Adeptus Ministorum MMVIII 0711 Warhammer 40k 2nd edition

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    Codex

    EcclesiastraThe Complete Guide ToThe Adeptus Ministorum

    In The Forty First Millennium

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    Keepers of the Emperors Cult07/11/08

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    Armies of the 41stMillennium

    Adeptus Ministorum Rules

    Army Commanders AlliesAs per the standard rules, the Adeptus Ministorum army must be led by an army commander: either aCanoness, Confessor or Missionary Major Hero may lead the force. You may include several of these in a

    single army if you wish, but if you do so, you must nominate which character is the army commander

    before the armies are deployed the others are treated as independent characters.

    A Confessor or Missionary Major Hero may also lead an !mperial "uard army they are allied to. #asically,

    the army has been put at his disposal and he is in overall command. $he Adeptus Ministorum character is

    added to the Command H% li&e a 'sy&er (ord and assumes overall command of the s)uad and the army.

    $his does not change the army organi*ation in any other way.

    'reachers and Champion Missionaries can lead allied s)uads of !mperial "uard and Adeptus Arbites. $hey

    may do this if they are ta&en as allies or if the s)uad comes from the Allies allowance, it ma&es no

    difference. (i&e the army commander rule noted above, they do not replace the ordinary s)uad leader for

    the unit, but are in addition instead. (i&e other Champions they must remain with their s)uad for the entirebattle and cannot voluntarily leave it.

    +)uads of Adeptus +ororitas #attle +isters and +eraphim may be led by a eteran +ister -or +eraphim+uperior. $he eteran +ister +uperior is an upgrade of the +ister +uperior already in the s)uad, not an

    additional character any rules listed for a +ister +uperior also apply to a eteran +ister +uperior unless

    otherwise noted. (i&e 'reachers and Missionaries, eteran +ister +uperiors are Champions, and so are

    considered part of the s)uad, and must obey all of the appropriate rules regarding such units.

    Adeptus Ministorum characters may not join s)uads of +pace Marines, Adeptus Mechanicus or s)uads led

    by an !n)uisitor as these organi*ations do not recogni*e the authority of the /cclesiarchy. Adeptus

    Ministorum characters cannot join a s)uad containing a psy&er as they are simply too distrustful of them tobe associated with such deviant individuals.

    !au"hters of the Emperor Com#at A#ilities$he eteran members of the Adeptus +ororitas are versed in the ancient arts of the 0aughters of the/mperor, an ancient form of martial training handed down from time immemorial. $hey may fire 1 pistols

    in the shooting phase, with a 23 to hit on both rolls these shots may be directed at different targets, if the

    player wishes. !f firing two hand flamers, then both may be resolved as a single shot using the standard4lamer rules.

    $ump %ac&s'ermits the wearer to ma&e a long, powered leap instead of its normal move. A jump can be up to a distanceof 356, reaching a height sufficient to clear most obstacles, vehicles and models. 7oods and single2story

    buildings reduce the jump to 316. 8oll a +catter 0ie for the jumping model as it lands an arrow indicates

    that the model scatters 096 in the indicated direction from its desired landing point. !f a model with a ump

    'ac& has declared a charge, he may move up to ;6 after he

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    (acred )ites0 pointsEffects one squad (typically Sisters of Battle)

    8oll 0?, modified the by the character3 to its (d for the duration of the battle -although it cannot raise the score higher than 3B.

    E $he s)uad Hates the enemy. $his allows them to ta&e #rea& tests with an (d of 3B. !n Close Combat, theymay re2roll any Attac& 0ice once for each round of HtH combat, and always use their 2 follow2up moveto

    get closer to or engage the enemy.

    ? /ach model in the unit has a psychic save on a 0? of ;>. @ote that this does not @ullify the power you must

    roll for each model individually to see if it is affected.

    F $he s)uad is immune to psychology and automatically passes any #rea& tests it is re)uired to ma&e.

    5 $he s)uad ignores the standard choosing a target rules, and each may fire at any unit or vehicle the player

    wishes. 7hile it cannot fire specifically at characters that are part of, screened by, or closer to a unit than 16,

    it may select any other target deemed appropriate within the Barc of the shooter.

    Gnce per battle, the s)uad may choose to fire again after the end of the +hooting 'hase. $he casualties

    sustained by the unit are removed before these shots are made, and weapons that are ammed or 8echarging

    may not be used.

    $he characters performing the +acred 8ites may use the following modifiers -note that any of the possibleresults in the range may be selected if the character can modify the roll:

    +isters of #attle Canoness: >9

    eteran +ister +uperior -+o#: >1

    Missionary Major Hero: >3

    Missionary Hero or Champion: >B'reacher: >B

    4or each 'sy&er in the army: 23

    Any !mperial infantry unit -save for Adeptus Mechanicus, +pace Marine, or !n)uisitors may receive+acred 8ites, although mutants such as Ggryns, 8atlings, and +)uats will not be granted them.

    )elics(i&e other characters, Adeptus Ministorum characters can ta&e 7argear cards. However, the /cclesiarchysrelationship with the Adeptus Mechanicus is strained at the best of times. 4or this reason, much of the

    /cclesiarchys wargear is classed as 8elics. 8elics can be ancient pieces of technology from the foundation

    of the !mperium, or true holy artifacts such as the bones of a saint or an object connected with the /mperor.

    $he army list states how many ordinary 7argear cards and the number of 8elics that can be ta&en.

