Whenever an **INSPIRING** friendly **CELESTIAN INSIDIANT** operative is incapacitated, before it's removed from the killzone, select one other friendly **CELESTIAN INSIDIANT** operative that operative is visible to or within 6" of. Then, that selected operative gains one **BENEDICTION** (incapacitated operatives cannot be selected for a **BENEDICTION**).
| Benediction | Effect | |-------------|--------| | Ardour | Until the end of the battle, add 1 to that operative's APL stat. You cannot select this **BENEDICTION** for a **SUPERIOR** operative. | | Wrath | Until the end of the battle, weapons on that operative's datacard have the Ceaseless weapon rule. | | Restoration | That operative regains up to D3+2 lost wounds. | | Exigence | That operative can immediately perform a free **Charge** or **Dash** action (for the former, it cannot move more than 3"), but must end that move closer to that incapacitated **INSPIRING** operative. |
**PSYCHIC** ranged weapons cannot inflict damage on friendly **CELESTIAN INSIDIANT** operatives. For the effects of **PSYCHIC** actions, friendly **CELESTIAN INSIDIANT** operatives cannot be selected and are never treated as being within those actions' required distances. Whenever an operative is within 3" of a friendly **CELESTIAN INSIDIANT** operative: - That operative cannot perform **PSYCHIC** actions or use **PSYCHIC** additional rules. - That operative cannot use **PSYCHIC** ranged weapons. - **PSYCHIC** melee weapons have no weapon rules and cannot have Dmg stats higher than 3/4.
Some weapons in this team's rules have the Anti-PSYKER weapon rule. **Anti-PSYKER:** Whenever this weapon is being used against an operative that has the **PSYKER** keyword, it has the Lethal 5+ weapon rule.
Whenever a friendly **CELESTIAN INSIDIANT** operative: - Incapacitates an enemy operative that has a Wounds stat of 6 or more, that friendly operative becomes **INSPIRING**. - Performs the **Charge** action, before it moves, it becomes **INSPIRING**. Whenever a friendly **CELESTIAN INSIDIANT** operative is **INSPIRING**, weapons on its datacard have the Severe weapon rule.
APL 3 · Move 6" · Save 3+ · Wounds 10
Keywords: CELESTIAN INSIDIANT, IMPERIUM, ADEPTA SORORITAS, LEADER, SUPERIOR
Holy Example. Once per turning point, if this operative is **INSPIRING**, you can use a firefight ploy for 0CP if this is the specified **CELESTIAN INSIDIANT** operative (including Command Re-roll if the attack or defence dice was rolled for this operative).
Spiritual Mentor. **SUPPORT.** Select one friendly **CELESTIAN INSIDIANT** operative visible to and within 6" of this operative. That operative becomes **INSPIRING**. This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.
APL 2 · Move 6" · Save 2+ · Wounds 11
Keywords: CELESTIAN INSIDIANT, IMPERIUM, ADEPTA SORORITAS, ABJUROR
Holy Defender. Once per turning point, when a friendly **CELESTIAN INSIDIANT** operative visible to and within 2" of this operative is selected as the valid target of a **Shoot** action or to fight against during the **Fight** action, you can use this rule. If you do, this operative is the valid target or is fought against (as appropriate) instead (even if it wouldn't normally be valid for this). If it's the **Fight** action, treat this operative as being within the fighting operative's control range for the duration of that action. If it's the **Shoot** action, this operative is only in cover or obscured if the original target was. This rule has no effect if it's the **Shoot** action and the ranged weapon has the Blast or Torrent weapon rule.
APL 2 · Move 6" · Save 3+ · Wounds 9
Keywords: CELESTIAN INSIDIANT, IMPERIUM, ADEPTA SORORITAS, CENSOR
Virge of Admonition Icon Bearer. Whenever determining control of a marker, treat this operative's APL stat as 1 higher. Note this isn't a change to its APL stat, so any changes are cumulative with this.
