Sanctus Ecclesiarchy
Common Abilities and Options
Ministorum Sermon:
STRATEGIC GAMBIT. Select one friendly SANCTIFIER operative. If a friendly CONFESSOR operative hasn’t been incapacitated, you must select it.
Until you use this STRATEGIC GAMBIT again during the battle, that operative has the ORATOR keyword.
Whenever a friendly SANCTIFIER operative is within 3" of a friendly ORATOR operative (or 6" if the ORATOR is a CONFESSOR), that friendly SANCTIFIER operative is benefitting from the SERMON.
Whenever a friendly SANCTIFIER operative is activated within 3" of a friendly ORATOR operative (or 6" if the ORATOR is a CONFESSOR), that friendly SANCTIFIER operative is benefitting from the SERMON until the end of that activation (i.e. even if it then moves more than the distance requirement from the ORATOR operative).
Whenever a friendly SANCTIFIER operative is benefitting from the SERMON, Normal and Critical Dmg of 4 or more inflicts 1 less damage on it.
*Blaze:
If you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Blaze tokens (if it doesn’t already have one).
Whenever an operative that has one of your Blaze tokens is activated, inflict D3 damage on it. Then that operative’s controlling player selects one of the following:
- Roll one D6: on a 3+, remove that token.
- Subtract 1 from the operative’s APL stat until the end of that activation to remove that token.
Holy Relic:
If this operative has a holy relic, it’s always benefitting from the SERMON
Spread The Word Of The God-Emperor:
Whenever this operative is more than 6" from other friendly operatives, its weapons have the Severe weapon rule.
Operatives
1. Petrus Christensen
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mace of Censure (Brutal, Shock) | 4 | 3+ | 5/5 |
Abilities
Commanding DeclamationLead The ProcessionMinistorum Sermon2. Stanley
A 2
M 7"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Incentiviser (Shock) | 3 | 5+ | 1/3 |
Abilities
CherubFlyMinistorum Sermon1AP: Incentivise3. Lindsey Parker
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin Hand Flamers | |||
| Focused (Rng 6", Sat, Tor 2", *Blaze) | 4 | 2+ | 3/3 |
| Twin Torrent (Rng 6", Sat, Tor 0", *Twin Torrent, *Blaze) | 4 | 2+ | 3/3 |
| Gun Butts | 4 | 4+ | 2/3 |
Abilities
*BlazeMinistorum SermonSanctification Rack*Twin Torrent4. Leon McKinney
A 3
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Throwing Knives (Rng 6", Silent) | 4 | 3+ | 2/5 |
| Ritual Blades | 4 | 2+ | 4/6 |
Abilities
Bladed StanceMinistorum Sermon1AP: Trained Assassin5. Philip Powell
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Great Hammer (Brutal, Shock) | 4 | 4+ | 4/4 |
Abilities
Ministorum SermonNull SkullSchola Progenium Disciplinarian6. Louis Rogers
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hand Flamer (Rng 6", Sat, Tor 1", Blaze *) | 4 | 3+ | 3/3 |
| Eviscerator (Brutal) | 4 | 4+ | 5/6 |
Abilities
*BlazeFanatical RetributionMerciless CastigationMinistorum Sermon7. Inez Cross
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Holy Light (Rng 8", Dev 3, Lim 1, Prc 1, Sat, *Blaze) | 4 | 2+ | 4/3 |
| Wreath In Fire (Blast 1", Lim 1, Wreathed*, *Blaze) | 4 | 2+ | 4/4 |
| Burning Hands (Brutal, Lim 1, *Blaze) | 1 | 2+ | 7/8 |
| Fists | 1 | 5+ | 1/2 |
Abilities
*BlazeMiracleMinistorum Sermon*Wreathed8. Frank Duncan
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Brazier Of Holy Fire (Rng 4", Sat, Tor 1", *Blaze) | 4 | 2+ | 4/4 |
| Ministorum Flamer (Rng 8", Sat, Tor 2", *Blaze) | 4 | 2+ | 4/4 |
| Brazier Of Holy Fire (Shock, *Blaze) | 4 | 4+ | 4/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
*BlazeHoly RelicMinistorum SermonSpread The Word Of The God-Emperor9. Lawrence Albert
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Meltagun (Rng 6", Dev 4, Prc 2) | 4 | 4+ | 6/3 |
| Chainsword | 4 | 4+ | 4/5 |
Abilities
*BlazeHoly RelicMinistorum SermonSpread The Word Of The God-Emperor10. Steven Hayes
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Brazier Of Holy Fire (Rng 4", Sat, Tor 1", *Blaze) | 4 | 2+ | 4/4 |
| Plasma Gun | |||
| Standard (Prc 1) | 4 | 4+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Prc 1) | 4 | 4+ | 5/6 |
| Brazier Of Holy Fire (Shock, *Blaze) | 4 | 4+ | 4/4 |
| Chainsword | 4 | 4+ | 4/5 |
Abilities
*BlazeHoly RelicMinistorum SermonSpread The Word Of The God-Emperor11. Martina Meyers
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Soulstave | 3 | 5+ | 2/3 |
Abilities
Conversion FieldMinistorum Sermon1AP: Medikit12. Daniel Hendrix
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hand Flamer (Rng 6", Sat, Tor 1", *Blaze) | 4 | 2+ | 3/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
*BlazeCult IconImperial Cult DevotionMinistorum SermonEquipment
Sanctification Orbs
Once per turning point, one friendly SANCTIFIER operative (excluding CHERUB, DEATH CULT ASSASSIN and MIRACULIST) can perform the following unique action:
SANCTIFICATION ORB (1AP):
-
Select one enemy operative visible to and within 6" of this operative. That operative and each other enemy operative within 1" of it takes a doused test. For an operative to take a doused test, roll one D6: on a 3+, it gains one of your Doused tokens.