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    8efer to the 8elics section of this volume for those available to Adeptus Ministorum characters most can

    be freely chosen from the list and few are considered uni)ue -certain special characters have their own

    particular 8elics as detailed in their description and these artifacts are only available to them.

    Grdinary 7argear cards can be ta&en as 8elics if you pay double the normal points cost. $hese artifacts

    have been handed down through the /cclesiarchy for millennia and have been used by countless famous

    fighters and servants of the /mperor.

    An Adeptus Ministorum character may ta&e a 8elic instead of a 7argear card, they dont have to ta&e non2

    8elic 7argear cards if you wish. 4or eample, a character that can ta&e one 7argear card and one 8elic

    may have one of each, two 7argear cards -one at double cost or two 8elics.

    Gnly Adeptus Ministorum characters can ta&e 8elics -with the eception of a 'urity +eal 2 see the

    description. Certain 8elics confer a bonus to friendly troops within their area of effect. $hese 8elics do not

    confer their bonuses to +pace Marines and the Adeptus Mechanicus. @ote that although the !n)uisition does

    not ac&nowledge the authority of the /cclesiarchy, its members are usually adherents to the !mperial Creedand therefore do receive any bonuses bestowed by a 8elic.

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    Adeptus Ministorum ArmoryArmor

    Models pic&ing from this list may select only one item.

    rmor (ll !inistorum "r#ani$ations) %ost

    4la& Armor -?> saveIE> vs. blast mar&ers 3

    Mesh Armor -E> save 9Carapace Armor -;> save F

    'rimitive +hield 3

    Assault *eaponsModels pic&ing from this list may select as many items as you wish.

    !inistorum ssault &eapon %ost

    #olt 'istol 1

    Chainsword 1

    Hand 4lamer F

    (aspistol 3

    'lasma 'istol E

    'ower Mace ?'ower Maul E

    'ower +word ?

    Sororitas ssault &eapon %ost

    #olt 'istol 1

    Hand 4lamer F

    'lasma 'istol E

    'ower Maul E

    'ower +word ?

    +asic *eaponsModels pic&ing from this list may select only one item.

    !ilitia Basic &eapons %ost

    Autogun or Auto2'istol 3

    #ow J

    Crossbow 3

    4lail 3

    (ance -Mounted Knits only 1

    (asgun 1

    (aspistol 3

    Mus&et 3

    +word or Ae 3

    (pecial *eaponsModels pic&ing from this list may select only one item.

    !ilitia Special &eapon %ost

    #olt 'istol 1

    #oltgun 9

    Hand 4lamer F

    Heavy +tubber F

    +hotgun 1

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    'on!ilitia Special &eapon %ost

    #oltgun 9

    4lamer 5

    Hand2#ow J

    (asgun 1

    Meltagun F

    'lasma "un F+hotgun 1

    +torm #olter ?

    ,ea'y *eaponsModels pic&ing from this list may select only one item. !f ta&en by a character model, each item on this list

    comes with a $argeter ->3 to hit.

    &eapon %ost

    Autocannon 3?

    Heavy #olter 3B

    Multimelta ;5

    Heavy 4lamer 1B

    GrenadesModels pic&ing from this list may select as many items as you wish.

    renade (ll !inistorum) %ost

    4rag grenades 1

    Lra& grenades 9

    Melta2bombs E

    'lasma grenades 9

    Army -r"ani.ationAt least 1E $roops Kp to 1E +upport Kp to 1E Allies Kp to EB Characters

    *roops+ Adeptus +ororitas #attle +isters, Celestine, 0ominion, +eraphim, and 8etributors 4raterMilitia bands Arco24lagellants and +isters 8epentia

    %,aracters: Canoness and eteran +isters Missionaries Confessors 'reachers and Mistress

    8epentiaSupport: !mmolators /orcists 8hinos and 'enitent /nginesllies+!mperial Agents !mperial "uard, !n)uisition, and +pace Marine +)uads Knits andIor

    Characters

    An army commander must be selected for any Ministorum Army.

    Ministorum armies have a basic +trategy 8ating of 1.

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    Seraphim Bodyguard1-0 points (%ounts toards t,e Squad llocation)

    Troop Type M WS BS S T W I A Ld

    eteran +ister ; ; E 9 ; 3 E 3

    Consists of E #attle +isters, all of whom wears 'ower Armor -9> save, carries a #oltgun. $hey may

    echange their #oltguns for #olt pistols at no etra cost. $he models of the unit do not have to beidentically armed in this way.

    !f the army contains a Canoness, you may choose a #odyguard for her. $hese models form a unit for

    the game, and must adhere to all of the rules which govern units.

    Options$he #odyguard may be e)uipped with ump 'ac&s for >9B points. Any model may echange their

    #oltguns for two hand flamers for >3B points. $he s)uad may be armed with grenades -all models

    must be identically e)uipped with the grenade selection.

    (i&e the Canoness, the +eraphim of the #odyguard are veteran characters and may employ the special

    combat abilities of the 0aughters of the /mperor.

    eteran Sister Banner Bearer70 points (01.)

    Troop Type M WS BS S T W I A Ld

    eteran +ister ; ; E 9 ; 3 E 3

    A Canoness may be accompanied by a #anner #earer of her order, who is armed with a boltgun and4rag grenades and wears power armor -9> save. +he also carries the #anner of her Grder -see 8elics,

    below. +he must form a unit with the Canoness, and remain within 16 of her at all times.

