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CODEX:
ECCLESIARCHY
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Codex: Ecclesiarchy
An Unofficial Alternative Codex
for Warhammer 40,000
By Azathoth DCLXVI
This game supplement is completely unofficial and in no way endorsed by Games Workshop Limited.
Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood
Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the
Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark
Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol
devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games
Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of
Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies,
Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo,
Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of
Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space
Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet
Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online,
Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all
associated marks, names, races, race insignia, characters, vehicles, locations illustrations and images from the BloodBowl game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either , TM
and/or Copyright Games Workshop Ltd 2000-2012, variably registered in the UK and other countries around the
world. All Rights Reserved
Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
All art, illustrations and concepts used without permission.
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-Table of Contents-__________________________________________________
Invocation of the Fede Imperialis 4
Ecclesiarchy Special Rules 5
Shield of Faith 5
Acts of Faith 5
Faith Power List 6
Ordo Hereticus Psychic Powers 9
Ecclesiarchy Armory 11
Weapons 11
Armor 12
Banners 12
Wargear 14
Grenades 15
Vehicle Upgrades 15
Ecclesiarchy Army List 17
HQ 17
Canoness 17
Palatine 18
Celestian Command Squad 20
Living Saint 21
Confessor 22
Ecclesiarchy Battle Conclave 22
Techpriest Enginseer 23
Helena the Virtuous 24
Saint Praxedes 25
Saint Celestine 26
Cardinal Armandus Helfire 28
Arch-Confessor Kyrinov 29
Uriah Jacobus 29
ELITES 31
Ecclesiarchy Priest 31
Celestian Squad 32
Arco Flagellants 33
Ordo Hereticus Inquisitor 34
Ordo Hereticus Henchmen Squad 35
TROOPS 36
Battle Sister Squad 37
Sisters Repentia Squad 28
Frateris Militia Band 38
DEDICATED TRANSPORTS 39
Immolator 39
Inquisitorial Chimera 39
Repressor 40
Land Raider 40
Rhino 41
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__________________________________________________-Table of Contents-
FAST ATTACK 42
Dominion Squad 42
Seraphim Squad 44
Archangel Squad 45
Afflicter Squad 46
Ophanim Squad 47
Penitent Engine Squadron 47
HEAVY SUPPORT 48
Retributor Squad 48
Exorcist 49
Sanctifier Squadron 49
Dominica Pattern Drop Pod 50
Reference 52
. .
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A spiritu dominatus,
Domine, libra nos,
From the lighting and the tempest,
Our Emperor, deliver us.
From plague, temptation and war,
Our Emperor, deliver us,
From the scourge of the Kraken,
Our Emperor, deliver us.
From the blasphemy of the Fallen,
Our Emperor, deliver us,
From the begetting of daemons,
Our Emperor, deliver us,
From the curse of the mutant,
Our Emperor, deliver us,
A morte perpetua,
Domine, libra nos.
That thou wouldst bring them only death,
That thou shouldst spare none,
That thou shouldst pardon none
We beseech thee, destroy them.
-Invocation of the Fede Imperialis. Commonly known as
the Battle-prayer of the Adepta Sororitas.
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-Ecclesiarchy Special Rules-__________________________________________
An Ecclesiarchy army uses a number of special rules common to multiple units. The following special rules apply:
Shield of Faith
A model with this special rule has a 6+ invulnerable save. Additionally, a unit containing a model with this rulewill nullify a psychic power when using Deny the Witch on a roll of 5+, rather than 6+. However, this roll must be
made against all psychic powers directed at it, from both friend and foe. This may be further modified as normal by
psychic hoods. Finally, a model with this rule is immune to the Instant Death effects of force weapons.
Acts of Faith
An Ecclesiarchy army that contains units with the Faithful special rule is considered a Faithful army and
generates Faith points, which can in turn be used to power Acts of Faith.
Generating Faith Points
A Faithful army generates D3 faith points per turn, plus an additional D3 Faith points for every full 500 points
of Faithful units in the army. For example, an army with from 1 to 499 points of Faithful units would generate D3Faith points; an army with from 500 to 999 points of Faithful units would generate 2D3 Faith points, and so on.
Faith points are generated at the beginning of the controlling players turn before the start of the Movement phase.
