heroic intervention, you can re-roll the wound roll.
Add 1 to this Warlord's Leadership characteristic. Friendly <ORDER>units can use this Warlord’s Leadership characteristic instead of their own whilst they are within 6" of this Warlord.
6"
3+
4+
3
3
4
4
7
4+
Each unmodified hit roll of 6 made for Gotfret de Montbard's attacks in the Fight phase scores 2 hits instead of 1.
You can re-roll failed hit rolls for Gotfret de Montbard in a turn in which he charged, made a Heroic Intervention, or was charged by an enemy unit.
Gotfret de Montbard can be included in an ASTRA MILITARUM Detachment without preventing other units in the Detachment from gaining a Regimental Doctrine. Note, however, that Gotfret de Montbard can never benefit from a Regimental Doctrine.
6"
3+
3+
3
3
18
*
9
3+
This model has a 4+ invulnerable save. When resolving an attack made against this model, subtract 1 from the hit roll.
Morale tests taken for friendly ADEPTA SORORITAS units within 6" of this model are automatically passed.
This model cannon embark aboard a TRANSPORT.
This model has a number of relics as detailed in the damage table. Each relic grants this model an ability as follows. This model can only have one of each relic. When this model suffers damage that reduces its number of relics, select which of the relics (and their abilities) this model no longer has. If this model regains lost wounds that increases it number of relics, select which of the relics (and their abilities) this model regains.
• Censer of the Sacred Rose: Gain a Miracle dice as the start of each turn (note that is each turn, not battle round)
• Simulacrum of the Ebon Chalice: At the start of your Shooting phase, roll one D6 for each enemy unit within 6” of this model, adding 1 to the result if the unit being rolled for is a PSYKER and 1 to the result if the unit being rolled for is a CHAOS unit. One a 5+ the unit being rolled for suffers D3 mortal wounds.
• Petals of the Bloody Rose: Add 1 to hit rolls for attacks made with melee weapons by models in friendly ADEPTA SORORITAS units whilst their unit is within 6” of this model.
• Icon of the Valorous Heart: Once per phase, you can perform on Act of Faith for a friendly unit within 6” that has the Acts of Faith ability, even if you have already performed one or more Acts of Faith in that phase.
• Simulacrum of the Argent Shroud: When you perform and Act of Faith for a friendly until whilst it is within 6” of this model, you can increase or decrease the value of one Miracle dice used by 1 before you use it, to a maximum of 6 and a minimum of 1. This is not cumulative with any other abilities that can increase or decrease the value of a Miracle dice.
10-18+
14
5
5-9
8
2
1-4
6
1
Melee
Melee
+3
-3
2
When the bearer fights, no more than 4 attacks can be made with this weapon.
Melee
Melee
+2
-1
1
10"
2+
2+
3
4
7
4
9
3+
Melee
Melee
+2
-1
2
This model has a 4+ invulnerable save.
Re-roll hit rolls of 1 and wound rolls of 1 for attacks made by models in friendly ORDER OF OUR MARTYRED LADY unilts whilst their unit is within 6" of this model.
The invulnerable save friendly ADEPTA SORORITAS INFANTRY models receive from the Shield of Faith ability is improved by 1, to a maximum of 4+, whist their unit is within 6" of this model.
When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
After it is set up, this model is treated as an Adeptus ministorum Structure terrain feature. It cannot move for any reason, is not treated as a friendly or enemy model, and cannot be targeted or affected by any attacks or abilities.
Only INFANTRY units, BEAST units, SWARM units and units that can FLY can be set up or end their move on the upper floors of an Adeptus Ministorum Structure (any unit can so do on the ground floor). INFANTRY units are assumed to be able to scale walls and traverse through windows, doors and portals readily. Models from INFANTRY units can therefore move through the floors and walls of an Adeptus Ministorum Structure without further impediment.
