Sanctifiers

Sanctifiers draw their strength from an unshakeable faith in the Emperor. When they are grouped together, they gain miraculous power that elevates them far beyond what a mere Human civilian should be capable of in the 41st Millennium.

Books

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  Sanctifiers
  SanctifiersFaction31.1April 2025

Sanctifiers Kill Team

Operatives

Other than PREACHER operatives, your kill team can only include each operative on this list once. Your kill team can only include up to four PREACHER operatives.

* You cannot select an option that includes a brazier of holy fire more than once per battle.

Marker/Token Guide

Blaze token

Commanding Declamation token

Burning Hands token

Orator token

Holy Light token

Miracle token

Doused token

Wreathe in Fire token

Imperial Cult Devotion token

Purity Seals

Imperial Cult Symbols token

Sanctification Orbs token

Faction Rules

Blaze

Only in holy fire can deviance be absolved. With flamer and burning hands the faithful purge the malignant taint of heresy.

Some weapons in this team’s rules have the Blaze weapon rule below.

*Blaze: If you retain any critical successes, the operative this weapon is being used against gains one of your Blaze tokens (if it doesn’t already have one). Whenever an operative that has one of your Blaze tokens is activated, inflict D3 damage on it. Then that operative’s controlling player selects one of the following:
  • Roll one D6: on a 3+, remove that token.
  • Subtract 1 from the operative’s APL stat until the end of that activation to remove that token.

Ministorum Sermon

A mighty orator booms out an impassioned sermon. The fire and brimstone words inflame the zeal of their followers, enabling them to shrug off wounds and remain in the fight.

STRATEGIC GAMBIT. Select one friendly SANCTIFIER operative. If a friendly CONFESSOR operative hasn’t been incapacitated, you must select it. Until you use this STRATEGIC GAMBIT again during the battle, that operative has the ORATOR keyword.

Whenever a friendly SANCTIFIER operative is within 3" of a friendly ORATOR operative (or 6" if the ORATOR is a CONFESSOR), that friendly SANCTIFIER operative is benefitting from the SERMON.

Whenever a friendly SANCTIFIER operative is activated within 3" of a friendly ORATOR operative (or 6" if the ORATOR is a CONFESSOR), that friendly SANCTIFIER operative is benefitting from the SERMON until the end of that activation (i.e. even if it then moves more than the distance requirement from the ORATOR operative).

Whenever a friendly SANCTIFIER operative is benefitting from the SERMON, Normal and Critical Dmg of 3 or more inflicts 1 less damage on it.

Strategy Ploys

THE EMPEROR PROTECTS

The most dedicated adherents to the Imperial Creed believe that the Emperor protects. They hurl themselves into battle, confident that their faith will shield them.

Whenever an operative is shooting a friendly SANCTIFIER operative that’s benefitting from the SERMON, you can re-roll any of your defence dice results of one result (e.g. results of 2).
FERVENT BRAWL

With the intolerant diatribes of the priesthood ringing in their ears, the Sanctifiers fight with a tireless fury.

Whenever a friendly SANCTIFIER operative that’s benefitting from the SERMON is fighting or retaliating, its melee weapons have the Ceaseless weapon rule.
ZEALOUS PERSECUTION

The longer that heresy is allowed to persist, the more indelible the mark it leaves. It must be scoured swiftly and without mercy.

Whenever a friendly SANCTIFIER operative is fighting during an activation in which it performed the Charge action, its melee weapons have the Lethal 5+ weapon rule.
RALLY THE FLOCK

An orator’s voice booms above the thunderous din of combat, drawing the faithful back into formation.

Each friendly SANCTIFIER operative (excluding ORATOR) that’s benefitting from the SERMON can immediately perform a free Dash or Fall Back action in an order of your choice (choose separately for each and, for the latter, it cannot move more than 3"). Each that does so must end that move closer to a friendly ORATOR operative. You cannot use this ploy during the first turning point.

Firefight Ploys

ROSARIUS

A sacred symbol of office, the Rosarius contains a powerful conversion field generator capable of turning aside incoming blows.

Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly SANCTIFIER operative. Ignore that inflicted damage.
ARDENT ERADICATION

For those who stand against the Imperial faith there is only one punishment: death.

