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Codex

Ecclesiastra
The Complete Guide To
The Adeptus Ministorum
In The Forty First Millennium

Keepers of the Emperors Cult


07/11/08

Armies of the 41st Millennium


Adeptus Ministorum Rules
Army Commanders & Allies
As per the standard rules, the Adeptus Ministorum army must be led by an army commander: either a
Canoness, Confessor or Missionary Major Hero may lead the force. You may include several of these in a
single army if you wish, but if you do so, you must nominate which character is the army commander
before the armies are deployed; the others are treated as independent characters.
A Confessor or Missionary Major Hero may also lead an Imperial Guard army they are allied to. Basically,
the army has been put at his disposal and he is in overall command. The Adeptus Ministorum character is
added to the Command HQ like a Psyker Lord and assumes overall command of the squad and the army.
This does not change the army organization in any other way.
Preachers and Champion Missionaries can lead allied squads of Imperial Guard and Adeptus Arbites. They
may do this if they are taken as allies or if the squad comes from the Allies allowance, it makes no
difference. Like the army commander rule noted above, they do not replace the ordinary squad leader for
the unit, but are in addition instead. Like other Champions they must remain with their squad for the entire
battle and cannot voluntarily leave it.
Squads of Adeptus Sororitas Battle Sisters and Seraphim may be led by a Veteran Sister (or Seraphim)
Superior. The Veteran Sister Superior is an upgrade of the Sister Superior already in the squad, not an
additional character; any rules listed for a Sister Superior also apply to a Veteran Sister Superior unless
otherwise noted. Like Preachers and Missionaries, Veteran Sister Superiors are Champions, and so are
considered part of the squad, and must obey all of the appropriate rules regarding such units.
Adeptus Ministorum characters may not join squads of Space Marines, Adeptus Mechanicus or squads led
by an Inquisitor as these organizations do not recognize the authority of the Ecclesiarchy. Adeptus
Ministorum characters cannot join a squad containing a psyker as they are simply too distrustful of them to
be associated with such deviant individuals.
Daughters of the Emperor Combat Abilities
The Veteran members of the Adeptus Sororitas are versed in the ancient arts of the Daughters of the
Emperor, an ancient form of martial training handed down from time immemorial. They may fire 2 pistols
in the shooting phase, with a -1 to hit on both rolls; these shots may be directed at different targets, if the
player wishes. If firing two hand flamers, then both may be resolved as a single shot using the standard
Flamer rules.
Jump Packs
Permits the wearer to make a long, powered leap instead of its normal move. A jump can be up to a distance
of 18, reaching a height sufficient to clear most obstacles, vehicles and models. Woods and single-story
buildings reduce the jump to 12. Roll a Scatter Die for the jumping model as it lands; an arrow indicates
that the model scatters D3 in the indicated direction from its desired landing point. If a model with a Jump
Pack has declared a charge, he may move up to 4 after hes landed to engage in hand-to-hand combat . A
model may jump, then shoot or throw a grenade, but it cant use a Move or Fire weapon. Models using
Jump Packs do not receive the 1 to hit penalty for firing at a fast-moving target.
Common
Primitive Shield
Models wearing a Primitive Shield receive a +1 bonus to their armor saving throws against primitive
weapons. A shield by itself will provide an armor save of 6+ against primitive weapons. Note that as with
all shields, these effects only apply if the incoming attack is from the models front 90 arc of sight.

Sacred Rites
0 pointsEffects one squad (typically Sisters of Battle)
Roll D6, modified the by the characters status (see below) and consult the Sacred Rites Table to see the
result. This will affect all of the models in the unit, and will last so long as the character that performed the
Rite leads and stays in coherency with it:
Roll
1
2
3

4
5
6
7
8

Sacred Rites Table


No effect.
The squad is immune to Fear and Terror for the duration of the battle.
The squad becomes subject to Frenzy. Frenzied troops will automatically charge any enemies within charge
distance at the start of their turn, and will remain frenzied until they are Broken in hand-to-hand combat or
until there is no enemy within charge distance. Frenzied troops charge during the compulsory movement
phase and fight with double their Attack Dice in HtH (the A x 2; do not include bonuses for Close Combat
weapons). Frenzied troops may not parry, and must always use their 2 follow-up move to get closer to or
engage the enemy. While Frenzied, troops are unaffected by other psychology, unless broken in HtH; then
they lose the Frenzy status and must flee just like other troopsshould they later rally, they are unaffected by
their former frenzy. You can try to restrain troops attempting to charge via Frenzymake a Leadership test; if
you are successful, the unit is not frenzied for that turn and not affected.
The squad adds +1 to its Ld for the duration of the battle (although it cannot raise the score higher than 10).
The squad Hates the enemy. This allows them to take Break tests with an Ld of 10. In Close Combat, they
may re-roll any Attack Dice once for each round of HtH combat, and always use their 2 follow-up move to
get closer to or engage the enemy.
Each model in the unit has a psychic save on a D6 of 4+. Note that this does not Nullify the power; you must
roll for each model individually to see if it is affected.
The squad is immune to psychology and automatically passes any Break tests it is required to make.
The squad ignores the standard choosing a target rules, and each may fire at any unit or vehicle the player
wishes. While it cannot fire specifically at characters that are part of, screened by, or closer to a unit than 2,
it may select any other target deemed appropriate within the 90 arc of the shooter.
Once per battle, the squad may choose to fire again after the end of the Shooting Phase. The casualties
sustained by the unit are removed before these shots are made, and weapons that are Jammed or Recharging
may not be used.
The characters performing the Sacred Rites may use the following modifiers (note that any of the possible
results in the range may be selected if the character can modify the roll):
Sisters of Battle Canoness:
Veteran Sister Superior (SoB):
Missionary Major Hero:
Missionary Hero or Champion:
Preacher:
For each Psyker in the army:

+3
+2
+1
+0
+0
-1

Any Imperial infantry unit (save for Adeptus Mechanicus, Space Marine, or Inquisitors) may receive
Sacred Rites, although mutants such as Ogryns, Ratlings, and Squats will not be granted them.
Relics
Like other characters, Adeptus Ministorum characters can take Wargear cards. However, the Ecclesiarchy's
relationship with the Adeptus Mechanicus is strained at the best of times. For this reason, much of the
Ecclesiarchy's wargear is classed as Relics. Relics can be ancient pieces of technology from the foundation
of the Imperium, or true holy artifacts such as the bones of a saint or an object connected with the Emperor.
The army list states how many ordinary Wargear cards and the number of Relics that can be taken.

Refer to the Relics section of this volume for those available to Adeptus Ministorum characters; most can
be freely chosen from the list and few are considered unique (certain special characters have their own
particular Relics as detailed in their description and these artifacts are only available to them).
Ordinary Wargear cards can be taken as Relics if you pay double the normal points cost. These artifacts
have been handed down through the Ecclesiarchy for millennia and have been used by countless famous
fighters and servants of the Emperor.
An Adeptus Ministorum character may take a Relic instead of a Wargear card, they don't have to take nonRelic Wargear cards if you wish. For example, a character that can take one Wargear card and one Relic
may have one of each, two Wargear cards (one at double cost) or two Relics.
Only Adeptus Ministorum characters can take Relics (with the exception of a Purity Seal - see the
description). Certain Relics confer a bonus to friendly troops within their area of effect. These Relics do not
confer their bonuses to Space Marines and the Adeptus Mechanicus. Note that although the Inquisition does
not acknowledge the authority of the Ecclesiarchy, its members are usually adherents to the Imperial Creed
and therefore do receive any bonuses bestowed by a Relic.

