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Codex: Sisters of Battle (Player Edition) v0.

Changes v0.2
Removed Immolator from units with minimum size of 10 (it can only t 6 models!) Immolator regains option for twin Heavy Flamers, and has option for single Flamestorm Cannon (in place of troop capacity). Reduced cost of Rhino, comes with smoke launchers and searchlight. Removed ablative armour options. Repressor tweaked, no longer Fast but retaining sponson options to full a role as a fast attack mini-landraider style vehicle. Stormraven replaced with the Supernal Lander, a vehicle of similar size but with more focus on being an assault lander than a gunship, though a Stormraven should still make an adequate proxy. Repair removed from Exorcist due to the use of non-standard engines. Cloaks of St. Aspira on all Celestians (except Celestian Angels) are now optional rather than included, also on Paletines and Canonesses. Sarissa allow a model with boltgun to assault an enemy they have red at. Palatines and Canonesses have option of boltgun or bolt-pistol as standard equipment, allowing them to replace only their close combat weapon while retaining a boltgun. Other options restructured to allow more exibility. Zealots may now purchase up to 20 additional models for a maximum unit size of 30 + priest. Slight points bump for Retributors. Minor tweaks to Arco-Flagellants, with effects of implant injectors now permanent. Blessed ammunition upgrades are now applied only to a specic weapon, unless taken as a general wargear choice. Replaced Vigilants with Missionaries; ak armoured scout inltrators with Stealth, laspistols and close combat weapons with short-range weapon options. Apostle (veteran squad leader) has the Incite ability, allowing them to try to force an enemy to redirect its re at his unit. Unit is relatively cheap but requires a mandate. Penitent engine has a consistent 4(5) attacks, but receives +D6 attacks for assaulting, slight price increase. Weaponry is now standard Dreadnaught Close Combat weapons with integrated Flamers, with options to upgrade integrated Flamers to Meltaguns or Heavy Flamers.

Changes v0.3
Immolator loses the Repair rule if tted with Flamestorm Cannon (should have been in v0.2). Meltabombs no-longer an old-style unit upgrade, now only offered to veteran superiors on appropriate units. Acts of Faith do not require test with most being a little less powerful to compensate. Most importantly, individual squads may now only perform certain Acts of Faith based on their speciality, with only Celestians able to perform any act they wish. With changes to Acts of Faith, Celestians no longer have Holy Hatred. With changes to Acts of Faith (The Passion), Seraphim and Celestians are reduced to basic Initiative 3. Power of Prayer act of faith available to all squads, generates D3 faith points for them at the cost of going to ground for a turn (unable to perform any acts while they are like this). Intended as a way to gain more faith points at the loss of a turn, but may result in only generating 1 new faith point, replacing the one expended, but which can only be used by the squad that generated it. Cost of Cloaks of St. Aspira increased. Corrected Initiative on; Priests, Crusaders and Sisters Repentia Mistresses, as well as multiple Initiative value errors in rules sections. Removed bracketed stats (theyre a bloody pain to format) in favour of noting included prole elements. Crusaders brought in line with Codex: Grey Knights, with mandate required and addition of Holy Rage and Faithful (1) with Acts of Faith options including a unique Rending act of faith. More expensive as a result. Arco-Flagellants brought in line with Codex: Grey Knights with mandate required. Ministorum agellants have additional options including additional, one-use combat drugs and the nightmare helm. Effects include: Bane gives Furious Charge and Counter Attack, but explodes agellants heart if used with exoneration. Exoneration gives a vicious re-roll to-hit and to-wound, but each 1 on a re-rolled dice kills a agellant (potentially killing them all given their number of attacks). Rout gives agellants Hit & Run, but cant be used with the other drugs. Nightmare helm gives Holy Rage and Fearless, but the Rage does not distinguish friend or foe. Adherer and Immolator broken apart as Heavy Support and Fast Attack respectively. Adherer is more lightly armoured by can have Heavy Bolter sponsons, Immolator can ame or melta sponsons. 2

Removed the restriction on Confessors, with each one taken increasing the number of Priests allowed in the army, making it possible to eld an all-Ecclesiarchy army if you wish. Kyrinov removes the restriction on Priests entirely. Priests rejigged slightly to behave as individual characters, purchased in squads of 1-5 but elded separately as before. Dominion gain the option to purchase the Scout rule (so they can outank in their vehicle). Added Zealot Cavalry as a specic unit, automatically provides Priest with a mount. 5-10 models, 6+ armour, and Scout. Default to two close combat weapons, option for close combat weapon and laspistol, or two laspistols on up to half the models. Celestian Retinue removed in favour of St. Celestine taking a normal retinue, with special upgrade option to add Wings of Faith. Added Ordo-Hereticus Inquisitors, as they are still closely tied. Acolyte retinue is now a separate unit with additional options (Death Cult Assassin, Servitor, Troopers). Troopers replace warrior acolytes in favour of a better range of options for representing various planetary defence, imperial guard, or adeptus arbite forces, including hounds and Cyber-Mastifs. Anti-psyker options omitted in favour of the witch-hunter and ecclesiarchys more specialist roles compared to those of ordo hereticus with grey knights. Troopers (with optional Hounds) are also available as an Elite choice for planetary defence oriented forces. Added preliminary rules for a Purier Spearhead formation intended for ame-tanks. Praesidium Protectiva increased to a 3+ Invulnerable Save, but functions the same (only used versus one enemy at a time in close combat). This is to balance against Storm Shields always granting 3+. Added Saint Praxedes as an additional Sisters special character; she and any units ghting alongside her are Fearless in close combat, she is armed with sceptre of vengeance (counts as Power Fist that strikes in normal Initiative order and forces enemy to re-roll Invulnerable saves). Cloaks of St. Aspira now only available to Celestian Retinues.

Changes v0.3.1
Missionaries may now take Meltabombs (theyre not the most durable squads after-all, so high cost for high risk is okay!) Confessors now 3 Wounds and Leadership 10. Corrected cyber-mastif in acolyte force list entry to the correct armour save value of 4+ (theyre fully robotic). Reworded Mandated Trooper entry for grenades (All troopers in squad rather than Entire squad). Ordo Hereticus gains all options from Grey Knights list, including ability to upgrade to a Psyker. However, instead of the psychic abilities in the Grey Knights codex the inquisitor simply choose an Act of Faith to gain as a regular psychic ability, as Hand of the Emperor is practically Hammerhand, and Psychic Communion is of limited usefulness in this list anyway. Added Inquisitor Karamazov as-is from Grey Knights. Added Uriah Jacobus; so hes a little bit dead depending on the timing, hes still available to buy and a fun character for Ecclesiarchy forces by allowing more freedom to take Missionaries. Added Witch Hunter Tyrus as another Ordo Hereticus character so that Sisters of Battle, Adeptus Ministorum and Ordo Hereticus each have two special characters. He is a potent anti-psyker with hatred of daemons, and the ability to force psykers with line of sight to him (friend and foe) to re-roll successful psychic tests. He has articier armour (I mean, if he doesnt then who does?!), master crafted bolt-pistol and the power-st & power knife combo which grants him the bonuses of a power st & force weapon without the Initiative penalty. His retinue may be granted Preferred Enemy (Psykers and/or Daemons). Removed Repressor side-sponsons (should have been removed when they went to Adherer/Immolator options). Arco-Flagellant squads now incorporate Holy Rage at 16 points each, with Nightmare Helms granting Fleet instead. Trooper grenade launcher has stun grenades (no damage, but force a Pinning test with penalties for extra models hit). Removed mentions of Perils of the Warp tests, silly habit from mentioning Warhammer Miscasts! Flails for Zealots are now free (due to the trade-off of 1 Attack for a Strength and Initiative bonus on charge). Laspistols cheaper for both Zealots and Zealot Cavalry. Zealot Cavalry reduced to 40 points (8 points each) with a unit size of 5-20 (plus Priest). Zealot standard added to Zealot Mobs and Zealot Cavalry; for 10 points it grants the squad the ability to take Morale Checks on their Priests Leadership as normal, or their own Leadership with re-rolls. Exorcist War Organs Dirge of Lament (barrage) now Strength 5 and Ignores Cover, competing with, but on average worse than, a Whirlwinds indirect re. 3

Distinguished Sisters and more elite models as having Chainswords rather than standard close combat weapons. Not that theres a difference but we can always hope one day theyll be better represented! Zealot Mobs gain additional equipment options include Lasguns or Stubguns (18 Str 3 AP6 Rapid Fire) as an option alongside laspistol & close combat weapon, as well as one in every 10 models able to take a Shotgun, Close Combat Weapon with Bolt Pistol or (over-costed) Hand Flamer, or (over-costed) Flamer.

Changes v0.4
Ordo Hereticus Inquisitor now correctly priced (25 points). Tweaked Saint Praxedes Sceptre of Vengeance to distinguish it a bit from Tyrus combined Power Fist and Force Weapon. Now the sceptre will inict D3 multiple wounds on enemies that are not immune to Instant Death. Adherer is now only available as a Dedicated Transport for Retributors only, and Immolators are only available to Dominion squads as they are Heavy Support and Fast Attack respectively. Immolators are also available to Celestians. Only Adherer and Exorcist may have Hunter-Killer Missiles, but may have up to two each. Repressor moved to Dedicated Transports. Missionaries moved to Fast Attack, Apostle now included by default (60 point squad cost), Apostle no longer has option for Brazier of Holy Fire (they have enough Flamers already). Corrected cost of Power Fist for mandated troopers to 25 points. Separated Mandated Troopers into Mandated (Troop) and Veteran (Elite) choices with 10-20 (with veteran) and 5-10 sizes respectively. Mandated Troopers may additionally have up to 5 hounds, while veteran troopers may have up to 5 hounds or cyber-mastifs. Added Helena the Virtuous as a special champion for Sisters Repentia, granting them Fleet, as well as re-rolls of misses and failed to-wound rolls against models in base contact with Helena herself. Helena has the Rod of Grace which nullies enemy special weapons in combat, and she is also able to perform the Spirit of the Martyr (and Power of Prayer) Acts of Faith making her quite a potent upgrade for a Repentia squad. Gave the Adherer its armour 12 front back with appropriate points bump. Removed Crusaders upgrade for Imagifer (captain already has Simulacrum Imperialis!) Corrected Stubgun prole to be Autogun, with prole for Stubguns correctly as a pistol. Both retain the slightly range-reduced but mildly punchy proles. Sarissa now counts as additional close combat weapon. Restructured canoness and palatine options slightly; they now come with bolt-pistol and close combat weapon only, but may replace either weapon with those listed, included Boltgun & Sarissa if they wish. Celestian Retinue now has same prole as standard Celestians, but are equipped with chainsword with boltgun & sarissa to grant their 2 basic attacks. They also have the Holy Hatred special rule which allows them to expend Faith Points to become Stubborn, and earn squad faith points for winning rounds of close combat, potentially allowing them to amass Faith points very quickly and use Acts of Faith nearly continuously as a result. Removed most items that were included in proles (was getting confusing); only St. Praxedes with her cloak of St. Aspira is shown. Retributor Fire on the Move for Heavy Bolter tweaked to re essentially as a Strength 5 AP4 Storm Bolter. Removed retinue meltabombs upgrade from Jacobus (Missionaries can take Meltabombs already), instead he can take Meltabombs for himself only. Penitent Engines may upgrade either integrated amer, this means the cost for upgrading both is slightly increased, with twinned weapons treated as Twin-Linked. Sisters Repentia shouldnt have had two attacks (typo or copy/paste mistake most likely), to balance this they now have no save so they can retain the horrendous attack power that 2 Attacks each gives them. Sisters Repentia have Fearless in combat moved into their Only in Death Does Duty End rule, replacing their improved speed with Moves through Cover. In addition, in combat Sisters Repentia inict one hit on their enemy for every one suffered from No Retreat! Priests updated in line with Ministorum Priests in Codex: Imperial Guard, but have a greater array of options to choose from and of course provide mandate. Witch Hunter Tyrus reduced to 140 points, with basic Strength 4 and Toughness 4, and now has a bionic eye that combines the effects of a Targeter and Psyoculum. Corrected number of attacks for Crusader Acolytes (was 2, should be 1 each). St. Celestines retinue may replace boltguns with Praesidium Protectivas for 10 points per model; results in a very durable combat retinue but less hitting power as theyll lose an attack from the Sarissas. Sister Hospitaller increased to 30 points. 4

Contents
Introduction! .................................................7 Protectors of the Faith!...............................8 Special Rules!........................................8 Adepta Sororitas!..................................9 Saint Celestine#................................9 Saint Praxedes# ...............................10 Helena the Virtuous#.......................11 Adepta Soritoras Heroines# .............12 Celestian Retinues# .........................12 Celestian Squads#...........................13 Sisters Repentia#.............................13 Battle Sisters# ..................................14 Suppressor Squads#.......................14 Seraphim Squads#..........................15 Dominion Squads#..........................15 Retributor Squads#..........................16 Adeptus Ministorum!..........................17 Redepmtor Kyrinov #........................17 Uriah Jacobus#................................18 Confessor#.......................................19 Priests#............................................19 Zealot Mobs#...................................20 Zealot Cavalry # ................................20 Missionaries#...................................21 Penitent Engine#.............................21 Ordo Hereticus!...................................22 Inquisitor Karamazov #.....................22 Witch Hunter Tyrus#........................23 Ordo Hereticus Inquisitor#...............24 Acolyte Retinues !................................25 Adjutant#..........................................25 Crusaders#......................................25 Death Cult Assassin#.......................25 Dialogus#.........................................25 Arco Flagellants#.............................26 Servitor#...........................................27 Sister Hospitaller#............................27 Mandated Troopers#........................27 War Machines !.....................................28 Rhino #.............................................28 Immolator#.......................................28 Repressor#.......................................29 Adherer#..........................................29 Exorcist#..........................................30 Supernal Lander# .............................31 Armoury!..............................................32 Weapons#........................................32 Equipment#......................................34 Grenades#.......................................36 Armour# ............................................37 Vehicle Upgrades#...........................38 Forces of the Divine Emperor!.................40 HQ ! ........................................................41 Elites! ....................................................46 Troops!.................................................48 Dedicated Transports!........................50 Fast Attack!..........................................52 Heavy Support !...................................54 Spearhead Formations!......................56 Holy Fortress !......................................57

Introduction
The following unofcial publication is a player made alternative army list dening rules for using a Sisters of Battle army in games of Warhammer 40,000. As it is not an ofcial list produced by Games Workshop, the use of it in games of Warhammer 40,000 should be discussed beforehand with other players, as while it is intended to be a balanced and fun list, it may play very differently to ofcial lists. Unlike an ofcial publication, this army book will omit a large amount of background history and other information, both for brevity to focus on the rules, and for copyright reasons. It will instead include only new background information, with several small excerpts taken from Codex: Witch Hunters, currently available for download on the Games Workshop website. Blank space is used to indicate where images, or omitted background information would be provided. I would like to thank the following members of Warseer.com, who have provided feedback and suggestions for the previous lists and ideas upon which this one draws a lot of inspiration: Ambience 327 Furyou Miko Vet.Sister mephy77 AlexHolker MadDoc TimmiG Electric Comet

New rules created by, and old rules mercilessly tampered with by Haravikk.