    An Adeptus Ministorum army may contain a eteran #anner #earer only one #earer is permitted perarmy.

    (i&e the Canoness, the #earer of the +acred +tandard is a veteran character, and may employ the

    special combat abilities of the 0aughters of the /mperor.Options

    +he may ta&e additional wargear from the Assault 7eapons and "renades 7argear (ists. $he #anner#earer may be e)uipped with a jump pac& for >E points.

    $he #anner #earer may have up to one 7argear card and one 8elic.

    eteran Sister Superior8 points

    Troop Type M WS BS S T W I A Ld

    eteran +ister ; ; E 9 ; 3 E 3

    Any +ororitas +)uad may upgrade its +ister +uperior to a eteran +ister. +he is armed with a boltgun,

    power armor -9> save., and 4rag grenades.

    #efore a battle, the eteran +ister may lead a s)uad in the +acred 8ites, and adds >1 to the roll.

    eteran +isters may employ the special combat abilities of the 0aughters of the /mperor.Options

    +he may choose from any of the "renades and +ororitas Assault 7eapon (ists.

    $he eteran +ister +uperior may have up to 3 7argear Card or 8elic.

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    Adeptus Sororitas Celestine S+uad10 points

    Troop Type M WS BS S T W I A Ld

    #attle +ister ; 9 ; 9 ; 3 ; 3 5

    Consists of 3 +ister +uperior and ; #attle +isters, all of whom share the above stats. /ach model wears

    'ower Armor -9> save, carries a #oltgun, and 4rag grenades.

    Celestines must be ta&en as a bodyguard for any Adeptus Ministorum Character. #odyguards form aunit with the character that they are protecting, and follow all of the rules concerning +)uads.

    Options

    Any model may pic& from the +ororitas Assault weapons list, as desired. $he s)uad may be armed with

    grenades -all models must be identically e)uipped with the grenade selection.

    $wo models may be added to the s)uad who carry a #olt 'istol, 4rag "renades, and +pecial weapon

    for a cost of 15 points, plus the cost of a 4lamer ->; pts or Meltagun ->9 pts.

    You may upgrade the +ister +uperior to a eteran +ister +uperior for >5 points.

    Adeptus Sororitas ,ominion S+uad10 points

    Troop Type M WS BS S T W I A Ld

    #attle +ister ; 9 ; 9 ; 3 ; 3 5

    Consists of 3 +ister +uperior and ; #attle +isters, all of whom share the above stats. /ach model wears

    'ower Armor -9> save, carries a #oltgun, and 4rag grenades.

    Gnly one 0ominion +)uad can be ta&en for each #attle +)uad of Adeptus +ororitas ta&en for the army.

    Options

    Kp to ; models may select from the +pecial 7eapons (ist, as desired -the #oltgun will be replaced bya #olt 'istol in this case. $he s)uad may be armed with grenades -all models must be identically

    e)uipped with the grenade selection.

    You may upgrade the +ister +uperior to a eteran +ister +uperior for >5 points.

    (i&e 8etributors, a 0ominion s)uad may be ta&en as Allies only if a #attle +isters +)uad that is alsoincluded in the Army.

    Adeptus Sororitas Seraphim S+uad17- points

    Troop Type M WS BS S T W I A Ld

    #attle +ister ; ; E 9 ; 3 E 3 5

    Consists of 3 +eraphim +uperior and ; +eraphim, all of whom share the above stats. /ach model wears

    'ower Armor -9> save with a ump 'ac&, and carries 1 #olt 'istols and 4rag grenades.

    Gnly one +eraphim +)uad can be ta&en for each #attle +)uad of Adeptus +ororitas ta&en for the army.

    All +eraphim may employ the special combat abilities of the 0aughters of the /mperor.

    OptionsAny model may pic& from the +ororitas Assault weapons list, and may swap out her two #olt 'istolsfor 1 Hand 4lamers ->3B pts as desired. $he s)uad may be armed with grenades -all models must be

    identically e)uipped with the grenade selection.

    You may upgrade the +eraphim +uperior to a eteran status for >3B points.

    A s)uad of +eraphim may be ta&en as Allies if a #attle +isters +)uad that is also included in the Army,

    on a 3 to 3 basis.

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    Adeptus Sororitas Retributor S+uad10 points

    Troop Type M WS BS S T W I A Ld

    #attle +ister ; 9 ; 9 ; 3 ; 3 5

    Consists of 3 +ister +uperior and ; #attle +isters, all of whom share the above stats. /ach model wears

    'ower Armor -9> save, carries a #oltgun, and 4rag grenades.

    Gnly one 8etributor +)uad can be ta&en for each #attle +)uad of Adeptus +ororitas ta&en for the army.

    Options

    Kp to ; models may pic& from the Heavy 7eapons (ist, as desired -the #oltgun will be replaced by a

    #olt 'istol in this case. $he s)uad may be armed with grenades -all models must be identicallye)uipped with the grenade selection.

    You may upgrade the +ister +uperior to a eteran +ister +uperior for >5 points.

    (i&e +eraphim, a s)uad of 8etributors may be ta&en as Allies only if a #attle +isters +)uad that is also

    included in the Army.

    (rateris Militia Band points

    Troop Type M WS BS S T W I A Ld

    Militia Man ; 1 1 9 9 3 9 3 ?

    Consists of E to 1B Militiamen. $he 4rater do not start with weapons or armor.Options

    Any model may pic& from the 4rater Militia weapons list, as desired. $he s)uad may be armed as you

    see fit. Any model may be e)uipped with a 'rimitive +hield ->3 point.

