Playing versus Sanctifiers
Key mechanics: Blaze, Ministorum Sermon.
Operatives
- Sanctifier Confessor — Once per battle: can cancel an enemy's action (D6 > target's APL, AP not refunded); When moving as Orator, nearby Sermon friendlies get free 3" Charge/Fall Back/Reposition (not TP1)
- Sanctifier Cherub — Super Conceal (except within 2"); Fly: teleports up to 7" instead of moving; 1 AP: +1 APL to a nearby friendly
- Sanctifier Conflagrator — Twin Torrent mode: shoots two separate valid targets in one Shoot action
- Sanctifier Death Cult Assassin — 3 APL, Silent throwing knives; 1 AP: change order (not in enemy Control Range); Gets a free block before the normal fight sequence
- Sanctifier Drill Abbot — Aura 4": your operatives cannot gain APL (removes existing +APL); Aura 6": friendly Sanctifiers ignore injured penalties
- Sanctifier Miraculist — All weapons Limited 1. Blast 1" centered on self. 7/8 melee (1 attack); Survives first death (1 wound, free Dash/Fall Back)
- Sanctifier Persecutor — Can Fight twice per activation (same target, if both survive); Strikes once when dying in melee
- Sanctifier Reliquant — Aura 4": +1 total APL for objective control on markers; Once per TP: when a nearby friendly dies, it gets one free action first (not Fight)
- Sanctifier Salvationist — 1 AP: heal 2D3 wounds on a friendly; Aura 6": friendlies get +1 Save vs shooters beyond 6"