Imperium
Celestian Insidiants
Security/Seek And Destroy
Celestian Insidiant kill teams comprise a range of specialists, each one trained and outfitted to perform a specific role
Faction Rules
Benedictions
Inspiration
Whenever a friendly CELESTIAN INSIDIANT operative:
- Incapacitates an enemy operative that has a Wounds stat of 6 or more, that friendly operative becomes INSPIRING.
- Performs the Charge action, before it moves, it becomes INSPIRING
Whenever a friendly CELESTIAN INSIDIANT operative is INSPIRING, weapons on its datacard have the Severe weapon rule.
Martyrdom
Whenever an INSPIRING friendly CELESTIAN INSIDIANT operative is incapacitated, before it’s removed from the killzone, select one other friendly CELESTIAN INSIDIANT operative that operative is visible to or within 6" of.
Then, that selected operative gains one BENEDICTION (incapacitated operatives cannot be selected for a BENEDICTION).
Weapons Of The Witch Hunters
PSYCHIC ranged weapons cannot inflict damage on friendly CELESTIAN INSIDIANT operatives.
For the effects of PSYCHIC actions, friendly CELESTIAN INSIDIANT operatives cannot be selected and are never treated as being within those actions’ required distances.
Whenever an operative is within 3" of a friendly CELESTIAN INSIDIANT operative:
- That operative cannot perform PSYCHIC actions or use PSYCHIC additional rules.
- That operative cannot use PSYCHIC ranged weapons.
- PSYCHIC melee weapons have no weapon rules and cannot have Dmg stats higher than 3/4.
Operatives
Strategic Ploys
Select one enemy operative or marker. If you select an enemy operative, that operative and each other enemy operative visible to and within 2" of it gains one of your Suspicion tokens until the end of the turning point.
If you selected a marker, each enemy operative contesting that marker gains one of your Suspicion tokens until the end of the turning point.
Whenever a friendly CELESTIAN INSIDIANT operative is shooting against or fighting against an operative that has one of your Suspicion tokens, that friendly operative's weapons have the Punishing weapon rule.
Whenever an operative is shooting a friendly CELESTIAN INSIDIANT operative that has an Engage order, you can re-roll one of your defence dice.
Whenever a wounded friendly CELESTIAN INSIDIANT operative is shooting against, fighting against or retaliating against an enemy operative, its weapons have the Balanced weapon rule.
Whenever an INSPIRING friendly CELESTIAN INSIDIANT operative is fighting or retaliating, Normal and Critical Dmg of 4 or more inflicts 1 less damage on that friendly operative.
Firefight Ploys
Use this firefight ploy when a friendly CELESTIAN INSIDIANT operative is incapacitated while fighting or retaliating.
You can strike the enemy operative in that sequence with one of yourunresolved successes before it’s removed from the killzone.
If that enemy operative is incapacitated as a result, that friendly operative becomes INSPIRING before it’s removed from the killzone and you can resolve the Martyrdom faction rule.
Use this firefight ploy when a friendly CELESTIAN INSIDIANT operative is fighting and you strike the enemy operative in that sequence with a critical success.
After resolving that strike, also inflict D3 damage on each other enemy operative visible to and within 2" of that friendly operative in an order of your choice (roll separately for each).
Note that the friendly operative would become INSPIRING if any enemy operatives with a Wounds stat of 6 or more are incapacitated as a result of this damage.
Use this firefight ploy during a friendly CELESTIAN INSIDIANT operative’s activation, before or after it performs an action.
Until the end of that operative’s activation, you can ignore any changes to its Move stat. If that operative is INSPIRING, add 1" to its Move stat until the end of that activation.
If that operative becomes INSPIRING by performing the Charge action, you can use this ploy before it moves to gain the additional movement (this takes precedence over stats not changing during an action).
Use this firefight ploy after rolling your attack dice for a friendly CELESTIAN INSIDIANT operative, if it’s shooting against, fighting against or retaliating against an enemy operative that doesn’t have the IMPERIUM keyword.
That friendly operative’s weapons have the Ceaseless weapon rule until the end of that sequence; if that enemy operative also has the CHAOS and/or PSYKER keyword, that friendly operative’s weapons have the Relentless weapon rule until the end of that sequence instead.
Equipment
Psyk-Out Grenades
This equipment allows you to select two utility grenades from the utility grenades equipment (see universal equipment) and they must all be stun grenades.
If you also select that equipment as normal, you cannot select any stun grenades (i.e. to give you more than two).
Whenever an operative takes a stun test as a result of a friendly CELESTIAN INSIDIANT operative performing the Stun Grenade action, if the result is a 3+, also inflict damage on that first operative equal to the dice result halved (rounding up).
If that first operative has the PSYKER keyword, inflict damage on it equal to the dice result instead.
Vocifera Mortis
Once per battle, when an INSPIRING friendly CELESTIAN INSIDIANT operative is incapacitated, you can use this rule.
If you do, for the Martyrdom faction rule, the other friendly CELESTIAN INSIDIANT operative you select can be one that isn’t visible to or within 6" of that operative.
Saintly Relics
Whenever an attack dice would inflict damage on a friendly CELESTIAN INSIDIANT operative, you can use this rule.
If you do, roll one D6, or two D6 if that operative is INSPIRING: if any result is a 6, ignore the damage inflicted from that attack dice.
You cannot ignore more than one attack dice per action and two attack dice per battle this way.
Auto-Flagellator
Whenever a friendly CELESTIAN INSIDIANT operative is activated, you can use this rule.
If you do, roll one D6 and inflict damage on that operative equal to half the result (rounding up); on a 4+, that operative also becomes INSPIRING.
You cannot make more than one friendly operative INSPIRING using this rule per turning point.
Ammo Cache (x1)
Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle:
One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
Before the battle, you can set up one of your Comms Device markers wholly within your territory.
While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives
(e.g. ‘select one friendly operative within 6"’ would be 9" instead).
Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain.
The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.
Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet).
Operatives connected to the inside of it can perform the following unique action during the battle:
The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of
other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).
Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative,
or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa.
In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed
or at the end of the turning point (whichever comes first).
An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).
Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 | Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 | Rng 6", Piercing 1, Saturate |
Breaching Charge
Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Building Your Roster
A CELESTIAN INSIDIANT Killteam is composed of:
- 1 CELESTIAN INSIDIANT SUPERIOR operative with one of the following options:
- Relic condemnor stakethrower; relic bolt pistol; null mace
- Inferno pistol; null mace
- 8 CELESTIAN INSIDIANT operatives selected from the following list:
- ABJUROR
- CENSOR
- CREMATOR
- DENUNCIA
- MORTISANCTUS
- RELIQUARIUS
- WARRIOR
Other than CREMATOR and WARRIOR operatives, your kill team can only include each operative on this list once.
Your kill team can only include up to two CREMATOR operatives.