INFANTRY units that are entirely on or within an Adeptus Ministorum Structure receive the benefit of cover. Other units that are entirely on or within an Adeptus Ministorum Structure only receive the benefit of cover if at least 50% of every model is obscured from the point of view of the shooting model.
At the start of each battle round, if there are any ADEPTUS MINISTORUM units from your army within 6" of any Battle Sanctums, gain one Miracle dice.
Add 1 to the Leadership characteristic of ADEPTUS MINISTORUM units whilst their unit is within 6" of any Battle Sanctum. Subtract 1 from the Leadership characteristic of models in CHAOS units whilst their unit is within 6" of any Battle Sanctums.
If this unit has an Incensor Cherub, then once per battle, at the beginning of a phase, that Incensor Cherub can intercede. if it does, that Incensor Cherub is removed from play and you gain one Miracle Dice. Roll two D6 when you do so and select which one to keep. The Miracle Dice you gain can only be used to perform an Act of Faith for this unit, and only in that phase - at the end of this phase, if the dice has not been used, it is lost.
During deployment, you can set up this unit in the sky instead of setting it up on the battlefield. If you do, at the end of one of your movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
When resolving an attack made with a melee weapons by a model in this unit, you can re-roll the wound roll.
12"
3+
3+
3
3
1
3
9
3+
You can re-roll charge rolls made for <ORDER> units whilst they are within 6" of any friendly units with a Zephyrim pennant when the roll is made.
12"
3+
3+
3
3
1
2
9
3+
When a model in that unit is destroyed, roll one D6 before removing it from play. On a 4+ it metes out its final vengeance, and each enemy unit within 1" suffers D3 mortal wounds.
When a model in this unit would lose a wound, roll one D6; on a 6 that wound is not lost.
When you choose this unit to shoot with in your Shooting phase, you can choose for heavy bolters that models in this unit are equipped with to have a Type characteristic of Assault 3 until the end of that phase, or for heavy flamers that models in this unit are equipped with to have a Type characteristic of Pistol D6 untili the end of that phase.
9"
3+
3+
5
5
5
4
8
3+
9"
3+
3+
5
5
5
4
8
4+
Melee
Melee
+3
-3
2
If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack using this profile.
Melee
Melee
+1
-2
1
Make three hit rolls for each attack made with this weapon instead of one. If the bearer is equipped with two of this weapon, then when the bearer fights it makes one additional attack using this profile.
When you perform an act of faith for this warlord, gain one miracle dice (do not roll for this warlord’s devout serenity order conviction)
This warlord can perform a heroic intervention if there are any enemy units within 6” of them instead of 3”, and when doing so can move up to 6” instead of 3” when performing a heroic intervention, so long as they end the move closer to the nearest enemy model. In addition, if this warlord is charged or made a heroic intervention, they always fight first in the fight phase, even if they did not charge. If there are any units that have charged or that have a similar ability, then alternate choosing units to fight with, starting with the player who’s turn is taking place.
If this Warlord is on the battlefield, the Miracle dice you gain at the start of the first battle round is a 6. At the start of the first battle round, if your army is Battle-forged and this Warlord is on the battlefield, you gain D3 Command Points
Add one to the attacks characteristic of this warlord. This warlord can charge in a turn in which they advanced.
When this warlord would lose a wound roll one D6; on a 5+ that wound is not lost
Add one to the wounds characteristic of this warlord. Improve this warlord’s save characteristic by one, to a maximum of 2+.
If this unit has an Armorium Cherub, then after a model in this unit shoots with a ranged weapon, that Armorium Cherub can reload that model's weapon. If it does, that Armorium Cherub is removed from play and that model can immediatly shoot with that ranged weapon again.
6"
3+
3+
3
3
5
4
8
5+
When a Morale test is taken for a friendly Adeptus Ministorum or Astra Militarum unit whilst they are within 6" of this model, roll one additional D6 and discard one of the dice.
Roll one D6 when an Adeptus Ministorum model flees whilst its unit is within 6" of any friendly models with this ability. On a 4+ that model does not flee.