Adeptus Ministorum Armory


Armor
Models picking from this list may select only one item.
Armor (All Ministorum Organizations)
Flak Armor (6+ save/5+ vs. blast markers)
Mesh Armor (5+ save)
Carapace Armor (4+ save)
Primitive Shield

Cost
1
3
7
1

Assault Weapons
Models picking from this list may select as many items as you wish.
Ministorum Assault Weapon
Bolt Pistol
Chainsword
Hand Flamer
Laspistol
Plasma Pistol
Power Mace
Power Maul
Power Sword

Cost
2
2
7
1
5
6
5
6

Sororitas Assault Weapon


Bolt Pistol
Hand Flamer
Plasma Pistol
Power Maul
Power Sword

Cost
2
7
5
5
6

Basic Weapons
Models picking from this list may select only one item.
Militia Basic Weapons
Autogun or Auto-Pistol
Bow
Crossbow
Flail
Lance (Mounted Units only)
Lasgun
Laspistol
Musket
Sword or Axe

Cost
1

1
1
2
2
1
1
1

Special Weapons
Models picking from this list may select only one item.
Militia Special Weapon
Bolt Pistol
Boltgun
Hand Flamer
Heavy Stubber
Shotgun

Cost
2
3
7
7
2

Non-Militia Special Weapon


Boltgun
Flamer
Hand-Bow
Lasgun
Meltagun
Plasma Gun
Shotgun
Storm Bolter

Cost
3
8

2
7
7
2
6

Heavy Weapons
Models picking from this list may select only one item. If taken by a character model, each item on this list
comes with a Targeter (+1 to hit).
Weapon

Cost
16
10
48
20

Autocannon
Heavy Bolter
Multimelta
Heavy Flamer
Grenades
Models picking from this list may select as many items as you wish.
Grenade (All Ministorum)
Frag grenades
Krak grenades
Melta-bombs
Plasma grenades
Army Organization
At least 25% Troops

Up to 25% Support

Cost
2
3
5
3

Up to 25% Allies

Up to 50% Characters

Troops: Adeptus Sororitas Battle Sisters, Celestine, Dominion, Seraphim, and Retributors; Frater
Militia bands; Arco-Flagellants and Sisters Repentia
Characters: Canoness and Veteran Sisters; Missionaries; Confessors; Preachers and Mistress
Repentia
Support: Immolators; Exorcists; Rhinos and Penitent Engines
Allies: Imperial Agents; Imperial Guard, Inquisition, and Space Marine Squads Units and/or
Characters
An army commander must be selected for any Ministorum Army.
Ministorum armies have a basic Strategy Rating of 2.

Adeptus Ministorum Characters


CharactersAdeptus Ministorum
Canoness
85 points (0-1x)
Troop Type
M
WS
BS
S
T
W
I
A
Canoness
4
6
7
4
5
3
7
3
Armed with a Boltgun, Frag grenades and wears Power Armor (3+ save).

<50%
Ld
10

An Adeptus Ministorum army may be led by a Canoness; only one Canoness is permitted per army.
The Canoness has a strategy rating of 4.
Options
May have up to 1 Wargear Card and 2 relics; may choose from any of the Sororitas Assault Weapons,
and Grenade Lists, and may be equipped with a jump pack for +5 points. The Canoness may be
accompanied by a special body guard of 5 Seraphim (see below). Note that if the Canoness is chosen
as an ally for any other army, then she MUST be accompanied by this bodyguard.
The Canoness is versed in the ancient arts of the Daughters of the Emperor, and all of the rules apply to
her.
Before a battle, the Canoness may lead a squad in the Sacred Rites, and adds +3 to the roll.
Confessor
54 points (0-1x)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Confessor
4
5
5
4
4
2
5
2
10
Armed with a Laspistol, a Rosarius (contains a Conversion Field; 4+ unmodified save).
If leading the Army, the Confessor has a strategy rating of 2.
Confessors are subject to Frenzy, never break and automatically pass any break test they are required
to make; however, they cannot control their Frenzy!
If a Confessor leads a unit, all models in the unit become subject to Frenzy as long as they are led by
the Confessor, and are immune to any other psychology except for Hatred.
Options
The Confessor may choose to take items from any of the Grenades, Armor, Ministorum Assault
Weapons, Non-Militia Special Weapons, and Militia Basis Weapon Lists. Confessors may have up to 1
Wargear Card or Relic.
Remember, Confessors may not join and lead squads of Space Marines, Adeptus Mechanicus or squads
led by an Inquisitor.
Preacher
10 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Preacher
4
4
4
3
3
1
4
1
9
Armed with a Laspistol. One Preacher may be included in each squad of Frater Militia, Adeptus
Arbites, or Imperial Guard in the army.
Before a battle, the Preacher may lead a squad in the Sacred Rites; this roll is not modified.
Options
May choose from any of the Grenades, Armor, Ministorum Assault Weapons, Non-Militia Special
Weapons, and Militia Basis Weapon Lists. May have up to 1 Relic (a Preacher cannot take any Wargear
Cards.)

Seraphim Bodyguard
150 points (Counts towards the Squad Allocation)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Veteran Sister
4
4
5
3
4
1
5
1
9
Consists of 5 Battle Sisters, all of whom wears Power Armor (3+ save), carries a Boltgun. They may
exchange their Boltguns for Bolt pistols at no extra cost. The models of the unit do not have to be
identically armed in this way.
If the army contains a Canoness, you may choose a Bodyguard for her. These models form a unit for
the game, and must adhere to all of the rules which govern units.
Options
The Bodyguard may be equipped with Jump Packs for +30 points. Any model may exchange their
Boltguns for two hand flamers for +10 points. The squad may be armed with grenades (all models
must be identically equipped with the grenade selection).
Like the Canoness, the Seraphim of the Bodyguard are veteran characters and may employ the special
combat abilities of the Daughters of the Emperor.
Veteran Sister Banner Bearer
70 points (0-1x)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Veteran Sister
4
4
5
3
4
1
5
1
9
A Canoness may be accompanied by a Banner Bearer of her order, who is armed with a boltgun and
Frag grenades and wears power armor (3+ save). She also carries the Banner of her Order (see Relics,
below). She must form a unit with the Canoness, and remain within 2 of her at all times.
An Adeptus Ministorum army may contain a Veteran Banner Bearer; only one Bearer is permitted per
army.
Like the Canoness, the Bearer of the Sacred Standard is a veteran character, and may employ the
special combat abilities of the Daughters of the Emperor.
Options
She may take additional wargear from the Assault Weapons and Grenades Wargear Lists. The Banner
Bearer may be equipped with a jump pack for +5 points.
The Banner Bearer may have up to one Wargear card and one Relic.
Veteran Sister Superior
+8 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Veteran Sister
4
4
5
3
4
1
5
1
9
Any Sororitas Squad may upgrade its Sister Superior to a Veteran Sister. She is armed with a boltgun,
power armor (3+ save), and Frag grenades.
Before a battle, the Veteran Sister may lead a squad in the Sacred Rites, and adds +2 to the roll.
Veteran Sisters may employ the special combat abilities of the Daughters of the Emperor.
Options
She may choose from any of the Grenades and Sororitas Assault Weapon Lists.
The Veteran Sister Superior may have up to 1 Wargear Card or Relic.

