Celestian Insidiants

Celestian Insidiant kill teams comprise a range of specialists, each one trained and outfitted to perform a specific role in the pursuit and destruction of sorcerous foes. Some utilise esoteric relic weapons and equipment drawn from the extensive armouries of their Orders Militant, the bearing of which is a great honour.

Books

BookKindEditionVersionLast update
  Celestian Insidiants
  Celestian InsidiantsFaction3January ’26January 2026

Celestian Insidiants Kill Team

Below you will find a list of the operatives that make up a CELESTIAN INSIDIANT kill team, including, where relevant, any weapons specified for that operative

Operatives

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.

Marker/Token Guide

Psyk-Out Grenades token

Vocifera Mortis token

Saintly Relics token

Inspiring token

Suspicion token

Zealous Ultimatum token

Holy Defender token

Ardour Benediction token

Nullification token

Inspirational Pyre token

Holy Example token

Wrath Benediction token

Faction Rules

Martyrdom

Vaunted veterans of the Orders Militant, Celestian Insidiants hunt witches with extreme prejudice. Those struck down in the course of their duties become martyrs, their deaths only serving to harden the resolve of their surviving sisters.

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).

Benedictions

BENEDICTIONEFFECT
ArdourUntil the end of the battle, add 1 to that operative’s APL stat. You cannot select this BENEDICTION for a SUPERIOR operative.
WrathUntil the end of the battle, weapons on that operative’s datacard have the Ceaseless weapon rule
RestorationThat operative regains up to D3+2 lost wounds.
ExigenceThat operative can immediately perform a free Charge or Dash action (for the former, it cannot move more than 3"), but must end that move closer to that incapacitated INSPIRING operative.

Weapons of the Witch Hunters

Celestian Insidiants bear all manner of esoteric weapons, armour and equipment intended to shield them from sorcery and impede the ability of their quarry to channel malefic power.

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.
Some weapons in this team’s rules have the Anti-PSYKER weapon rule below.

*Anti-PSYKER: Whenever this weapon is being used against an operative that has the PSYKER keyword, it has the Lethal 5+ weapon rule.

Inspiration

Veteran Celestians of the Orders Militant lead by example, inspiring their sisters by throwing themselves into the heaviest fighting against the deadliest of enemies.

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.

Strategy Ploys

SUSPECT & ELIMINATE

Ruthless in their pursuit of the witch, Celestian Insidiants are swift to condemn those they suspect of heresy. Protestations of innocence are treated with the callous disregard they deserve.

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.
SUFFERING & SACRIFICE

Battlefield veterans all, Celestian Insidiants are inured to pain. Injuries serve only to focus their martial prowess and stoke their zealous rage.

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.
WRATHFUL DETERMINATION

Once the Celestian Insidiants have detected the spoor of sorcery, they will pursue their targets through hails of fire.

Whenever an operative is shooting a friendly CELESTIAN INSIDIANT operative that has an Engage order, you can re-roll one of your defence dice.
HOLY RESILIENCE

Faith is the greatest of the Celestian Insidiants’ many weapons. So long as it remains unbroken, they may shrug off even the most crippling of injuries and remain in the fight.

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

GLORY TO THE MARTYRS

There is no greater inspiration than the glorious death of a martyr.

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 your unresolved 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.
UNSHAKEABLE PURSUIT

Neither fatigue nor terrain can keep a Celestian Insidiant from their quarry.

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).
FAITH & FURY

Divine rage empowers these warriors to cleave through multiple foes.

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.
FERVENT HATE

The Celestian Insidiants embody the hatred and paranoia of their creed.

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.

Faction Equipment

PSYK-OUT GRENADES

Powerful psyk-out grenades are particularly potent against psykers.

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.
SAINTLY RELICS

The witch hunters carry a variety of devotional esoterica believed to shield them from harm, enabling them to continue their holy duties.