    4or every E23B models in the band, two may be e)uipped with a weapon from the 4rater Militia

    +pecial 7eapons (ist -; may be so e)uipped if there are 33 or more models in the #and.

    Gne model may be e)uipped with a Militia +tandard for >3B points.

    4rateris Militia bands and attached non2Adeptus +ororitas characters may be converted into cavalry.$he entire unit must be mounted, and costs >9 points per model. All the rules for cavalry models apply,

    so this increases the models Movement to 5, and the band also gains >3 to their armor saves. @ote that,in this case, the horses have no attac&s of their own and just increase the movement of the rider.

    Any 4rater Militia #and included as Allies must be lead by a Character from this Army (ist.

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    Adeptus Ministorum AlliesAllies

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    Adeptus Ministorum Characters(pecial Characters ; if this is greater than the

    +$8 of her opponent, he is &noc&ed off balance and must halve his 7+ -rounding up for the rest of

    the turn.

    !nspirational (eader: Any friendly troops with (G+ to +aint 'araedes add >3 to the (d +core if she is

    engaged in HtH, then any unit with (G+ is considered to have an (d of 3B for all 'sychology $ests.

    #efore a battle, 'araedes may lead a s)uad in the +acred 8ites, and adds >9 to the roll.

    $he Canoness has a strategy rating of ;.

    Options$he Character cannot be otherwise modified.

    /elena the irtuous0 Prioress of the Con1ent Sanctorum160 points (includin# &ar#ear)

    Troop Type M WS BS S T W I A Ld

    'rioress ; E E ; ; 9 E 9 3B

    Armed with a #oltgun, Melta #ombs, 4rag grenades and carrying the 8od of "race wears 'owerArmor and a 8osarius -;> Conversion 4ield save. Helena also carries a 8elic &nown as the Mantle of

    Gphelia.

    Holy 8adiance: Any 4leeing !mperial unit within 316 of Helena at the start of the 8ally 'hase

    automatically rallies. !n addition, any unit with (G+ to her may use her (eadership value of 3B toma&e any (d chec&s. Helena herself is !mmune to 'sychology.

    8evered (eader: !f Helena is wounded, then all units in the army become subject to Hatred. !f Helenais &illed, every s)uad that passes a brea& test after the loss of their Commander becomes immune to

    #rea& tests for the rest of the battle. However, her loss will also provide an additional E victory points

    to the enemy army, due to the repercussions of the loss of such an inspirational leaderN

    #efore a battle, Helena may lead a s)uad in the +acred 8ites, and adds >; to the roll. !f this results in a

    3B, roll twice on the chart, ignoring any ties or further results of ten. 4urthermore, any model in the

    Army who can provide +acred 8ites adds an additional >3 to the roll if this results in a 3B, then the

    same double roll is made for that character, as well.

    $he Canoness has a strategy rating of ;.

    Options$he Character cannot be otherwise modified. @ote that Helena is notable to utili*e the combat trainingof the 0aughters of the /mperor.

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    2riah 3acobus0 Protector of the (aith11- points (includin# &ar#ear)

    Troop Type M WS BS S T W I A Ld

    Missionary ; ? ? ; E 9 ? 9 3B

    Armed with a +hotgun, Chainsword, 4rag and Lra& grenades and wears Carapace Armor -;> save and

    a 8osarius -;> unmodified save. Kriah carries the (itanies of 4aith and the #anner of +anctity.

    +teadfast: Kriah cannot be bro&en for any reason. !f a s)uad to which is attached #rea&s or flees forany reason, Kriah does not retreat with them, but stays where he is.

    #efore a battle, Kriah may lead a s)uad in the +acred 8ites. He may roll 1 dice, choosing which result

    is applicable, and adds >3 to the roll.

    !f chosen as an Army Commander, Kriah has a strategy rating of 1.

    Options

    $he Character cannot be otherwise modified.

    Redemptor 4yrino10 Arch Confessor88 points (includin# &ar#ear)

    Troop Type M WS BS S T W I A Ld

    Confessor ; E ; ; ; 1 ; 1 3B

    Armed with a Master Crafted #olt 'istol and carrying the Mace of alaan wears 4la& Armor -?>

    saveIE> vs. blast mar&ers and a 8osarius -;> unmodified save. He also bears the !con of Chiros.

    Lyrinov is subject to 4ren*y: he never brea&s and automatically passes any brea& test they are re)uired

    to ma&e, although he cannot control their 4ren*yN !f he leads a unit, all models in the unit become

    subject to 4ren*y as long as they are led by Lyrinov, and they are immune to any other psychology

    ecept for Hatred for as long as he accompanies them.

    !f leading the Army, 8edemptor Lyrinov has a strategy rating of 1. @ote that Lyrinov will notjoin and

    lead armies that contain +pace Marines, Adeptus Mechanicus or !n)uisitors.

    Options$he Character cannot be otherwise modified.

    Cardinal Armandus /elfire100 points (includin# elics)

    Troop Type M WS BS S T W I A Ld

    Canoness ; E ? E E 9 ; 1 3B

    Armed with a plasma gun and the +cepter of Avignor. He wears 4la& Armor -?> saveIE> vs. blast

    mar&ers and a 8osarius -;> unmodified save.

    Holy 0isdain: Armandus is !mmune to 4ear and $error, and cannot be #ro&en. !f a s)uad to which is

    attached #rea&s or flees for any reason, Armandus does not retreat with them, and becomes separated

    from the unit.