Veteran Seraphim Superior


+10 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Veteran Sister
4
5
6
3
4
1
6
1
9
Any Seraphim Squad may upgrade its Sister Superior to a Veteran Sister. She is armed with two bolt
pistols, power armor (3+ save), and Frag grenades.
Before a battle, the Veteran Sister may lead a squad in the Sacred Rites, and adds +2 to the roll.
Veteran Sisters may employ the special combat abilities of the Daughters of the Emperor.
Options
She may choose from any of the Grenades and Sororitas Assault Weapon Lists.
The Veteran Sister Superior may have up to 1 Wargear Card or Relic.
Missionary
23 pts for a Champion; 44 pts for a Hero; 80 pts for a Major Hero (0-1x)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Champion
4
4
4
3
3
1
4
1
9
Hero
4
5
5
4
4
2
5
2
10
Mighty Hero
4
6
6
4
4
3
6
3
10
Armed with a Laspistol, and Rosarius (contains a Conversion Field; 4+ unmodified save).
Before a battle, the Missionary may lead a squad in the Sacred Rites. The Champion and Hero confer
no bonus; the Mighty Hero adds +1 to the roll.
Options
May choose from any of the Grenades, Armor, Ministorum Assault Weapons, Non-Militia Special
Weapons, and Militia Basic Weapon Lists.
May have up to 1 Wargear Card or Relic (a Major Hero may have a Wargear Card and two Relics.)
A Missionary Champion may lead a squad of battle sisters, Imperial Guard, Adeptus Arbites, or Frater
Militia, and may not leave that unit; a Missionary Hero may be included as an independent character;
and a Missionary Mighty Hero may lead a Ministorum Army or may be included as an independent
character. Note that only one Missionary may be chosen for any given Ministorum Army.
If leading the Army, the Missionary Mighty Hero has a strategy rating of 2.
Mistress Repentia
33 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Mistress
4
4
4
3
3
1
5
2
10
Armed with a pair of Neural Whips and Carapace armor (4+ Save). The model may only be included
as part of a squad of Sisters Repentia, and follows all of the restrictions for that unit.
The Mistress Repentia is Frenzied.
Options
None

Adeptus Ministorum Squads


SquadsAdeptus Ministorum
25%+
Arco-Flagellants
33 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Penitents
4
4
0
4
5
1
4
3
8
Consists of 3 to 6 Flagellants. Each Flagellant has been blessed with a fully cybernetic body (4+
Invulnerable Save) equipped with an Electro-Flail and a Combat Drug dispenser.
These models are normally Frenzied, may not ride in vehicles.
The unit cannot be Victory Conditions for any type Mission.
The squad must be led by a Priest.
Options
None
Sisters Repentia
21 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Penitents
4
4
2
3
3
1
3
1
6
Consists of 4 to 9 Sisters Repentia. Each Penitent wears Carapace Armor (4+ Save) and carries an
Evicerator.
These models are Frenzied, and may not ride in vehicles.
The squad must be led by a Mistress Repentia.
Options
The unit may be joined by a Priest; no other character may attach itself to the squad.
Adeptus Sororitas Battle Squad
140 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Battle Sister
4
3
4
3
4
1
4
1
8
Consists of 1 Sister Superior and 4 Battle Sisters, all of whom share the above stats. Each model wears
Power Armor (3+ save), carries a Boltgun, and Frag grenades.
Options
Any model may pick from the Sororitas Assault weapons list, as desired. The squad may be armed with
grenades (all models must be identically equipped with the grenade selection).
One model may be added to the squad who carries a Bolt Pistol, Frag Grenades, and Special weapon
for a cost of 28 points, plus the cost of a Flamer (+4 pts) or Meltagun (+3 pts).
One model may be added to the squad who carries a Bolt Pistol, Frag Grenades, and Heavy Weapon
for a cost of 28 points, plus the cost of the weapon (see the Armory lists for costs).
You may upgrade the Sister Superior to a Veteran Sister Superior for +8 points.

Adeptus Sororitas Celestine Squad


140 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Battle Sister
4
3
4
3
4
1
4
1
8
Consists of 1 Sister Superior and 4 Battle Sisters, all of whom share the above stats. Each model wears
Power Armor (3+ save), carries a Boltgun, and Frag grenades.
Celestines must be taken as a bodyguard for any Adeptus Ministorum Character. Bodyguards form a
unit with the character that they are protecting, and follow all of the rules concerning Squads.
Options
Any model may pick from the Sororitas Assault weapons list, as desired. The squad may be armed with
grenades (all models must be identically equipped with the grenade selection).
Two models may be added to the squad who carry a Bolt Pistol, Frag Grenades, and Special weapon
for a cost of 28 points, plus the cost of a Flamer (+4 pts) or Meltagun (+3 pts).
You may upgrade the Sister Superior to a Veteran Sister Superior for +8 points.
Adeptus Sororitas Dominion Squad
140 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Battle Sister
4
3
4
3
4
1
4
1
8
Consists of 1 Sister Superior and 4 Battle Sisters, all of whom share the above stats. Each model wears
Power Armor (3+ save), carries a Boltgun, and Frag grenades.
Only one Dominion Squad can be taken for each Battle Squad of Adeptus Sororitas taken for the army.
Options
Up to 4 models may select from the Special Weapons List, as desired (the Boltgun will be replaced by
a Bolt Pistol in this case). The squad may be armed with grenades (all models must be identically
equipped with the grenade selection).
You may upgrade the Sister Superior to a Veteran Sister Superior for +8 points.
Like Retributors, a Dominion squad may be taken as Allies only if a Battle Sisters Squad that is also
included in the Army.
Adeptus Sororitas Seraphim Squad
175 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Battle Sister
4
4
5
3
4
1
5
1
8
Consists of 1 Seraphim Superior and 4 Seraphim, all of whom share the above stats. Each model wears
Power Armor (3+ save) with a Jump Pack, and carries 2 Bolt Pistols and Frag grenades.
Only one Seraphim Squad can be taken for each Battle Squad of Adeptus Sororitas taken for the army.
All Seraphim may employ the special combat abilities of the Daughters of the Emperor.
Options
Any model may pick from the Sororitas Assault weapons list, and may swap out her two Bolt Pistols
for 2 Hand Flamers (+10 pts) as desired. The squad may be armed with grenades (all models must be
identically equipped with the grenade selection).
You may upgrade the Seraphim Superior to a Veteran status for +10 points.
A squad of Seraphim may be taken as Allies if a Battle Sisters Squad that is also included in the Army,
on a 1 to 1 basis.

Adeptus Sororitas Retributor Squad


140 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Battle Sister
4
3
4
3
4
1
4
1
8
Consists of 1 Sister Superior and 4 Battle Sisters, all of whom share the above stats. Each model wears
Power Armor (3+ save), carries a Boltgun, and Frag grenades.
Only one Retributor Squad can be taken for each Battle Squad of Adeptus Sororitas taken for the army.
Options
Up to 4 models may pick from the Heavy Weapons List, as desired (the Boltgun will be replaced by a
Bolt Pistol in this case). The squad may be armed with grenades (all models must be identically
equipped with the grenade selection).
You may upgrade the Sister Superior to a Veteran Sister Superior for +8 points.
Like Seraphim, a squad of Retributors may be taken as Allies only if a Battle Sisters Squad that is also
included in the Army.
Frateris Militia Band
4 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Militia Man
4
2
2
3
3
1
3
1
6
Consists of 5 to 20 Militiamen. The Frater do not start with weapons or armor.
Options
Any model may pick from the Frater Militia weapons list, as desired. The squad may be armed as you
see fit. Any model may be equipped with a Primitive Shield (+1 point).
For every 5-10 models in the band, two may be equipped with a weapon from the Frater Militia
Special Weapons List (4 may be so equipped if there are 11 or more models in the Band).
One model may be equipped with a Militia Standard for +10 points.
Frateris Militia bands and attached non-Adeptus Sororitas characters may be converted into cavalry.
The entire unit must be mounted, and costs +3 points per model. All the rules for cavalry models apply,
so this increases the models Movement to 8, and the band also gains +1 to their armor saves. Note that,
in this case, the horses have no attacks of their own and just increase the movement of the rider.
Any Frater Militia Band included as Allies must be lead by a Character from this Army List.

