Saint Celestine

(Entry)
Type: unit
EntryId: cfb3-ca60-13f1-76a0
Hidden: false
Costs: 201 Points
Rules (1)
Jump Infantry
Jump infantry can use their jump packs (or equivalent) and move up to 12" in the Movement phase. This is optional and they can choose to move as normal infantry if they wish. When using jump packs, they can move over all other models and all terrain freely. However, if a moving jump infantry model begins or ends its move in difficult terrain, it must take a dangerous terrain test. Jump infantry models may not end their move on top of other models or impassable terrain, except that they can end their move on top of impassable terrain if it is actually possible to place the models on top of it. If they do that, however, they treat the impassable terrain as dangerous terrain. All jump infantry units may enter the battle by ‘deep strike’.


Jump infantry fall back 3D6", because they always use their jump packs when doing this. They move over any terrain and models when falling back, but if they end their move in difficult terrain (or on top of flat impassable terrain) they must still take a dangerous terrain test. They cannot end their move on top of other models, and must alter the direction of their fall back move as little as possible in order to avoid them, just as a normal unit would when falling back on foot. If they cannot do this, they are trapped and destroyed. 


Jump infantry assault 6" like normal infantry. This move is slowed by difficult terrain in the same way as other infantry, because the unit always covers the last few yards of an assault on foot.

Profiles:

Unit WSBSSTWIALdSv
Saint Celestine

5

5

3(5)

3

3

5

3

10

2+ (4+ Invulnerable)

Abilities
Miraculous Intervention:

Should Celestine ever lose her last wound, she must immediately take an unmodified Leadership test. If the test is failed, she is removed as a casualty. If the test is passed, she is removed from the table and placed in reserve. Begin rolling for her to reappear on the next Witch Hunters turn - on that turn she will arrive on a D6 roll of 4+, the turn after that a 3+ and so on, as per the normal Reserve rules. This roll may not be modified, for example, by such wargear as Improved Comms, unless part of a Scenario Special Rule. When available, Celestine will enter play via the Deep Strike rules, with 1 Wound remaining. Note that this rule is applicable even if Celestine died as a result of an Instant Death attack, and it can occur multiple times throughout the battle.

For the purposes of calculating Victory Points, Celestine is considered a casualty if she fails her Leadership test upon losing her last wound as described above, or if she passes the test, but is still in reserve when the game ends.

Supremely Faithful:

Celestine's presence adds three Faith Points to the army's total. However, she does not benefit from the Martyrdom special rule, instead the first time she is removed from play for any reason, the Faith Point pool is immediately reduced by D6 Faith Points. If this takes the pool to below 0, no more Faith Points may be generated through Martyrdom for the rest of the game.

Adepta Sororitas:

This unit is subject to the following rules: Acts of Faith, Martyrdom and Tests of Faith

Independent Character:

Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in.

Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit!

Fearless:

Fearless troops automatically pass all Morale and Pinning tests they are required to take, and will never fall back. They can however go to ground voluntarily. This special rule is gained by any independent character joining a fearless unit. However, as long as a fearless character stays with a unit that is not fearless, he loses this special rule. If a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next Movement phase, regardless of all normal restrictions on regrouping.

Note: units with the Fearless ability are subject to the No Retreat! rule.

Hit and Run:

Units with this ability that are locked in combat may choose to leave close combat at the end of the Assault phase. The unit using the hit & run ability must take an Initiative test. If the test is failed nothing happens and the models remain locked in the fight. If the test is passed, the unit breaks from combat and immediately moves up to 3D6" in a straight line in any direction, ignoring the units they are locked with. No sweeping advance rolls are made. Enemy units that are no longer locked in combat may consolidate. A hit & run move is not slowed by difficult terrain, but is affected by dangerous terrain. It may not be used to move into contact with the enemy. If there are units with this rule on both sides, roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it consolidates instead.

Melee Weapons
The Ardent Blade:

This sacred relic counts as a Blessed Weapon, and in the Shooting phase may be fired as a flamer. It does not count towards the maximum of one Blessed Weapon per army.

Wargear
Saint Celestine:

The wings confer the same effects as a jump pack, and allow Celestine to make use of the Hit & Run rule. In addition, 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. This additional move is always made according to the rules for a model using a jump pack. Celestine may make this move on the turn she Deep Strikes, but may not use it to initiate an assault.

Used By (1)
Witch Hunters(Catalogue)