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.
VOCIFERA MORTIS

Upon the death of its bearer, this device transmits a sombre requiem across the squad’s vox-channel, broadcasting the sister’s martyrdom.

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.
AUTO-FLAGELLATOR

The most devout of Celestian Insidiants may bear beneath their power armour instruments of selfflagellation. At times of great import, these devices inflict agonising pain upon the body, focusing the mind and spirit and driving the recipient to inspirational acts of zealotry.

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.

Datacards


Insidiant Superior

Often the most experienced of her squad, an Insidiant Superior leads her sisters in ceremony and battle with stern precision. She wears an elaborate helm crest and carries an ornate null mace that signifies her superiority, as well as bearing more potent ranged weapons to wield against the foe.

Insidiant Superior

Often the most experienced of her squad, an Insidiant Superior leads her sisters in ceremony and battle with stern precision. She wears an elaborate helm crest and carries an ornate null mace that signifies her superiority, as well as bearing more potent ranged weapons to wield against the foe.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Inferno pistol
Inferno pistol
4
3+
4/2
Range 3", Devastating 3, Piercing 2Range 3", Devastating 3, Piercing 2
Relic bolt pistol
Relic bolt pistol
4
3+
3/5
Range 8", Lethal 5+Range 8", Lethal 5+
Relic condemnor stakethrower
Relic condemnor stakethrower
4
3+
2/2
Devastating 2, Lethal 5+, Piercing Crits 1, Silent, Anti-PSYKER*Devastating 2, Lethal 5+, Piercing Crits 1, Silent, Anti-PSYKER*
Null mace
Null mace
4
3+
4/4
Shock, Anti-PSYKER*Shock, Anti-PSYKER*
Holy Example: Once per turning point, if this operative is INSPIRING, you can use a firefight ploy for 0CP if this is the specified CELESTIAN INSIDIANT operative (including Command Re-roll if the attack or defence dice was rolled for this operative).

SPIRITUAL MENTOR1AP

SUPPORT. Select one friendly CELESTIAN INSIDIANT operative visible to and within 6" of this operative. That operative becomes INSPIRING.

This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.
CELESTIAN INSIDIANT, IMPERIUM, ADEPTA SORORITAS, LEADER, SUPERIOR
⌀32mm


Insidiant Abjuror

An Insidiant Abjuror is responsible for defending her squad from blades, bullets and the profane powers of witches. She interposes herself between the enemy and her sisters burdened with holy relics, turning aside blows and striking down heretics with her blessed sword.

Insidiant Abjuror

An Insidiant Abjuror is responsible for defending her squad from blades, bullets and the profane powers of witches. She interposes herself between the enemy and her sisters burdened with holy relics, turning aside blows and striking down heretics with her blessed sword.

APL
2
MOVE
6"
SAVE
2+
WOUNDS
11
 
NAME
ATK
HIT
DMG
WR
Blessed sword & praesidium protectiva (defensive)
Blessed sword & praesidium protectiva (defensive)
4
3+
4/6
Shield*Shield*
Blessed sword & praesidium protectiva (offensive)
Blessed sword & praesidium protectiva (offensive)
4
3+
4/6
Lethal 5+Lethal 5+
*Shield: Whenever this operative is fighting or retaliating with this weapon profile, each of your blocks can be allocated to block two unresolved successes (instead of one).
Holy Defender: Once per turning point, when a friendly CELESTIAN INSIDIANT operative visible to and within 2" of this operative is selected as the valid target of a Shoot action or to fight against during the Fight action, you can use this rule. If you do, this operative becomes the valid target or is fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat this operative as being within the fighting operative’s control range for the duration of that action. If it’s the Shoot action, this operative is only in cover or obscured if the original target was.

This rule has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
CELESTIAN INSIDIANT, IMPERIUM, ADEPTA SORORITAS, ABJUROR
⌀32mm


Insidiant Censor

An Insidiant Censor bears the virge of admonition. This holy device contains a large, short-burst null field projector that, when activated, emits a pulse of null force that emboldens the squad’s sisters and weakens the resolve of their enemies.

