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HQ
Troops
4x Battle Sister
Unit: Battle Sister, Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade
Sister Superior
Selections: Bolt pistol, Boltgun, Chainsword
Unit: Sister Superior, Weapon: Bolt pistol, Boltgun, Chainsword, Frag grenade, Krak grenade
4x Battle Sister
Unit: Battle Sister, Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade
Sister Superior
Selections: Bolt pistol, Boltgun, Chainsword
Unit: Sister Superior, Weapon: Bolt pistol, Boltgun, Chainsword, Frag grenade, Krak grenade
Battle Sister Squad [8 PL, 75pts]
Categories: (ORDER), Adepta Sororitas, Adeptus Ministorum, Infantry, Troops, Battle Sister Squad, Imperium
Rules: Acts of Faith, Shield of Faith
4x Battle Sister
Unit: Battle Sister, Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade
Sister Superior
Selections: Bolt pistol, Boltgun, Chainsword
Unit: Sister Superior, Weapon: Bolt pistol, Boltgun, Chainsword, Frag grenade, Krak grenade
4x Battle Sister
Unit: Battle Sister, Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade
Sister Superior
Selections: Bolt pistol, Boltgun, Chainsword
Unit: Sister Superior, Weapon: Bolt pistol, Boltgun, Chainsword, Frag grenade, Krak grenade
Elites
7x Crusaders
Selections: 7x Power sword
Abilities: Storm shield, Unit: Crusaders, Weapon: Power sword
Heavy Support
Dedicated Transport
Fast Attack
Dominion
Unit: Dominion, Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade
Dominion Superior
Selections: Bolt pistol, Boltgun, Chainsword
Unit: Dominion Superior, Weapon: Bolt pistol, Boltgun, Chainsword, Frag grenade, Krak grenade
Dominion
Unit: Dominion, Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade
Dominion Superior
Selections: Bolt pistol, Boltgun, Chainsword
Unit: Dominion Superior, Weapon: Bolt pistol, Boltgun, Chainsword, Frag grenade, Krak grenade
3x Seraphim
Unit: Seraphim, Weapon: Bolt pistol, Frag grenade, Krak grenade
Seraphim Superior
Selections: Plasma pistol, Power sword
Unit: Seraphim Superior, Weapon: Frag grenade, Krak grenade, Plasma pistol, Standard, Plasma pistol, Supercharge,
Power sword
Dedicated Transport
Profile Summary
Index:
Angelic
Re-roll failed Shield of Faith invulnerable saves for this unit Imperium
Visage
2 p99
Armour of Index:
Celestine has a 4+ invulnerable save. Furthermore, any Geminae Superia in her unit also have a 4+
Saint Imperium
invulnerable save thanks to her divine protection.
Katherine 2 p96
All friendly ADEPTA SORORITAS units within 6" of Celestine add 1 to their Shield of Faith invulnerable Index:
Beacon of
saves. All friendly ADEPTUS MINISTORUM and ASTRA MILITARUM units that are within 6" of Celestine Imperium
Faith
gain a 6+ invulnerable save 2 p96
Blade of
Model with a power sword only. The Blade of Admonition replaces the bearer’s power sword
Admonition
Index:
At the start of each of your Movement phases, you can set up a single slain Geminae Superia with all her
Healing Tears Imperium
wounds restored within 2" of Celestine and more than 1" away from any enemy models.
2 p96
Ion Shield This model has a 5+ invulnerable save against shooting attacks.
Index:
Lead the
You can re-roll all hit rolls of 1 for all friendly (ORDER) units within 6" if this model Imperium
Righteous
2 p97
Once per game, if Celestine loses her last wound, roll a D6. On a roll of 2+ she is not removed, but is instead
resurrected with all her wounds restored; set you Celestine's model within 2" of a Geminae Superia. If it is
Index:
Miraculous impossible to do so - because, for example, no Geminae Superia remain in play- you can instead place
Imperium
Intervention Celestine anywhere on the battlefield that is more than 9" away from any enemy models. On a roll of 1
2 p96
Celestine is needed elsewhere, remove any remaining Geminae Superia, and count Celestine and her
bodyguard as having been slain for the purposes of any mission rules or victory conditions.
Index:
Rosarius This model has a 4+ Invulnerable save. Imperium
2 p91
At the start of any of your turns, you can pick a friendly ADEPTA SORORITAS unit within 6" of Celestine that Index:
Saintly
has the Acts of Faith ability and perform an Act of Faith with it. This is in addition to the Act of Faith you are Imperium
Blessing
normally allowed to perform in a turn 2 p96
Roll a D6 at the start of each of your turns, on a 4+ you can pick a friendly (ORDER) unit within 6" of this Index:
Simulacrum
model that has the Acts of Faith ability and perform an Act of Faith with it. this is addition to the Act of Faith Imperium
Imperialis
you are normally allowed to use in one turn. 2 p98
During deployment, you can set up a unit of Seraphim, high in the sky instead of placing them on the Index:
Sky Strike battlefield. A the end of any of your Movement phases the Seraphim can descend from the sky - set them up Imperium
anywhere on the battlefield that is more than 9" away from any enemy models 2 p99
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke
Smoke
Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged BRB
Launchers
weapons that target this vehicle.