Adeptus Ministorum Allies


Allies

<25%
Unlike most other army lists, the Adeptus Ministorum has a separate Allies allowance, rather than Allies
being included as part of its Support. Up to one quarter of the points value of your army may be spent on
forces drawn from the Imperial Guard, Space Marine, and Imperial Agents Lists.
To choose Allies, you must refer to the separate Warhammer 40,000 Army List for that force. You may
include Allies from a single army, or as many different armies as you wish.
When choosing Allies, there is only one significant restriction: you may not pick Allies from the allied
army's Support or Allies section. Otherwise, if you are spending, for example, 500 points on Allies, you
could spend all of this on characters if you wish. In addition, obligations regarding compulsory troops do
not apply to Allies (you do not need to choose an allied army commander, for instance). However, all other
restrictions in the Allied list do apply, and all unit sizes must be correct.
Including Allies in your Adeptus Ministorum force is a good way of expanding your forces. Due to its
weakness in certain areas, Allies are very important to an Adeptus Ministorum army and can be used to
counter some of these deficiencies. Also, by including Allies in your force, it is becomes possible for
several players to combine their forces and fight substantially larger battles.
ADEPTUS MINISTORUM AS ALLIES
Troops from the Adeptus Ministorum army list may be used as Allies in armies of Imperial Guard, Space
Marines or other Imperial Agents as normal, representing squads from the Ecclesiarchy being attached to
other organizations (most usually the Imperial Guard) to provide spiritual and military support. Although
usually there are no restrictions on choosing Allies, the following rules apply when you include Adeptus
Ministorum forces as Allies to another army:

An Adeptus Sororitas Canoness, when used as an Ally, must be accompanied by a Bodyguard


squad.
You can only include Frateris Militia bands as an Ally if you also include at least one Adeptus
Ministorum character as an Ally, too.
Likewise, you may only take Adeptus Sororitas Seraphim or Retibutor squads if you include at least
one Adeptus Sororitas character or Battle Sisters squad.

Adeptus Ministorum Characters


Special Characters
<25%
Saint Paraxedes of Ophelia VII
122 points (including Wargear)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Canoness
4
6
7
4
5
3
6
4
10
Armed with a Boltgun, Melta Bombs, Frag and Krak grenades and carrying the Scepter of Vengeance;
wears Power Armor and the Cloak of Saint Aspira (2+ save).
Irresistible Charge: When Saint Paraxedes Charges into HtH, roll a D6+4; if this is greater than the
STR of her opponent, he is knocked off balance and must halve his WS (rounding up) for the rest of
the turn.
Inspirational Leader: Any friendly troops with LOS to Saint Paraxedes add +1 to the Ld Score; if she is
engaged in HtH, then any unit with LOS is considered to have an Ld of 10 for all Psychology Tests.
Before a battle, Paraxedes may lead a squad in the Sacred Rites, and adds +3 to the roll.
The Canoness has a strategy rating of 4.
Options
The Character cannot be otherwise modified.
Helena the Virtuous, Prioress of the Convent Sanctorum
160 points (including Wargear)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Prioress
4
5
5
4
4
3
5
3
10
Armed with a Boltgun, Melta Bombs, Frag grenades and carrying the Rod of Grace; wears Power
Armor and a Rosarius (4+ Conversion Field save). Helena also carries a Relic known as the Mantle of
Ophelia.
Holy Radiance: Any Fleeing Imperial unit within 12 of Helena at the start of the Rally Phase
automatically rallies. In addition, any unit with LOS to her may use her Leadership value of 10 to
make any Ld checks. Helena herself is Immune to Psychology.
Revered Leader: If Helena is wounded, then all units in the army become subject to Hatred. If Helena
is killed, every squad that passes a break test after the loss of their Commander becomes immune to
Break tests for the rest of the battle. However, her loss will also provide an additional 5 victory points
to the enemy army, due to the repercussions of the loss of such an inspirational leader!
Before a battle, Helena may lead a squad in the Sacred Rites, and adds +4 to the roll. If this results in a
10, roll twice on the chart, ignoring any ties or further results of ten. Furthermore, any model in the
Army who can provide Sacred Rites adds an additional +1 to the roll; if this results in a 10, then the
same double roll is made for that character, as well.
The Canoness has a strategy rating of 4.
Options
The Character cannot be otherwise modified. Note that Helena is not able to utilize the combat training
of the Daughters of the Emperor.

Uriah Jacobus, Protector of the Faith


115 points (including Wargear)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Missionary
4
6
6
4
5
3
6
3
10
Armed with a Shotgun, Chainsword, Frag and Krak grenades and wears Carapace Armor (4+ save) and
a Rosarius (4+ unmodified save). Uriah carries the Litanies of Faith and the Banner of Sanctity.
Steadfast: Uriah cannot be broken for any reason. If a squad to which is attached Breaks or flees for
any reason, Uriah does not retreat with them, but stays where he is.
Before a battle, Uriah may lead a squad in the Sacred Rites. He may roll 2 dice, choosing which result
is applicable, and adds +1 to the roll.
If chosen as an Army Commander, Uriah has a strategy rating of 2.
Options
The Character cannot be otherwise modified.
Redemptor Kyrinov, Arch Confessor
88 points (including Wargear)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Confessor
4
5
4
4
4
2
4
2
10
Armed with a Master Crafted Bolt Pistol and carrying the Mace of Valaan; wears Flak Armor (6+
save/5+ vs. blast markers) and a Rosarius (4+ unmodified save). He also bears the Icon of Chiros.
Kyrinov is subject to Frenzy: he never breaks and automatically passes any break test they are required
to make, although he cannot control their Frenzy! If he leads a unit, all models in the unit become
subject to Frenzy as long as they are led by Kyrinov, and they are immune to any other psychology
except for Hatred for as long as he accompanies them.
If leading the Army, Redemptor Kyrinov has a strategy rating of 2. Note that Kyrinov will not join and
lead armies that contain Space Marines, Adeptus Mechanicus or Inquisitors.
Options
The Character cannot be otherwise modified.
Cardinal Armandus Helfire
100 points (including Relics)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Canoness
4
5
6
5
5
3
4
2
10
Armed with a plasma gun and the Scepter of Avignor. He wears Flak Armor (6+ save/5+ vs. blast
markers) and a Rosarius (4+ unmodified save).
Holy Disdain: Armandus is Immune to Fear and Terror, and cannot be Broken. If a squad to which is
attached Breaks or flees for any reason, Armandus does not retreat with them, and becomes separated
from the unit.
Commanding Voice: If Armandus leads the army, any unit within 18 is considered to have an Ld of 10
for all Psychology Tests.
Ol Stony: Weapons inflicting multiple wounds on Armandus halve the damage roll, rounding down.
Before a battle, Armandus may lead a squad in the Sacred Rites. He adds +1 to the roll.
If he is the Army Commander, Cardinal Armandus has a strategy rating of 3.
Options
Armandus may take one piece of Wargear.