Insidiant Censor

An Insidiant Censor bears the virge of admonition. This holy device contains a large, short-burst null field projector that, when activated, emits a pulse of null force that emboldens the squad’s sisters and weakens the resolve of their enemies.

APL
2
MOVE
6"
SAVE
3+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Virge of admonition
Virge of admonition
4
4+
5/5
Brutal, Shock, Anti-PSYKER*Brutal, Shock, Anti-PSYKER*
Virge of Admonition Icon Bearer: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
Null Field: This operative starts the battle with a null range of 1". Whenever an enemy operative is within null range of this operative, subtract 2" from the Move stat of that enemy operative and worsen the Hit stat of its weapons by 1 (this isn’t cumulative with being injured).

NULLIFYING RITUAL1AP

Add 1 to this operative’s null range (to a maximum of 5"). Nullification tokens in the marker/token guide are numbered, so use the numbered token equal to this operative’s null range.

This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.
CELESTIAN INSIDIANT, IMPERIUM, ADEPTA SORORITAS, CENSOR
⌀32mm


Insidiant Cremator

The Battle Sisters of the Adepta Sororitas believe wholeheartedly in the cleansing powers of liquid flame. The Insidiant Cremator is tasked with burning away the stain of witchcraft with her hand flamer. It is her task to incinerate all trace of abhorrence, reducing psykers and their thralls to piles of smouldering ash and blackened bone.

Insidiant Cremator

The Battle Sisters of the Adepta Sororitas believe wholeheartedly in the cleansing powers of liquid flame. The Insidiant Cremator is tasked with burning away the stain of witchcraft with her hand flamer. It is her task to incinerate all trace of abhorrence, reducing psykers and their thralls to piles of smouldering ash and blackened bone.

APL
2
MOVE
6"
SAVE
3+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Hand flamer (standard)
Hand flamer (standard)
4
2+
3/3
Range 6", Saturate, Torrent 1"Range 6", Saturate, Torrent 1"
Hand flamer (deluge)
Hand flamer (deluge)
4
2+
3/3
Range 4", Saturate, Seek Light, Torrent 0"1Range 4", Saturate, Seek Light, Torrent 0"1
Null mace
Null mace
4
3+
4/4
Shock, Anti-PSYKER*Shock, Anti-PSYKER*
Inspirational Pyre: Once per turning point, when this operative inflicts damage on an enemy operative with either profile of its hand flamer but doesn’t incapacitate it, you can use this rule. If you do, you can select one friendly CELESTIAN INSIDIANT operative within 6" of this operative to become INSPIRING.
1Note that Torrent 0" means you cannot select secondary targets, but this weapon still has the Torrent weapon rule for all other rules purposes, e.g. the Condensed Stronghold rule (see Killzone: Volkus, Kill Team Core Book).
CELESTIAN INSIDIANT, IMPERIUM, ADEPTA SORORITAS, CREMATOR
⌀32mm


Insidiant Denuncia

Having studied with the Orders Dialogus, the Insidiant Denuncia is a practiced orator whose very voice is a weapon. In battle, her fiery verses of banishment and exorcism thunder through the minds of her enemies, wracking them with pain and breaking their concentration.

Insidiant Denuncia

Having studied with the Orders Dialogus, the Insidiant Denuncia is a practiced orator whose very voice is a weapon. In battle, her fiery verses of banishment and exorcism thunder through the minds of her enemies, wracking them with pain and breaking their concentration.

APL
2
MOVE
6"
SAVE
3+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Voice of condemnation
Voice of condemnation
5
3+
1/1
Range 6", Seek, StunRange 6", Seek, Stun
Staff of declamation
Staff of declamation
4
3+
3/3
ShockShock
Accusing Exorcist: Whenever this operative is INSPIRING, the Suspect & Eliminate strategy ploy costs you 0CP if the enemy operative or marker you select is visible to or within 6" of this operative.