Protectors of the Faith


Special Rules
Special Rules
Adepta Sororitas
My Faith is My Shield Psychic powers targeted against any unit or character with the Adepta Sororitas special rule, or including them in its area of effect, are nullied and will not work on a D6 roll of 5+ (roll once for each power, even if it affects several units). This may affect Force Weapons or similar devices, in which case any benet granted by the psychic test is ignored. Performing an Act of Faith Acts of Faith are performed in the same way as psychic powers, except that a Faith point must be expended in order to do-so, and the psychic test is instead referred to as a Test of Faith. Acts of Faith do not themselves count as psychic powers and Perils of the Warp result in a Loss of Faith instead, causing D3 Faith points to be lost, taken rst from the squads pool (if any) then from the army.

Act of Faith
Hand of the Emperor
Phase: Beginning of either players Assault phase. Effect: Squad ghts at Strength 5 and Initiative 1 until the end of the phase. Models that already have Strength 5 or greater (including bonuses from weapons), are not affected.

Holy Rage
Units containing one or more models with Holy Rage are subject to the Rage special rule, and may move an additional D6 in their Movement phase. This additional movement is not affected by Difcult terrain, but may cause Dangerous terrain tests as normal.

Divine Guidance
Phase: Beginning of own Shooting phase. Effect: Squad may re-roll failed to-Hit rolls when shooting until the end of the phase.

Faithful (*)
A model or unit with this rule will contribute a number of Faith points to the armys pool as indicated by the number in brackets. Martyrdom If a Faithful character is killed, or Faithful unit loses its last model, then the number of Faith points originally contributed by the model or unit is added into the pool of Faith points.

The Passion
Phase: Beginning of either players Assault phase. Effect: Squad ghts at Initiative 5 until the end of the phase. Models with weapons that modify Initiative are not affected.

Requires Mandate
Each unit with this rule requires a model with the Adeptus Ministorum rule to be present in the army. Each Adeptus Ministorum representative may provide a mandate for only a single unit.

Light of the Emperor


Phase: Beginning of own Movement phase. Effect: Squad will rally automatically if falling back (even if normally unable to do-so), or if it has gone to ground it may choose to return to normal.

Acts of Faith
At the start of the game the Sisters of Battle army will have a pool of Faith points, contributed by units marked with the Faithful rule. Squads or characters that may perform acts of faith will have them listed in their prole and may additionally perform the Power of Prayer act. Each act will affect the squad and any Faithful character that is a part of it, but non-Faithful characters will gain no benet from Acts of Faith. A squad may perform only one act of faith per phase, but can perform any number per turn.

Spirit of the Martyr


Phase: Beginning of either players Assault phase or beginning of enemy Shooting phase. Effect: Squad gains a 4+ Invulnerable save until the end of the phase.

Power of Prayer
Phase: Beginning of own Movement phase. Effect: Squad goes to ground and may perform no further acts of faith until their next turn. D3 Faith points are generated for use by that squad only, it may be appropriate to mark these with counters.

Adepta Sororitas
Saint Celestine
Hieromartyr of the Palatine Crusade
Of her life before she was declared a Living Saint, very little is known of Celestine, other than that she was a Sister Repentia of the Order of Our Martyred Lady. She was but one warrior amongst the beleaguered faithful ghting a protracted war against the heretics of the Palatine Schism. The war against the schismatics had ground to a stalemate upon the apostate world of Eurytion. Celestine was to be found at the head of the rst wave attacking the capitals walls, her fury a terrible thing to those who witnessed it. Celestine fell that day, along with every other Repentia, but despite the defeat, it was said that she accounted for over one hundred schismatics during the assault, her Eviscerator cleaving them into ragged chunks as she and her sisters screamed for absolution. As the army retreated and darkness fell, her ruined body was recovered from the breach and carried off by a solemn procession of sisters. As Celestines body was set down amongst the honoured dead, her sisters saw that life lingered within her yet. They saw in her eyes the light of one touched by the divine will of the Emperor, and reverently approached, cleansing her body of the blood and lth of battle until she stood awless before them. The next day, the assault on the city was resumed with Celestine at its head. It fell within scant hours and the remainder of the Palatine Crusade passed in a bloody whirlwind of vengeance as Celestine was hailed as the Crusades gurehead, the entire sector being scoured of not just the schismatics but every being the crusaders deemed unworthy of existing upon the worlds of Man. Lord Ansgar, the Crusades leader, believed that the crusade would reach its conclusion at the capital world of the Palatine sector, but Celestine insisted upon rst liberating a small, backwater world named Sanctus Lys. Unknown to all but her, the world was home to the ancient Shrine of the Fiery Heart, a holy place once visited by Saint Katherine. Amidst its shattered ruins, Celestine ordered a broken altar moved aside, and the agstones beneath it taken up. Carrying out her orders, her followers uncovered the entrance to a hidden crypt. Barring any from following her, she descended dusty steps that none had trodden for millennia. Her followers awaited her return, at rst with patience but, as time passed, with increasing concern. Yet Celestine had been rm in her order that none should follow her into the crypt. At length, as the rst light of dawn broke above the ruined shrine, Celestine rose from the tomb, borne aloft on a column of divine radiance and attended by cherubs and doves. She was now clad in a suit of shining golden armour, and wielded a blade wreathed in sweet-scented petals, its blade so bright none could bear look upon it. She gazed around, and all who dared meet her eyes were struck down by equal parts heavenly adoration and infernal terror. After her apotheosis, Lord Ansgar and a conclave of his Thorian compatriots declared Celestine a Living Saint. She was hailed as the Hieromartyr of the Palatine Crusade and fought at the vanguard of numerous Wars of Faith. Her presence invested the faithful with an unprecedented fervour, and hundreds of thousands of heretics met a ery end at the hands of her armies. Many were fearful in her presence, for to stand before her was to submit to the judgment of one whose example could never be emulated. Her inuence upon the Adepta Sororitas, for whom she became the focus of total veneration, was miraculous; she was a Living Saint, whom the Sisters of Battle would follow to the very centre of the Eye of Terror were she to lead them there. Celestine was lost to the Imperium whilst ghting the renegade Warmaster of Forrax. When the lunatic Warmaster triggered the meltdown of the ancient atomic pile at the heart of his fortress, an area many miles across was blasted to atoms. Many believe she perished at the moment of her triumph, yet none survived to give a true account of the battles conclusion. The mighty Tower of Heroes upon sacred Terra tolled once to proclaim her loss to the faithful, a billion souls pausing in their toil and looking towards the Emperors Palace, united in their grief for the fallen heroine. But the Sororitas, at prayer within the halls of the Convent Prioris were gladdened by the mournful peal, for they knew that had she fallen, Celestine would even now be sitting at the side of the Emperor.

Celestine

WS BS S T W I A Ld Sv 6 5 3 3 3 5 3 10 2+/4++

Wargear
Armour of St. Katherine, Ardent Blade, Wings of Faith.

Armour of Saint Katherine


This most revered of armours confers a 2+ Armour save or 4+ Invulnerable Save.

The Ardent Blade


This blade is a Blessed Weapon that can re as a Flamer in the Shooting phase. It does not count toward the armys total of Blessed Weapons.

Wings of Faith
Seraphim Jump Pack. In addition, models with Wings of Faith may always move 6 in the Assault phase, following the rules for jump-pack movement.

Special Rules
Miraculous Intervention
If Celestine loses her last wound, then she must make an immediate, unmodied Leadership test. If the test is failed then she is removed as a casualty as normal. If the test is passed then Celestine will immediately recover with one Wound and be placed in Reserve. On the turn she returns she will descend to rejoin her retinue (if she had one), otherwise she will re-enter the battleeld following the rules for Deep Strike, with any failure simply causing her to remain in Reserve. St.Celestine is only considered a casualty if she fails her Miraculous Intervention test, or if she is still waiting to re-enter the battle at the end of the game. Instead of the normal rules for Martyrdom, the rst time Celestine is removed from play D6 Faith Points are lost from the armys Faith pool. If this reduces the pool to zero Faith points then no more points may be generated by Martyrdom for the remainder of the game. 9

Saint Praxedes
Warrior Martyr of Ophelia VII
Saint Praxedes was Canoness of the Order of Our Martyred Lady at the start of the Second Tyrannic War. With a force or Bailie Sisters she reinforced the Caladenian Imperial Guard on the Cardinal World of Okassis. As the Tyranids assaulted the Cardinal palace, she led her Battle Sisters and a company of Guardsmen in a gallant counter-attack. Leading from the front of the ghting. she bested a Hive Tyrant and broke the Tyranid attack, buying the thousands of refugees eeing from the conict the time needed to evacuate the planet. Not content with this success, the Canoness pressed deep into the heart of the Tyranid swarms, leading her small army in a guerrilla war against the armies of the hive mind. The disruption and havoc she wreaked seriously weakened the Tyranid attack on the spaceport, saving even more lives. As the last of the shuttles soared into orbit and safety, all contact was lost with her army. She was the rst Martyr to the Kraken and her name is revered all across the Ultima Segmentum. Some claim that she lives yet, ghting on against the dreaded hordes of the Tyranids from within. WS BS S T W I A Ld 6 5 3 3 3 4 3 10 Sv 2+

Praxedes

Wargear
Power Armour, Cloak of St. Aspira*, Boltgun with Sarissa, Sceptre of Vengeance, Purity Seals, Frag & Krak Grenades. *Include in prole.

Sceptre of Vengeance
A great mace lled with purifying ames that casts arcs as it is swung through the air to smite the enemies of the Emperor. The sceptre of Vengeance is treated as a Power Fist that strikes at Saint Praxedes basic Initiative. In addition, any enemy that is not immune to Instant Death and suffers an unsaved Wound from this weapon will have it multiplied into D3 unsaved Wounds as they are engulfed by holy re.

Special Rules
Inspirational Leader
Saint Praxedes is Fearless in close combat, as are any friendly squads involved in the same combat.

10

Helena the Virtuous


Prioress of the Convent Sanctorum
Raised from infancy in an Ophelian Schola Progenium, Helena proved to be remarkably gifted in her earliest childhood. Exceptionally intelligent, eloquent and incisive, she was destined to become a high authority in whatever vocation she chose. After 30 years service in the Order of the Key, Helena had risen to the position of Canoness, and was responsible for a great increase in the power of the Ecclesiarchy. Her efforts did not go unnoticed and when the Prioress of the Convent Sanctorum died, Helena's was the rst name on the Ecclesiarch's lips. Although Helena's duties are mainly of an organisational and spiritual nature, she has always possessed the gift of involving herself personally at the right moment. As a Prioress, Helena is a member of all the Orders of the Adepta Sororitas, including the Orders Militant. Although she lacks the lifelong training of one of that Order, it has been known for Helena to personally intervene in a battle. With her own strict regime of training and exercise, she keeps her ageing body in the best condition possible and she is very skilled in the theories of battle. Helena's greatest asset is the holiness and serenity she radiates. Her presence has an underlying strength which reassures others imbues her followers with an undying love and respect. Combined with her encyclopaedic knowledge and shining charisma, these qualities make Helena a truly great battleeld commander and politician. Though on the battleeld she will readily defer to the leaders of the Order Militant, Helena will often nd herself drawn to those that need her help the most. Considered scandalous by some, or a humbling marvel by others, she will often join the Sisters Repentia, those agonised souls that have lost their way, leading them by through kindness and divine example to free them of their terrible shame. WS BS S T W I A Ld 4 4 3 3 2 3 2 9 Sv 3+

Helena

Wargear
Power Armour, Rod of Grace, Purity Seals.

Rod of Grace
An ornate symbol of ofce and a potent example of the Ecclesiarchys might, the rod of grace shines with divine light as it strikes the enemies of the Emperor. The Rod of Grace is a power weapon that nullies the effects of special weapons used against Helena in close combat; treat these as standard close combat weapons instead.

Special Rules
Revered Leader
Helena is held in high regard for pushing herself hard in battle in spite of her modest combat training, and it is because of this example that troops that follow her will do nearly anything to ensure that no harm comes to her. Helenas squad may re-roll misses and failed to-wound rolls against enemies in base contact with her. In addition, Helena confers her Fleet special rule onto her entire squad.

11

Adepta Soritoras Heroines


Canoness Palatine WS BS S T W I A Ld Sv 5 5 3 3 3 4 3 10 3+ 4 5 3 3 2 4 2 9 3+

Celestian Retinues
WS BS S T W I A Ld Sv Celestian 4 4 3 3 1 3 1 9 3+ Veteran Superior 4 4 3 3 1 3 2 9 3+

Wargear
Power Armour, Purity Seals, Bolt Pistol & Chainsword, Frak & Krak Grenades.

Wargear
Power Armour, Boltgun & Sarissa, Chainsword, Frag Grenades.

Special Rules
Holy Hatred
Elite by even Celestian standards, the retinues of the Order Militant are fuelled by an unwavering faith and dedicated to the destruction of the Emperors enemies. If a Celestian Retinue loses a round of close combat, then they may choose to expend a Faith Point in order to take the Morale Check as if they were Stubborn. In addition, they will earn a Faith Point for their squad every time they win a round of close combat.

Hospitaller
A Celestian Hospitaller will grant her squad the Feel No Pain special rule.

12

Celestian Squads
WS BS S T W I A Ld Sv Celestian 4 4 3 3 1 3 1 9 3+ Veteran Superior 4 4 3 3 1 3 2 9 3+

Sisters Repentia
Sister Repentia Mistress WS BS S T W I 4 4 3 3 1 3 4 4 3 3 2 3 A Ld Sv 2 6 4+ 2 10 3+

Wargear
Power Armour, Boltgun & Sarissa, Frag Grenades.

Wargear
Eviscerators (sisters), pair of neural whips (mistress).

Special Rules
Only in Death Does Duty End
Once in close combat, Sisters Repentia become Fearless. In addition, Sisters Repentia will inict one additional hit on the enemy for every hit they themselves suffer from No Retreat!

Righteous Zeal
Should the unit ever fail a Morale check thenit will move 2D6 towards the nearest enemy. If this move brings the unit into contact with an enemy then it is treated as an assault.