Use this firefight ploy after rolling your attack dice for a friendly SANCTIFIER operative, if it’s shooting against or fighting against an enemy operative that’s within 3" of a friendly ORATOR operative (or 6" if the ORATOR is a CONFESSOR). You can re-roll any of your attack dice.
REDEEMED THROUGH FIRE

There are few more blessed deaths than fiery martyrdom. Such a sacrifice stokes smouldering resolve in the hearts of fellow Sanctifiers.

Use this firefight ploy when a friendly SANCTIFIER operative that has a weapon with the Blaze weapon rule is incapacitated, before it’s removed from the killzone. Each enemy operative visible to and within 2" of it gains one of your Blaze tokens (if it doesn’t already have one).
UNWAVERING DEVOTION

Low ranking Sanctifiers will gladly hurl themselves into the path of bullet or blade if doing so will preserve their blessed superiors and ensure victory.

Use this firefight ploy when a friendly SANCTIFIER ORATOR or SANCTIFIER MIRACULIST operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly SANCTIFIER operative (excluding CONFESSOR, MIRACULIST and ORATOR) visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat that other operative as being within the fighting operative’s control range for the duration of that action. If it’s the Shoot action, that other operative is only in cover or obscured if the original target was.

This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.

Faction Equipment

SANCTIFICATION ORBS

These spherical devices contain flammable oils. They shatter, ignite and detonate upon impact with their target, coating the foe in burning liquid.

Once per turning point, one friendly SANCTIFIER operative (excluding CHERUB, DEATH CULT ASSASSIN and MIRACULIST) can perform the following unique action:

SANCTIFICATION ORB1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other enemy operative within 1" of it takes a doused test. For an operative to take a doused test, roll one D6: on a 3+, it gains one of your Doused tokens.

Whenever a friendly SANCTIFIER operative is shooting against an operative that has one of your Doused tokens with a weapon that has the Blaze weapon rule, that weapon also has the Seek weapon rule.

After a friendly SANCTIFIER operative uses a weapon that has the Blaze weapon rule against an enemy operative that has one of your Doused tokens, remove that token (even if the Seek weapon rule wasn’t used).

This operative cannot perform this action while within control range of an enemy operative.
PURITY SEALS

Affixed to clothing, armour and wargear by way of wax seals, these pieces of parchment are inscribed with holy prayers and blessings.

Once per turning point, when a friendly SANCTIFIER operative is shooting or fighting, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
ECCLESIARCHY TEXTS

The orators of the Adeptus Ministorum carry with them many a fiery prayer and excoriating psalm scribed on tattered vellum, designed to inspire their allies and diminish the foe.

In the Ready step of each Strategy phase, roll 2D6: if the result is less than the remaining wounds of a friendly ORATOR operative, you gain 1CP. Note that this is done before the Gambit step, so if there isn’t a valid ORATOR operative, you cannot use this rule during that turning point (e.g. during the first turning point).
IMPERIAL CULT SYMBOLS

Whether carved from stone or wrought in solid gold, blessed religious symbols bestow upon their bearers both fortune and favour.

Once per turning point, when an operative is shooting a friendly SANCTIFIER operative that’s benefitting from the SERMON, when you collect your defence dice, you can use this rule. If you do, change one of the attacker’s retained critical successes to a normal success (any weapon rules they’ve already resolved aren’t affected, e.g. Piercing Crits).

Datacards


Sanctifier Confessor

Amongst the most zealous of the Imperium’s clergy, Confessors are wandering priests with decades of experience in rooting out traitors and heretics. They are skilled orators possessed of towering charisma.