Adeptus Ministorum Support


Support
Exorcist
200 points

<25%

Crew Type
Battle Sister

M
4

WS
3

BS
4

S
3

T
4

W
1

I
4

A
1

Ld
8

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
7
D12
-5
8
18
25
2
0
Tracked
The tank is armed with a Whirlwind Multi-Rocket Launcher with a 360 arc of fire in the turret; this
weapon may fire indirectly, using only a normal To Hit roll (there is no automatic deviation). The
Exorcist may upgrade with a storm bolter and/or auto-launchers (with Frag or Blind) for (+5) points.
D6
1
2-3
5-6
D6
1
2-5
6
D6
1
2-3
4
5
6
D6
1

2
3
4-6

Location
Track
Hull
Turret

Front
15
20
22

Armor
Side/Rear
15
18
22

Track Damage Table


The track is damaged. The Exorcist must move at slow speed for the rest of the game.
The track is blown off. The tank moves out of control, then comes to a permanent halt.
The track is blown off, and the vehicle flips over, coming to a halt D6 away in a
random direction. Any model hit takes D6 S-7 hits with a -2 save. Any models on board
are killed on a D6 roll of 4+; survivors may dismount normally the following turn.
Hull Damage Table
The driver is killed. Unless the position is taken over by the gunner, the vehicle will
move out of control until it has a collision, drives off the board, or the game ends.
A large explosion tears through the crew compartment. Any models on board are killed
on a D6 roll of 4+.
The engine explodes. All models on board are killed, and the tank is spun around to face
a random direction, and comes to a permanent halt.
The fuel tank ignites and the vehicle bursts into flames. All models on board are killed,
and the wreck moves out of control next turn before exploding. Any model within 3 of
the point where it stops will be hit as if by a heavy flamer.
The ammunition explodes. All models on board are killed, and any model within 3 of
the point where it stops will be hit by D6 S-10 hits with a -3 save.
Turret Damage Table
The multi-launcher is damaged, and may only fire indirectly on a roll of 4+ (check each
turn).
The multi-launcher goes haywire, and fires a barrage at a random target. Roll an
Artillery die to determine the number of missiles fire, and a scatter die to determine the
direction of the barrage. Place the Blast Marker on a random model (friend or foe) on
the furthest unit within range and work out the rest of the effects as normal. If it has any
ammunition remaining, the multi-launcher will not fire in the next turn.
The gunner is killed; the multi-launcher must be manned by another crewman to fire.
The turret is blown off. All models in the Exorcist are killed, and the turret flies 2D6 in
a random direction. Any models hit by it take D6 S-9 hits with a -6 save modifier.

Immolator
140 points
Crew Type
Battle Sister

M
4

WS
3

BS
4

S
3

T
4

W
1

I
4

A
1

Ld
8

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
7
D12
-5
8
18
25
2
1 SQD + 1
Tracked
The Immolator is armed with twin linked Heavy Flamers with a 360 arc of fire in the turret. These
may fire either a single, double wide Template, or may use a normal Template for two consecutive hits.
These may be replaced with twin linked Multi-Meltas for +70 Points. An Immolator may upgrade with
auto-launchers with Frag grenades for (+5) points.
D6
1
2-4
5-6
D6
1
2-5
6
D6
1-3
4
5
6
D6
1
2
3
4-6

Location
Track
Hull
Turret

Front
15
20
22

Armor
Side/Rear
15
18
22

Track Damage Table


The track is damaged but keeps running. The Immolator may only move at slow speed
for the rest of the game.
The track is blown off. The Immolator moves out of control next turn, and then comes
to a permanent halt.
The track is blown off, and the vehicle flips over, coming to a halt D6 away in a
random direction. Any model hit takes D6 S-7 hits with a -2 save. Any models on board
are killed on a D6 roll of 4+; survivors may dismount normally the following turn.
Hull Damage Table
A large explosion tears through the crew compartment. Any models on board are killed
on a D6 roll of 4+.
The engine explodes. All models on board are killed, and the tank is spun around to face
a random direction, and comes to a permanent halt.
The fuel tank ignites. All models on board are killed, and the wreck moves out of
control next turn before exploding. Any model within 3 of the point where it stops will
be hit as if by a heavy flamer.
The ammunition explodes. All models on board are killed, and any model within 3 of
it will be hit by D6 S-10 hits with a -3 save.
Turret Damage Table
The weapons are damaged, and may only be used on a roll of 4+ (check each turn).
The turret is jammed; the guns must fire in a straight line from this position.
The gunner is killed; the weapons must be manned by another crewman to fire.
The turret is blown off. All models in the Immolator are killed, and the turret flies 2D6
in a random direction. Any models hit by it take D6 S-9 hits with a -6 save modifier.

Penitent Engine
50 points (1-3x per squadron)
Crew Type
M
WS
Penitent
0
4

BS
2

S
2

T
2

W
1

I
4

A
1

Ld
8

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers Walk
Charge
Fast
Type
6
D6
-4
8
12
N/A
1
0
Walker
The Penitent Engine consists of a Sinner who is wired into a power lifer frame equipped with a Power
Claw and a Flamer on each arm. The Flamers may be used to target separate units, or combined with
the same result as that of a Heavy Flamer. Note that the operator of the Engine is Subject to Frenzy,
which will double the amount rolled on the Attack Score Die.
D6
Location
1-2
Legs
3-4
Arm*
5-6
Driver/Engine**
HtH Stats
WS
A
4
D3

Front
18
18
Special

Armor
Side/Rear
18
18
18

*The weapon closest to the attacker is hit.


**Driver is hit from the Front, Engine from the Side/Rear
D6
1
2
3-4
6
D6
1
2-5
6
D6
1
2-3
4-6

Legs Damage Table


The inch thick armor of the Penitent Engines leg holds, but the force of the blow slows
it down. The Penitent Engine may not move next turn.
The walker is knocked sprawling, It staggers D3 in a random direction, colliding with
anything it moves into
The leg is seriously damaged. The Penitent Engine may now only limp along at D3 per
turn.
The leg is blown off. The Penitent Engine crashes to the ground, and is effectively
destroyed.
Weapon Damage Table
The Flamer is partially damaged. It will only fire if you first roll a 4+. If it fails to fire,
then the Heavy Flamer attack may not be used that round.
The arm is torn from the Penitent Engines body and is destroyed. Reduce the A score to
1D3 (Frenzy no longer applies) for the first result, and to 1 for the second result (and
the Engine may now only use its Ram Value to determine the result of its HtH rolls).
The power feeds to the arm explode! Energy courses back into the body of the Penitent
Engine; roll on the engine table to determine the result of the explosion.
Engine Damage Table
The controls are damaged. The machine may only move and attack on a roll of 4+
(make one check each turn).
The engine core is damaged and begins to overheat. At the start of each turn, roll D6; it
explodes on a roll of 1 or 2. Any models within 3 suffer D6 S-10 hits with a -3 save.
The Penitent Engines fusion core explodes, completely destroying the machine and
inflicting D3 S-8 hits with a -3 Mod to any models within 3.

Pilot Damage Table


Roll to wound the Penitent as normal. If she is slain, the Penitent Engine moves out of control in

the following turn, and then crashes to the ground.