13

Battle Sisters
WS BS S T W I A Ld Sv Battle Sister 3 4 3 3 1 3 1 8 3+ Veteran Superior 3 4 3 3 1 3 2 9 3+

Suppressor Squads
Suppressor squads are deployed in advance of the main forces, and are specialised in the often brutal close quarters ghting that can quickly erupt in densely packed hive cities where heresy frequently threatens to take hold like a plague. Through a mixture of divine will, erce resolve and deadly tactics, the suppressors will subdue, kill or drive out the heretics from entrenched positions where they may be easily retrieved by the main forces as they surround the area. WS BS S T W I A Ld Sv Suppressor 3 4 3 3 1 3 1 8 3+ Veteran Superior 3 4 3 3 1 3 2 9 3+

Wargear
Power Armour, Boltgun.

Wargear
Power Armour, Chainsword & Bolt Pistol*, Frag Grenades.

14

Seraphim Squads
WS BS S T W I A Ld Sv Seraphim 4 4 3 3 1 3 1 9 3+ Veteran Superior 4 4 3 3 1 3 2 9 3+

Dominion Squads
WS BS S T W I A Ld Sv Dominion 3 4 3 3 1 3 1 8 3+ Veteran Superior 3 4 3 3 1 3 2 9 3+

Wargear
Power Armour, Pair of Bolt Pistols, Frag & Krak Grenades, Simulacrum Imperialis (veteran superior).

Wargear
Power Armour, Boltgun, Frag & Krak Grenades.

Special Rules
Angelic Visage
Any model within 6 of one or more models with this rule will gain a +1 bonus to their Leadership to a maximum of 10.

15

Retributor Squads
WS BS S T W I A Ld Sv Retributor 3 4 3 3 1 3 1 8 3+ Veteran Superior 3 4 3 3 1 3 2 9 3+

Wargear
Power Armour, Boltgun, Targeter.

Special Rules
Fire on the Move
Unlike heavy support units in other armies, the Retributors often have to deliver their repower as they close with the enemy, rather than securing a position and remaining there. To this end, they train extensively to be able to use their weaponry with reduced repower in order to provide covering re as they move into new positions. Heavy Weapons noted here may re even if the squad has moved, but will do so using a different prole from normal. If the squad has not moved then the weapons may re as normal. Heavy Bolter A Retributor armed with a Heavy Bolter in a squad that has moved may re with the following prole: Range 24 Strength 5 AP Type 4 Assault 2

Multi-melta A Retributor armed with a Multi-melta in a squad that has moved may re the Multi-melta using only a single barrel, in which case it may be red as if it were a Meltagun instead.

16

Adeptus Ministorum
Redepmtor Kyrinov
Arch Confessor
Arch-Confessor Kyrinov has been the scourge of blasphemers and heretics across a hundred worlds. He purged the Chaotic legions of the Demagogue Lord of Valaan, accompanied the Valhallan Ice Warriors on the Crusade of Repentance and crushed the Jihad of Duke Selda. Kyrinov is known for uninching adherence to his duties and his harsh treatment of those who deviate from his strict interpretations of Ecclesiarchal doctrine. Kyrinov often quotes from the scriptures of Confessor Dolan and strongly agrees with the Great Confessor's belief that no sacrice is too great. Kyrinov is seen by most as a vocal, tyrannical gure but his patience and shrewd mind often serve him better than any amount of sermonising and lambasting of the masses. It is claimed that Kyrinov would wait until the sun grew cold and the planets stopped spinning if it meant that an opponent to the Ecclesiarchy would fall from grace. Kyrinov's ery speeches, wild gestures and melodramatic acts of faith hide a very cold and logical approach to his work. A prime schemer and manipulator of people, Kyrinov is an impossible foe to out-think or placate. Kyrinov is most famous for his handling of the Molovian Heresy. While posing as a staunch supporter of the renegade Governor of Molov, Kyrinov spent three years gathering evidence against him and rallying support for his overthrow. With hundreds of secret meetings with industrial and trade leaders, Kyrinov stirred up a cartel which plotted to topple the greedy Governor Vlachek from power. Using his followers' power, Kyrinovs real message was able to reach almost every member of Molovian society. With the support of the workers' unions and the traders, Kyrinov was able to lead a popular revolt and wrest the reins of power from Vlachek. Vlachek's cousin was installed in power in his place and it must be noted that Molov now has a startling reputation for efciency and honesty when delivering its Ecclesiarchal tithes. All this was achieved with no other inuence from the Ecclesiarchy or any other lrnperial organisation. WS BS S T W I A Ld 5 3 3 3 3 3 3 10 Sv 4++

Kyrinov

Wargear
Master-crafted Bolt Pistol, Mace of Valaan, Icon of Chrios.

Mace of Valaan
The Mace of Valaan was presented to Arch-Confessor Kyrinov during his battles against Ihe Demagogue Lord of that world. The massive weapon glows with a Shimmering eld of force and can smash apart armour and bone with a single blow. The Mace of Valaan counts as a Power Fist that also ignores an enemys Invulnerable Save. See the Warhammer 40,000 rulebook for details on using power sts.

Icon of Chiros
Made from the black marble of the pulpit Confessor Dolan rst preached from, the Icon of Chiros represents one of the ultimate symbols of the Emperor's power. All who see it are lled with a fervent faith and an undying devotion to the cause. The sight of the icon is so terrifying to the enemies of the Imperium that they ee in terror. Kyrinov and his retinue are Fearless, but never suffer from the effects of No Retreat!

17

Uriah Jacobus
Protector of the Faith
Uriah Jacobus was a Missionary travelling the worlds west of Bakka, in the southern galaxy. By the age of fty he had introduced fteen new worlds to the Imperial Creed, a remarkable achievement considering the scarcity of inhabited planets in the region. He achieved even greater recognition on the half-frozen world of Solstice. After spending three years learning about the inhabitants of the world. whose technology and society was reaching a feudal stage, Jacobus started to introduce the doctrines of the Ecclesiarchy into the beliefs of the natives' own rather disorganised religion. When meeting the king of one particular realm, Jacobus was disturbed to see an idol or the kingdom's god - a four-armed god of death. Guessing a Genestealer cult to be involved, Jacobus returned to more friendly kingdoms and persuaded their rulers to ally with each other to attack the traitor king. As suspected, when Jacobus arrived with a mass of crossbowmen and cavalry at his back, his army was attacked by a horde of Genestealers. Although many of the horric creatures were felled by a storm of quarrels, the Genestealers started tearing apart the infantry with ease. Jacobus split his knights into two forces. One he left as a reserve while he led the other on a ank march that struck at the rear of the Genestealer cull. Smashing his way through a screen of human Brood Brothers. the knights attacked the heart of the cult. The Patriarch was nally slain, though a mound of bodies lay heaped around its corpse, and the Magus was spitted on a lance. The cult was momentarily confused by the loss of its leaders. Seeing the inaction of their foes, the rest of the knights attacked, sweeping away the disorientated aliens in one glorious charge. After the Battle of Solstice, Jacobus became a legendary gure, able to cali on the Emperor's aid to thwart whatever odds opposed him. He converted another six worlds to the Emperor's worship before he nally died of a lung-destroying virus on the death world of Gorang. WS BS S T W I A Ld 4 4 3 4 2 4 3 9 Sv 4+

Jacobus

Wargear
C a r a p a c e A r m o u r, M a s t e r - C r a f t e d S h o t g u n , Chainsword, Frag & Krak Grenades

Banner of Sanctity
The Banner of Sanctity was woven by the daughters of King Ellesan of Solstice from the nest threads. Foes who see the banner are lled with awe and dread, Friendly troops following the banner will ght their utmost for the honour of the Emperor. Jacobus and his unit will gain the Preferred Enemy rule for all enemies they face.

18

Confessor
Confessor WS BS S T W I A Ld Sv 4 3 3 3 2 3 3 9 4++ Priest

Priests
WS BS S 3 3 3 T W I 3 1 3 A Ld Sv 2 7 5+

Wargear
Rosarius, Brazier of Holy Fire, Laspistol.

Wargear
Flak Armour, Laspistol & Chainsword, Frag Grenades, Rosarius.

Special Rules
Fanatical
Such is their devotion and inspiring presence that the confessor and his squad may re-roll all failed to-hit rolls in close combat.

Special Rules
Righteous Fury
On the turn that they charge the priest and his squad may re-roll all failed to-hit rolls.

19

Zealot Mobs
Frateris are the male servants of the Ecclesiarchy, and while the Adeptus Ministorum may not employ men at arms, certain zealots may take up arms of their own accord, often accompanying a priest into battle as Frateris Militia. Though the ghting potential of a zealot mob is often debated, frequently posing as much a danger to itself as to the enemy, a well-led band can achieve great feats of valour nonetheless. Zealot WS BS S T W I A Ld Sv 2 2 3 3 1 3 1 6 -

Zealot Cavalry
The members of the Frateris Militia are recruited widely across many worlds with varying levels of technological progression. On many such worlds modern vehicles are uncommon, and crude carts drawn by horses or other beasts are used. Though it is not their responsibility, still more of the Frateris Militia function as a form of yeomanry, mounted on such beasts and performing patrols in areas where no organised Imperial police force is available, or dare go. Zealot Cavalry WS BS S T W I A Ld Sv 2 2 3 3 1 3 1 6 6+

Wargear
Two Close Combat Weapons.

Wargear
Two close combat weapons.

Zealot Standard
Though their combination of religious fervour and frothing lunacy may propel them into battle, with the aid of a orator, the Frateris Militia are not well known for battle-hardened resolve. For this reason they will often carry aloft crudely made but nonetheless inspirational banners to rally around. A single model may carry a standard of the Frateris Militia. However, this model will always be the last to be killed in the squad, as any time the banner bearer is slain another will take it up in their place. If the banner bearer is to be removed, simply remove another model (players choice) instead. Zealot mobs with standards may choose whether to make Morale checks on their Priests Leadership, or their own. When testing on their own they may re-roll failed Morale checks.

20

Missionaries
The advance forces of the Ecclesiarchy are the missionaries; individuals whose job it is to assess a worlds potential for reintegration with the teachings of the Adeptus Ministorum and to begin converting communities to the faith, or to root out heresy wherever they may nd it. Unsurprisingly this role is often dangerous, and as a result the missionaries are grizzled and battle scarred from many worlds that initially resisted the purifying light of the Emperor. Missionary Apostle WS BS S T W I A Ld Sv 3 3 3 3 1 3 1 7 5+ 3 3 3 3 1 3 2 8 5+ Penitent Engine

Penitent Engine
WS BS 4 2 S 5 Armour Front Side Rear I A 11 11 10 3 5

Wargear
Two Dreadnaught Close Combat Weapons with integrated Flamers.

Special Rules
Rampage
Penitent Engines ignore any Crew Shaken and Crew Stunned results on the vehicle damage table. If a penitent engine is immobilised then in each of its subsequent Movement phases roll a D6, on a roll of a 5+ the mysterious mechanisms shudder back into life and the Penitent Engine may move normally again.

Wargear
Flak Armour, Laspistol & Close Combat Weapon, Frag Grenades.

Special Rules
Incite
An experienced Apostle is a master orator, able to turn a crowd to contented worship or incite them into a religious fervour. If an enemy unit is within 12 of the missionaries, or is targeting a unit within 12 of them, then the Apostle may attempt to draw attention to his squad instead. The enemy unit must make a leadership test, and if failed their shooting will be resolved against the missionaries rather than the original target. Each Apostle may only incite a single enemy squad per turn or vehicle per turn.

Battle Frenzy
A Penitent Engine must always re its weapons if able to do so, and will re both at the nearest enemy, placing any template to cover as many models as possible. In the turn it Assaults, a Penitent Engine will make +D6 extra Attacks instead of the usual +1.

21

Ordo Hereticus
Inquisitor Karamazov
The Pyrophant Judge of Salem Proctor
WS BS S T W I A Ld 4 4 5 5 4 4 3 10 Sv 2+

Karamazov

Wargear
Master-crafted multi-melta, master-crafted power sword, frag, krak and inferno grenades, orbital strike relay.

Throne of Judgement
The Throne of Judgement bestows several characteristic boosts on Karamazov (included in his prole above) as well as a 2+ armour save. Furthermore, due to the thrones massive size, Karamazov cannot embark transport vehicles.

Special Rules
By Any Means Necessary
For Karamazov, individual allies are expendable. When Karamazovs orbital strike relay is red, you can choose to place the template so its centre is over a friendly model, rather than an enemy - even if that friendly model is in combat. If you do so, the shot does not scatter. All models under the template are hit as normal.

Dread Reputation
Karamazov knows little fear, and his followers dread his wrath more than any enemy. Karamazov can always choose to pass or fail Morale and Pinning tests as he wishes. Friendly units within 12 of Karamazov re-roll failed Morale and Pinning tests.

22

Witch Hunter Tyrus


Inquisitor of the Monodominant
The renowned Witch Hunter Tyrus is believed to have been tortured and maimed by the daemon Kholoth, and later saved the Inquisitor Covonis to become his apprentice. When Covonis was later killed by the very same daemon on Epsilon Regalis, it was Tyrus who took up his masters ornate articier armour and eventually banished Kholoth back into the Warp. Tyrus is a blatant follower of the Monodominant philosophy, a bombastic man whose bloody purges have left thousands of heretics dead in his wake. Suspicious of all psykers, even those supposedly cleared by the Inquisition, it is Tyrus creed to hunt down and exterminate every witch, mutant and warlock in the galaxy (including alien psykers). If, along the way, this means eradicating those who would seek to protect such abhorrent creatures, then so be it. Tyrus is perhaps one of the most active Inquisitors with regards to internal policing, ferociously hunting down those whom he deems heretics within the ranks of his own organisation. He is a great believer in many of the more arcane and religious trials and ordeals employed to judge the guilt or innocence of those he investigates. One of the more popular of these is the Trial by Balance, in which a droplet of the accused persons blood is placed on a set of nely- tuned scales opposite the same amount of water blessed by a member of the Ecclesiarchy. If the blood proves to be heavier, it is believed that this is because it is weighed down by the guilt of the donors crimes and they are condemned. The Ordeal of the Blade is another, which Tyrus most famously employed on the Sarcaphon of Gladrinus VI. A heavy, razor- sharp sword is gripped in the sts of the potential heretic, which they must hold above their head while the Inquisitor lists the accusations levelled against them in order of severity. If they can complete this feat without dropping the blade or its keen edge drawing blood, they have proved their innocence of the charges. If blood is spilt or the sword slips, the last spoken accusation and those remaining to be levelled are true. Miraculously, Sarcaphon Hydrupasta successfully endured the Ordeal for three and a half hours while Tyrus listed nearly 1,000 charges against him. There are many other types of trial and ordeal. In Trial by Holy Seal, the accused has a wax tablet placed upon their outstretched palm and a hot seal is applied to it. If the skin beneath the wax is burnt this is an indication of guilt. If it is unharmed this is an indication of the Emperors blessing. Other times, Tyrus has ordered those he is investigating to drink a jug of blessed water. If the accused cannot do so without choking or gagging, they are presumed guilty, having been unable to imbibe the holiness of the Emperor. Tyrus has also been known to use the Imperial Tarot, a divination process believed to be guided by the Emperor himself, to determine innocence or guilt literally on the turn of a card. Many are comforted by Tyrus use of such traditional methods and his staunch belief that it is the Emperor who makes these judgements, not himself. Tyrus WS BS S T W I A Ld 6 6 3 3 3 4 3 10 Sv 2+

Wargear
Articier Armour, Master-crafted Bolt Pistol, Power Fist & Force Knife, Frag, Frak & Inferno Grenades, Bionic Eye (Targeter & Psyoculum).