-
Whenever a friendly SANCTIFIER operative is shooting against an operative that has one of your Doused tokens with a weapon that has the Blaze weapon rule, that weapon also has the Seek weapon rule.
-
After a friendly SANCTIFIER operative uses a weapon that has the Blaze weapon rule against an enemy operative that has one of your Doused tokens, remove that token (even if the Seek weapon rule wasn’t used).
-
This operative cannot perform this action while within control range of an enemy operative.
Purity Seals
Once per turning point, when a friendly SANCTIFIER operative is shooting or fighting, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Ecclesiarchy Texts
In the Ready step of each Strategy phase, roll 3D6: if the result is less than the remaining wounds of a friendly ORATOR operative, you gain 1CP. Note that this is done before the Gambit step, so if there isn’t a valid ORATOR operative, you cannot use this rule during that turning point (e.g. during the first turning point).
Imperial Cult Symbols
Once per turning point, when an operative is shooting a friendly SANCTIFIER operative that’s benefitting from the SERMON, when you collect your defence dice, you can use this rule. If you do, change one of the attacker’s retained critical successes to a normal success (any weapon rules they’ve already resolved aren’t affected, e.g. Piercing Crits).
Ploys
Fervent Brawl
Strategy PloyWhenever a friendly SANCTIFIER operative that’s benefitting from the SERMON is fighting or retaliating, its melee weapons have the Ceaseless weapon rule.
Rally The Flock
Strategy PloyEach friendly SANCTIFIER operative (excluding ORATOR) that’s benefitting from the SERMON can immediately perform a free Dash or Fall Back action in an order of your choice (choose separately for each and, for the latter, it cannot move more than 3"). Each that does so must end that move closer and visible to (or vice versa) a friendly ORATOR operative. You cannot use this ploy during the first turning point.
The Emperor Protects
Strategy PloyWhenever an operative is shooting a friendly SANCTIFIER operative that’s benefitting from the SERMON, you can re-roll any of your defence dice results of one result (e.g. results of 2).
Zealous Persecution
Strategy PloyWhenever a friendly SANCTIFIER operative is fighting during an activation in which it performed the Charge action, its melee weapons have the Lethal 5+ weapon rule.
Ardent Eradication
Firefight PloyUse this firefight ploy after rolling your attack dice for a friendly SANCTIFIER operative, if it’s shooting against or fighting against an enemy operative that’s within 3" of a friendly ORATOR operative (or 6" if the ORATOR is a CONFESSOR). You can re-roll any of your attack dice.
Redeemed Through Fire
Firefight PloyUse this firefight ploy when a friendly SANCTIFIER operative that has a weapon with the Blaze weapon rule is incapacitated, before it’s removed from the killzone. Each enemy operative visible to and within 2" of it gains one of your Blaze tokens (if it doesn’t already have one).
Rosarius
Firefight PloyUse this firefight ploy when an attack dice inflicts Normal Dmg on a friendly SANCTIFIER operative. Ignore that inflicted damage.
Unwavering Devotion
Firefight PloyUse this firefight ploy when a friendly SANCTIFIER ORATOR or SANCTIFIER MIRACULIST operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly SANCTIFIER operative (excluding CONFESSOR, MIRACULIST and ORATOR) visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat that other operative as being within the fighting operative’s control range for the duration of that action. If it’s the Shoot action, that other operative is only in cover or obscured if the original target was.
This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Dominate
Seek And DestroyReveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Rout
Seek And DestroyReveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Plant Banner
SecurityReveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Martyrs
SecurityReveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Envoy
SecurityReveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.