Melee
Melee
+2
-3
2
-
Add 3” to the range of aura abilities of a model with this relic
ORDER OF THE EBON CHALICE model equipped with a condemnor boltgun only. This relic replaces a condemnor boltgun and has the following profile
24"
Rapid Fire 1
5
-2
D3
ORDER OF THE EBON CHALICE model equipped with a condemnor boltgun only. This relic replaces a condemnor boltgun and has the following profile
Melee
Melee
+1
-2
2
When this bearer fights, it makes 3 additional attacks with this weapon
ORDER OF THE BLOODY ROSE model equipped with a chainsword only. This relic replaces a chainsword and has the following profile
Melee
Melee
+2
-3
3
-
This Relic Replaces a Blessed Blade
Model with a brazier of holy fire only. This relic replaces a brazier of holy fire. When a psychic test is taken for an enemy model with an 18” of a model from your army with this relic, subtract two from the result
Order of the valorous heart model only. Subtract one from the toughness characteristic of enemy units whilst there are within 1” of a model from your army with this relic.
A model with this relic has a save characteristic of 2+. In addition, when resolving an attack made against that model an unmodified wound roll of 1, 2, or 3 always fails, irrespective of any abilities that the weapon or the model making the attack may have
ORDER OF THE SACRED ROSE model with a brazier of holy fire only. This relic replaces a brazier of holy fire. Subtract one from the leadership characteristic of enemy demon units whilst they are within 6” of a model from your army with this relic. In addition once per phase, with that model fires overwatch or is chosen to shoot with, it can unleash the light of Saint Agnaetha’s holy frames. When it does select one enemy unit within 12 inches of that model (if firing overwatch you must select the charging unit) and roll one D6; on a 2+ the enemy suffers D3 mortal wounds; if that enemy is a demon unit, it suffers d6 mortal wounds instead.
When a model from your army with this relic unleashes the holy flames, after its affects have been resolved, you can discard one miracle base. If you do not, that model cannot unleash the light of Saint Agnaetha’s holy flames again during this battle.
Once per turn, if a model from your army with this relic is on the battlefield when you gain a miracle dice, you can re-roll that dice
Canoness model only. A model with this relic has a 3+ Invulnerable save
12"
Pistol 1
9
-4
D6
When resolving an attack with this weapon, roll 2d6 when inflicting damage with it and discard the lowest result.
ORDER OF OUR MARTYRED LADY model equiped with an inferno pistol only. This Relic replaces an inferno pistol and has the following profile:
ORDER OF THE ARGENT SHROUD only. When resolving an attack made against a model with this relic subtract one from the hit roll.
When a model with this relic would lose a wound, roll one D6; on a 5+ that wound is not lost
18"
Pistol 4
5
-2
2
Model with a bolt pistol only. The Wrath of the Emperor replaces the bearer’s bolt pistol and has the following profile:
Add 3” to the range of aura abilities of a model with this relic
Before making a dice roll for a model or units from your army with the Acts of Faith ability, you can choose to use one or more of the dice from your Miracle dice pool instead. For each individual dice that is being rolled as part of the dice roll, you can select one Miracle dice from your Miracle dice pool to be substituted in place of that dice. The dice that it is being substituted for is not rolled, and instead the value of the chosen Miracle dice is used as if it had been rolled. Once all Miracle dice substitutuions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll any remaining, unsubstituted, dice that are a part of the dice roll. You can use Miracle dice to perform an Act of Faith for any of the following types of dice rolls:
Advance, Charge, Hit, Wound and Damage rolls; Saving throws; and Deny the Witch and Morale tests
If your army is Battle-forged, this unit does not take up slots in a Detachment that includes any MINISTORUM PRIESTS.
Models in this unit have a 6+ Invulnerable Save (6++). Also, each model or unit with this ability can attempt to resist one a psychic power per Psychic phase by taking a Deny the Witch test, rolling one D6 instead of 2D6.