Power Fist & Power Knife


The ornate articier armour worn by Tyrus, previously worn by his mentor the Inquisitor Covonis, incorporates a vicious Power Fist with wicked talons, and an integrated Power Knife, allowing him to strike with dexterity of unstoppable strength. These provide the bonuses of a combined Power Fist and Force Weapon (as presented in the Warhammer 40,000 rulebook) but striking at Tyrus basic Initiative.

Special Rules
Trials and Ordeals
Tyrus reputation for the zealous application of traditional methods for determining the guilt of witches is well known throughout the Imperium, and it is said that his feats are even known to those alien psykers that consider themselves beyond a witch hunters reach All psykers (friend or foe) with line of sight to Tyrus must re-roll successful psychic tests unless a Perils of the Warp result was rolled.

23

Ordo Hereticus Inquisitor


Though they are not inherently tied to the affairs of the Adeptus Ministorum or the Adepta Sororitas, the Witch Hunters of the Ordo Hereticus often nd that their hunts for heretics will require them to requisition the aid of Ecclesiarchy forces. It is also not uncommon for larger operations of the Ministorum to draw the attention of the Ordo Hereticus, prompting them to send an Inquisitor to follow their progress or lead as required. Inquisitor WS BS S T W I A Ld Sv 4 4 3 3 3 4 4 10 4+

Wargear
Carapace Armour, Bolt Pistol & Close Combat Weapon*, Frag, Krak & Psyk-Out Grenades.

Special Rules
Psyker
An Ordo Hereticus Inquisitor upgraded to a psyker may choose a single Act of Faith (except Power of Prayer) to gain as a psychic power. This ability will follow the normal rules for psychic powers instead of those for Acts of Faith used by other units, meaning they may ignore the Faithful state of a squad, cause Perils of the Warp, do not expend Faith points, and are affected by anti-psyker equipment etc.

24

Acolyte Retinues
Adjutant
Inquisitors and clergymen alike accumulate followings of acolytes, sycophants or record-keepers. These will dedicate their time to performing numerous menial tasks for their masters, documenting events in meticulous detail and contacting various Imperial agencies to ensure operations go smoothly. In the heat of battle however any adjutant of note will distinguish themselves with unexpected acts of bravery, giving their lives to ensure the great works of the Imperium continue. Adjutant WS BS S T W I 2 2 3 3 1 3 A Ld Sv 1 6 6+

Death Cult Assassin


Death Cult Assassin WS BS S T W I 5 3 4 3 1 6 A Ld Sv 2 8 5+

Wargear
Flak Armour, Pair of Power Swords.

Special Rules
Invulnerable Save (5+).

Wargear
Close Combat Weapon

Special Rules
Unlikely Heroism
If an Independent Character in the squad suffers a wound (before saves), then it may instead be allocated upon a single Adjutant, killing them instantly.

Crusaders
Dedicated individuals of the Cardinals Crimson, trained in the Schola Progenium and selected for their devotion to the Emperor. Their gruelling training in their martial arts, and unswerving loyalty is second only to the sisters themselves, and their skills in combat are often called upon by the Adeptus Ministorum in times of need. WS BS S T W I A Ld Sv 4 3 3 3 1 3 1 8 5+ 4 3 3 3 1 3 2 9 5+

Dialogus
A Dialogus was once an ordinary acolyte, but through a process of bio-mechanical enhancement is nothing short of a walking machine spirit, able to process and store vast amounts of information at incredible speed. On the battleeld the ability to recall and pronounce any of the thousands of recorded speeches from master orators, or passages from holy texts, can boost morale and inspire courage. Any wise leader knows that the benets of such inspiration can turn the tide of a war. WS BS S T W I 2 2 3 3 1 3 A Ld Sv 1 6 6+

Crusader Veteran Captain

Dialogus

Wargear
Flak Armour, Storm Shield, Power Weapon.

Wargear
Close Combat Weapon

Special Rules (Squad)


Faithful (1), Holy Rage, Requires Mandate.

Special Rules
If a pinned or falling back unit is within 6 of a Dialogus at the start of its turn, or passes within 6 of one while moving, then it may test to regroup, even if normally unable to do-so or has already done so this turn. A pinned unit that passes its test will no longer be pinned, but may choose to Go to Ground again if it wishes to. 25

Acts of Faith (Squad)


Sword of Judgement
Phase: Beginning of either players Assault Phase. Effects: The squads weapons gain the Rending rule until the end of the phase.

Arco Flagellants
Heretics considered irredeemable may be subjected to arco-agellation as a last effort to repent. The monstrous husks that result from this process are shepherded into battle and directed at the enemy, where they will ght in a frenzy to seek any small redemption that they might nd. Arco Flagellant WS BS S T W I 5 1 5 3 1 3 A Ld Sv 4 8 -

Nightmare Helm
A modication of the standard control helm that ordinarily soothes the agellant until combat is joined, the nightmare helm delivers vivid and horrifying images of damnation combined with a mixture of drugs to induce a more intense psychotic state than normal. At any time in the game the Sisters of Battle player may choose to trigger an acro-agellent squads nightmare helms. For the remainder of the battle the agellants will gain the Fleet, Moves Through Cover, and Fearless special rules, however their Rage will be so severe that they will assault and attack any nearby unit, friend or foe.

Wargear
Arco-ails (close combat weapon).

Arco-Disruptors
Arco-Disruptors count as a Power Weapon.

Special Rules
Feel no Pain, Requires Mandate (Mob).

Implant Injectors
Any squad with implant injectors may activate one or more drugs at the start of any Assault phase, however each type may only be used once per battle, and will wear off at the end of the phase. Bane A doubled dose of the combat drugs normally administered intravenously into a agellants system. The acro-agellants gain the Furious Charge and Counter-Attack special rules. If activated at the same time as Exoneration the agellant will be slain automatically after it makes its attacks. Exoneration The cruelly named and highly unstable drug cocktail referred to simply as exoneration will push a agellants already over worked metabolism past breaking point, resulting in a burst of terrible rage that is deadly for both the agellant and its enemies. The arco-agellants may re-roll all failed rolls to-hit and to-wound, however, any re-rolled dice that results in a 1 will result in the death of a agellant once the attacks have been resolved. Rout A neutralising agent that can temporarily rid the arcoagellant of its self destructive bloodlust, allowing for a normal terror response. The arco-agellants gain the Hit & Run special rule. May not be activated with Bane or Exoneration.

26

Servitor
Servitor WS BS S T W I 3 3 3 3 1 3 A Ld Sv 1 8 4+

Mandated Troopers
It is rare that the Adepta Sororitas, the Inquistion or the Ecclesiarchy ever mobilise alone, far more commonly they ght alongside the Imperial Guard, either calling upon crack units specialised in a particular style of warfare, or issuing a mandate granting forces in the area to act on behalf of the Imperium in eradicating a threat. In dire circumstances, or during wars of faith or crusades, the Orders Militant will deploy in force to aid other Imperial forces in major operations, serving to bolster the faith of the troops through shining example and by providing much need relief through supplies, medical aid, or martial might. On Imperial worlds it is also just as common that the forces working alongside will be local police forces, or the patrol teams and enforcers of the elite Adeptus Arbites. In such cases these forces are frequently employed as escorts for their advanced knowledge of the area, or provided the authority to close down entire city sectors in the pursuit of heretic forces. In support of any good police and patrol force are sniffer hounds, or the more advanced cyber-mastifs, providing keen senses for hunting down threats, and just as keen jaws to those that dare resist.

Wargear
Carapace Armour, Servo-Arm.

Special Rules
Mindlock
If a unit with Servitors no longer has a character leading it then it must test for mindlock at the start of each friendly turn. Roll a D6, on a 4+ the servitors function normally, otherwise they become mindlocked and may not move, shoot or assault that turn (though they will ght normally in close combat).

Sister Hospitaller
Sisters of the Orders Hospitaller train extensively in knowledge of medicine and healing, but can be found in a variety of roles. Many dedicate themselves to hostels and shelters for the needy, while others accompany the armies of the Imperial Guard to provide surgeons and nursing staff. The most sought after Sisters Hospitaller however are those who have trained to go to battle as eld medics. Capable ghters in their own right after being partially trained by the Orders Militant, these sisters enter battle in their distinctive, hermetically sealed Carapace Armour, well able to save the lives of their charges and defend them from harm with equal vigour. WS BS S T W I Sister Hospitaller 3 4 3 3 1 3 A Ld Sv 1 8 4+

WS BS Mandated Trooper 3 3 Veteran Trooper 3 4 Hound 2 0 Cyber-Mastif 3 0

S T W I 3 3 1 3 3 3 1 3 4 3 1 3 4 3 1 4

A Ld Sv 1 8 5+ 1 8 5+ 1 5 1 5 4+

Wargear (Trooper)
Flak Armour, Laspistol & Chainsword.

Special Rules (Hound/Mastif)


Furious Charge, Counter-Attack.

Wargear
Carapace Armour, Bolt Pistol & Chainsword, Narthecium.

27

War Machines
Rhino
Armour Rhino Type Tank BS Front Side 4 11 11 Rear 10

Immolator
The most common Rhino variant employed by the Adepta Sororitas provides the chassis for the Immolator pattern tanks, feared and praised throughout the Imperium for the purging re it brings upon the heretics it is deployed against. Armour Immolator Type Tank BS Front Side 4 12 11 Rear 10

Wargear
Pintle-mounted Storm Bolter, Smoke Launchers, Searchlight.

Transport
A Rhino can carry up to 10 models. Fire Points: Two models can re from the Rhinos top hatch. Access Points: One at the rear of the vehicle, and one on each side.

Wargear
Smoke Launchers, Searchlight.

Transport
An Immolator without Flamestorm Cannon or sidesponsons can carry up to 6 models. Fire Points: One model can re from the Immolators top hatch. Access Points: One at the rear of the vehicle, and one on each side.

Special Rules
Repair
Though the Adepta Sororitas Mechanicus adepts are still taught by the Adeptus Mechanicus of Mars, their order as a whole shuns involvement with the tech priests. For this reason, their vehicles are intentionally designed to require as little deviation from the standard Rhino chassis, allowing for easy repair of Rhinos and the Adherer/Immolator variants. Rhinos are exceptionally resilient vehicles and can often be repaired by their crew in the heat of battle. If a Rhino-based vehicle is immobilised for any reason, then in subsequent turns the driver may attempt to effect a temporary repair instead of shooting. Roll a D6 in the Shooting phase, and on a 6 the vehicle is free to move from its next turn.

28

Repressor
A vehicle specialised in urban warfare, the Repressor is capable of performing crowd-control work, but is also well armoured enough to handle a mixture of battleeld roles, excelling at delivering troops as quickly as possible to where they are needed. Armour Repressor Type BS Front Side Tank, Fast 4 12 12 Rear 10 Immolator

Adherer
As a modication of the Immolator variant, the Adherer forgoes aming weapons for an unending hail of repower, allowing it to support squads from afar. Armour Type Tank BS Front Side 4 12 11 Rear 10

Wargear
Turreted Twin-Linked Heavy Bolters, Smoke Launchers, Searchlight.

Wargear
Storm Bolter (Turreted), Flamer (Pintle mounted), Extra Armour, Smoke Launchers, Searchlight, Dozer Blade, Assault Ram.

Transport
An Adherer without side sponsons can carry up to 6 models. Fire Points: One model can re from the Immolators top hatch. Access Points: One at the rear of the vehicle, and one on each side.

Transport
A Repressor may transport up to 12 models. Fire Points: Up to six models may re from the ring slits on the troop section. Access Points: One at the rear of the vehicle and two access points to either side unless equipped with side sponsons.

29

Exorcist
Armour Exorcist Type Tank BS Front Side 4 13 11 Rear 10

Wargear
Exorcist War Organ, Smoke Launchers, Searchlight, Holy Icon.

Special Rules
Exorcist War Organ
This arcane mechanism is barely understood, and each is a technological marvel of unparalleled beauty and destructive power. In each turn, the Exorcist may choose one of the following modes of re: Repentant Requiem The Exorcist missiles are directed to a specic target, allowing them to deliver their full payload onto a single concentrated point. Range 48 Strength 8 AP Type 1 Heavy D6

Dirge of Lament The Exorcist missiles are launched into the air, allowing their warhead to break apart into submunitions before they reach the targeted location. Range 48 Strength 5 AP Type 6 Heavy D3, Blast, Barrage, Ignores Cover

Procession of Glory Instead of ring missiles, the organ strikes up a rousing crescendo that drowns out all else upon the battleeld, lifting the hearts of all those whose faith might otherwise waver. Roll a D6, if the result exceeds the current number of Faith points in the armys pool, then a single Faith point is added to the pool. A roll of a 1 always fails. No more than one Faith point may be generated in this way each turn, however multiple Exorcists may make the attempt until a point is generated.

30

Supernal Lander
Few vehicles evoke the same sense of awe in Imperial forces, or dread in their enemies, than a Supernal Lander. These heavily armed aircraft are a larger variant of the common Aquila lander, built around a strong reinforced spine this unusual craft has large, angelic wings that cast a terrifying silhouette upon the battleeld as it descends, blazing through the atmosphere like a ery vision of impending doom. Unlike other landing craft the Supernal Landers lack an internal troop compartment, instead the strong, narrow hull behind the ablative prow has outward facing harnesses, with enclosing side armour sections that are hurled open when the occupants are ready to disembark, combining elements of an assault craft with the rapid deployment of a drop-pod. Armour Supernal Lander Type BS Front Side Skimmer, 4 12 12 Fast Rear 10

Special Rules
Deep Strike
The Supernal Lander and its occupants may enter the battleeld following the normal rules for Deep Strike.