This model can Fall Back in the Movement phase and still shoot and/or charge in the same turn. When this
model Falls Back, it can move over enemy INFANTRY models, thought it must end its move more than 1"
Super-heavy
from any enemy units. In addition, this model can move and fire Heavy weapons without suffering the penalty
walker
to its hit rolls. Finally, this model only gains a bonus to its save for being in cover if at least half of the model
is obscured from the firer.
Once both sides are deployed but before the first playertakes their turns, this unit can move as if it were their
Index:
movement phase. This unit cannot end this move within 9" of any enemy models. If both players have units
Vanguard Imperium
that can do this, the player who is taking the first turn moves their units first. If all of the models embarked on
2 p102
a transport vehicle have this ability, then the transport vehicle can make the move instead
Index:
You can add 1 to the Attacks Characteristic of all friendly ADEPTUS MINISTORUM and ASTRA MILITARUM
War Hymn Imperium
INFANTRY units that are within 6" of any friendly MINISTORUM PRIEST
2 p91
Dice
Explosion Distance Mortal wounds Ref
roll
Explodes 6+ 2D6" D6
This model can transport 6 ADEPTUS MINISTORUM INFANTRY models. It cannot transport JUMP Index: Imperium
Immolator
PACK models or ADEPTA SORORITAS models from a different Order. 2 p103
Sororitas This model can transport 10 ADEPTUS MINISTORUM INFANTRY models. It cannot transport JUMP
Rhino PACK models or ADEPTA SORORITAS models from a different Order.
Dominion
6" 4+ 3+ 3 3 1 2 8 3+ Index: Imperium 2 p102
Superior
Blade of
Melee Melee +2 -3 3
Admonition
Rapid
Boltgun 24" 4 0 1 -
Fire 1
Each time the bearer fights, it can make 1 additional
Chainsword Melee Melee User 0 1
attack with this weapon.
Condemnor Rapid When attacking a PSYKER, this weapon has a Damage of Index: Imperium 2
24" 4 0 1
Boltgun Fire 1 D3 p157
Exorcist missile
48" Heavy D6 8 -4 D3 -
launcher
Assault
Flamer 8" 4 0 1 This weapon automatically hits its target.
D6
Grenade
Frag grenade 6" 3 0 1 -
D6
Index: Imperium 2
Hand Flamer 6" Pistol D3 3 0 1 This weapon automatically hits its target
p157
Ironstorm missile This weapon can target units that are not visible to the Codex: Adeptus
72" Heavy D6 5 -1 2
pod bearer. Mechanicus p89
Grenade
Krak grenade 6" 6 -1 D3 -
1
Plasma pistol,
12" Pistol 1 7 -3 1 -
Standard
Plasma pistol,
12" Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.
Supercharge
Rapid
Storm bolter 24" 4 0 1 -
Fire 2
Make 3 hit rolls for each attack made with this weapon, Codex: Adeptus
Titanic feet Melee Melee User -2 D3
instead of 1. Mechanicus p91
1 6-10+ 12" 3+ 3
2 3-5 6" 4+ D3
3 1-2 3" 5+ 1
Knight Errant M WS BS
Knight Errant
13-24+ 12" 3+ 3+
1
Knight Errant
7-12 9" 4+ 4+
2
Knight Errant
1-6 6" 5+ 5+
3
Selection Rules
3. Tenacious Survivor: Roll a dice each time this warlord loses a wound. On a 6, the warlord shrugs off the damage and does not lose the
wound.
Acts of Faith: Roll a D6 at the start of each of your turns. On a roll of 2+, one unit from your army with the Acts of Faith ability can perform an
Act of Faith chosen from the following list. Some abilities may allow you to use more then one Act of Faith in the same turn; when this is the
case, a different unit must be chosen to perform each Act of Faith.
Hand of the Emperor: The unit can immediately move as if it were the Movement Phase.
Divine Guidance: The unit can immediately shoot as if it were the Shooting Phase.
The Passion: The unit can, if within 1" of an enemy unit, immediately pile in and attack as if it were the Fight phase.
Spirit of the Martyr: One model in the unit recovers D3 lost wounds, or you can return a single slain model to the unit with 1 wound remaining.
(Index: Imperium 2 p90)
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark.
On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Self-repair: Roll a D6 at the start of each of your turns; on a 6, this model regains one lost wound. (Index: Imperium 2 p102)
Shield of Faith: Models with the Shield of Faith special rule have a 6+ invulnerable save. In addition, units with the Shield of Faith ability can
attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. However, if they do so, instead of rolling
2D6, only roll a single D6; the psychic power is resisted if the roll is greater than the result of the Psychic test that manifested the power. (Index:
Imperium 2 p90)
Zealot: You can re-roll failed hit rolls for a unit with this ability in a turn in which it charged, made a heroic intervention, or was charged by an
enemy unit. (Index: Imperium 2 p90)