Sanctifier Confessor

Amongst the most zealous of the Imperium’s clergy, Confessors are wandering priests with decades of experience in rooting out traitors and heretics. They are skilled orators possessed of towering charisma.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Mace of Censure
Mace of Censure
4
3+
5/5
Brutal, ShockBrutal, Shock
Lead the Procession: In each turning point after the first, whenever this operative is an ORATOR and performs the Charge, Fall Back or Reposition action during its activation, you can use this rule before it moves. If you do, determine each other friendly SANCTIFIER operative that’s benefitting from the SERMON. After this operative ends that action, each of those friendly SANCTIFIER operatives can immediately perform a free Charge, Fall Back or Reposition action in an order of your choice (choose separately for each), but each must end that move in a location where they are still benefitting from the SERMON. If this operative is incapacitated before this rule is fully resolved, e.g. from the Guard action’s interruption (see close quarters rules, Kill Team Core Book), don’t remove it from the killzone until this rule has been resolved.
Commanding Declamation: Whenever an enemy operative would perform an action during an activation or counteraction while visible to and within 6" of this operative, you can use this rule. If you do, roll one D6: if the result is higher than that enemy operative’s APL stat:
  • It cannot perform that action during that activation/counteraction (the AP spent on it isn’t refunded). If it’s a counteraction, that counteraction ends.
  • You cannot use this rule again during the battle.
SANCTIFIER, IMPERIUM, ADEPTUS MINISTORUM, LEADER, CONFESSOR
⌀32mm


Sanctifier Cherub

Grown in flesh-vats, Cherubim are diminutive servitors that undertake a wide variety of ritual tasks and duties. Those that accompany Sanctifiers are often armed with incentivisers to disable fleeing foes.

Sanctifier Cherub

Grown in flesh-vats, Cherubim are diminutive servitors that undertake a wide variety of ritual tasks and duties. Those that accompany Sanctifiers are often armed with incentivisers to disable fleeing foes.

APL
2
MOVE
7"
SAVE
5+
WOUNDS
5
 
NAME
ATK
HIT
DMG
WR
Incentiviser
Incentiviser
3
5+
1/3
ShockShock
Cherub:
  • Whenever determining control of an objective marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
  • Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Vantage terrain).
  • This operative cannot use any weapons that aren’t on its datacard, or perform unique actions other than Incentivise.

INCENTIVISE1AP

SUPPORT. Select one other friendly SANCTIFIER operative (excluding CONFESSOR, DEATH CULT ASSASSIN, MIRACULIST and ORATOR) visible to and within 2" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.
Fly: Whenever this operative is performing the Charge, Fall Back or Reposition action, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.
SANCTIFIER, IMPERIUM, ADEPTUS MINISTORUM, CHERUB
⌀25mm


Sanctifier Conflagrator

It is said by many a Ministorum Priest that the taint of heresy can only be cleansed in fire. Conflagrators believe wholeheartedly in this credo, wielding hand flamers into battle and incinerating the corrupt without mercy.

Sanctifier Conflagrator

It is said by many a Ministorum Priest that the taint of heresy can only be cleansed in fire. Conflagrators believe wholeheartedly in this credo, wielding hand flamers into battle and incinerating the corrupt without mercy.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Twin hand flamers (focused)
Twin hand flamers (focused)
4
2+
3/3
Range 6", Saturate, Torrent 2", Blaze*Range 6", Saturate, Torrent 2", Blaze*
Twin hand flamers (twin torrent)
Twin hand flamers (twin torrent)
4
2+
3/3
Range 6", Saturate, Torrent 0", Twin Torrent1, Blaze*Range 6", Saturate, Torrent 0", Twin Torrent1, Blaze*
Gun butts
Gun butts
4
4+
2/3
-
1Twin Torrent: Select up to two valid targets. Shoot with this weapon against both of them in an order of your choice (roll each sequence separately). 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).
Sanctification Rack: This operative can perform the Sanctification Orb action (see faction equipment). Doing so in this manner doesn’t count towards the once per turning point limit (i.e. if you also select that equipment for other operatives).
SANCTIFIER, IMPERIUM, ADEPTUS MINISTORUM, CONFLAGRATOR
⌀25mm


Sanctifier Death Cult Assassin

Members of extreme sects within the Imperial Cult, Death Cult Assassins are cold-blooded slayers who view killing as an act of worship. In battle, they wield a variety of ritual weapons with skill and grace, leaving a trail of mutilated corpses in their wake.

Sanctifier Death Cult Assassin

Members of extreme sects within the Imperial Cult, Death Cult Assassins are cold-blooded slayers who view killing as an act of worship. In battle, they wield a variety of ritual weapons with skill and grace, leaving a trail of mutilated corpses in their wake.

APL
3
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Throwing knives
Throwing knives
4
3+
2/5
Range 6", SilentRange 6", Silent
Ritual blades
Ritual blades
4
2+
4/6
-
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.