Angelic Judgment
During its Movement phase the Supernal Lander may choose to re the bolts on its troop compartments, exposing them to the outside world. Doing this causes the vehicle to become Open Topped, allowing all of its passengers to re, and allowing them to disembark freely so long as the lander did not move Flat Out, but also leaving the lander more vulnerable to enemy shooting. The compartments may be closed during any of the landers subsequent Movement phases, causing it to cease being Open Topped, though troops may not disembark in the same turn. A Supernal Lander may have its passengers disembark normally, without blowing the bolts early, in which case all normal rules are followed, but it is important to announce which method is being used!

Wargear
Hurricane Bolters mounted on each wing (treat as hull mounted), Laud Hailer, Holy Icon, Searchlight.

Ceramite Plating
The front armour of the Supernal Lander is designed to resist the extreme heat of atmospheric entry. Any hits against the front armour of the vehicle may not benet from the Melta special rule.

Righteous Charge
Embarked Jump Infantry may disembark even after the Supernal Lander moved Flat Out. To do this, pick any point along the landers ight-path, and attempt to place the unit following the rules for Deep Strike. If any models cannot be deployed then the entire unit is destroyed as per a result of 1-2 on the Deep Strike Mishap table. Performing this action will cause the troop compartments to be automatically opened as above.

Transport
The Supernal Lander can carry any squad of up to 12 models, including Jump Infantry. Fire Points: none. Access Points: A Supernal Landers access points run along the full length of its main-hulls sides.

31

Armoury
Weapons
Blessed Weapon
Including such renowned weapons as the Blade of Admonition, the Axe of Retribution and the Flail of Chastisement, blessed weapon is a category that includes the most revered artefacts carried to war by the Orders Militant. A blessed weapon is a Master Crafted Power Weapon that adds 2 to the bearers Strength. Blessed Weapons are so rare that only a single weapon may be taken per army.

Condemnor
A highly specialised weapon resembling an ancient crossbow, the Condemnor is nonetheless designed to inict cruel punishment upon any psyker struck by its deadly silver stakes. AP Type - Assault 1, Psishock* Any psyker hit suffers from Perils of the Warp in addition to other effects. Range 24 Strength 5

Bolt-weapons
Valued throughout the Imperium, bolt-weapons re explosive high-impact shells at the enemy with devastating effect. Weapon Range Str AP Type Bolt Pistol 12 4 5 Pistol* Boltgun 24 4 5 Rapid Fire Storm Bolter 24 4 5 Assault 2 Heavy Bolter 36 5 4 Heavy 3 Hurricane Bolters 24 4 5 Rapid Fire 3, TwinLinked* *A pair of bolt pistols may re two shots. **Hurricane Bolters are a single weapon comprised of three sets of twin-linked boltguns.

Eviscerator
This is a grotesquely large two-handed chainsword. It must be wielded in both hands and so cannot be used in combination with another close combat weapon. It is treated in all other respects as a power st that rolls 2D6 for Armour Penetration. See the Warhammer 40,000 rulebook for details on using power sts.

Flail
A ail is a two-handed close combat weapon that grants the Furious Charge special rule.

Flame-weapons
Deadly ame-based weapons are used to purge areas of enemy infantry as purifying re is unimpeded by any cover the enemies of the Imperium may cower behind. Weapon Range Str AP Type Hand Flamer Template 3 6 Pistol* Flamer Template 4 5 Assault 1 Heavy Flamer Template 5 4 Assault 1** Flamestorm Template 6 3 Heavy 1 Cannon *A pair of hand amers re a single shot with the prole of a Flamer. **As accurate aiming is not essential to the weapons effectiveness, twin-linked heavy amers may be red at Cruising Speed.

Brazier of Holy Fire


This holy artefact is said to light the faces of the faithful and leave the impure shrouded in darkness. In battle, the brazier can be wielded like a weapon in close combat and contains enough fuel to spray a jet of ames at the enemy. The Brazier of Holy Fire counts as a close combat weapon. In addition, it may be used once per battle like a amer. All of the normal rules for a amer apply.

Chainsword
A chainsword is a close combat weapon.

Combi-Weapons
Combi-weapons are weapons that have been specially modied by skilled artisans. Each has been expertly converted to house another weapon. A model armed with a combi-weapon may choose to re either the primary weapon or the secondary weapon in each of their Shooting phases. Both weapons are red as normal for weapons of their type, however the secondary weapon may only be red once per battle. A combi-weapon may, for example, be presented as Boltgun/Flamer, in which case the Boltgun is the primary weapon and the Flamer the seconday weapon. 32

Grenade Launcher
Grenade Launchers are versatile, man-portable weapons capable of ring a range of deadly grenade rounds. Each time the grenade launcher res, the controlling player decides which round is being used. Grenade Range Strength AP Type Frag 24 3 6 Assault 1, Blast Krak 24 6 4 Assault 1 Stun* 24 - Assault 1, Blast *Squads hit by stun grenades must take an immediate Pinning test, with a -1 Leadership penalty for each model hit after the rst (per squad).

Las-weapons
Using concentrated laser energy, the las weaponry of the Imperium requires large amounts of power in order to re at higher impact, meaning that most portable lasweaponry is relatively weak. Weapon Range Str AP Type Laspistol 12 3 - Pistol* Lasgun 24 3 - Rapid Fire Hot-shot Lasgun 24 3 3 Rapid Fire *A pair of laspistols may re two shots.

Orbital Strike Relay


The orbital strike relay is treated as a ranged weapon that can be used provided that the bearer did not move in the preceding Movement phase (though he can later Assault if the player wishes). Each time the orbital strike is used, you must choose which kind of strike you wish to call down. Note that orbital strikes will always scatter the full 2D6 in the direction shown (if a Hit is rolled, then scatter in the direction of the small arrow on the hit symbol). Range Strength AP Type Unlimited 6 4 Ordnance D3, Large Blast Lance Unlimited 10 1 Heavy 1, Blast*, Lance Psyk-out Unlimited 6 4 Ordnance 1, Large Blast, Psishock** *Vehicles are hit at full effect regardless of how much of the template strikes them. **Any psyker hit suffers from Perils of the Warp in addition to other effects. Strike Barrage

Master Crafted Weapons


Master-craft weapons are each the product of years of careful labour by the most accomplished artisans in the Imperium. A weapon that has been manufactured with such dedication will be noticeably superior to any other weapon of its type. A master-crafted weapon allows the bearer to re-roll one failed roll To Hit per player turn when using the weapon.

Melta-weapons
Melta weapons are lethal anti-armour guns, used when undertaking assaults against heavily fortied defence lines and bastions. Most effective at very short range, melta weapons are capable of reducing rock, metal and living material to molten slag or ash. Weapon Range Str AP Type Inferno Pistol 6 8 1 Pistol*, Melta Meltagun 12 8 1 Assault 1, Melta Multi-melta 24 8 1 Heavy 1, Melta *A pair of inferno pistols re as if twin-linked.

Plasma-weapons
Firing compact packets of superheated plasma energy these weapons, though unpredictable, excel at punching through enemy armour. Weapon Range Str AP Type Plasma Pistol 12 7 2 Pistol, Gets Hot! Plasma Gun 24 7 2 Assault 1, Gets Hot! Plasma Cannon 36 7 2 Heavy 1, Gets Hot!

Neural whip
The ailing, psycho-conductive neural whips carried by the Mistresses of Sister Repentia squads are as much symbols of rank as they are vicious weapons that lash out at the enemies of the Emperor before they are able to strike back. A neural whip is a Power Weapon, and adds 1 to the bearers Initiative.

Psyocculum
The bearer of a psyocculum (and their unit) count as being Ballistic Skill 10 if shooting at a psyker, or a unit containing a psyker.

Sarissa
These vicious, spiked combat attachments are used by the Adepta Sororitas to add lethal close combat utility to their standard issue boltgun, allowing them to ght at full effect after ring their weapons. Models with a Boltgun & Sarissa may assault any enemy that they re at as if they had red an Assault weapon. A Sarissa is also treated as an additional close combat weapon.

Null Rod
A null rod is a power weapon. Any unsaved wounds caused by a null rod inict Instant Death on psykers. Furthermore the bearer (and their squad) cannot be affected by psychic powers (friendly or enemy).

Stubbers
Simple but semi-reliable projectile weapons that are cheap and easy to manufacture. Weapon Range Str AP Type Stubgun 8 3 6 Pistol Autogun 18 3 6 Rapid Fire Heavy Stubber 36 4 6 Heavy 3

Shotguns
Trusted weapons that have changed very little over the expansive history of the Imperium. Weapon Range Str AP Type Shotgun 12 3 - Assault 2 Combat Shotgun 12 4 - Assault 2

33

Equipment
Auspex
A hand-held scanner capable of detecting enemies. Before the game starts, an model(s) equipped with an auspex may scan the area, detecting any enemy inltrators within 4D6. The model, and any unit that they are with, may shoot at the detected enemy before the game begins, resolving shots as normal.

Riot Shield
A model equipped with a riot shield may take a 5+ Invulnerable save against a single opponent, chosen by the defender in each Assault phase. If a model with riot shield is within unit coherency adjacent to another model with riot shield, then it may apply this save against all enemy attacks, including Shooting.

Book of Saint Lucius


This great tome contains the many inspirational writings and sermons of St. Lucius of Agatha. Any friendly unit with a model within 6" may use the bearers unmodied Leadership value for any Morale checks or Pinning tests it is required to take.

Rosarius
A Rosarius is a badge of faith which incorporates a powerful conversion eld that protects its wearer from harm. A model with a Rosarius gets a 4+ Invulnerable save that may be taken instead of the models normal Armour save.

Imagifer
An Imagifer is simply a carried icon bearing a Simulacrum Imperialis. It is assumed that a model with an Imagifer is able to ght as normal due to additional training, or by planting it in the ground as required.

Sacred Standard
Any unit with the Adepta Sororitas rule with a model within 6" of the standard adds +1 to its combat resolution score in an assault, i.e, it counts as having inicted one more casualty than it actually did. The effect of multiple Sacred Standards is cumulative.

Litanies of Faith
The Litanies of Faith contain the entire teachings of the Ecclesiarchy, and their hymnals and chants ll the Emperors servants with burning zeal. Once per game, the character may use an Act of Faith without the need for a Test of Faith, and without expending a Faith Point.

Sacred Banner of the Order Militant


All Adepta Sororitas squads within 12 are Fearless.

Seraphim Jump Pack


The wearer of a Seraphim Jump Pack becomes Jump Infantry, and gains the Angelic Visage and Hit & Run special rules.

Mantle of Ophelia
The Mantle of Ophelia is a badge of ofce for highranking members of the Adepta Sororitas and is believed to have sacred powers of protection. The rst time the wearer takes a wound that would cause an instant death effect, only one wound is actually taken. The mantle may only be used once per battle. One per army.

Servo-Arm
A Servo Arm grants an extra attack in close combat, at Strength 8, Initiative 1 and ignoring armour saves.

Servo-Skulls
Servo-skulls are counters that may be placed anywhere on the battleeld outside the enemy deployment zone, before any forces are deployed, and may not move during the game. Enemy Inltrators cannot set-up within 12 of a servoskull, nor can enemy Scouts use their pre-game move to approach to within 12 of one. A friendly unit arriving with Deep Strike may roll one less D6 when determining scatter if it aims to arrive within 12 of a servo-skull, likewise blast template roll one less D6 for scatter if aimed within the 12 area. Servo-skulls may not be attacked, but are automatically destroyed if an enemy moves within 6 of them.

Narthecium
So long as the bearer lives, they and their squad will benet from the Feel no Pain special rule.

Praesidium Protectiva
Believed to contain shards of armour worn by the Emperor Himself, this shield can be used to defend against enemies assaulting the bearer. A Praesidium Protectiva follows the rules for a Riot Shield, except its Invulnerable Save is 3+.

Purity Seals
A squad containing one or more models with purity seals may roll an extra D6 when falling back, and discard the highest dice rolled.

34

Simulacrum Imperialis
These holy symbols of the Ecclesiarchy were once carried by one of the Imperiums many saints, or may even be wrought from their bones. When a squad with a Simulacrum Imperialis takes a test of faith it may roll an extra D6, and discard the highest dice rolled.

Storm Shield
A storm shield is a solid shield that has an energy eld generator built into it. The energy eld can deect almost any attack, even shots from might lascannons and close combat strikes from power weapons. A model equipped with a storm shield has a 3+ Invulnerable Save, but can never claim the +1 Attack bonus for being armed with two close combat weapons in an assault.

Targeter
A model with a targeter may choose to use it instead of ring a weapon, allowing a single model in the same squad to re with Ballistic Skill 5. Any number of models in a squad may use their targeters.

35

Grenades
Frag Grenade
Frag Grenades are assault grenades as described in the Warhammer 40,000 rulebook.

Krak Grenade
See the Warhammer 40,000 rulebook for details of using krak grenades.

Inferno Grenade
Inferno grenades are bulky, chemical grenades that burst apart to scatter aming liquid onto an entrenched enemy. Inferno grenades may be thrown instead of Frag grenades when assaulting an enemy. If the squad successfully charges, then for each model armed with inferno grenades roll a D6. On a 5+ they have scored a hit, resolved against the target as per shooting with the following prole: Range Strength AP Type Assault 3 6 Ignores Cover Any wounds scored from these grenades are counted in the ensuing close combat, and wounded models should be removed as per the normal rules for wounds caused in the assault phase.

Meltabombs
See the Warhammer 40,000 rulebook for details of using meltabomb.

Psyk-out Grenade
Psyk-out grenades are produced using an extremely rare substance thought to be a by-product of the esoteric processes that sustain the Astronomican. Upon detonation each grenade scatters a dense cloud of psirefractive particles across the target area. Psykers and Warp entities caught in the blast zone are momentarily stunned, leaving them helpless before the Inqusition. When a unit equipped with psyk-out grenades launches an assault, any Daemons or psykers in the assaulted unit(s) are reduced to Initiative 1 for the remainder of the phase.

36

Armour
Artificier Armour
Articier armour is sometimes described as the nest physical protection available to the warriors of the Imperium. Less bulky and ponderous than Terminator armour, but offering more protection than the power armour commonly employed by the Sisters of Battle, the articier armour s super-dense construction materials and damage control devices enable the wearer to shrug off strikes from anti-tank rockets and even direct hits from battle cannon shells. A model that wears Articier armour has a 2+ save.

Cloak of Saint Aspira


A magnicent cloak of velvet and fur, blessed in the Ecclesiarchal Palace of Terra to ward away the blows of the Emperors enemies. A Cloak of St. Aspira improves a models armour save by 1, e.g - causing Power Armour to become a 2+ save.