Any Faith points left over from the prior faith point generation roll are lost at this time as well.
Using Acts of Faith
Acts of Faith may only be attempted by units with the Faithful special rule in the phase that the Act specifies.
Any one Faithful unit may only attempt to use a particular Act of Faith once in the same phase. Once an act of faith
has been used successfully, that unit may not attempt any other acts of faith during the same phase.
An independent character benefits from any Acts of Faith attempted by the unit they have joined and vice versa,
so long as both the unit and the independent character in question are Faithful. Independent characters may attempt
an Act of Faith even if a unit it has joined has already successfully used one this phase.
Any Acts of Faith which provide a numerical bonus do not stack unless otherwise noted.
Each Act of Faith is used during a certain phase or phases as specified in its entry.
To use an Act of Faith, a unit must equal or beat the target number specified by the individual Act. When
attempting to use an Act of Faith, the unit may roll between one and four D6, with each dice rolled consuming a
Faith point. The total of these dice are added together along with any applicable bonuses the unit might also have. If
the result is equal to or greater than the target number, then the Act of Faith has been activated successfully.
The following bonuses apply to all Acts of Faith Tests:
+1 if the unit is led by a Superior, a Mistress of Repentance, or a Faithful independent character. +1 if the unit contains at least one Simulacrum Imperialis. +1 if the unit has taken at least one casualty. +1 only for independent characters if they have suffered at least one wound.If a single D6 is rolled when attempting an Act of Faith, a roll of a 1 is always a failure, regardless of any
additional modifiers.
Acts of Faith are not psychic powers and so are unaffected by any wargear or special rules that affect psychic
powers.
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Faith Power List
The following list details the Acts of Faith available to an Ecclesiarchy army. General Acts of Faith may be used by
any unit with the Faithful special rule. All other Acts may only be used by the unit whose entry they fall under.
General Acts of Faith
Light of the EmperorUse:Beginning of the controlling players Movement
phase.
Target Number:4+
Effect:This power must be used before any units act
during the Movement phase. If successful, then the
nominated unit automatically rallies, regardless of
normal restrictions, and may act normally on this player
turn. When a unit rallies using this power they do not
receive a consolidation move.
Divine Guidance
Use:Before the unit acts in the controlling players
Shooting phase or during the Fight sub-phase before any
blows are struck.
Target Number:8+
Effect:If successful, then until the end of the phase
when the unit attacks, in either shooting or close
combat, any to wound rolls of 6 are counted as AP1.
Spirit of the MartyrUse:Beginning of opponents Movement or Shooting
phase or either players Assault phase
Target Number:7+
Effect:If this act is used successfully, then until the end
of the phase, the unit improves the invulnerable save
granted by the Shield of Faith special rule to a 4+ and
will successfully Deny the Witch on a 3+.
Canoness/Palatine Acts of FaithThe Passion
Use:Either players Fight sub-phase before blows are
struck.
Target Number:7+
Effect:If successful, the nominated unit gains +1
Initiative and the Preferred Enemy special rule until the
end of the phase.
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Canoness Acts of FaithEndless Crusade
Use:Before the unit acts in the controlling players
Movement phase.
Target Number:7+
Effect:If successful, the nominated unit gains the
Relentless and Move Through Cover special rules untilthe end of the player turn.
Celestian Acts of FaithIron Focus
Use:Beginning of the opposing players Assault phase.
Target Number:8+
Effect:If this Act is used successfully, the nominated
unit resolves all Overwatch attacks at their normal
Ballistic Skill. Additionally, template weapons used by
the squad when Overwatching inflict D6 hits rather than
the usual D3.
Archangel Acts of FaithHand of the Emperor
Use:Either players Fight sub-phase before blows are
struck.
Target Number:10+
Effect:If successful, then until the end of the phase, the
nominated squad gains +1 Strength and successfully hits
all enemy models with a WS attribute on a roll of 3+ in
close combat, regardless of respective Weapon Skills.
Sister Repentia Acts of FaithFinal AbsolutionUse:Either players fight sub-phase before blows are
struck.