Null Field. This operative starts the battle with a null range of 1". Whenever an enemy operative is within null range of this operative, subtract 2" from the Move stat of that enemy operative and worsen the Hit stat of its weapons by 1 (this isn't cumulative with being injured).
Nullifying Ritual. Add 1 to this operative's null range (to a maximum of 5"). Nullification tokens in the marker/token guide are numbered, so use the numbered token equal to this operative's null range. This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.
APL 2 · Move 6" · Save 3+ · Wounds 9
Keywords: CELESTIAN INSIDIANT, IMPERIUM, ADEPTA SORORITAS, CREMATOR
Inspirational Pyre. Once per turning point, when this operative inflicts damage on an enemy operative with either profile of its hand flamer but doesn't incapacitate it, you can use this rule. If you do, you can select one friendly **CELESTIAN INSIDIANT** operative within 6" of this operative to become **INSPIRING**.
APL 2 · Move 6" · Save 3+ · Wounds 9
Keywords: CELESTIAN INSIDIANT, IMPERIUM, ADEPTA SORORITAS, DENUNCIA
Accusing Exorcist. Whenever this operative is **INSPIRING**, the Suspect & Eliminate strategy ploy costs you 0CP if the enemy operative or marker you select is visible to or within 6" of this operative.
Speak of Her Deeds. **SUPPORT.** Select an **INSPIRING** friendly **CELESTIAN INSIDIANT** operative visible to and within 6" of this operative. That operative is no longer **INSPIRING**. Then, select another friendly **CELESTIAN INSIDIANT** operative visible to and within 6" of this operative. Resolve one **BENEDICTION** from the Martyrdom faction rule on that operative (excluding Exigence).
APL 2 · Move 6" · Save 3+ · Wounds 9
Keywords: CELESTIAN INSIDIANT, IMPERIUM, ADEPTA SORORITAS, MORTISANCTUS
Zealous Ultimatum. Once per battle **STRATEGIC GAMBIT**. Select one enemy operative within 8" of this operative and issue an ultimatum to it. Your opponent must accept or decline that ultimatum (if it's a non-player operative, roll one D6: on a 4+, the ultimatum is accepted, otherwise it's declined). If the ultimatum is accepted, whenever this operative is fighting against or retaliating against that enemy operative, add 1 to the Atk stat of this operative's blessed broadsword. The first time this operative incapacitates that enemy operative while fighting or retaliating during the battle, add 1 to the Atk stat of this operative's blessed broadsword until the end of the battle. In either case, this is to a maximum of 5. If the ultimatum is declined, whenever that enemy operative is fighting against or retaliating against a friendly **CELESTIAN INSIDIANT** operative, subtract 1 from the Atk stat of that enemy operative's weapons.
Bladed Stance. Whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.
APL 2 · Move 6" · Save 3+ · Wounds 9
Keywords: CELESTIAN INSIDIANT, IMPERIUM, ADEPTA SORORITAS, RELIQUARIUS
Simulacrum Nullificatus Icon Bearer. Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of this operative. Note this isn't a change to the APL stat, so any changes are cumulative with this.
Devotion. At the end of each of this operative's activations, if it's **INSPIRING** and it controls an objective marker or one of your mission markers, one friendly **CELESTIAN INSIDIANT** operative this operative is visible to and within 6" of becomes **INSPIRING**.
APL 2 · Move 6" · Save 3+ · Wounds 9
Keywords: CELESTIAN INSIDIANT, IMPERIUM, ADEPTA SORORITAS, WARRIOR
Inspired Strikes. Whenever this operative is **INSPIRING**, add 1 to the Critical Dmg stat of weapons on its datacard.