Flak Armour
The standard-issue armour in the Imperium, ak armour is primarily designed to be cheap and easy to produce. As such, the level of protection provided to the wearer is far from perfect, but its ablative layers of thermoplast and impact absorbent carbibres can mean the different between life and death in a reght. A model that wears Flak armour ha s a 5+ save.

Carapace Armour
Carapace armour is made up of large rigid plates of armaplas or ceramite, moulded to t the wearer. It is the favoured form of protection for forces for whom mobility is a key consideration, as it provides good protection with minimum encumbrance. A model that wears Carapace armour has a 4+ save.

Power armour
Made from thick ceramite plates and electronically motivated bre bundles that replicate and enhance the movements of the wearer, power armour is among the best protective equipment the Imperium can provide. A model wearing power armour has a 3+ Armour save.

37

Vehicle Upgrades
Assault Ram
A large, heavily reinforced battering ram tted to the vehicles super structure, capable of smashing through all but the strongest target. When ramming another vehicle, a tank tted with an Assault Ram will roll an additional D6 for armour penetration, discarding the lowest, and receives a +1 Strength bonus. A vehicle with both an Assault Ram and a Dozer Blade may attempt to ram buildings, however the hit inicted upon the vehicle in return will receive a +2 Strength bonus.

Laud Hailers
Proclaiming the power of the Emperor in heavenly tones, Laud Hailers ll the enemies of Mankind with dread. Any unit tank shocked by a vehicle with Laud Hailers deducts 1 from its Leadership when taking the subsequent Morale check. The effects of multiple Laud Hailers are not cumulative.

Pintle-Mounted Storm Bolter


Pintle-mounted Storm Bolters are xed to the outside of a vehicle and can be used by a crewman from an open hatch or from inside the vehicle. They are treated as an extra Storm Bolter that can be used in addition to any other weapons the vehicle has.

Blessed ammunition
Any Hurricane Bolter, Storm Bolter or Heavy Bolter with blessed ammunition will ignore cover saves when red. If a vehicle takes blessed ammunition as wargear option instead of a weapon upgrade, then all such weapons gain blessed ammunition.

Ramming Spikes
Vicious bladed or reinforced spikes protruding from the front of a vehicle can inict additional damage when when a collision occurs. When ramming another vehicle, a tank tted with Ramming Spikes will receive a +1 Strength bonus.

Dozer Blade
Vehicles equipped with dozer blades can re-roll a failed Difcult Terrain test as long as they do not move more than 6" that turn.

Searchlight
Searchlights are only of use in missions where the Night Fighting scenario special rule is being used. They allow one enemy unit spotted by the vehicle to be red at by any other friendly units that are in range and have a line of sight (the enemy unit has been illuminated by the vehicles searchlight). However, a vehicle that uses a searchlight can be red on by any enemy units in their next turn, as they can see the searchlight shining out of the dark.

Extra Armour
Some Imperial vehicle crews add additional armour plating to their vehicles to provide a little extra protection. Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage table as Crew Shaken results instead.

Holy Icon
The vehicle has a suitably large and impressive symbol of the Ecclesiarchy mounted upon it, a potent sign of the Emperors blessing and protection. Any friendly unit with a model within 6" of the vehicle adds 1 to its Leadership for the purposes of taking any Morale checks and Pinning tests, up to a maximum of 10. The effects of multiple holy icons are not cumulative.

Smoke Launchers
See the Warhammer 40,000 rulebook for details of this vehicle upgrade.

Holy Promethium
A vehicle armed with twin Heavy Flamers or twin Flamestorm Cannons and equipped with holy promethium will force a unit it causes a casualty upon to take a Morale check as if it had just suffered 25% or more casualties.

Hunter-killer missile
Hunter-killer missiles are a common upgrade for Imperial vehicles for providing anti-tank repower, they are treated as an additional weapon. Range Unlimited 38 Str 8 AP Type 3 Heavy 1, One Shot

Forces of the Divine Emperor

40

HQ
Saint Celestine
Saint Celestine Composition 1 (Unique) Wargear Armour of Saint Katherine Ardent Blade Wings of Faith WS BS S T W I A Ld Sv 6 5 3 3 3 5 3 10 2+/4++ Unit Type Jump Infantry Special Rules Adepta Sororitas Faithful (3) Independent Character Eternal Warrior Miraculous Intervention 200 points Options: May have a Celestian Retinue. Any number of models in the retinue may replace boltgun & sarissa with: Praesidium Protectiva#....................+10 pts/model Upgrade retinue with: Wings of Faith#..................................+5 pts/model

Saint Praxedes
WS BS Saint Praxedes 6 5 Composition 1 (Unique) Wargear Power Armour Cloak of St. Aspira* Purity Seals Boltgun with Sarissa Sceptre of Vengeance Frag & Krak Grenades *Included in prole. S T W I A Ld Sv 3 3 3 4 3 10 2+ Unit Type Infantry Special Rules Adepta Sororitas Faithful (2) Independent Character Inspirational Leader Preferred Enemy (Tyranids)

125 points Options: May have a Celestian Retinue. Upgrade retinue with: Preferred Enemy (Tyranids)#.............+2 pts/model ................................+4 pts/model Furious Charge #

Canoness
WS BS S T W I A Ld Sv Canoness 5 5 3 3 3 4 3 10 3+ Composition Unit Type 1 Canoness Infantry Wargear Special Rules Power Armour Adepta Sororitas Purity Seals Faithful (2) Bolt Pistol & Chainsword Independent Character Frag & Krak Grenades Wargear Options: Auspex#.......................................................+5 points Book of Saint Lucius#.................................+10 points Cloak of St. Aspira#....................................+10 points ..............................................+10 points Meltabombs # ..............+20 points Mantle of Ophelia (one per army)# Master Crafted Weapon # ............................ +20 points Seraphim Jump Pack#................................+25 points .........................................+30 points Litanies of Faith# Rosarius#...................................................+30 points

75 points per model Options: Replace either weapon with: Boltgun & Sarissa#................................+10 points Brazier of Holy Fire #..............................+15 points Power Weapon#....................................+15 points Praesidium Protectiva#..........................+15 points .........................................+15 points Storm Bolter# ........................................+20 points Inferno Pistol# Plasma Pistol #.......................................+20 points Combi-weapon: Boltgun/Flamer#..............................+15 points ......................+20 points Boltgun/Plasma Gun# Boltgun/Meltagun # .......................... +20 points Eviscerator#..........................................+25 points Blessed Weapon (one per army)#.........+30 points Replace both weapons with: ..................................+5 points Pair of Bolt Pistols# ...........................+15 points Pair of Hand Flamers # Pair of Inferno Pistols # ...........................+25 points

41

HQ
Palatine
WS BS Palatine 4 5 Composition 1 Palatine Wargear Power Armour Purity Seals Bolt Pistol & Chainsword Frag & Krak Grenades S T W I A Ld Sv 3 3 2 4 2 9 3+ Unit Type Infantry Special Rules Adepta Sororitas Faithful (1) Independent Character 40 points per model Options: May replace replace either weapon with: Boltgun & Sarissa#................................+10 points Brazier of Holy Fire #..............................+10 points Power Weapon#....................................+10 points Praesidium Protectiva#..........................+10 points .........................................+10 points Storm Bolter# Inferno Pistol # ........................................+15 points Plasma Pistol#.......................................+15 points Combi-weapon: Boltgun/Flamer#..............................+10 points ......................+15 points Boltgun/Plasma Gun# Boltgun/Meltagun#..........................+15 points Eviscerator #..........................................+20 points Blessed Weapon (one per army)#.........+25 points Replace both weapons with: Pair of Bolt Pistols#..........................................free ...........................+10 points Pair of Hand Flamers # ...........................+15 points Pair of Inferno Pistols#

Wargear Options: Auspex#.......................................................+2 points Book of Saint Lucius#...................................+5 points ................................................+5 points Meltabombs # ........................................................+3 points Sarissa# Cloak of St. Aspira#....................................+10 points ..............+15 points Mantle of Ophelia (one per army)# Master Crafted Weapon # ............................ +15 points Seraphim Jump Pack#................................+20 points .........................................+25 points Litanies of Faith# Rosarius#...................................................+25 points

Celestian Retinue

100 points

May eld one retinue per canoness. Must deploy with a Canoness who may not leave unless squad is destroyed. WS BS S T W I A Ld Sv Options: Celestian 4 4 3 3 1 3 1 9 3+ Any number of models swap boltgun & sarissa for: Veteran Superior 4 4 3 3 1 3 2 9 3+ Storm Bolter#................................+5 points/model Composition Unit Type One Celestian may replace boltgun & sarissa with: ............................................................free Flamer# 1 Veteran Superior and 4 Infantry Celestians. ................................................+5 points Special Rules Meltagun# Wargear One Celestian may replace boltgun & sarissa with: Faithful (1) Power Armour Heavy Bolter#..........................................+5 points Adepta Sororitas Boltgun with Sarissa Heavy Flamer#......................................+10 points Holy Hatred Chainsword Acts of Faith Multi-melta#...........................................+15 points Frag Grenades One Celestian may carry an Imagifer#.........+10 points Hand of the Emperor One Celestian may carry: Divine Guidance Sacred Standard #.................................+20 points The Passion Banner of the Order Militant (one per army) Light of the Emperor #............................................................+50 points Spirit of the Martyr Upgrade one Celestian to a Sister Hostpitaller Character Options: replacing boltgun & sarissa with a Narhtecium# ............ Veteran Superior may swap chainsword for: # ...................................................................+30 points Power Weapon#....................................+10 points Entire squad may be equipped with: Veteran Superior may swap bolt pistol for: Krak Grenades#................................+2 pts/model Plasma Pistol#.......................................+15 points Inferno Grenades#.............................+3 pts/model ........................................+15 points Inferno Pistol# ..........................+5 pts/model Cloaks of St. Aspira# Veteran Superior may be equipped with: Dedicated Transport (one choice): ...........................................+5 points Meltabombs # Rhino#.........................................................+50 points Immolator (6 models)#.................................+75 points 42

HQ
Redemptor Kyrinov
130 points Kyrinov removes the restriction on number of Priesthoods (within the normal restriction for HQ choices). WS BS S T W I A Ld Sv Acts of Faith Special Rules Kyrinov 5 3 6 3 3 3 3 10 4++ Hand of the Emperor Independent Character Composition Wargear Divine Guidance Adeptus Ministorum Light of the Emperor 1 (Unique) Master-crafted Bolt Pistol Fanatical Unit Type Faithful (3) Mace of Valaan Infantry Icon of Chiros Rosarius

Uriah Jacobus
WS BS S T W I A Ld Sv Jacobus 4 4 3 4 2 4 3 9 4+ Composition Special Rules 1 (Unique) Independent Character Unit Type Scout Infantry Inltrate Wargear Move through Cover Carapace Armour Stealth Combat Shotgun Chainsword Frag & Krak Grenades

60 points Options: May take a squad of Missionaries as a retinue, causing other Missionaries to no longer Require Mandate and become available as Elites as well. Equip Jacobus with: ...........................................+5 points Meltabombs # Upgrade retinues shotguns to: ............................+2 pts/model Combat Shotguns #

Confessor

80 points

For each Confessor elded in the army the restriction on the number of Priests is increased by 5. WS BS S T W I A Ld Sv Options: Confessor 4 3 3 3 3 3 3 10 4++ Confessor may replace either weapon with: ...............................................+5 points Composition Special Rules Bolt Pistol# ........................................+15 points Inferno Pistol# 1 Confessor Independent Character Power Sword #.......................................+15 points Unit Type Adeptus Ministorum Blessed Weapon (one per army)#.........+20 points Infantry Fanatical Wargear Faithful (2) Acts of Faith Brazier of Holy Fire Laspistol Hand of the Emperor Rosarius Divine Guidance Light of the Emperor

0-5 Priests

45 points per model

Do not count toward maximum HQ choices. Must be deployed in a squad not already accompanied by a Priest. WS BS S T W I A Ld Sv Options: Priest 3 3 3 3 2 3 2 8 5+ # free Replace laspistol with Bolt Pistol or Shotgun......... Composition Unit Type Replace chainsword with: Brazier of Holy Fire #..............................+10 points 1 Priests Infantry Wargear Special Rules Power Sword #.......................................+10 points Eviscerator#..........................................+15 points Flak Armour Adeptus Ministorum One Priest per army may replace his weapons with: Laspistol & Chainsword Righteous Fury .........................................+15 points Plasma Gun# Frag Grenades Individual Character ............................+5 points Equip with Krak Grenades# Rosarius 43

HQ
Inquisitor Karamazov
Karamazov Composition 1 (Unique) Unit Type Infantry WS BS S T W I A Ld Sv 4 4 5 5 4 4 3 10 2+ Wargear Master-Crafted Multimelta Master-Crafted Power Sword Frag, Krak and Psyk-out Grenades Orbital Strike Relay Throne of Judgement Special Rules Independent Character By Any Means Necessary Dread Reputation Relentless 200 points

Witch Hunter Tyrus


WS BS Tyrus 6 6 Composition 1 (Unique) Wargear Articier Armour Master-Crafted Bolt Pistol Power Fist & Force Knife Frag, Krak & Psyk-out Grenades Bionic Eye (Targeter & Psyoculum) S T W I A Ld Sv 4 4 3 4 4 10 2+ Unit Type Infantry Special Rules Independent Character Fearless Preferred Enemy (Psykers & Daemons) Trials and Ordeals

140 points Options May have an Acolyte Retinue. Upgrade retinue with: Preferred Enemy (Psykers)#...............+1 pt/model Preferred Enemy (Daemons)#...........+2 pts/model

Ordo Hereticus Inquisitor


WS BS S T W I A Ld Sv Inquisitor 4 4 3 3 3 4 3 10 4+ Composition Unit Type 1 Inquisitor Infantry Wargear Special Rules Carapace Armour Independent Character Bolt Pistol & Chainsword Stubborn Frag, Krak & Psyk-out Grenades

25 points Options May replace either weapon with: ........................................+10 points Inferno Pistol# Plasma Pistol#.......................................+10 points Power Sword #.......................................+10 points Combi-weapon: Boltgun/Flamer#..............................+10 points Boltgun/Meltagun#..........................+10 points Boltgun/Plasmagun#.......................+10 points Boltgun/Condemnor#......................+15 points Power Fist #...........................................+15 points Thunder Hammer#................................+20 points Null Rod #..............................................+25 points May purchase Power Armour#.........................8 points May take up to three Servo-Skulls#.......+3 points each May take Psyoculum#..................................+25 points May upgrade to Psyker with Force Sword #..+30 points

44

HQ
Acolyte Retinue
Karamazov, Tyrus, Kyrinov, Confessors and Inquisitors may purchase an acolyte retinue. They must deploy with this retinue and may not leave it during the game unless it is destroyed.