TRAINED ASSASSIN1AP

Change this operative’s order.

This operative cannot perform this action while within control range of an enemy operative.
SANCTIFIER, IMPERIUM, ADEPTUS MINISTORUM, DEATH CULT ASSASSIN
⌀25mm


Sanctifier Drill Abbot

Drill Abbots are tasked by the Schola Progenium with turning recruits into fanatical warriors. Veterans of frontline combat, they are commonly recruited to serve within Sanctifier bands as enforcers of military discipline amongst often ad hoc units.

Sanctifier Drill Abbot

Drill Abbots are tasked by the Schola Progenium with turning recruits into fanatical warriors. Veterans of frontline combat, they are commonly recruited to serve within Sanctifier bands as enforcers of military discipline amongst often ad hoc units.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Great hammer
Great hammer
4
4+
4/4
Brutal, ShockBrutal, Shock
Schola Progenium Disciplinarian: Whenever a friendly SANCTIFIER operative is within 6" of this operative, you can ignore any changes to that operative’s stats from being injured (including its weapons’ stats).
Null Skull: Whenever an enemy operative is within 6" of this operative, that enemy operative’s APL stat cannot be added to (remove all positive APL stat changes it has). If an enemy operative that’s more than 6" from this operative has a positive APL stat change and your opponent spends its final AP to move that operative within 6" of this operative, this can cause your opponent to have spent more AP than its APL stat – this is permitted in this situation.
SANCTIFIER, IMPERIUM, ADEPTUS MINISTORUM, DRILL ABBOT
⌀25mm


Sanctifier Persecutor

Possessed of frightening zeal, Persecutors relentlessly pursue their heretic prey. Once caught, they butcher and incinerate their victim with a two-handed eviscerator, affixed with a hand flamer.

Sanctifier Persecutor

Possessed of frightening zeal, Persecutors relentlessly pursue their heretic prey. Once caught, they butcher and incinerate their victim with a two-handed eviscerator, affixed with a hand flamer.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Hand flamer
Hand flamer
4
3+
3/3
Range 6", Saturate, Torrent 1", Blaze*Range 6", Saturate, Torrent 1", Blaze*
Eviscerator
Eviscerator
4
4+
5/6
BrutalBrutal
Merciless Castigation: The first time this operative performs the Fight action during each of its activations, if neither it nor the enemy operative in that sequence is incapacitated, this operative can immediately perform a free Fight action afterwards, but you cannot select any other enemy operative to fight against during that action (and only if it’s still valid to fight against). This takes precedence over action restrictions.
Fanatical Retribution: If this operative is incapacitated during the Fight action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the killzone.
SANCTIFIER, IMPERIUM, ADEPTUS MINISTORUM, PERSECUTOR
⌀25mm


Sanctifier Miraculist

On occasion, a Confessor will encounter an individual in whom they believe the Emperor’s divine power is made manifest. These strange beings display unnatural powers and insight that often prove invaluable.

Sanctifier Miraculist

On occasion, a Confessor will encounter an individual in whom they believe the Emperor’s divine power is made manifest. These strange beings display unnatural powers and insight that often prove invaluable.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Holy light
Holy light
4
2+
4/3
Range 8", Devastating 3, Limited 1, Piercing 1, Saturate, Blaze*Range 8", Devastating 3, Limited 1, Piercing 1, Saturate, Blaze*
Wreathe in fire
Wreathe in fire
4
2+
4/4
Blast 1", Limited 1, Wreathed1, Blaze*Blast 1", Limited 1, Wreathed1, Blaze*
1Wreathed: This operative can perform the Shoot action with this weapon while within control range of an enemy operative. Don’t select a valid target. Instead, this operative is always the primary target, but only shoot against secondary targets and they cannot be in cover or obscured (in other words, determine Blast from this operative, but this operative isn’t affected).
Miracle: The first time this operative would be incapacitated during the battle, it’s not incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. All remaining attack dice are discarded (including yours if this operative is fighting or retaliating), then this operative can immediately perform a free Dash or Fall Back action (for the latter, it cannot move more than 3"), even if it’s performed an action that prevents it from performing those actions.
SANCTIFIER, IMPERIUM, ADEPTUS MINISTORUM, MIRACULIST
⌀25mm


Sanctifier Missionary

Missionaries are tasked with spreading the Imperial faith beyond the boundaries of the Imperium. Most are veterans of countless border conflicts, and as such bear a variety of military equipment acquired along the way.