Target Number:8+
Effect:If successfully used, do not remove any friendly
sister repentia models that are killed before they have
attacked. Instead, place them on their side. After all
other models involved in the assault have made their
attacks, any mortally injured model placed on its side
makes a single attack. After these attacks have been
made, any models placed on their side in this way are
removed as casualties.
Dominion Acts of FaithHoly Fusillade
Use:Before the unit acts in the controlling players
Shooting phase.
Target Number:8+
Effect:If successful, the nominated units weapons are
counted as twin-linked until the end of the phase.
Ophanim Acts of Faith
Rapturous Stampede
Use:In the controlling players Assault phase after a
successful Assault move has been made by the squad.
Target Number:6+
Effect:During the Assault phase in which this power is
used, the affected unit gains the Furious Charge special
rule.
Seraphim Acts of FaithThe Emperors Deliverance
Use:Before the unit acts in the controlling players
Shooting phase.
Target Number:9+
Effect:If this Act is activated successfully, then the
units shooting attacks gain the Shred special rule until
the end of the phase.
Afflicter Acts of FaithJudgment of the Righteous
Use:Before the unit acts in the controlling playersShooting phase.
Target Number:7+
Effect:If this Act is used successfully, pinning Tests
from this Unit's Shooting are taken at a -1 Ld penalty
for each Wound the Target Unit suffered from this
Unit's Shooting.
Retributor Acts of FaithThe Emperors Wrath
Use:Before the unit acts in the controlling players
Shooting phase.
Target Number:9+
Effect:If this Act is successfully activated, then until
the end of the phase, pick one of the following; all of
the Retributors weapons gain the Rending special rule;
or, all of the Retributors weapons add 6 to their range
values.
.
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-Ordo Hereticus Psychic Powers-____________________________________________
Hammerhand 5 points Warp Charge 1
This power is a blessingthat targets the Inquisitor and any unit he has joined. It is used in either players Fight sub-
phase, before any blows have been struck. If the psychic test is passed, then all models in the unit (including
Independent Characters) gain a +1 bonus to their Strength until the end of the Assault phase.
The Emperors Judgment 5 points Warp Charge 1
This is a witchfirepower with the following profile:
Range Str AP Type
The Emperors
Judgment
12 4 6 Assault 1, Large Blast
Additionally, any psyker under the blast template must immediately take a Leadership test with a -1 penalty. If they
fail, they suffer the Perils of the Warp.
Divine Pronouncement 10 points Warp Charge 1
This is a witchfirepower that automatically hits a single unit within 18 of the Inquisitor. That unit mustimmediately take a morale check. Additionally, if the Inquisitors Leadership is greater, then the target unit suffers a
negative modifier to their Leadership score equal to the difference between the two for the purpose of taking this
test. Fearless units or units that otherwise ignore morale tests are unaffected by this power.
Word of the Emperor 10 points Warp Charge 1
This psychic power may be used at the start of the enemy assault phase. If successful, any enemy unit attempting to
assault the Inquisitor or any unit he has joined treats their movement as if moving through Difficult Terrain.
Eye of the Storm 15 points Warp Charge 1
This power is a blessingthat targets the Inquisitor and any unit he has joined. Models affected by this power have a
5+ invulnerable save. In addition, if a psyker targets the Inquisitor or his unit with a psychic power he suffers a -1
penalty to his Leadership for the purposes of his psychic test. A psychic power that does not specifically target him
or his unit does not suffer this penalty, even if they are affected by the psychic power.
Purgatus 15 points Warp Charge 1
This is a focused witchfirepower that automatically hits a chosen model within 24 of the Inquisitor. Once the
model hit is determined, the chosen model rolls an opposed Leadership Test against the Inquisitor. If it loses, the
target suffers a -3 Leadership penalty for the remainder of the game. This power may not target the same model
more than once per game.
Scourging 15 points Warp Charge 1
Scourging is a witchfirepower with the following profile:
Range Str AP TypeScourging 18 5 4 Assault 6
Psychic Discipline
Before deployment, an Inquisitor may trade out any powers he has selected from the above list and instead generate
an equal number of powers from theBiomancy,Pyromancyor Telepathydisciplines as detailed in the Warhammer
40,000 rulebook.