Rhino Mark I
50 points
Crew Type
Battle Sister

M
4

WS
3

BS
4

S
3

T
4

W
1

I
4

A
1

Ld
8

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
7
D12
-5
8
18
25
1
1 Sqd + 1
Tracked
The Rhino is armed with twin linked Bolters with a 360 arc of fire from the top of the vehicle. A
Rhino may upgrade with auto-launchers (with Frag or Blind) for (+5) points, or a Frag Defender for
(+10).
D6
1-2
3-5
6
D6
1
2-5
6
D6
1
2-4
5
6
D6
1
2-5
6

Location
Track
Hull
Weapons

Front
15
20
12

Armor
Side/Rear
15
18
12

Track Damage Table


The track is damaged but keeps running. The Rhino may only move at slow speed for
the rest of the game.
The track is blown off. The Rhino moves out of control next turn, and then comes to a
permanent halt.
The track is blown off, and the vehicle flips over, coming to a halt D6 away in a
random direction. Any model hit takes D6 S-7 hits with a -2 save. Any models on board
are killed on a D6 roll of 4+; survivors may dismount normally the following turn.
Hull Damage Table
The driver is hit and killed. The Rhino cannot fire weapons and will move out of
control for the rest of the game (unless another model can take over).
A large explosion tears through the crew compartment. Any models on board are killed
on a D6 roll of 4+.
The engine explodes. All models on board are killed, and the tank is spun around to face
a random direction, and comes to a permanent halt.
The fuel tank ignites. All models on board are killed, and the wreck moves out of
control next turn before exploding. Any model within 3 of the point where it stops will
be hit as if by a heavy flamer.
Weapon Damage Table
The Rhinos bolters and auto-launchers are damaged, and may only be used on a roll of
4+ (check each turn).
The Bolters and auto-launchers are destroyed.
The weapon systems are destroyed, as above; in addition, the explosion flashes back
inside the vehicle. Roll on the HULL table to determine the result.

Rhino Mark II
50 points
Crew Type
Space Marines

M
4

WS
4

BS
4

S
4

T
4

W
1

I
4

A
1

Ld
8

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
7
D12
-5
8
18
25
1
10 M or 5 T
Tracked
The Rhino is unarmed, but may mount either an auxiliary Stormbolter with a 360 arc of fire from the
top of the vehicle or a searchlight in a similar mount for +5 points (note that these are not Wargear
upgrades for this vehicle). A Rhino may upgrade with auto-launchers (with Frag or Blind) for (+5)
points, or a Frag Defender for (+10).
D6
1-2
3-6
D6
1
2-5
6
D6
1
2-4
5
6

Location
Track
Hull

Front
15
20

Armor
Side/Rear
15
18

Track Damage Table


The track is damaged but keeps running. The Rhino may only move at slow speed for
the rest of the game.
The track is blown off. The Rhino moves out of control next turn, and then comes to a
permanent halt.
The track is blown off, and the vehicle flips over, coming to a halt D6 away in a
random direction. Any model hit takes D6 S-7 hits with a -2 save. Any models on board
are killed on a D6 roll of 4+; survivors may dismount normally the following turn.
Hull Damage Table
The driver is hit and killed. The Rhino cannot fire weapons and will move out of
control for the rest of the game (unless another model can take over).
A large explosion tears through the crew compartment. Any models on board are killed
on a D6 roll of 4+.
The engine explodes. All models on board are killed, and the tank is spun around to face
a random direction, and comes to a permanent halt.
The fuel tank ignites. All models on board are killed, and the wreck moves out of
control next turn before exploding. Any model within 3 of the point where it stops will
be hit as if by a heavy flamer.

Adeptus Ministorum Weapons


Hand to Hand Weapons
Axe
Save
Str
Dmg
Mod
User
1
-1

Armor
Pen
D6+STR

Special

Save
Mod
-1

Armor
Pen
2D6+D12+6

Special

Save
Mod
-2

Armor
Pen
2D6+5

Causes Fear; Parries

Dmg
1

Save
Mod
-1

Armor
Pen
2D6+4

Close combat, Parries

Dmg
1

Save
Mod
-3

Armor
Pen
2D6+5

Special
Close combat, cannot be parried

Dmg
1

Save
Mod
-5

Armor
Pen
D6+D20+8

Axe of Retribution
Str
6

Dmg
D6

Blade of Admonition
Str
5

Dmg
1

Special

Chainsword
Str
4

Special

Electro-Flail
Str
5
Eviscerator
Str
8

Special
Close combat

Flail of Chastisement
Save
Armor
Str
Dmg Mod
Pen
Special
5
1
-1
2D6+5
Entangles
Any target wounded by the Flail (but not killed) loses D3 attacks in the next round of HtH combat (to a
minimum of 1). This weapon cannot be parried.
Hand Weapon, Flail
Str
User

Dmg
1

Save
Mod
-1

Armor
Pen
D6+STR

Special
Close combat; cannot be parried

Lance
Save
Armor
Str
Dmg
Mod
Pen
Special
User
1
-1
D6+STR
+2 to S when Charging
The lance adds +2 to the Users Strength score in the first round of HtH if the model charges.

Mace of Valaan
Str
6

Dmg
1

Save
Mod
-3

Armor
Pen
D6+D12+6

Save
Mod
-3

Armor
Pen
2D6+5

Special
Close combat; Cannot be Parried

Neural Whip
Str
5

Dmg
1

Special
Strikes in Whip Phase

Penitent Engine Power Claw


Save
Armor
Str
Dmg
Mod
Pen
Special
8
1
-5
D6+D20+8
Close combat
You may choose to swap any 2 hits you score in hand-to-hand combat with the Claw into a single Tear
attack. Tear attacks may only be directed against models with armor locations (e.g. vehicles and
Dreadnoughts). For each Tear attack, nominate a single location on the target and roll for penetration as
normal; any penetrating hits roll as normal on the appropriate damage table with a +2 modifier.
Power Mace
Str
5

Dmg
D3

Save
Mod
-2

Armor
Pen
2D6+D3+5

Close combat

Dmg
1

Save
Mod
-3

Armor
Pen
2D6+5

Close combat

Save
Mod
-3

Armor
Pen
2D6+5

Close combat, parry

Special

Power Maul
Str
5

Special

Power Sword
Str
5

Dmg
1

Scepter of Vengeance
Save
Str
Dmg
Mod
7
1
-4

Armor
Pen
D12+D6+7

Special

Special
Unique; Weapon of Saint Paraxedes

Staff of Belief
Save
Armor
Str
Dmg Mod
Pen
Special
User +3
1
-1
S+D6
Close combat; two handed; Parries
Requires both hands to use. Daemons hit by the weapon receive no benefits for their aura.
Sword
Str
User

Dmg
1

Save
Mod
-1

Armor
Pen
D6+STR

Special
Close combat, Parries

Pistols & Close Combat Weapons


Autopistol
Range
To Hit
Short
Long
Short Long
0-8
8-16
+2
Bolt Pistol
Range
Short
Long
0-8
8-16

To Hit
Short Long
+2
-

Str
3

Dmg
1

Save
Mod
0

Armor
Pen
D6+3

Special
Close combat

Str
4

Dmg
1

Save
Mod
-1

Armor
Pen
D6+4

Special
Close combat

Brazier of Holy Fire


Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
Close combat only; one-handed
5
1
-3
2D6+5
Hits as Flamer
Heavy Flamer Template
5
1
-3
D6+5
1 use per battle
Any opponent hit by the Brazier must check to see if he is on fire, as per the Flamer rules.
Hand Flamer
Short
Long
Short Long
Str
Dmg
Mod
Pen
Small Flamer Template
4
1
-2
D6+4
Use standard blast template rules. Models surviving a Flamer hit may catch fire.