    Commanding oice: !f Armandus leads the army, any unit within 356 is considered to have an (d of 3B

    for all 'sychology $ests.

    QGl< +tony6: 7eapons inflicting multiple wounds on Armandus halve the damage roll, rounding down.

    #efore a battle, Armandus may lead a s)uad in the +acred 8ites. He adds >3 to the roll.

    !f he is the Army Commander, Cardinal Armandus has a strategy rating of 9.

    Options

    Armandus may ta&e one piece of 7argear.

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    Adeptus Ministorum Support

    (upport E points.

    Armor

    ,* Location (ront Side8Rear

    3 $rac& 3E 3E

    129 Hull 1B 35E2? $urret 11 11

    ,* Trac7 ,amage Table

    # $he trac& is damaged. $he /orcist must move at slow speed for the rest of the game.

    %'$ $he trac& is blown off. $he tan& moves out of control, then comes to a permanent halt.

    *$he trac& is blown off, and the vehicle flips over, coming to a halt 0?6 away in a

    random direction. Any model hit ta&es 0? +2F hits with a 21 save. Any models on board

    are &illed on a 0? roll of ;> survivors may dismount normally the following turn.

    ,* /ull ,amage Table

    #$he driver is &illed. Knless the position is ta&en over by the gunner, the vehicle will

    move out of control until it has a collision, drives off the board, or the game ends.

    %'"A large eplosion tears through the crew compartment. Any models on board are &illed

    on a 0? roll of ;>.

    !$he engine eplodes. All models on board are &illed, and the tan& is spun around to facea random direction, and comes to a permanent halt.

    $$he fuel tan& ignites and the vehicle bursts into flames. All models on board are &illed,and the wrec& moves out of control net turn before eploding. Any model within 96 of

    the point where it stops will be hit as if by a heavy flamer.

    *$he ammunition eplodes. All models on board are &illed, and any model within 96 ofthe point where it stops will be hit by 0? +23B hits with a 29 save.

    ,* Turret ,amage Table

    #$he multi2launcher is damaged, and may only fire indirectly on a roll of ;> -chec& eachturn.

    %

    $he multi2launcher goes haywire, and fires a barrage at a random target. 8oll an

    Artillery die to determine the number of missiles fire, and a scatter die to determine thedirection of the barrage. 'lace the #last Mar&er on a random model -friend or foe on

    the furthest unit within range and wor& out the rest of the effects as normal. !f it has any

    ammunition remaining, the multi2launcher will not fire in the net turn.

    " $he gunner is &illed the multi2launcher must be manned by another crewman to fire.

    !'*$he turret is blown off. All models in the /orcist are &illed, and the turret flies 10?6 ina random direction. Any models hit by it ta&e 0? +2 hits with a 2? save modifier.

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    Immolator10 points

    Cre6 Type M WS BS S T W I A Ld

    #attle +ister ; 9 ; 9 ; 3 ; 3 5

    )am um#er of (peed Mo1ementStr ,mg Sa1e Cre6 Passengers Slo6 Combat (ast Type

    F 031 2E % # S9, : # 56 356 1E6 Trac7ed

    $he !mmolator is armed with twin lin&ed Heavy 4lamers with a 9?Barc of fire in the turret. $hese

    may fire either a single, double wide $emplate, or may use a normal $emplate for two consecutive hits.

    $hese may be replaced with twin lin&ed Multi2Meltas for >FB 'oints. An !mmolator may upgrade with

    auto2launchers with 4rag grenades for ->E points.

    Armor

    ,* Location (ront Side8Rear

    3 $rac& 3E 3E

    12; Hull 1B 35

    E2? $urret 11 11

    ,* Trac7 ,amage Table

    #$he trac& is damaged but &eeps running. $he !mmolator may only move at slow speed

    for the rest of the game.

    %'$$he trac& is blown off. $he !mmolator moves out of control net turn, and then comes

    to a permanent halt.

    *$he trac& is blown off, and the vehicle flips over, coming to a halt 0?6 away in arandom direction. Any model hit ta&es 0? +2F hits with a 21 save. Any models on board

    are &illed on a 0? roll of ;> survivors may dismount normally the following turn.

    ,* /ull ,amage Table

    #'"A large eplosion tears through the crew compartment. Any models on board are &illed

    on a 0? roll of ;>.

    ! $he engine eplodes. All models on board are &illed, and the tan& is spun around to facea random direction, and comes to a permanent halt.

    $$he fuel tan& ignites. All models on board are &illed, and the wrec& moves out ofcontrol net turn before eploding. Any model within 96 of the point where it stops will

    be hit as if by a heavy flamer.

    *$he ammunition eplodes. All models on board are &illed, and any model within 96 ofit will be hit by 0? +23B hits with a 29 save.

    ,* Turret ,amage Table

    # $he weapons are damaged, and may only be used on a roll of ;> -chec& each turn.

    % $he turret is jammed the guns must fire in a straight line from this position.

    " $he gunner is &illed the weapons must be manned by another crewman to fire.

    !'*

    $he turret is blown off. All models in the !mmolator are &illed, and the turret flies 10?6

    in a random direction. Any models hit by it ta&e 0? +2 hits with a 2? save modifier.