Sanctifier Missionary

Missionaries are tasked with spreading the Imperial faith beyond the boundaries of the Imperium. Most are veterans of countless border conflicts, and as such bear a variety of military equipment acquired along the way.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Brazier of holy fire
Brazier of holy fire
4
2+
4/4
Range 4", Saturate, Torrent 1", Blaze*Range 4", Saturate, Torrent 1", Blaze*
Meltagun
Meltagun
4
4+
6/3
Range 6", Devastating 4, Piercing 2Range 6", Devastating 4, Piercing 2
Ministorum flamer
Ministorum flamer
4
2+
4/4
Range 8", Saturate, Torrent 2", Blaze*Range 8", Saturate, Torrent 2", Blaze*
Plasma gun (standard)
Plasma gun (standard)
4
4+
4/6
Piercing 1Piercing 1
Plasma gun (supercharge)
Plasma gun (supercharge)
4
4+
5/6
Hot, Lethal 5+, Piercing 1Hot, Lethal 5+, Piercing 1
Brazier of holy fire
Brazier of holy fire
4
4+
4/4
Shock, Blaze*Shock, Blaze*
Chainsword
Chainsword
4
4+
4/5
-
Gun butt
Gun butt
3
4+
2/3
-
Holy Relic: If this operative has a holy relic, it’s always benefitting from the SERMON.
Spread the Word of the God-Emperor: Whenever this operative is more than 6" from other friendly operatives, its weapons have the Severe weapon rule.
SANCTIFIER, IMPERIUM, ADEPTUS MINISTORUM, MISSIONARY
⌀25mm


Sanctifier Preacher

Preachers are responsible for tending to the spiritual needs of the Imperium’s countless worlds, and are commonly attached to military units to bolster their resolve. They are also tasked with rooting out psykers, mutants and heretics, and overseeing their execution.

Sanctifier Preacher

Preachers are responsible for tending to the spiritual needs of the Imperium’s countless worlds, and are commonly attached to military units to bolster their resolve. They are also tasked with rooting out psykers, mutants and heretics, and overseeing their execution.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Hand flamer
Hand flamer
4
2+
3/3
Range 6", Saturate, Torrent 1", Blaze*Range 6", Saturate, Torrent 1", Blaze*
Chainsword
Chainsword
4
4+
4/5
-
Defend the Faith: Whenever this operative contests an objective marker, it’s benefitting from the SERMON.
SANCTIFIER, IMPERIUM, ADEPTUS MINISTORUM, PREACHER
⌀25mm


Sanctifier Reliquant

Sanctifier Reliquants bear to battle relics harvested from the bodies of Imperial martyrs. When borne aloft, these invaluable symbols inspire the faithful, inflaming their zeal and banishing fear and doubt from their minds.

Sanctifier Reliquant

Sanctifier Reliquants bear to battle relics harvested from the bodies of Imperial martyrs. When borne aloft, these invaluable symbols inspire the faithful, inflaming their zeal and banishing fear and doubt from their minds.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Hand flamer
Hand flamer
4
2+
3/3
Range 6", Saturate, Torrent 1", Blaze*Range 6", Saturate, Torrent 1", Blaze*
Gun butt
Gun butt
3
4+
2/3
-
Cult Icon: Whenever determining control of a marker within 6" of this operative, treat the total APL stat of friendly SANCTIFIER operatives that contest it as 1 higher if at least one friendly SANCTIFIER operative contests that marker. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
Imperial Cult Devotion: Once per turning point, when a ready friendly SANCTIFIER operative is incapacitated within 6" of this operative, you can use this rule. If you do, before that operative is removed from the killzone, it can perform one free action (excluding Fight), and you can change its order to do so. It’s then removed from the killzone as normal.
SANCTIFIER, IMPERIUM, ADEPTUS MINISTORUM, RELIQUANT
⌀25mm


Sanctifier Salvationist

As medicae repair damaged bodies, Salvationists tend to tortured souls. They possess a variety of salves, unguents and soothing prayers with which they banish madness, reinforce flagging spirits and embolden their allies against the horrors they may encounter.