WS BS S T W I A Ld Sv Adjutant 2 2 3 3 1 3 1 6 6+ Arco-Flagellant 5 1 5 3 1 3 4 8 Crusader 4 3 3 3 1 3 1 8 5+ Cyber-Mastif 3 0 4 3 1 4 1 5 4+ Death Cult 5 3 4 3 1 6 2 8 5+ Assassin Dialogus 2 2 3 3 1 3 1 6 6+ Hound 2 0 4 3 1 4 1 5 Mandated Trooper 3 3 3 3 1 3 1 7 5+ Servitor 3 3 3 3 1 3 1 8 4+ Sister Hospitaller 3 4 3 3 1 3 1 8 4+ Veteran Trooper 3 4 3 3 1 3 1 8 5+ Composition Unit Type 3-12 Acolytes Infantry Dedicated Transport: Rhino (10 models or less)#.........................+35 points Repressor (12 models or less)#..................+90 points Adjutant #......................................15 points per model Special Rules Wargear Unlikely Heroism Close Combat Weapon Arco-Flagellant#...........................15 points per model Special Rules Wargear Feel No Pain Arco-ails (close combat weapon) Crusader# ......................................15 points per model Wargear Flak Armour# Power Weapon# Storm Shield Dialogus # ......................................15 points per model Special Rules Inspiring Oratory Wargear Close Combat Weapon

Hound # ............................................4 points per model Cyber-Mastif#.................................7 points per model May take one for every trooper in the retinue. Special Rules Furious Charge Counter-Attack Mandated Trooper#........................4 points per model Veteran Trooper#............................6 points per model Wargear Flak Armour Laspistol & Chainsword Options: Any trooper may replace a weapon for: Lasgun or Shotgun#.......................................free Boltgun or Combat Shotgun#.............+1 pt/model Storm Bolter#...................................+3 pts/model .......+5 pts/model Riot Shield or Hot-shot Lasgun# Up to three other troopers may swap a weapon for: Flamer#............................................+5 pts/model Grenade Launcher#.......................+10 pts/model Plasmagun#...................................+10 pts/model One other trooper may replace weapons with: Heavy Stubber#.............................+10 pts/model .................................+15 pts/model Heavy Bolter# One veteran trooper may replace chainsword with: Powersword #.......................................+15 points Powerst #............................................+25 points Same veteran trooper may be equipped with: Meltabombs #.........................................+5 points Any trooper may replace armour with: Carapace Armour#...........................+4 pts/model Power Armour#..............................+10 pts/model All troopers in a squad may take: Frag Grenades#...............................+1 pts/model Krak Grenades#...............................+2 pts/model Servitor# ........................................10 points per model Inquisitorial retinue only. Special Rules Mindlock Wargear Carapace Armour Servo-arm

Death Cult Assassin# ...................15 points per model Inquisitorial retinue only. Special Rules Wargear Invulnerable Save (5+) Flak Armour Two Power Weapons Sister Hospitaller#........................30 points per model One per retinue only. Wargear Carapace Armour Bolt Pistol & Chainsword Narthecium

Options: Up to three Servitors may replace servo-arm with: # +5 pts/model Heavy Bolter or Heavy-Flamer........ Multi-Melta # .................................... +10 pts/model Plasma Cannon#............................+15 pts/model 45

Elites
Celestian Squad
WS BS Celestian 4 4 Veteran Superior 4 4 Composition 1 Sister Superior and 4 Celestians. Wargear Power Armour Boltgun with Sarissa Frag Grenades S T W I A Ld Sv 3 3 1 3 1 9 3+ 3 3 1 3 2 9 3+ Unit Type Infantry Special Rules Faithful (1) Adepta Sororitas Acts of Faith Hand of the Emperor Divine Guidance The Passion Light of the Emperor Spirit of the Martyr 75 points Options: Add up to 5 Celestians #.........................+15 pts/model Upgrade Sister Superior to Veteran#............+10 points Any number of models swap boltgun & sarissa for: Bolt Pistol and Chainsword#............................free .....................................+5 pts/model Storm Bolter# Blessed Weapons#..........................+10 pts/model One Celestian may replace boltgun & sarissa with: ............................................................free Flamer# Meltagun # ................................................+5 points ...........................................+5 points Storm Bolter# One Celestian may replace boltgun & sarissa with: Heavy Bolter#........................................+10 points Heavy Flamer#......................................+10 points Multi-melta#...........................................+15 points One Celestian may carry an Imagifer#.........+10 points Entire squad may be equipped with: Krak Grenades#................................+2 pts/model Inferno Grenades#.............................+3 pts/model Dedicated Transport (one choice): Rhino#.........................................................+35 points Immolator (6 models or less)#......................+75 points

Character Options: Veteran Superior may swap chainsword for: Power Weapon#....................................+10 points Veteran Superior may swap bolt pistol for: Hand Flamer#..........................................+5 points Plasma Pistol#.......................................+10 points ........................................+10 points Inferno Pistol# Veteran Superior may be equipped with: ...........................................+5 points Meltabombs #

Sisters Repentia
WS BS Sister Repentia 4 4 Mistress 4 4 Composition 1 Mistress and 4 Sisters Repentia Wargear (Sister) Eviscerator Wargear (Mistress) Power Armour Two Neural Whips S T W I A Ld Sv 3 3 1 3 2 6 3 3 2 3 2 10 3+ Unit Type Infantry Special Rules Only in Death Does Duty End Move through Cover Righteous Zeal Special Rules (Mistress) Holy Rage

110 points Options: Add up to 15 Sisters Repentia#..............+20 pts/model May not be joined by characters except for priests. May never enter a vehicle.

Helena the Virtuous


One Sisters Repentia squad may upgrade their Mistress to Helena the Virtuous. WS BS S T W I A Ld Sv Special Rules Helena 4 4 3 3 2 3 2 9 3+ Holy Rage Composition Wargear Revered Leader 1 (Unique) Power Armour Move through Cover Unit Type Fleet Rod of Grace Infantry Purity Seals Faithful (1)

50 points Acts of Faith Spirit of the Martyr

46

Elites
Veteran Troopers
WS BS Veteran Trooper 3 4 Hound 2 0 Cyber-Mastif 3 0 Composition 5 Veteran Troopers Special Rules (Hound/Mastif) Furious Charge Counter-Attack S T W I A Ld Sv 3 3 1 3 1 8 5+ 4 3 1 3 1 5 4 3 1 4 1 5 4+ Unit Type Infantry Wargear (Troopers) Flak Armour Laspistol & Chainsword Frag Grenades Dedicated Transport (one choice): ...........................+35 points Rhino (10 models or less)# Repressor (12 models or less) #...................+90 points Character Options: One veteran trooper may replace chainsword with: Powersword #........................................+15 points Powerst #.............................................+25 points The same veteran trooper may be equipped with: ...........................................+5 points Meltabombs # 50 points Options: .................+7 pts/model Add up to 5 Veteran Troopers# Add up to 5 Hounds #...............................+4 pts/model Upgrade to Cyber-Mastifs #................+3 pts/model Any trooper may replace a weapon for: Lasgun or Shotgun#.........................................free ...............+1 pt/model Boltgun or Combat Shotgun# Storm Bolter # ..................................... +3 pts/model Riot Shield or Hot-shot Lasgun#........+5 pts/model Up to three other troopers may swap a weapon for: Flamer#.............................................+5 pts/model Plasmagun or Grenade Launcher#..+10 pts/model One other trooper may replace weapons with: Heavy Stubber#...............................+10 pts/model Heavy Bolter#..................................+15 pts/model Any trooper may replace armour with: Carapace Armour#............................+4 pts/model Power Armour#................................+10 pts/model All troopers in a squad may take: Krak Grenades#................................+2 pts/model 80 points

Arco Flagellant Mob

May not be joined by characters. May never enter a vehicle. WS BS S T W I A Ld Sv Options: Arco Flagellant 5 1 5 3 1 3 4 8 ...............+16 pts/model Add up to 10 Arco Flagellants# Composition Unit Type Any number of models may be equipped with: Arco-disruptors (power weapon)#....+15 pts/model 5 Arco Flagellants Infantry Wargear Special Rules Entire squad may be equipped with: Nightmare Helms#.............................+2 pts/model Arco-ails (close combat Feel No Pain weapon) Implant Injectors: Holy Rage Bane#.........................................+2 pts/model Requires Mandate Exoneration#...............................+3 pts/model Rout#..........................................+1 pts/model

Crusader Squad
WS BS Crusader 4 3 Veteran Captain 4 3 Composition 1 Crusader Captain and 4 Crusaders Wargear Flak Armour Power Weapon Storm Shield Wargear (Captain) Simulacrum Imperialis S T W I A Ld Sv 3 3 1 3 1 8 5+ 3 3 1 3 2 9 5+ Unit Type Infantry Special Rules Faithful (1) Holy Rage Requires Mandate Acts of Faith Hand of the Emperor Light of the Emperor Sword of Judgement

90 points Options: Add up to 5 Crusaders#.........................+18 pts/model Upgrade Captain to Veteran Captain#..........+10 points Dedicated Transport: Rhino#.........................................................+35 points

47

Troops
Battle Sisters Squad
WS BS Battle Sister 3 4 Veteran Superior 3 4 Composition 1 Sister Superior and 9 Battle Sisters Wargear Power Armour Boltgun S T W I A Ld Sv 3 3 1 3 1 8 3+ 3 3 1 3 2 9 3+ Unit Type Infantry Special Rules Adepta Sororitas Special Rules (Veteran) Faithful (1) Acts of Faith Divine Guidance Light of the Emperor 110 points Options: Add up to 10 Battle Sisters#...................+11 pts/model Upgrade Sister Superior to Veteran#............+14 points Veteran Superior may swap boltgun for bolt pistol and close combat weapon# ..............................free One Battle Sister for every 10 models may replace boltgun with: ............................................................free Flamer# ................................................+5 points Meltagun# Storm Bolter # ...........................................+5 points One Battle Sister may replace boltgun with: Heavy Flamer#........................................+5 points One Battle Sister may carry an Imagifer#.....+10 points Entire squad may be equipped with: Frag Grenades#................................+1 pts/model Krak Grenades#................................+2 pts/model Dedicated Transport (one choice): ...........................+35 points Rhino (10 models or less)# Repressor (12 models or less)#...................+90 points

Character Options: Veteran Superior may swap chainsword for: Power Weapon#....................................+10 points Veteran Superior may swap bolt pistol for: Hand Flamer#..........................................+5 points Plasma Pistol#.......................................+10 points ........................................+10 points Inferno Pistol# Veteran Superior may be equipped with: ...........................................+5 points Meltabombs #

Suppressor Squad
WS BS Suppressor 3 4 Veteran Superior 3 4 Composition 1 Sister Superior and 9 Suppressors Wargear Power Armour Bolt Pistol & Chainsword Frag Grenades S T W I A Ld Sv 3 3 1 3 1 8 3+ 3 3 1 3 2 9 3+ Unit Type Infantry Special Rules Adepta Sororitas Special Rules (Veteran) Faithful (1) Acts of Faith Hand of the Emperor Light of the Emperor

110 points Options: Add up to 10 Suppressors#....................+11 pts/model Upgrade Sister Superior to Veteran#............+10 points One Supressor for every 10 models may replace weapons with: ...........................................................free Boltgun# ...........................................+5 points Storm Bolter# One Suppressor may carry an Imagifer#......+10 points Entire squad may be equipped with: Krak Grenades#................................+2 pts/model Dedicated Transport (one choice): ...........................+35 points Rhino (10 models or less)# Repressor (12 models or less)#...................+90 points

Character Options: Veteran Superior may swap chainsword for: Power Weapon#....................................+10 points Veteran Superior may swap bolt pistol for: Hand Flamer#..........................................+5 points Plasma Pistol#.......................................+10 points ........................................+10 points Inferno Pistol# Veteran Superior may be equipped with: ...........................................+5 points Meltabombs #

48

Troops
Mandated Troopers
WS BS Mandated Trooper 3 3 Veteran Trooper 3 4 Hound 2 0 Composition 1 Veteran Troop and 9 Mandated Troopers Special Rules (Hound) Furious Charge Counter-Attack S T W I A Ld Sv 3 3 1 3 1 7 5+ 3 3 1 3 1 8 5+ 4 3 1 3 1 5 Unit Type Infantry Wargear (Troopers) Flak Armour Laspistol & Chainsword 50 points Options: Add up to 10 Mandated Troopers#...........+4 pts/model Add up to 5 Hounds #...............................+4 pts/model Any trooper may replace a weapon for: Lasgun or Shotgun#.........................................free ...............+1 pt/model Boltgun or Combat Shotgun# .....................................+3 pts/model Storm Bolter# Riot Shield or Hot-shot Lasgun#........+5 pts/model Up to three other troopers may swap a weapon for: Flamer#.............................................+5 pts/model Plasmagun or Grenade Launcher#..+10 pts/model One other trooper may replace weapons with: Heavy Stubber#...............................+10 pts/model Heavy Bolter#..................................+15 pts/model Any trooper may replace armour with: Carapace Armour#............................+4 pts/model Power Armour#................................+10 pts/model All troopers in a squad may take: Frag Grenades#................................+1 pts/model Krak Grenades#................................+2 pts/model 50 points Options: Add up to 20 Zealots#..............................+5 pts/model Any number of Zealots may replace their Close Combat Weapons with a Flail#...............................free Up to half the Zealots (round down) may replace their weapons with: Close Combat Weapon and:#................................ Stubgun or Laspistol#...................+1 pt/model Autogun or Lasgun#............................+2 pt/model One Zealot for every 10 models may replace weapons with: Shotgun#...........................................+2 pts/model Close Combat Weapon and: Bolt Pistol#..................................+3 pts/model Brazier of Fire #...........................+8 pts/model ....+10 points One Zealot may carry a Zealot Standard#

Dedicated Transport (one choice): ...........................+35 points Rhino (10 models or less)# Repressor (12 models or less)#...................+90 points Character Options: Veteran trooper may replace chainsword with: Powersword #........................................+15 points Powerst #.............................................+25 points Veteran trooper may be equipped with: ...........................................+5 points Meltabombs #

Zealots Mob
A mob of Zealots must be led by a Priest. WS BS S T W I A Ld Sv Zealot 2 2 3 3 1 3 1 6 Composition Unit Type 10 Zealots Infantry Wargear Special Rules Two Close Combat Holy Rage Weapons Requires Mandate

49

Dedicated Transports
Rhino
Armour BS Front Side Rear Rhino 4 11 11 10 Composition Unit Type 1 Rhino Vehicle (Tank) Wargear Special Rules Pintle-mounted Storm Repair Bolter Transport Capacity Smoke Launchers Ten Models Searchlight Fire Points 2 (top hatch) Access Points 3 (sides and rear) 35 points Options: Wargear: Dozer Blade#........................................+5 points Extra Armour#.......................................+5 points Pintle-mounted Storm Bolter#...............+5 points Ramming Spikes#.................................+5 points Upgrade to Assault Ram#.............+10 points Blessed Ammunition#..........................+10 points Holy Icon#...........................................+10 points ...............................+10 points Holy Promethium# ........................................+10 points Laud Hailer#

Immolator
See Immolator in Fast Attack section.

