This most revered of armour confers a 2+ Armour save or a 4+ invulnerable save.
Should Celestine ever lose her lat wound, she must immediately make an unmodified Leadership Test. If the test is passed she is removed from the table but placed in reserver. Begin rolling for her reappear in the next Witch Hunter's turn - on that turn she will arrive on a 4+, the turn afer on a 3+, and so on as per the normal Reserves rules. This roll cannot be modified, for example by Improved Comms. She will enter play via the Deep Strike rules, with 1 Wound remaining.
Add 3 Faith Points. The first time Celestine is removed from play for any reason, the Faith Point pool is immediately reduced by D6 Faith Points. If this reduces the Faith Point poll below 0 then no more Faith Points may be generated through Martydoms for the rest of the game.
Counts as Jump Pack. Instead of assaulting, Celestine may always make an additional move of up to 6" in the Assault phase if she is not engaged in close combat or joined to a squad. Celestine may make this move on the turn she Deep Strikes.
At the end of a round of close combat, Celestine may choose to break off if they and at least some of their close combat opponents do not have to fall back. She falls back 3D6" in any direction and automatically regroups at the end of the move. Enemy models that were in the close combat may only consolidate.
Automatically passes any Morale checks
Allows Infantry to move up to 12" and ignore difficult terrain, but must take a dangerous terrain test when ending a movement in it.
Melee
User +2
1
Ignores around saves. Master-crafted.
Template
4
5
Assault 1
3(5)
3
10
2+/4+