Select one enemy operative or marker. If you select an enemy operative, that operative and each other enemy operative visible to and within 2" of it gains one of your Suspicion tokens until the end of the turning point. If you select a marker, each enemy operative contesting that marker gains one of your Suspicion tokens until the end of the turning point. Whenever a friendly **CELESTIAN INSIDIANT** operative is shooting against or fighting against an operative that has one of your Suspicion tokens, that friendly operative's weapons have the Punishing weapon rule.
Whenever an operative is shooting a friendly **CELESTIAN INSIDIANT** operative that has an Engage order, you can re-roll one of your defence dice.
Whenever a wounded friendly **CELESTIAN INSIDIANT** operative is shooting against, fighting against or retaliating against an enemy operative, its weapons have the Balanced weapon rule.
Whenever an **INSPIRING** friendly **CELESTIAN INSIDIANT** operative is fighting or retaliating, Normal and Critical Dmg of 4 or more inflicts 1 less damage on that friendly operative.
Use this firefight ploy when a friendly **CELESTIAN INSIDIANT** operative is incapacitated while fighting or retaliating. You can strike the enemy operative in that sequence with one of your unresolved successes before it's removed from the killzone. If that enemy operative is incapacitated as a result, that friendly operative becomes **INSPIRING** before it's removed from the killzone and you can resolve the Martyrdom faction rule.
Use this firefight ploy when a friendly **CELESTIAN INSIDIANT** operative is fighting and you strike the enemy operative in that sequence with a critical success. After resolving that strike, also inflict D3 damage on each other enemy operative visible to and within 2" of that friendly operative in an order of your choice (roll separately for each). Note that the friendly operative would become **INSPIRING** if any enemy operatives with a Wounds stat of 6 or more are incapacitated as a result of this damage.
Use this firefight ploy during a friendly **CELESTIAN INSIDIANT** operative's activation, before or after it performs an action. Until the end of that operative's activation, you can ignore any changes to its Move stat. If that operative is **INSPIRING**, add 1" to its Move stat until the end of that activation. If that operative becomes **INSPIRING** by performing the **Charge** action, you can use this ploy before it moves to gain the additional movement (this takes precedence over stats not changing during an action).
Use this firefight ploy after rolling your attack dice for a friendly **CELESTIAN INSIDIANT** operative, if it's shooting against, fighting against or retaliating against an enemy operative that doesn't have the **IMPERIUM** keyword. That friendly operative's weapons have the Ceaseless weapon rule until the end of that sequence; if that enemy operative also has the **CHAOS** and/or **PSYKER** keyword, that friendly operative's weapons have the Relentless weapon rule until the end of that sequence instead.
This equipment allows you to select two utility grenades from the utility grenades equipment (see universal equipment) and they must all be stun grenades. If you also select any stun grenades as normal, you cannot select any stun grenades (i.e. to give you more than two). Whenever an operative takes a stun test as a result of a friendly **CELESTIAN INSIDIANT** operative performing the **Stun Grenade** action, if the result is a 3+, also inflict damage on that first operative equal to the dice result halved (rounding up). If that first operative has the **PSYKER** keyword, inflict damage on it equal to the dice result instead.
Once per battle, when an **INSPIRING** friendly **CELESTIAN INSIDIANT** operative is incapacitated, you can use this rule. If you do, for the Martyrdom faction rule, the other friendly **CELESTIAN INSIDIANT** operative you select can be one that isn't visible to or within 6" of that operative.
Whenever an attack dice would inflict damage on a friendly **CELESTIAN INSIDIANT** operative, you can use this rule. If you do, roll one D6, or two D6 if that operative is **INSPIRING**: if any result is a 6, ignore the damage inflicted from that attack dice. You cannot ignore more than one attack dice per action and two attack dice per battle this way.
Whenever a friendly **CELESTIAN INSIDIANT** operative is activated, you can use this rule. If you do, roll one D6 and inflict damage on that operative equal to half the result (rounding up); on a 4+, that operative also becomes **INSPIRING**. You cannot make more than one friendly operative **INSPIRING** using this rule per turning point.