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-Ecclesiarchy Armory-_______________________________________________
Weapons:
Ascalion Lance
An ascalion lance is a power lance. A model armed with
this weapon benefits from the Rending special rule on
the turn they charge into close combat. Additionally, the
lance may be fired in the Shooting phase with the
following profile:
Range Str AP Type
6 6 1 Assault 1, Armorbane, Lance
Auxiliary Grenade Launcher
A model armed with a bolter equipped with an auxiliary
grenade launcher may fire both the bolter and the
grenade launcher at the same time. Each time the
grenade launcher fires, the controlling player can choose
which type of grenade is being used.See the Grenade Launcherentry for details.
Blessed Weapon
Range Str AP Type
Blessed
Weapon
- +2 2 Melee, Master-
crafted, Two-handed
Boltgun with Sarissa
A boltgun with sarissa follows the normal rules for a
boltgun in the shooting phase. In close combat, a model
using this weapon counts as being armed with two close
combat weapons.
Brazier of Holy FireA brazier of holy fire counts as a power maul.
Additionally, in the Shooting phase, it may be fired with
the same profile as a heavy flamer.
Condemner Boltgun
A condemner boltgun functions as a combi-weapon.
The alternate mode of fire for a condemner boltgun uses
the following profile:
Range Str AP Type
Stake Crossbow 24 3* 5* Assault 2
*Any psyker hit by a stake crossbow will automatically
be wounded on a roll of 2+ and receives no armor save
against any wounds inflicted, though invulnerable savesmay be taken as normal.
Exorcist Missile Launcher
Range Str AP Type
Exorcist Missile
Launcher
48 8 1 Heavy D6
-OR- 48 8 1 Heavy D3,
Skyfire
Grenade LauncherA grenade launcher may be fired in either of the
following modes in each of the controlling playersShooting phase:
Range Str AP Type
Frag 24 3 6 Assault 1, Blast
Krak 24 6 4 Assault 1
Hellgun
Range Str AP Type
Hellgun 24 3 3 Rapid Fire
Melta Cannon
Range Str AP Type
Melta Cannon 24 8 1 Heavy 1,
Blast, Melta
Neural Whips
Neural whips count as a pair of power swords. In
addition, Hits caused by a neural whip against non-
vehicle units strike at Strength 8 and roll to Wound
against the opponents unmodified Leadership
characteristic instead of their Toughness.
Null Rod
A null rod is a close combat weapon that always
wounds psykers on a roll of 2+ with no armor saves
allowed. In addition, the bearer of a null rod and any
unit he has joined are unaffected by all psychic powers,
friendly or otherwise. This weapon may not be wielded
by a psyker and a character wielding it may not join a
unit that contains psykers.
Praesidium Protectiva
A model armed with a praesidium protectiva may reroll
any failed invulnerable saves that they take, either from
Shield of Faith or granted by wargear. Note that the
Invulnerable save granted by the Spirit of the Martyr
Act of Faith may not be rerolled.
Stalker Boltgun
Range Str AP Type
StalkerBoltgun
36 4 5 Heavy 2,Rending, Pinning
Storm Shield
A storm shield confers a 4+ Invulnerable save, which is
improved to a 3+ Invulnerable save when locked in
close combat. A model using a storm shield may never
claim the bonus Attack for fighting with two close
combat weapons.
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,
,
.
Armor:
Flak Armor
Flak armor confers a 5+ armor save.
Carapace Armor
Carapace Armor confers a 4+ armor save.
Power ArmorPower armor confers a 3+ armor save.
Artificer Armor
Artificer armor confers a 2+ armor save.
Banners:
Frateris StandardA unit containing a frateris standard gains the Furious
Charge special rule.
Simulacrum Imperialis
A unit which contains a simulacrum imperialis gains a
+1 bonus on all Act of Faith attempts they perform, as
described in the Acts of Faith rules section.
Sacred StandardAll friendly units with a model within 12 of the sacred
standard may reroll all failed morale and pinning tests.
In addition, a unit which contains a sacred standard
counts as scoring one additional wound in assault for
the purposes of combat resolution.