Special
Close combat

Laspistol
Range
Short
Long
0-8
8-16

To Hit
Short Long
+2
-1

Str
3

Dmg
1

Save
Mod
-

Armor
Pen
D6+3

Special
Close combat

Master-Crafted Bolt Pistol


Range
To Hit
Short
Long
Short Long
0-12
12-24
+2
+1

Str
4

Dmg
1

Save
Mod
-1

Armor
Pen
D6+4

Special
Close combat

Plasma Pistol
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-6
6-18
+2
-1
6
1
-1
D6+6
Close combat
Sustained Fire -1. If a Plasma Pistol is fired, it may not be fired during the players next turn.
Rod of Grace
Range
Short
Long
0-6
-

To Hit
Short Long
-

Str
6

Dmg
D3

Save
Mod
-4

Armor
Pen
D6+D3+6

Basic Weapons
Autogun
Range
Short
Long
0-12
12-32

To Hit
Short Long
+1
-

Str
3

Dmg
1

Save
Mod
-

Armor
Pen
D6+3

Special

To Hit
Short Long
+1
-

Str
4

Dmg
1

Save
Mod
-1

Armor
Pen
D6+4

Special

Special
Close combat

Boltgun
Range
Short
Long
0-12
12-24

Bow & Hand Bow


Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-12
12-24
-1
3
1
D6
Any target with an armor save of 4+ or better automatically has its saving throw reduced to 2+ when hit by
an arrow from a Bow.
Crossbow
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-16
16-32
-1
4
1
D6
Move or fire for foot troops. Any target with an armor save of 4+ or better automatically has its saving
throw reduced to 2+ when hit by an bolt from a Crossbow.
Flamer
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Flamer Template
4
1
-2
D6+4
Use standard Template rules. Models surviving a Flamer hit may catch on fire.

Special

Lasgun
Range
Short
Long
0-12
12-24

To Hit
Short Long
+1
-

Str
3

Dmg
1

Save
Mod
-1

Armor
Pen
D6+3

Special

To Hit
Short Long
+1
-

Str
8

Dmg
D6

Save
Mod
-4

Armor
Pen
2D6+8

Special

To Hit
Short Long
-1

Str
3

Dmg
1

Save
Mod
-1

Armor
Pen
D6+3

Meltagun
Range
Short
Long
0-6
6-12
Musket
Range
Short
Long
0-6
6-24

Special
Move or Fire

Plasma Gun
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-6
6-24
+1
7
1
-2
D6+7
Sustained Fire -1
Once a plasma gun is fired, it may not fire in your next shooting phase while it recharges.
Shotgun
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-4
4-18
-1
4
1
D6+4
Solid
0-4
4-18
-1
3
1
D6+4
Scatter; 1 Blast Template
Ordinary troopers hit but not slain by a Shotgun will be knocked back 2 and will fall over on a D6 roll of
4+. Troops that have fallen over must spend the next Movement Phase regaining their feet.
Storm Bolter
Range
Short
Long
0-12
12-24

To Hit
Short Long
+1
-

Str
4

Dmg
1

Save
Mod
-1

Armor
Pen
D6+4

Special
Sustained Fire -1

Heavy Weapons
Autocannon
Range
To Hit
Short
Long
Short Long
0-20
20-72
Move or Fire for foot troops.
Heavy Bolter
Range
To Hit
Short
Long
Short Long
0-20
20-40
Move or Fire for foot troops.

Str
8

Dmg
D10

Save
Mod
-3

Armor
Pen
D6+D10+8

Special
Sustained Fire -1

Str
5

Dmg
D4

Save
Mod
-2

Armor
Pen
D6+D4+5

Special
Sustained Fire -2,

Heavy Flamer
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
Heavy Flamer Template
5
1
-3
D6+5
Use standard template weapon rules. Models surviving a Heavy Flamer hit may catch on fire.
Heavy Stubber
Range
To Hit
Short
Long
Short Long
0-20
20-40
Move or Fire for foot troops.
Multi-Melta
Range
Short
Long
0-12

To Hit
Short Long

12-24

+1

Str
4

Dmg
1

Save
Mod
-1

Armor
Pen
D6+4

Str

Dmg

Save
Mod

Armor
Pen

2D12

-4

D6+2D12+8

Special
Sustained Fire -2;

Special
2 Blast Template, Move
or Fire for troops

Grenades
Range
Short
Long
Sx2
Type
Frag
Krak
Plasma
Melta Bomb

To Hit
Short
Long
-

Str

Str
3
6
5

Dmg
1
D6
1

Save
Mod
-1
-3
-2

D6

-4

Save
Armor
Dmg
Mod
Pen
Special
As grenade type; see below
Armor
Pen
Special
D6+3
2 Blast Marker
2D6+6
Thrown suffers 1 to hit; scatter as normal
D6+5
1 blast; see Plasma ammo
Placed by hand by model in base-to-base contact
2D6+8
or in Close Combat.

Grenade Effects
Blind
2 Blast Template, remains. No troops may draw Line of Sight through, into, or out of a Blind cloud.
Psykers may not use their powers if a Blind cloud hides their target. Models in Close Combat within a
Blind cloud may fight, but they halve their Weapon Skill, rounding up. At the start of each sides turn, roll
a D6 and consult the loud Movement rule to see what happens to it.
Plasma
1 Blast Template, remains. No model may draw Line of Sight through a Plasma cloud. At the start of
each turn, roll a D6:

1
2-5
6

Disappears immediately.
Shrinks its radius by .
Expands its radius by D6 and disappears at the end of this turn.

Cloud Movement
Many types of ammunition cause a semi-permanent blast marker to appear on the battlefield; these are
noted as remains in their description. Unless otherwise specified, for blast markers that dont disappear
immediately roll of D6 at the start of each sides turn to determine what happens to them, as follows:
1
2-4
5
6

Cloud remains where it is but disappears at the end of this turn.


Cloud remains where it is.
Cloud shrinks to half its current radius, rounding down to the nearest .
Cloud moves away D6 in a random direction.

Support Weapons
Auto-Launcher
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
6
Auto
3
1
-1
D6+3
Frag; 2 blast radius
6
Auto
Blind Grenades
6
Auto
6
D6
-3
2D6+6
Krak grenades
May be triggered in the shooting phase of the vehicles turn in addition to normal firing. The first grenade
in the spread automatically hits a point 6 away in the forward 90 arc. The other two grenades deviate
D3 away from the target point of the first grenade. May fire two salvoes of the same type in a game.
Exorcist Missile Launcher
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-20
20-72
+1
+1
8
D10
-6
D10+D6+8
See Below
The Exorcist is loaded with 12 missiles and cannot be reloaded during battle; keep track of them as they
are used. You may fire up to 6 missiles at once in a shooting phase; these must all be fired at a single
target. Roll to hit as normal, and position a Blast Template with a diameter of for each missile in the
salvo. Strength, damage and save modifiers are as for a single missile.
If you miss, scatter as normalif you roll a Hit and a Misfire, consult the Malfunction Table below.
1-2
3-4
5-6

The Whirlwind is ripped to pieces; crew are slain. Any models within 3
suffer D6 S10 hits with a 3 save modifier.
The rockets are expended, but to no effect. In addition, the weapon is
jammed, and will only work in subsequent turns if you first roll a 4+ on D6.
Rockets are expended, but to no effect. No further effect.