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    Penitent 5ngine-0 points (1. per squadron)

    Cre6 Type M WS BS S T W I A Ld

    'enitent B ; 1 1 1 3 ; 3 5

    )am um#er of (peed Mo1ement

    Str ,mg Sa1e Cre6 Passengers Wal7 Charge (ast Type? 0? 2; # & 56 316 @IA Wal7er

    $he 'enitent /ngine consists of a +inner who is wired into a power lifer frame e)uipped with a 'ower

    Claw and a 4lamer on each arm. $he 4lamers may be used to target separate units, or combined with

    the same result as that of a Heavy 4lamer. @ote that the operator of the /ngine is +ubject to 4ren*y,which will double the amount rolled on the Attac& +core 0ie.

    ,t, (tats

    WS A; 09

    R$he weapon closest to the attac&er is hit.

    RR0river is hit from the 4ront, /ngine from the +ideI8ear

    ,* Legs ,amage Table

    #$he inch thic& armor of the 'enitent /ngine. !f it fails to fire,

    then the Heavy 4lamer attac& may not be used that round.

    %'$$he arm is torn from the 'enitent /ngine

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    Rhino Mar7 I-0 points

    Cre6 Type M WS BS S T W I A Ld

    #attle +ister ; 9 ; 9 ; 3 ; 3 5

    )am um#er of (peed Mo1ementStr ,mg Sa1e Cre6 Passengers Slo6 Combat (ast Type

    F 031 2E # # S+d : # 56 356 1E6 Trac7ed

    $he 8hino is armed with twin lin&ed #olters with a 9?Barc of fire from the top of the vehicle. A

    8hino may upgrade with auto2launchers -with 4rag or #lind for ->E points, or a 4rag 0efender for

    ->3B.

    Armor

    ,* Location (ront Side8Rear

    321 $rac& 3E 3E

    92E Hull 1B 35

    ? 7eapons 31 31

    ,* Trac7 ,amage Table

    #$he trac& is damaged but &eeps running. $he 8hino may only move at slow speed for

    the rest of the game.

    %'$$he trac& is blown off. $he 8hino moves out of control net turn, and then comes to a

    permanent halt.

    *$he trac& is blown off, and the vehicle flips over, coming to a halt 0?6 away in a

    random direction. Any model hit ta&es 0? +2F hits with a 21 save. Any models on boardare &illed on a 0? roll of ;> survivors may dismount normally the following turn.

    ,* /ull ,amage Table

    #$he driver is hit and &illed. $he 8hino cannot fire weapons and will move out ofcontrol for the rest of the game -unless another model can ta&e over.

    %'!A large eplosion tears through the crew compartment. Any models on board are &illed

    on a 0? roll of ;>.

    $$he engine eplodes. All models on board are &illed, and the tan& is spun around to face

    a random direction, and comes to a permanent halt.

    *$he fuel tan& ignites. All models on board are &illed, and the wrec& moves out of

    control net turn before eploding. Any model within 96 of the point where it stops will

    be hit as if by a heavy flamer.

    ,* Weapon ,amage Table

    #$he 8hino -chec& each turn.

    %'$ $he #olters and auto2launchers are destroyed.

    *$he weapon systems are destroyed, as above in addition, the eplosion flashes bac&

    inside the vehicle. 8oll on the HK(( table to determine the result.

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    Rhino Mar7 II-0 points

    Cre6 Type M WS BS S T W I A Ld

    +pace Marines ; ; ; ; ; 3 ; 3 5

    )am um#er of (peed Mo1ementStr ,mg Sa1e Cre6 Passengers Slo6 Combat (ast Type

    F 031 2E # #& M or $ T 56 356 1E6 Trac7ed

    $he 8hino is unarmed, but may mount either an auiliary +tormbolter with a 9?Barc of fire from the

    top of the vehicle or a searchlight in a similar mount for >E points -note that these are not 7argear

    upgrades for this vehicle. A 8hino may upgrade with auto2launchers -with 4rag or #lind for ->E

    points, or a 4rag 0efender for ->3B.

    Armor

    ,* Location (ront Side8Rear

    321 $rac& 3E 3E

    92? Hull 1B 35

    ,* Trac7 ,amage Table

    #$he trac& is damaged but &eeps running. $he 8hino may only move at slow speed forthe rest of the game.

    %'$$he trac& is blown off. $he 8hino moves out of control net turn, and then comes to a

    permanent halt.

    *$he trac& is blown off, and the vehicle flips over, coming to a halt 0?6 away in a

    random direction. Any model hit ta&es 0? +2F hits with a 21 save. Any models on board

    are &illed on a 0? roll of ;> survivors may dismount normally the following turn.

    ,* /ull ,amage Table

    #$he driver is hit and &illed. $he 8hino cannot fire weapons and will move out of

    control for the rest of the game -unless another model can ta&e over.

    %'!A large eplosion tears through the crew compartment. Any models on board are &illed

    on a 0? roll of ;>.

    $$he engine eplodes. All models on board are &illed, and the tan& is spun around to face

    a random direction, and comes to a permanent halt.

    *$he fuel tan& ignites. All models on board are &illed, and the wrec& moves out of

    control net turn before eploding. Any model within 96 of the point where it stops will

    be hit as if by a heavy flamer.