Blessed Banner
All friendly units with a model within 12of the blessed
banner may reroll all failed morale and pinning tests. Inaddition, a unit which contains a blessed banner counts
as scoring one additional wound in assault for the
purposes of combat resolution. Finally, all models that
are a part of a squad containing a blessed banner gain
+1 Attack.
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Wargear:
Aegis Imperialis
An aegis imperialis often takes the form of a shield and
increases the invulnerable saving throw gained through
the Shield of Faith special rule to 5+. Also, any Deny
the Witch rolls attempted by the unit succeed on a rollof 4+, modifiable as normal.
Bionics
A model with bionics benefits from the Feel No Pain
(6+) special rule.
Book of Saint Lucius
All units with a model within 6 of the bearer of the
Book of Saint Lucius gain the Stubborn special rule.
Chirurgeons ToolsA unit which contains a model with chirurgeons tools
gains the Feel No Pain special rule.
Cloak of Saint AspiraA model that bears a Cloak of Saint Aspira improves its
armor save by +1 (i.e. a 3+ armor save becomes 2+,
etc.)
Ecclesiarchal Steed
A model mounted on an ecclesisarchal steed changes
their type to Cavalry.
Inquisitorial Mandate
An inquisitorial mandate may be revealed at any time,
even during the opponents turn. Until the end of the
player turn, the inquisitor and all friendly units with amodel within 12 of him fight with +1 attack. Usable
once per battle.
Jump Pack
Models equipped with jump packs are jump infantry, as
described in the Warhammer 40,000 rulebook.
Laud HailerAny unit that has a model within 12 inches of a laud
hailer may reroll one dice when attempting an Act of
Faith. This reroll must be accepted, even if it is worse
than the initial roll.
Litanies of Faith
A model equipped with the Litanies of Faith may reroll
a single failed Act of Faith attempt per game.
Mantle of OpheliaA canoness equipped with a Mantle of Ophelia counts
as being toughness 5 for the purposes of inflicting
Instant Death.
Psychic Hood
See the Warhammer 40,000 rulebook for details.
Refractor FieldA model with a refractor field benefits from a 5+
invulnerable save.
RosariusA model with a rosarius benefits from a 4+ invulnerable
save.
Servo-arm
A servo-arm grants a model an additional close combat
attack that strikes at Initiative 1, Strength 8 and ignoresarmor saves.
Servo-skull
Servo-skulls are treated as counters, rather than units,
for all intents and purposes. They are placed on the
battlefield after deployment areas have been
determined, but before any forces are deployed. Each
Servo-skull can be place anywhere on the battlefield
outside the enemys deployment zone. Once deployed,
Servo-skulls do not move.
Enemy infiltrators cannot set up within 12 of a Servo-
skull. Similarly, enemy scouts cannot use their pre-game move to approach to within 12 of one. A friendly
unit arriving by Deep Strike rolls one D6 less for scatter
if it aims to arrive within 12 of a Servo-skull.
Likewise, friendly blast templates placed within 12 of
a Servo-skull roll one D6 less for scatter.
Servo-skulls are considered too small and agile to be
attacked and cannot be harmed in any way. However,
should an enemy unit move to within 6 then the Servo-
skull will self-destruct or flee the battlefield remove it
from play.
SignumA model can use a signum in lieu of making a shooting
attack of their own. If they do so, one model in their
squad counts as having Ballistic Skill 5 for the
remainder of the Shooting phase. Declare that the
signum is being used before any rolls to hit are made.
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Grenades:
Empyrean Brain Mines
Empyrean brain mines are used in the Fight sub-phase,
before any blows are struck. Nominate one enemy
model in base contact with the bearer. That model must
pass an Initiative test to avoid the brain mine. If the testis passed, the effects of the brain mine have been
resisted. If the test is failed, the victim has been
rendered momentarily catatonic and cannot make any
attacks during this Assault phase.
Psyk-out GrenadesWhen a unit equipped with psyk-out grenades launches
an assault, any Daemons or psykers in the assaulted
unit(s) are reduced to Initiative 1 for the remainder of
the phase.
Vehicle Upgrades:
Blessed Ammunition
If a vehicle is armed with blessed ammunition, then any
storm bolters or heavy bolters it is armed with ignore
cover saves.
Hexagrammic WardsA vehicle inscribed with hexagrammic wards benefits
from the Shield of Faith special rule.
