Celestian Insidiants
Composition & Wargear
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Inferno pistol | 6" | 1 | 3+ | 8 | -4 | D3 |
| Condemnor bolt pistol | 12" | 1 | 3+ | 4 | 0 | 1 |
| Ministorum hand flamer | 12" | D6 | N/A | 4 | 0 | 1 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Null mace | Melee | 3 | 3+ | 4 | -1 | 1 |
| Blessed sword | Melee | 3 | 3+ | 4 | -2 | 2 |
| Virge of Admonition | Melee | 3 | 4+ | 6 | -2 | 3 |
Abilities
Models in this unit have the Feel No Pain 4+ ability against Psychic Attacks and mortal wounds.
At the start of the battle, select one unit from your opponent’s army to be this unit’s quarry. Each time a model in this unit makes an attack that targets its quarry, that attack has the [Precision] ability and you can re‑roll the Hit roll. This ability can be used even if this unit is embarked within a Transport.
If a Character unit from your army can be attached to a Dominion Squad unit, it can be attached to this unit instead.
If your Army Faction is Adepta Sororitas, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice.
GAINING MIRACLE DICE If your Army Faction is Adepta Sororitas, you gain 1 Miracle dice: - At the start of each battle round. - Each time an Adepta Sororitas unit from your army is destroyed.
Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side – this is your Miracle dice pool.
PERFORMING AN ACT OF FAITH Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead the value of the selected Miracle dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: ■ Advance roll ■ Battle-shock test ■ Charge roll ■ Damage roll ■ Hit roll ■ Saving throw ■ Wound roll
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target. Designer’s Note:* Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound* and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks. Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost. Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound* is lost.
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound. Example:* An attack made with an [ANTI-VEHICLE 4+] weapon against a Vehicle unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a Psyker unit will result in a critical wound on an unmodified wound roll* of 2+.
Each time the bearer’s unit’s quarry is destroyed, you can select a new unit from your opponent’s army to be its quarry.
At the end of your Command phase, for each objective marker you control that has one or more units from your army with this ability within range of it, roll one D6: on a 4+, you gain 1 Miracle dice showing a value equal to that result.