Professional Documents
Culture Documents
Ecclesiastra
The Complete Guide To
The Adeptus Ministorum
In The Forty First Millennium
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
+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.
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
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
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.
<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.
<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:
<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
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
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
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
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
Armor
Pen
D6+STR
Special
Save
Mod
-1
Armor
Pen
2D6+D12+6
Special
Save
Mod
-2
Armor
Pen
2D6+5
Dmg
1
Save
Mod
-1
Armor
Pen
2D6+4
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
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
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
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
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
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
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
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.
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.