Holy Promethium
All heavy flamers, inferno cannons and flamestorm
cannons on a vehicle equipped with holy promethium
ignore invulnerable saves, but allow armor saves as
normal.
Siege Shield
A vehicle equipped with a siege shield automatically
passes Difficult Terrain tests.
When the people forget their duty they are no longer human and become something less than beasts. They have no
place in the bosom of humanity nor in the heart of the Emperor. Let them die and be forgotten.
-Prime Edicts of the Holy Synod of the Adeptus Ministorum.
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-Ecclesiarchy Army List-____________________________________________
HQHQHQHQ
Canoness......................................................................................................75 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition
Canoness 5 5 3 3 3 4 3 10 3+ In (Ch) 1 Canoness
Special Rules:
Faithful Independent Character Seraphim Pistols Shield of Faith Stubborn
Wargear:
Power Armor Boltgun with Sarissa Bolt Pistol Rosarius Frag and Krak Grenades
Options:
May replace boltgun with sarissa and/or boltpistol with:
- Chainsword free- Storm bolter +3 pts- Condemner Boltgun +5 pts- Power weapon, plasma pistol, combi-flamer, -
melta, -plasma, or hand flamer +10 pts
- Inferno pistol +15 pts- Eviscerator +20 pts- Praesidium protectiva +25 pts- Blessed weapon +30 pts
The Canoness may be given meltabombs +5 pts
May be given any of the following options:- Litanies of faith +5 pts- Book of St. Lucius +15 pts- Cloak of St. Aspira +15 pts- Jump pack +15 pts- Mantle of Ophelia +20 pts
Any of the Canoness' weapons may be mademaster-crafted +5 pts per weapon
If a Canoness is selected as an HQ choice, then Celestians are a Troop choice.
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Palatine40 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition
Palatine 4 5 3 3 2 4 3 9 3+ In (Ch) 1 Palatine
Special Rules:
Faithful Independent Character Seraphim Pistols Shield of Faith Stubborn
Wargear:
Power Armor Boltgun with Sarissa Bolt Pistol Rosarius Frag and Krak Grenades
Options:
May replace boltgun with sarissa and/or boltpistol with:
- Chainsword free- Storm bolter +3 pts- Condemner Boltgun +5 pts- Power weapon, plasma pistol, combi-
flamer, -melta, -plasma, or hand
flamer +10 pts
- Inferno pistol +15 pts- Eviscerator +20 pts- Praesidium protectiva +25 pts- Blessed weapon +30 pts
The Palatine may be given melta bombs +5 pts May be given any of the following options:
- Litanies of faith +5 pts- Ecclesiarchal steed +10 pts- Book of St. Lucius +15 pts- Cloak of St. Aspira +15 pts- Jump pack +15 pts
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Celestian Command Squad...80 pointsFor each Canoness, Helena the Virtuous or Saint Praxedes taken in your army, you may include a single Celestian
Command Squad. Command Squads do not take up a spot on the Force Organization Chart but are otherwise
treated as an HQ choice.
WS BS S T W I A Ld Sv Unit Type Unit CompositionCelestian 4 4 3 3 1 3 2 9 3+ In 4 Celestians
Celestian Superior 4 4 3 3 1 3 2 9 3+ In (Ch) 1 Celestian SuperiorHospitaler 3 4 3 3 1 3 1 9 3+ In (Ch)
Dialogus 3 4 3 3 1 3 1 9 3+ In (Ch)
Wargear:
Power Armor Boltgun with Sarissa (Celestians and Celestian
Superior only)
Bolt Pistol Frag and Krak Grenades Chirurgeons Tools (Hospitaler only) Laud Hailer (Dialogus only)
Special Rules:
Faithful Shield of Faith
Dedicated Transport:
The unit may take an Immolator, Repressor orRhino as a dedicated treansport.