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    Mace of alaan

    Sa1e Armor

    Str ,mg Mod Pen Special

    ? 3 29 0?>031>? Close combat Cannot be 'arried

    ;eural Whip

    Sa1e Armor Str ,mg Mod Pen Special

    E 3 29 10?>E +tri&es in 7hip 'hase

    Penitent 5ngine Po6er Cla6

    Sa1e Armor

    Str ,mg Mod Pen Special

    5 3 2E 0?>01B>5 Close combat

    You may choose to swap any 2hits you score in hand2to2hand combat with the Claw into a single $ear

    attac&. $ear attac&s may only be directed against models with armor locations -e.g. vehicles and

    0readnoughts. 4or each $ear attac&, nominate a single location on the target and roll for penetration asnormal any penetrating hits roll as normal on the appropriate damage table with a 2modifier.

    Po6er MaceSa1e Armor

    Str ,mg Mod Pen Special

    E 09 21 10?>09>E Close combat

    Po6er Maul

    Sa1e Armor

    Str ,mg Mod Pen Special

    E 3 29 10?>E Close combat

    Po6er S6ord

    Sa1e Armor

    Str ,mg Mod Pen Special

    E 3 29 10?>E Close combat, parry

    Scepter of engeance

    Sa1e Armor

    Str ,mg Mod Pen Special

    F 3 2; 031>0?>F Kni)ue 7eapon of +aint 'araedes

    Staff of Belief

    Sa1e Armor

    Str ,mg Mod Pen Special

    Kser >9 3 23 +>0? Close combat two handed 'arries

    8e)uires both hands to use. 0aemons hit by the weapon receive no benefits for their aura.

    S6ordSa1e Armor

    Str ,mg Mod Pen Special

    Kser 3 23 0?>+$8 Close combat, 'arries

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    Bo6 > /and Bo6

    Range To /it Sa1e Armor

    Short Long Short Long Str ,mg Mod Pen Special

    B231 3121; 2 23 9 3 2 0?

    Any target with an armor save of or better automatically has its saving throw reduced to 2when hit by

    an arrow from a #ow.

    Crossbo6

    Range To /it Sa1e Armor

    Short Long Short Long Str ,mg Mod Pen Special

    B23? 3?291 2 23 ; 3 2 0?

    Move or fire for foot troops. Any target with an armor save of or better automatically has its saving

    throw reduced to 2when hit by an bolt from a Crossbow.

    (lamer

    Range To /it Sa1e Armor

    Short Long Short Long Str ,mg Mod Pen Special

    Flamer Template ; 3 21 0?>;

    Kse standard $emplate rules. Models surviving a 4lamer hit may catch on fire.

    Lasgun

    Range To /it Sa1e Armor

    Short Long Short Long Str ,mg Mod Pen Special

    B231 3121; >3 2 9 3 23 0?>9

    Meltagun

    Range To /it Sa1e Armor

    Short Long Short Long Str ,mg Mod Pen Special

    B2? ?231 >3 2 5 0? 2; 10?>5

    Mus7et

    Range To /it Sa1e Armor

    Short Long Short Long Str ,mg Mod Pen SpecialB2? ?21; 2 23 9 3 23 0?>9 Move or 4ire

    Plasma =un

    Range To /it Sa1e Armor

    Short Long Short Long Str ,mg Mod Pen Special

    B2? ?21; >3 2 F 3 21 0?>F +ustained 4ire 21

    Gnce a plasma gun is fired, it may not fire in your net shooting phase while it recharges.

    Shotgun

    Range To /it Sa1e Armor

    Short Long Short Long Str ,mg Mod Pen Special

    B2; ;235 2 23 ; 3 2 0?>; +olid

    B2; ;235 2 23 9 3 2 0?>; +catter 36 #last $emplateGrdinary troopers hit but not slain by a +hotgun will be &noc&ed bac& 2and will fall over on a 6roll of. $roops that have fallen over must spend the net Movement 'hase regaining their feet.

    Storm Bolter

    Range To /it Sa1e Armor

    Short Long Short Long Str ,mg Mod Pen Special

    B231 3121; >3 2 ; 3 23 0?>; +ustained 4ire 1

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    ,ea'y *eapons

    Autocannon

    Range To /it Sa1e Armor

    Short Long Short Long Str ,mg Mod Pen Special

    B21B 1B2F1 2 2 5 03B 29 0?>03B>5 +ustained 4ire 1

    Move or 4ire for foot troops.

    /ea1y Bolter

    Range To /it Sa1e Armor

    Short Long Short Long Str ,mg Mod Pen Special

    B21B 1B2;B 2 2 E 0; 21 0?>0;>E +ustained 4ire 22,

    Move or 4ire for foot troops.

    /ea1y (lamer

    Range To /it Sa1e Armor

    Short Long Short Long Str ,mg Mod Pen Special

    Heavy Flamer Template E 3 29 0?>E

    Kse standard template weapon rules. Models surviving a Heavy 4lamer hit may catch on fire.

    /ea1y StubberRange To /it Sa1e Armor

    Short Long Short Long Str ,mg Mod Pen Special

    B21B 1B2;B 2 2 ; 3 23 0?>; +ustained 4ire 22

    Move or 4ire for foot troops.

    Multi'Melta

    Range To /it Sa1e Armor

    Short Long Short Long Str ,mg Mod Pen Special

    B231 3121; >3 2 5 1031 2; 0?>1031>52 #last $emplate,Move

    or 4ire for troops

    Grenades

    Range To /it Sa1e Armor

    Short Long Short Long Str ,mg Mod Pen Special

    2 + 1 2 2 As grenade type see below

    Type Str ,mgSa1eMod

    ArmorPen Special

    (rag 9 3 23 0?>9 16 #last Mar&er

    4ra7 ? 0? 29 10?>? $hrown suffers =3 to hit scatter as normal

    Plasma E 3 21 0?>E 3J6 blast see 'lasma ammo

    Melta Bomb 5 0? 2; 10?>5'laced by hand by model in base2to2base contact

    or in Close Combat.