If every unit in your army has the ADEPTA SORORITAS and/or ADEPTUS MINISTORUM Faction keywords, this units gains an ability depending on which Sacred Rite is active for your army.
Determine which Sacred Rite is active for all units from your army with this ability at the start of the battle. To do so, after deployment but before the first battle round begins, select one Sacred Rite from the following table to be active. Alternatively, you can roll two D6 to randomly generate two Sacred Rites to be active (a duplicate result has no additional effect, but is considered to be active for the purposes of the Battle Rites Stratagem). In either case, Sacred Rites are active until the end of the battle.
1. Hand of the Emperor:
When a unit with this Sacred Rite Advances, add 1 to the Advance roll. When you make a charge roll for a unit with this Sacred Rite, add 1 to the result.
2. Spirit of the Martyr:
When a model wih this Sacred Rite is destroyed, roll one D6 before removing the model from play. On a 5+ that model can either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (if the model has a damage table, use the bottom row of that table when shooting with that ranged weapon or resolving that attack with a melee weapon).
3. Aegis of the Emperor:
When a Deny the Witch test is taken for a model with this Sacred Rite, add 3 to the roll.
4. Divine Guidance:
When resolving an attack made with a ranged weapon by a model with this Sacred Rite, on an unmodified roll of 6 the Armour Penetration characteristic of that weapon is improved by 1 for that attack (e.g. AP 0 becomes AP -1).
5. The Passion:
When resolving an attack made with a melee weapon by a model with this Sacred Rite, an unmodified hit roll of 6 scores 1 additional hit.
6. Light of the Emperor:
When a Morale test is taken for a unit with this Sacred Rite, you can re-roll the dice.
24"
Rapid Fire 1
4
0
1
When resolving an attack made with this weapon against a PSYKER unit, this weapon has a Damage characteristic of D3 for that attack.
Add 1 to the Attacks Characteristic of models in ADEPTUS MINISTORUM INFANTRY and ASTRA MILITARUM INFANTRY units whilst their unit is within 6" of any friendly model with this ability.
This model has a 4+ invulnerable save.
6"
Pistol 1
8
-4
D6
If the target is within half range of this weapon, roll two D6 when inflicting damage with it and discard the lowest result.
6"
Pistol D6
3
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
6"
4+
3+
3
3
1
1
7
3+
12"
3+
3+
3
3
1
1
7
3+
6"
3+
3+
3
3
1
2
8
3+
The invulnerable save models in this unit receive from the Shield of Faith ability is improved by 1, to a maximum of 4+.
6"
4+
3+
3
3
1
1
7
3+
6"
4+
3+
3
3
1
1
7
3+
If your army is Battle-forged, no more than one MISSIONARY can be included in any Detachment.
Roll one D6 when an ADEPTUS MINISTORUM model flees whilst its unit is within 6" of any friendly models with this ability. On a 4+ that model does not flee.
If your army is Battle-forged, this unit does not take up a slot in a Detachment that includes any MINISTORUM PRIESTS.
All friendly ADEPTA SORORITAS units within 6" of Celestine add 1 to their Shield of Faith invulnerable saves. All friendly ADEPTUS MINISTORUM and ASTRA MILITARUM units that are within 6" of Celestine gain a 6+ invulnerable save
When resolving an attack made with a melee weapon by a model in this unit, you can re-roll the hit roll if that model's unit made a charge move, was charged or performed a Heroic Intervention this turn.
Models in this unit have a 6+ invulnerable save. In addition, one model in this unit can attempt to resist one psychic power in your opponent's Psychic phase in the same manner as a PSYKER by taking a Deny the Witch test, if that model is within 24" of the enemy model manifesting that psychic power. When taking that Deny the Witch test, roll one D6 instead of 2D6; the psychic power is resisted if the roll is greater than the result of the Psychic test that manifested the power.
When this model would lose a wound as a result of a mortal wound in the Psychic phase, roll one D6; on a 5+ that wound is not lost.