SPEAK OF HER DEEDS1AP

SUPPORT. Select an INSPIRING friendly CELESTIAN INSIDIANT operative visible to and within 6" of this operative. That operative is no longer INSPIRING. Then, select another friendly CELESTIAN INSIDIANT operative visible to and within 6" of this operative. Resolve one BENEDICTION from the Martyrdom faction rule on that operative (excluding Exigence).

This operative cannot perform this action while within control range of an enemy operative.
CELESTIAN INSIDIANT, IMPERIUM, ADEPTA SORORITAS, DENUNCIA
⌀32mm


Insidiant Mortisanctus

Sombre, stern and utterly implacable, the Insidiant Mortisanctus is an expert swordswomen. Chosen to wield ancient power weapons consecrated in the blood of martyrs and engraved with holy scripture, it is her task to engage the deadliest of foes and to land the killing blow upon the witch. Each swing she makes is both measured and lethal.

Insidiant Mortisanctus

Sombre, stern and utterly implacable, the Insidiant Mortisanctus is an expert swordswomen. Chosen to wield ancient power weapons consecrated in the blood of martyrs and engraved with holy scripture, it is her task to engage the deadliest of foes and to land the killing blow upon the witch. Each swing she makes is both measured and lethal.

APL
2
MOVE
6"
SAVE
3+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Blessed broadsword
Blessed broadsword
4
3+
4/6
Lethal 5+, BrutalLethal 5+, Brutal
Zealous Ultimatum: Once per battle STRATEGIC GAMBIT. Select one enemy operative within 8" of this operative and issue an ultimatum to it. Your opponent must accept or decline that ultimatum (if it’s a non-player operative, roll one D6: on a 4+, the ultimatum is accepted, otherwise it’s declined).

If the ultimatum is accepted, whenever this operative is fighting against or retaliating against that enemy operative, add 1 to the Atk stat of this operative’s blessed broadsword. The first time this operative incapacitates that enemy operative while fighting or retaliating during the battle, add 1 to the Atk stat of this operative’s blessed broadsword until the end of the battle. In either case, this is to a maximum of 5.

If the ultimatum is declined, whenever that enemy operative is fighting against or retaliating against a friendly CELESTIAN INSIDIANT operative, subtract 1 from the Atk stat of that enemy operative’s weapons.
Bladed Stance: Whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.
CELESTIAN INSIDIANT, IMPERIUM, ADEPTA SORORITAS, MORTISANCTUS
⌀32mm


Insidiant Reliquarius

An Insidiant Reliquarius bears aloft the simulacrum nullificatus. Wired into its mechanisms is the skull of a Pariah – a mutant whose mind projects a field of negative psychic energy. When activated, it creates an aura of null energy that saps at the foe’s will and reduces their combat effectiveness.

Insidiant Reliquarius

An Insidiant Reliquarius bears aloft the simulacrum nullificatus. Wired into its mechanisms is the skull of a Pariah – a mutant whose mind projects a field of negative psychic energy. When activated, it creates an aura of null energy that saps at the foe’s will and reduces their combat effectiveness.

APL
2
MOVE
6"
SAVE
3+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Bolt pistol
Bolt pistol
4
3+
3/4
Range 8"Range 8"
Condemnor stakethrower
Condemnor stakethrower
4
3+
2/2
Devastating 1, Piercing Crits 1, Silent,
Anti-PSYKER*
Devastating 1, Piercing Crits 1, Silent,
Anti-PSYKER*
Gun butt
Gun butt
3
3+
2/3
-
Simulacrum Nullificatus Icon Bearer: Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of this operative. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
Devotion: At the end of each of this operative’s activations, if it’s INSPIRING and it controls an objective marker or one of your mission markers, one friendly CELESTIAN INSIDIANT operative this operative is visible to and within 6" of becomes INSPIRING.
CELESTIAN INSIDIANT, IMPERIUM, ADEPTA SORORITAS, RELIQUARIUS
⌀32mm


Insidiant Warrior

An Insidiant Warrior is a potent anti-psyker fighter equipped with a null mace and condemnor bolt pistol. She aggressively pursues those she perceives as having displayed any trace of sorcery, and the traitors who seek to aid such heretics in escaping the Emperor’s judgement.