    Grenade EffectsBlind

    2 #last $emplate,remains. @o troops may draw (ine of +ight through, into, or out of a #lind cloud.'sy&ers may not use their powers if a #lind cloud hides their target. Models in Close Combat within a

    #lind cloud may fight, but they halve their 7eapon +&ill, rounding up. At the start of each side

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    3 0isappears immediately.

    %'$ +hrin&s its radius by J6.

    * /pands its radius by 6and disappears at the end of this turn.

    Cloud Mo'ementMany types of ammunition cause a semi2permanent blast mar&er to appear on the battlefield these arenoted as Qremains6 in their description. Knless otherwise specified, for blast mar&ers that don9 4rag 16 blast radius

    ? 2 Auto 2 2 2 2 2 #lind "renades

    ? 2 Auto 2 ? 0? 29 10?>? Lra& grenades

    May be triggered in the shooting phase of the vehicle3 >3 5 03B 2? 03B>0?>5 +ee #elow

    $he /orcist is loaded with 12missiles and cannot be reloaded during battle &eep trac& of them as they

    are used. You may fire up to ? missiles at once in a shooting phase these must all be fired at a singletarget. 8oll to hit as normal, and position a #last $emplate with a diameter of 9for each missile in the

    salvo. +trength, damage and save modifiers are as for a single missile.

    !f you miss, scatter as normalDif you roll a QHit6 and a QMisfire6, consult the Malfunction $able below.

    #'% $he 7hirlwind is ripped to pieces crew are slain. Any models within suffer 6 S10hits with a:save modifier.

    "'! $he roc&ets are epended, but to no effect. !n addition, the weapon isjammed, and will only wor& in subse)uent turns if you first roll a on 6.

    $'* 8oc&ets are epended, but to no effect. @o further effect.

    Indirect Fire

    7hen firing indirectly, you may fire at any enemy models that are within range of the multi2launcher,even if a direct (ine of +ight can

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    itanies of Faith 2)elic3 Common8 pointsdeptus !inistorum only

    $he bearer of the (itanies who leads a s)uad in the +acred 8ites may roll 1 dice on the table, and the player

    may choose which of the results he would rather apply.

    Mace of 5alaan 2)elic3 Unique8 pointsedemptor ?yrino@ only

    +ee the weapon profile for more information about this weapon.

    Mantle of -phelia 2)elic3 Unique1- points4elena t,e Airtuous only

    You must declare the use of this 8elic at the start of the turn. 4or the whole of the turn that follows, Helenamay re2roll any failed save for her 8osarius if the second roll also fails, then she is wounded normally.

    Gnce the turn in which the Mantel was employed has ended, it ahs no further effect for the rest of the game.

    Medicus Minisorum 2)elic3 Uncommon1- pointsdeptus !inistorum only

    !f the character can reach a wounded model in the turn after it was wounded, he must spend the +hooting

    'hase and the Close Combat 'hase tending to the model. $hen, in the 8ally 'hase, the character with the

    Ministorum must pass an (d chec&. !f this is successful, the wounded model has one wound restored -those

    brought to B wounds may still be healed in this way. @ote that the character cannot heal himself with this8elic.

    %hial of !olan 2)elic3 Common10 pointsdeptus !inistorum one use only

    A character may drin& from the 'hial at the start of any turn. 4or the rest for that turn, the model + and $

    are increased by 09 -roll each separately, to a maimum of 3B.

    %raesidium %rotecti'a 2)elic3 Common8 pointsCmperium only

    $his 7argear resembles a highly ornate shield. !t re)uires one hand to use, and may parry one HtH attac&

    per round. !t conveys a ;> unmodified save to all HtH attac&s, and if the save roll is a ?, then the attac&er ishit by his own weapon -chec& for wounds and armor saves as if the model had struc& itself once per ?

    rolled. $he 'rotective has no effect on shooting attac&s.

    %urity (eal 2)elic3 Common8 pointsCmperium only

    Models bearing 'urity +eals are immune to 4ear and $error. 4urthermore, if hit by a psychic attac&, the

    model has a psychic save on a 0? of ;>. $his does not @ullify the power you must roll for each model

    with a 'urity +eal individually to see if it is affected. @ote that, unli&e other 8elics, the 'urity +eal may beta&en by any model with the ability to choose O!mperium Gnly< 7argear.

    )od of Grace 2)elic3 Unique8 points4elena t,e Airtuous only

    +ee the weapon profile for more information about this weapon.

    )osarius 2)elic3 Common10 pointsdeptus !inistorum onlyA 8osarius is a 8elic fitted with a Conversion 4ield. $he wearer gains an additional, unmodifiable armor

    saving throw of ;>. A successful save using the 4ield causes a blinding flash unprotected troops within a

    radius e)ual to the incoming weapon on 0?. #lind models cannot move or shoot and fight in hand2to2hand combat with a 7+ of 3.@ote that only one personal 4ield may be used at a time.

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    (cepter of A'i"nor 2)elic3 Unique1- points%ardinal rmandus 4elfire only

    Any 4leeing !mperial unit within (G+ the 8elic at the start of the 8ally 'hase automatically rallies, and

    may act in the following turn without penalty. !t also adds >3 to the wielder