Options:
May include up to 5 additionalcelestians +14 pts per model A single celestian may replace their boltgun
with:
- Heavy bolter or flamer +5 pts- Heavy flamer, multi-melta or
meltagun +10 pts
One other Celestian may replace their boltgunwith:
- Flamer +5 pts- Meltagun +10 pts
A single celestian may be upgraded to carryeither of the following:
-Sacred Standard +10 pts
A celestian that did not take the above optionsmay have a simulacrum imperialis +10 pts
Any models in the squad may take meltabombs +5 pts per model
The celestian superior may replace her sarissawith an auxiliary grenade launcher +10 pts
The celestian superior may replace her boltgunand/or bolt pistol with:
- Chainsword free- Stormbolter +3 pts- Condemner boltgun or praesidium
protectiva +5 pts
-Power weapon +10 pts
- Plasma pistol, combi-flamer, -melta, -plasma or hand flamer +10 pts
- Inferno pistol +15 pts- Eviscerator +20 pts
A single celestian with boltgun may beupgraded to a sister hospitaler +10 pts
One other celestian with boltgun may beupgraded to a sister dialogus +5 pts The entire squad may be given a single veteran
skill from the following list:
- Counter-attack,Furious Chargeor TankHunters +3 pts per model
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0-1 Living Saint100 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition
Living Saint 7 7 3 3 3 6 4 10 2+ In (Ch) 1 Living Saint
Special Rules:
Eternal Warrior Faithful Fearless Independent Character Seraphim Pistols Shield of Faith
Wargear:
Artificer armor Blessed weapon Frag and Krak grenades
Options:
The Living Saint must select either 1 or 2options from the list below:
- Censure the Heretic +10 pts- Aura of Piety +10 pts- Litanies of Fervor +15 pts- Canticles of Faith +20 pts- Divine Fire +20 pts- Righteous Halo +25 pts- Blessed Renewal +30 pts
May replace her blessed weapon with:- Brazier of holy fire free- Two hand flamers free- Two inferno pistols +5 pts
May be given any of the following: Rosarius +20 pts Jump pack +15 pts Melta bombs +5 pts
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Censure the Heretic
All enemy units with a model within 12 of the Living Saint suffer a -1 penalty to their Leadership score.
Aura of Piety
All friendly Ecclesiarchy units within 12 of the Living Saint may reroll failed Morale and Pinning tests.
Litanies of Fervor
All friendly Ecclesiarchy units within 6 of the Living Saint gain the Fearless special rule.
Canticle of Faith
Any Faith tests made within 12 of the Living Saint benefit from a further +1 bonus on top of any other they would
normally receive.
Divine Fire
Any enemy unit attempting to assault the Living Saint or a unit she has joined must take a Dangerous Terrain test on
each model in the unit.
Righteous Halo
Any enemy units attempting to shoot a friendly unit that is fully within 12 of the Living Saint suffer a -1 penalty on
their Ballistic skill.
Blessed Renewal
When the Living Saint is killed, place a suitable marker at the spot where she died. At the beginning of the
controlling players next turn, after rolling for Faith points, make a Leadership test for the Saint. If the test is failed,
the Living Saint is dead and the counter is removed from the table. If the test is passed, the Saint resurrects and is
placed back on the table in place of the marker with 1 Wound remaining.
When the Saint returns to play, roll D6; the result is the number of Faith points the controlling players total is
reduced by. If this number is greater than the pool of Faith points that have been generated this turn, reduce the pool
to 0.
If the Living Saint would be placed within 1 of another model, move her so that she is no longer within 1. The
Saint may act normally in a turn in which she resurrects. She does not award Kill Points to the enemy if she is
alive on the battlefield at the end of the game.
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Confessor.60 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition
Confessor 5 5 3 3 3 4 3 10 5+ In (Ch) 1 Confessor
Special Rules:
Faithful Hatred Independent Character
Wargear:
Flak Armor Laspistol Chainsword Rosarius
Options:
A confessor may replace his laspistol and/orchainsword with:
- Shotgun, bolt pistol or boltgun +2 pts- Storm bolter +3 pts- Condemner Boltgun +5 pts- Power weapon, plasma pistol, combi-
flamer, -melta or plasma +10 pts
- Eviscerator or plasmagun +15 pts
May be given bionics +5 pts May take melta bombs +5 pts May take frag and krak grenades +1 pt
Ecclesiarchy Battle ConclaveFor each Confessor, Cardinal Armandus Helfire, Arch-Confessor Kyrinov or Uriah Jacobus in your army, you may
include a battle conclave, 3-10 models in size, in any combination. Battle conclaves do not take up an HQ choice.