Insidiant Warrior

An Insidiant Warrior is a potent anti-psyker fighter equipped with a null mace and condemnor bolt pistol. She aggressively pursues those she perceives as having displayed any trace of sorcery, and the traitors who seek to aid such heretics in escaping the Emperor’s judgement.

APL
2
MOVE
6"
SAVE
3+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Bolt pistol
Bolt pistol
4
3+
3/4
Range 8"Range 8"
Condemnor stakethrower
Condemnor stakethrower
4
3+
2/2
Devastating 1, Piercing Crits 1, Silent,
Anti-PSYKER*
Devastating 1, Piercing Crits 1, Silent,
Anti-PSYKER*
Null mace
Null mace
4
3+
4/4
Shock, Anti-PSYKER*Shock, Anti-PSYKER*
Inspired Strikes: Whenever this operative is INSPIRING, add 1 to the Critical Dmg stat of weapons on its datacard.
CELESTIAN INSIDIANT, IMPERIUM, ADEPTA SORORITAS, WARRIOR
⌀32mm
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Punishing
If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. The Devastating and Piercing Crits weapon rules still take effect, but Punishing and Rending don’t..
Balanced
You can re-roll one of your attack dice.
Engage: The operative can perform actions as normal and can counteract.
Inspiration

Veteran Celestians of the Orders Militant lead by example, inspiring their sisters by throwing themselves into the heaviest fighting against the deadliest of enemies.

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

Vaunted veterans of the Orders Militant, Celestian Insidiants hunt witches with extreme prejudice. Those struck down in the course of their duties become martyrs, their deaths only serving to harden the resolve of their surviving sisters.

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).

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The active operative’s controlling player decides.

6
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
Relentless
You can re-roll any of your attack dice.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.

SMOKE GRENADE 1AP

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’s 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’s 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.

STUN GRENADE 1AP

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.

Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.
Anti-PSYKER*

Celestian Insidiants bear all manner of esoteric weapons, armour and equipment intended to shield them from sorcery and impede the ability of their quarry to channel malefic power.

Whenever this weapon is being used against an operative that has the PSYKER keyword, it has the Lethal 5+ weapon rule.
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).
COMMAND RE-ROLL1CP
Tactical Ploy
Use this firefight ploy after rolling your attack or defence dice. You can re-roll one of those dice.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.

The IMPERIUM keyword is used in the following Celestian Insidiants datacards:

The ADEPTA SORORITAS keyword is used in the following Celestian Insidiants datacards:

Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target, but not within control range of friendly operatives, as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
Brutal
Your opponent can only block with critical successes.
Saturate
The defender cannot retain cover saves.
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
Stun
If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.
SUSPECT & ELIMINATE

Ruthless in their pursuit of the witch, Celestian Insidiants are swift to condemn those they suspect of heresy. Protestations of innocence are treated with the callous disregard they deserve.

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.
Benedictions
BENEDICTIONEFFECT
ArdourUntil the end of the battle, add 1 to that operative’s APL stat. You cannot select this BENEDICTION for a SUPERIOR operative.
WrathUntil the end of the battle, weapons on that operative’s datacard have the Ceaseless weapon rule
RestorationThat operative regains up to D3+2 lost wounds.
ExigenceThat operative can immediately perform a free Charge or Dash action (for the former, it cannot move more than 3"), but must end that move closer to that incapacitated INSPIRING operative.

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