Celestine and Geminae Superia

(Unit)
Type: unit
Category: HQ
Categories: HQ, Faction: Imperium, Faction: Adeptus Ministorum, Faction: Adepta Sororitas
EntryId: caaf-8409-e170-3286
Hidden: false
Costs: 10 PL200 pts

Constraints:

max(roster): 1
Options (5)
Character Stratagems (Named):
Rules (3)
Acts of Faith
One Miracle Die is generated at the start of each Player Turn.

Once per phase, one unit from your army with this ability can perform one Act of Faith using Miracle dice on the following dice rolls:
Advance, Charge, Hit, Wound, Saving throw, Damage; Morale test

There's an ENTIRE PAGE of rules for Acts of Faith/Miracle dice in the Codex on page 91. I'm not typing that in, and you should have them memorized by now, anyway.

Shield of Faith
Models in this unit have a 6+ invulnerable save.

In your opponent's Psychic phase, this unit can attempt to deny one psychic power as if it were a PSYKER. Each time a Deny the Witch test is take for this unit, roll one D6 instead of 2D6: if the result of that test was an unmodified result of 6, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.
Sacred Rites
This unit gains a bonus depending on which sacred rites are active for your army. After players have determined their mission, you must select one sacred rite from the following table to be active for your army. Alternatively, you can randomly determine two sacred rites from the table to be active for your army by rolling two D6 and looking up the results (if a double is rolled, roll both dice again until two different results are rolled). In either case, these sacred rites are active for your army until the end of the battle. Some rules can make additional sacred rites become active for a unit during the battle. Duplicated active sacred rites on that unit have no additional effect.

1. Hand of the Emperor:
While this sacred rite is active, add 1 to Advance rolls and charge rolls made for this unit.

2. Spirit of the Martyr:
While this sacred rite is active, each time a model in this unit is destroyed by a melee attack and does not explode, roll one D6, on a 6, after the attacking model's unit has finished making its attacks, it suffers 1 mortal wound (a unit can suffer a maximum of 6 mortal wounds per phase as the result of this ability).

3. Aegis of the Emperor:
While this sacred rite is active, each time this units uses its Shield of Faith ability to take a Deny the Witch test, if the result of that test was an unmodified result of 5+, or it it was greater than the result of the Psychic test, that Deny the Witch test is passed.

4. Divine Guidance:
While this sacred rite is active, each time a model in this units makes a ranged attack, on an unmodified wound roll of 6, the Armour Penetration characteristic of that attack is improved by 1.

5. The Passion:
While this sacred rite is active, each time a model in this unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

6. Light of the Emperor:
While this sacred rite is active, you can ignore any or all modifiers to this unit's Leadership characteristic, and each time a Combat Attrition test is taken for this unit, you can ignore any or all modifiers.

Profiles:

Abilities
Angelic Saviour

This unit is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically. Each time this unit makes a Heroic Intervention move, its models can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.

Divine Guardians

GEMINAE SUPERIA models have a 4+ invulnerable save.

Healing Tears

While a model in this units has any lost wounds, or while this unit is below its Starting Strength, CELESTINE can attempt the following action:
’Healing Tears (Action): This unit can start this action at the end of your Command phase. The action is complete at the end of your Shooting phase provided CELESTINE is still on the battlefield. Once completed:
• If a model in this unit has lost any wounds, all of that model's lost wounds are restored.
• If this unit is below its Starting Strength, 1 GEMINAE SUPERIA model is returned to the unit with their full wounds remaining.’

Lifewards

While this unit contains any GEMINAE SUPERIA models, each time an attack successfully wounds this unit, that attack must be allocated to one of those models. The destruction of GEMINAE SUPERIA models is ignored for the purposes of Morale tests. If CELESTINE is ever destroyed, any remaining GEMINAE SUPERIA models in this unit are also destroyed.

Miraculous Intervention

The first time CELESTINE is destroyed, roll one D6 at the end of the phase instead of using any rules that are triggered when a model is destroyed. On a 1, this unit counts as having been destroyed for the purposes of Sacrifice; on a 2+, set CELESTINE back up on the battlefield as close as possible to where she was destroyed and not within Engagement Range of any enemy units, with all her wound remaining.

Saintly Blessings (Aura)

While a friendly IMPERIUM INFANTRY unit is within 6" of CELESTINE, models in that unit have a 6+ invulnerable save.

Sky Strike

During deployment, you can set up this unit in the skies instead of setting it up on the battlefield, if you do so, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

The Armour of Saint Katherine

CELESTINE has a 4+ invulnerable save. Each time an attack is allocated to CELESTINE, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).

Used By (1)