Sanctifier Salvationist

As medicae repair damaged bodies, Salvationists tend to tortured souls. They possess a variety of salves, unguents and soothing prayers with which they banish madness, reinforce flagging spirits and embolden their allies against the horrors they may encounter.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Soulstave
Soulstave
3
5+
2/3
-
Conversion Field: Whenever an operative more than 6" from this operative is shooting a friendly SANCTIFIER operative within 6" of this operative, improve that friendly operative’s Save stat by 1 and worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

MEDIKIT1AP

Select one friendly SANCTIFIER operative within this operative’s control range to regain up to 2D3 lost wounds.

This operative cannot perform this action while within control range of an enemy operative.
SANCTIFIER, IMPERIUM, ADEPTUS MINISTORUM, MEDIC, SALVATIONIST
⌀25mm
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.

Ministorum Sermon

A mighty orator booms out an impassioned sermon. The fire and brimstone words inflame the zeal of their followers, enabling them to shrug off wounds and remain in the fight.

STRATEGIC GAMBIT. Select one friendly SANCTIFIER operative. If a friendly CONFESSOR operative hasn’t been incapacitated, you must select it. Until you use this STRATEGIC GAMBIT again during the battle, that operative has the ORATOR keyword.

Whenever a friendly SANCTIFIER operative is within 3" of a friendly ORATOR operative (or 6" if the ORATOR is a CONFESSOR), that friendly SANCTIFIER operative is benefitting from the SERMON.

Whenever a friendly SANCTIFIER operative is activated within 3" of a friendly ORATOR operative (or 6" if the ORATOR is a CONFESSOR), that friendly SANCTIFIER operative is benefitting from the SERMON until the end of that activation (i.e. even if it then moves more than the distance requirement from the ORATOR operative).

Whenever a friendly SANCTIFIER operative is benefitting from the SERMON, Normal and Critical Dmg of 3 or more inflicts 1 less damage on it.
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.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.

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.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.
Blaze

Only in holy fire can deviance be absolved. With flamer and burning hands the faithful purge the malignant taint of heresy.

Some weapons in this team’s rules have the Blaze weapon rule below.

*Blaze: If you retain any critical successes, the operative this weapon is being used against gains one of your Blaze tokens (if it doesn’t already have one). Whenever an operative that has one of your Blaze tokens is activated, inflict D3 damage on it. Then that operative’s controlling player selects one of the following:
  • Roll one D6: on a 3+, remove that token.
  • Subtract 1 from the operative’s APL stat until the end of that activation to remove that token.
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.
Marker/Token Guide
Blaze token

Commanding Declamation token

Burning Hands token

Orator token

Holy Light token

Miracle token

Doused token

Wreathe in Fire token

Imperial Cult Devotion token

Purity Seals

Imperial Cult Symbols token

Sanctification Orbs token
Engage: The operative can perform actions as normal and can counteract.

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.
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.
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.
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 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).
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).
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.
Brutal
Your opponent can only block with critical successes.
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).

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
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 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.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Saturate
The defender cannot retain cover saves.

SANCTIFICATION ORB1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other enemy operative within 1" of it takes a doused test. For an operative to take a doused test, roll one D6: on a 3+, it gains one of your Doused tokens.

Whenever a friendly SANCTIFIER operative is shooting against an operative that has one of your Doused tokens with a weapon that has the Blaze weapon rule, that weapon also has the Seek weapon rule.

After a friendly SANCTIFIER operative uses a weapon that has the Blaze weapon rule against an enemy operative that has one of your Doused tokens, remove that token (even if the Seek weapon rule wasn’t used).

This operative cannot perform this action while within control range of an enemy operative.
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.
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.
Limited x
After an operative uses this weapon a number of times in the battle equal to x, they no longer have it. If it’s used multiple times in one action (e.g. Blast), treat this as one use.
Hot
After an operative uses this weapon, roll one D6. If the result is less than the weapon’s Hit stat, inflict damage on that operative equal to the result multiplied by two. If it’s used multiple times in one action (e.g. Blast), still only roll one D6.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.

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