75 points

Adherer
See Adherer in Heavy Support section.

85 points

Repressor
Armour BS Front Side Rear Repressor 4 12 12 10 Composition Unit Type 1 Repressor Vehicle (Tank) Wargear Special Rules Pintle-mounted Storm Repair Bolter Transport Capacity Turreted Flamer Twelve Models Smoke Launchers Fire Points Searchlight 6 (troop compartment) Extra Armour Access Points Dozer Blade 3 (sides and rear) Assault Ram

90 points Options: Wargear: Blessed Ammunition#............................+5 points ...............................+10 points Holy Promethium# Holy Icon#...........................................+10 points ...............................+10 points Holy Promethium# ........................................+10 points Laud Hailer#

50

Fast Attack
Seraphim Squad
WS BS Seraphim 4 4 Veteran Superior 4 4 Composition 1 Sister Superior and 4 Seraphim Wargear Power Armour Pair of Bolt Pistols Frag & Krak Grenades Wargear (Veteran) Simulacrum Imperialis S T W I A Ld Sv 3 3 1 3 1 9 3+ 3 3 1 3 2 9 3+ Unit Type Jump Infantry Special Rules Adepta Sororitas Faithful (1) Hit & Run Angelic Visage Acts of Faith The Passion Hand of the Emperor Light of the Emperor 100 points Options: Add up to 5 Seraphim#...........................+20 pts/model Upgrade Sister Superior to Veteran#............+10 points Up to two Seraphim may replace bolt pistols with: .............................+7 points Pair of Hand Flamers # Pair of Inferno Pistols # ...........................+15 points Entire squad may be equipped with: Inferno Grenades#.............................+3 pts/model Character Options: Veteran Superior may replace bolt pistols with: Power Weapon and Additional Power Weapon#...............+5 points Bolt Pistol#......................................+10 points Hand Flamer#.................................+15 points Inferno Pistol#.................................+15 points Praesidium Protectiva#...................+20 points ...........................+10 points Pair of Hand Flamers # Pair of Inferno Pistols # ...........................+15 points Veteran Superior may be equipped with: ...........................................+5 points Meltabombs # 65 points S T W I A Ld Sv 3 3 1 3 1 8 3+ 3 3 1 3 2 9 3+ Unit Type Infantry Special Rules Adepta Sororitas Special Rules (Veteran) Faithful (1) Acts of Faith Divine Guidance Light of the Emperor Options: Add up to 5 Dominion#...........................+13 pts/model Any number of models may swap boltgun for: Bolt Pistol and Chainsword#............................free Up to four Dominion may replace boltgun with: ............................................................free Flamer# ................................................+5 points Meltagun# ...........................................+5 points Storm Bolter# One Dominion may carry an Imagifer#.........+10 points Entire squad may be equipped with: Inferno Grenades#.............................+3 pts/model Scout#...................................................+20 points Dedicated Transport (must choose one): Rhino#.........................................................+50 points Immolator (6 models or less)#......................+75 points Repressor#..................................................+90 points

Dominion Squad
WS BS Dominion 3 4 Veteran Superior 3 4 Composition 1 Sister Superior and 4 Dominion Wargear Power Armour Boltgun Frag & Krak Grenades

*Included in prole. Character Options: Veteran Superior may swap close combat weapon for: Power Weapon#....................................+10 points Veteran Superior may swap bolt pistol for: Hand Flamer#..........................................+5 points Plasma Pistol#.......................................+10 points ........................................+10 points Inferno Pistol# Veteran Superior may be equipped with: ...........................................+5 points Meltabombs #

52

Fast Attack
Immolator
Armour BS Front Side Rear Immolator 4 12 11 10 Composition Unit Type 1 Immolator Vehicle (Tank) Wargear Special Rules Smoke Launchers Repair Searchlight Transport Capacity* Six Models Fire Points 1 (top hatch) Access Points 3 (sides and rear) *An Immolator with Flamestorm Cannon or sidesponsons may not carry troops and loses the Repair special rule. 75 points Options: Select a turret weapon (must pick one): Twin-Linked Heavy Flamers#...........................free ...........................+10 points Holy Promethium# Twin-Linked Multi-Meltas#.....................+20 points ...........................+30 points Flamestorm Cannon*# ...........................+15 points Holy Promethium# May equip side sponsons with: Flamers*#..............................................+15 points .............................+5 points Holy Promethium# Meltaguns*#..........................................+20 points Heavy Flamers*#...................................+25 points ...........................+10 points Holy Promethium# Wargear: ...........................................+5 points Dozer Blade# Extra Armour # ..........................................+5 points Ramming Spikes#...................................+5 points Upgrade to Assault Ram#...............+10 points ..............................................+10 points Holy Icon# Laud Hailer #..........................................+10 points 60 points S T W I A Ld Sv 3 3 1 3 1 7 5+ 3 3 1 3 2 8 5+ Unit Type Infantry Special Rules Requires Mandate Move Through Cover Inltrate Scout Stealth Special Rules (Apostle) Incite Options: Add up to 5 Missionaries#......................+10 pts/model Any Missionary may replace their weapons with: Shotgun#.........................................................free Boltgun#..................................................+3 points Up to four Missionaries may replace weapons with: Flamer or Storm Bolter#..........................+5 points Entire squad may be equipped with: Krak Grenades#................................+2 pts/model .....................................+5 pts/model Meltabombs # Apostle may swap close combat weapon for: Power Weapon#....................................+10 points Apostle may swap bolt pistol for: Hand Flamer#..........................................+5 points .......................+10 points Inferno or Plasma Pistol# 40 points

Missionaries
WS BS Missonary 3 3 Apostle 3 3 Composition 1 Apostle and 4 Missionaries Wargear Flak Armour Laspistol & Close Combat Weapon Frag Grenades

A unit of Missionaries joined by a Priest may still Scout or Inltrate.

Zealot Cavalry

Zealot cavalry must be led by a Priest. Price includes cost of a mount for the Priest. WS BS S T W I A Ld Sv Options: Zealot Cavalry 2 2 3 3 1 3 1 6 6+ Add up to 15 Zealot Cavalry#...................+8 pts/model Composition Unit Type Up to half the Zealots (round down) may replace their weapons with: 5 Zealots Cavalry Close Combat Weapon & Laspistol#.......+1 points Wargear Special Rules Pair of Laspistols#...................................+2 points Two Close Combat Scout One Zealot may carry a Zealot Standard# ....+10 points Weapons Holy Rage Requires Mandate 53

Heavy Support
Retributor Squad
WS BS Retributor 3 4 Veteran Superior 3 4 Composition 1 Sister Superior and 4 Retributors Wargear Power Armour Boltgun Targeter S T W I A Ld Sv 3 3 1 3 1 8 3+ 3 3 1 3 2 9 3+ Unit Type Infantry Special Rules Adepta Sororitas Fire on the Move Special Rules (Veteran) Faithful (1) Acts of Faith Divine Guidance Light of the Emperor 75 points Options: Add up to 5 Retributors #........................+15 pts/model Upgrade Sister Superior to Veteran#............+12 points Veteran Superior may swap boltgun for bolt pistol and close combat weapon# ..............................free Up to four Retributors may replace boltgun with: Heavy Flamer#......................................+10 points Heavy Bolter#........................................+10 points Multi-melta#...........................................+10 points One Dominion may carry an Imagifer#.........+10 points Entire squad may be equipped with: Frag Grenades#................................+1 pts/model Krak Grenades#................................+2 pts/model Dedicated Transport (must choose one): Rhino#.........................................................+35 points Immolator (6 models or less)#......................+75 points Adherer (6 models or less)#.........................+85 points

*Included in prole. Character Options: Veteran Superior may swap close combat weapon for: Power Weapon#..................................+10 points Veteran Superior may swap bolt pistol for: Hand Flamer#........................................+5 points Plasma Pistol#.....................................+10 points Inferno Pistol#......................................+10 points

Adherer
Armour BS Front Side Rear Adherer 4 12 11 10 Composition Unit Type 1 Adherer Vehicle (Tank) Wargear Special Rules Twin-Linked Heavy Repair Bolters (turret) Smoke Launchers Transport Capacity* Searchlight Six Models Fire Points 1 (top hatch) Access Points 3 (sides and rear) *An Adherer with side-sponsons may not carry troops and loses the Repair special rule.

85 points Options: May upgrade twin-linked Heavy Bolters with: Blessed Ammunition#............................+10 points May equip side-sponsons with: .....................................+30 points Heavy Bolters*# Blessed Ammunition#......................+10 points Wargear: ...........................................+5 points Dozer Blade# ..........................................+5 points Extra Armour# ..............................................+10 points Holy Icon# Laud Hailer#..........................................+10 points Up to two Hunter-killer Missiles#...+15 points each

54

Heavy Support
Exorcist
Exorcist Composition 1 Exorcist Wargear Exorcist War Organ Smoke Launchers Searchlight Holy Icon Armour BS Front Side Rear 4 13 11 10 Unit Type Vehicle (Tank) 140 points Options: Wargear: Searchlight#..............................................+1 point ..................................+3 points Smoke Launchers# Dozer Blade # ........................................... +5 points Laud Hailer#..........................................+10 points ........................................+15 points Extra Armour# Up to two Hunter-killer Missiles#...+15 points each

Penitent Engines
Armour WS BS S Front Side Rear I A Penitent Engine 4 2 5 11 11 10 3 5 Composition Unit Type 1-3 Penitent Engines Vehicle (Walker, Open Topped) Wargear Special Rules Two Dreadnaught Close Combat Weapons with Rampage Integrated Flamers* Holy Rage Battle Frenzy Requires Mandate

90 points Options: Upgrade either integrated Flamer to: Meltagun*#..............................................+5 points .....................................+15 points Heavy Flamer*# Twin weapons are treated as Twin-Linked.

Supernal Lander
Armour BS Front Side Rear Supernal Lander 4 12 12 10 Composition Unit Type 1 Supernal Lander Vehicle (Fast, Skimmer) Wargear Flyer Transport Capacity Ceramite Plating Hurricane Bolters Twelve Models (Wings) Fire Points Laud Hailer 0 Holy Icon Access Points Searchlight 2 (full length of hull sides) Special Rules Deep Strike Angelic Judgement Righteous Charge

150 points Options: Select a hull weapon (must pick one): Twin-Linked Heavy Flamers#...........................free ...........................+10 points Holy Promethium# Twin-Linked Heavy Bolters#..................+10 points Blessed Ammunition#......................+10 points May equip a turreted weapon (one choice): Twin-Linked Heavy Bolters#..................+10 points Blessed Ammunition#......................+10 points Twin-Linked Multi-Meltas#.....................+20 points Wargear: ........................................+15 points Extra Armour#

55

Spearhead Formations
Purifier Spearhead
A Purier Spearhead specialises in the complete eradication of enemy infantry in an area by creating an inescapable inferno of cleansing re, or corrosive chemicals. Frequently used by the Imperium to ensure the total destruction of a heretic group or wipe away the taint of Chaos, Purier Spearheads are often the used to purge entire city districts as the main force moves on.

Points: 50 + units

Spearhead

Special Rules

Three Tank units chosen from any section of the army Purifying Flames: As long as there are three vehicles list. All of the vehicles must have at least one turret- remaining in the spearhead, they may combine their re using the Initial prole below. Once the attack has been mounted weapon with a range of Template. resolved leave a counter where it was centred. If in the following turn the attack is performed again and targeted with its centre upon a counter, then it will be resolved with the Prolonged prole below. Unused counters are removed. Purges Buildings: Prolonged re will hit all models in a building as the ames run amok, rather than randomly determining hits. Weapon Range Strength AP Special Initial 12 4 4 Ordnance, 7 Blast, Poisoned (3+), Ignores Cover, Melta (under hole) Prolonged 12 5 3 Ordnance, 10 Blast, Poisoned (2+), Ignores Cover, Melta, Purges Buildings

56

UNIT OR FORMATION NAME: Holy Fortress


DESCRIPTION:

POINTS: 550

Exceptionally rare and highly prized artefacts, the Holy Fortresses of the Ecclesiarchy instil terror and awe in all those that see them. These monstrous vehicles were constructed long ago from the same chassis design as that of the Baneblade and tted with a powerful arsenal able to make light work of the heretics that they face.

Crewed by the Adepta Sororitas, the Holy Fortresses are able to lay waste to entire city districts simply to ensure that heresy cannot spread, utilising the dreadful power of a hellre redemptor, or the majestic and terrifying power of an Exorcist war organ, these engines of war are able to obliterate those that stray from the Emperors divine light in a blazing inferno of carnage and death.

Holy Fortress

UNIT OR FORMATION: 1 Holy Fortress TYPE: Super-heavy tank STRUCTURE POINTS: 3 UNIT STATS:

WEAPONS

RANGE

STR

AP

SPECIAL

BS 4
WEAPONS AND EQUIPMENT:

Armour Front Side Rear 14 13 12

Hellre Redemptor Hellstorm Template Exorcist War Organ: ! Requiem 48 ! Dirge 48 ! Procession Heavy Bolter 36 Heavy Flamer Template Multi-melta 24

8 5 5 5 8

1 6 4 4 1

Hull-mounted Hellre Redemptor. Hull-mounted Exorcist War Organ. Hull-mounted twin-linked Heavy Bolters. Two sponsons, each with twin-linked Heavy Flamers and one twin-linked Multi-melta or twin-linked Heavy Bolter. - Searchlight and Smoke Launchers. - Holy Icon and Laud Hailer. -

Ordnance 1, Primary Weapon Primary Weapon Heavy D6 Heavy D3, 3 Blast, Barrage Special Heavy 3 Assault 1 Heavy 1, Melta

SPECIAL RULES: Terrifying Squads wishing to assault the Holy Fortress must rst pass a Morale check, thanks to its literal abundance of repower. ADDITIONAL INFO:

OPTIONS: Replace sponsons with Armour 14 Sides#................free ...................+100 points or add two additional sponsons#

Transport May transport an Independent Character and a retinue of up to 12 models. The Holy Fortress is Open Topped for the purposes of embarkation and re points only. 57

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