Indirect Fire
When firing indirectly, you may fire at any enemy models that are within range of the multi-launcher,
even if a direct Line of Sight cant be drawn. As indirect fire is less accurate, models wholly or partially
under the template are hit on a 4+ instead of just partially covered models.
Frag Defender Unit
Any model in Base to Base contact with the vehicle in the hand to Hand Phase suffers an automatic Str 4
hit with a -1 Armor Save modifier (treat as a Blast Marker attack). This effect may be used twice per game.

Adeptus Ministorum Relics


Axe of Retribution (Relic)
20 pointsAdeptus Ministorum only
See the weapon profile for more information about this weapon.

Common

Unique
Banner of Sanctity (Relic)
15 pointsUriah Jacobus only
Any unit within 12 of the Banner may roll 3 dice for any Ld Test, and choose the most favorable 2 to
determine the result. Any unit led by a character carrying the Banner of Sanctity may ignore any Fumbles
rolled in HtH combat (the result counts as 1, but does not add +1 to the enemies score). Such models also
add an additional +1 critical success to their HtH score if they roll any 6s on their attack dice.
Unique
Banner of the Order (Adeptus Sororitas)
Any Ministorum squads or characters within 12" of the Banner Bearer may re-roll the dice once if they fail
a Break test.
Blade of Admonition (Relic)
7 pointsAdeptus Ministorum only
See the weapon profile for more information about this weapon.

Common

Common
Book of Saint Lucius (Relic)
5 pointsAdeptus Ministorum only
Any troops within 8 of the character at the start of the Rally Phase may use the Ld score of the character
that possesses the Book. The broken unit may make this roll, even if they are not in cover or would
otherwise be prevented from doing so.
Brazier of Holy Fire (Relic)
18 pointsAdeptus Ministorum only
See the weapon profile for more information about this weapon.

Common

Uncommon
Cloak of Saint Aspira (Relic)
5 pointsAdeptus Ministorum only
A character wearing the Cloak may add +1 to any saves made for Physical Armor (field saves or those
derived from other sources - are unaffected). Only one Cloak may be worn at any time.
Flail of Chastisement (Relic)
8 pointsAdeptus Ministorum only
See the weapon profile for more information about this weapon.

Common

Common
Frateris Standard
10 pointsFrater Militia Bands only
Any unit containing a Frateris Standard my add +1 to its Close Combat scores in the first round of HtH (in
subsequent rounds it has no effect). If the Standard Bearer is killed and the Frater Band is not broken,
another model will automatically pick it up. If the Standard falls and the unit is Broken, then the banner is
lost for the rest of the battle.
Unique
Icon of Chiros (Relic)
15 pointsRedemptor Kyrinov only
The bearer of this Icon causes Terror, and is Immune to all Psychology. Any model within LOS of the
character carrying the Icon of Chiros is considered to have an LD of 10, and may re-roll any Fumbles rolled
in HtH combat (the result of the second roll applies, even if it is another fumble).

Common
Litanies of Faith (Relic)
8 pointsAdeptus Ministorum only
The bearer of the Litanies who leads a squad in the Sacred Rites may roll 2 dice on the table, and the player
may choose which of the results he would rather apply.
Mace of Valaan (Relic)
8 pointsRedemptor Kyrinov only
See the weapon profile for more information about this weapon.

Unique

Unique
Mantle of Ophelia (Relic)
15 pointsHelena the Virtuous only
You must declare the use of this Relic at the start of the turn. For the whole of the turn that follows, Helena
may re-roll any failed save for her Rosarius; if the second roll also fails, then she is wounded normally.
Once the turn in which the Mantel was employed has ended, it ahs no further effect for the rest of the game.
Uncommon
Medicus Minisorum (Relic)
15 pointsAdeptus Ministorum only
If the character can reach a wounded model in the turn after it was wounded, he must spend the Shooting
Phase and the Close Combat Phase tending to the model. Then, in the Rally Phase, the character with the
Ministorum must pass an Ld check. If this is successful, the wounded model has one wound restored (those
brought to 0 wounds may still be healed in this way). Note that the character cannot heal himself with this
Relic.
Common
Phial of Dolan (Relic)
10 pointsAdeptus Ministorum, one use only
A character may drink from the Phial at the start of any turn. For the rest for that turn, the model S and T
are increased by D3 (roll each separately), to a maximum of 10.
Common
Praesidium Protectiva (Relic)
8 pointsImperium only
This Wargear resembles a highly ornate shield. It requires one hand to use, and may parry one HtH attack
per round. It conveys a 4+ unmodified save to all HtH attacks, and if the save roll is a 6, then the attacker is
hit by his own weapon (check for wounds and armor saves as if the model had struck itself once per 6
rolled). The Protective has no effect on shooting attacks.
Common
Purity Seal (Relic)
8 pointsImperium only
Models bearing Purity Seals are immune to Fear and Terror. Furthermore, if hit by a psychic attack, the
model has a psychic save on a D6 of 4+. This does not Nullify the power; you must roll for each model
with a Purity Seal individually to see if it is affected. Note that, unlike other Relics, the Purity Seal may be
taken by any model with the ability to choose Imperium Only Wargear.
Rod of Grace (Relic)
8 pointsHelena the Virtuous only
See the weapon profile for more information about this weapon.

Unique

Common
Rosarius (Relic)
10 pointsAdeptus Ministorum only
A Rosarius is a Relic fitted with a Conversion Field. The wearer gains an additional, unmodifiable armor
saving throw of 4+. A successful save using the Field causes a blinding flash; unprotected troops within a
radius equal to the incoming weapons Strength in inches will be blinded until the beginning of their next
turn on a 4+ on D6. Blind models cannot move or shoot and fight in hand-to-hand combat with a WS of 1.
Note that only one personal Field may be used at a time.

Unique
Scepter of Avignor (Relic)
15 pointsCardinal Armandus Helfire only
Any Fleeing Imperial unit within LOS the Relic at the start of the Rally Phase automatically rallies, and
may act in the following turn without penalty. It also adds +1 to the wielders S in HtH combat.
Scepter of Vengeance (Relic)
10 pointsSaint Praxedes only
See the weapon profile for more information about this weapon.

Unique

Uncommon
Simulacrum Imperialis (Relic)
5 pointsAdeptus Ministorum only
Any unit Adeptus Ministorum within sight of the Simulacrum automatically passes the first Ld check it is
required to make during the game.
Staff of Belief (Relic)
12 pointsAdeptus Ministorum only
See the weapon profile for more information about this weapon.

Common

Rare
Tears of the Emperor (Relic)
15 pointsAdeptus Ministorum, one use only
The Phial may be thrown, just like a grenade. It employs a 2 Blast Marker, and any daemon touched by
the template is wounded on a 4+, and receives no benefit for its aura.

Adeptus Ministorum Vehicle Upgrades


Promethium Shield (Vehicle Option)
+10 points (Adeptus Ministorum and Ordo Malleus only)
This device is a specialized dispersal unit designed to cover an enclosed vehicle with flamer fuel and ignite
it. The dispenser may be triggered on demand, and covers the vehicle entirely with fire. And any models
that come into base to base contact to the Hull must check each turn against the effects of a Flamer
(Strength 4 hit, -2 Armor Save, inflicts 1 wound) before they can attack. Note that this would also include
models who might be trying (dis)embark, or to escape from the vehicle if it crashes or is damaged.
The Promethium Shield can be triggered once per game, and the flames go out as per the normal rules. The
Promethium Shield does not cause other models or terrain to ignite, even if they take damage from being in
contact with the vehicle.
While the Promethium Shield is active and the vehicle on fire, it causes Fear.

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