WS BS S T W I A Ld Sv Unit TypeCrusader 4 3 3 3 1 3 1 8 5+ In
Death Cult Assassin 5 3 3 3 1 5 2 8 5+ In
Frateris Militia Veteran 3 3 3 3 1 3 1 7 5+ In
Special Rules:
Death Cult Assassin:
Furious Charge Uncanny ReflexesFrateris Militia Veteran:
Fanaticism
Dedicated Transport:
The unit may select a rhino, immolator orrepressor as a dedicated transport.
Wargear:
Crusader:
Flak Armor Power Weapon Storm Shield
Death Cult Assassin: Flak Armor Two Power Weapons
Frateris Militia Veteran:
Flak Armor Laspistol Frag Grenades
Options:
Must take 3-12 models from the following list:- Crusader +20 pts- Death Cult Assassin +20 pts- Frateris Militia Veteran +5 pts
Frateris Militia Veteran Only: May be given a chainsword +1 pt May replace laspistol with one of the
following:
- Lasgun +1 pt- Bolt pistol, or shotgun +2 pts- Hellgun +6 pts
Up to three militia veterans may replace theirlaspistol with:
- Flamer +10 pts per model- Meltagun +15 pts per model-
Plasmagun +15 pts per model May be given carapace
armor +3 pts per model
Uncanny Reflexes
A death cult assassin has a 5+ invulnerable save.
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Techpriest Enginseer45 points0-2 Techpriest Enginseers may be selected for an Ecclesiarchy army. They operate independently. They do not take
up a spot on the Force Organization Chart, but are otherwise treated as HQ choices.
WS BS S T W I A Ld Sv Unit Type Unit CompositionTechpriest 3 3 3 3 1 3 1 8 3+ In (Ch) 1 Techpriest
Servitor 3 3 3 3 1 3 1 8 4+ In
Wargear: Power Armor Laspistol Power Weapon Servo Arm Bionics
Servitor:
Carapace Armor Servo Arm
Special Rules: Blessing of the Omnisiah Bolster Defenses Independent Character Mind Lock
Options:
The Techpriest may replace his laspistol with aplasma pistol +10 pts
The Techpriest may be given any of thefollowing:- frag and krak grenades +1 pt- melta bombs +5 pts
A techpriest may take a singleservo-skull +3 pts
The techpriest may be accompanied by up tofive servitors +10 pts each
Up to two servitors may replace their servoarm with one of the following:- a heavy bolter or a multi-melta free- a plasma cannon +10 pts per model
Blessing of the Omnisiah
A techpriest in base contact with or embarked upon a damaged vehicle may attempt to repair it in the Shooting
Phase instead of firing, unless he is Falling Back or has Gone to Ground.
Roll a D6 and add 1 for each servitor with a servo arm in the unit. If the result is a 5 or more, then a Weapon
Destroyed or an Immobilized result (owning players choice) is repaired or the techpriest may restore a single lost
hull point, up to the vehicles maximum. If a weapon destroyed result is repaired, that weapon can be fired in the
controlling players next Shooting Phase.If the techpriest fails his repair roll, then on the controlling players following turn, if the techpriest and his unit
perform no other actions (including moving, shooting or assaulting), his next repair roll on the same vehicle gains a
+1 bonus. This bonus increases cumulatively each turn that the techpriest spends doing nothing but attempting to
repair the damaged vehicle. A roll of a 1 is always a failure.
Damage Control
If a vehicle with a transport capacity suffers damage while one or more techpriests are embarked, all damage rolls
made against it are made with an additional -1 penalty on the vehicle damage chart.
Bolster Defenses
Each techpriest may bolster a single ruin before the game begins. When you deploy, nominate one ruin for your
techpriest to bolster. The ruins cover save is increased by 1 for the duration of the game (e.g., in a normal ruin the
walls change from providing a 4+ cover save to a 3+ and the 5+ save offered from area terrain would become a 4+.)
A ruin may only be bolstered once. This +1 bonus applies to area terrain included as a part of a ruin as well.
Mindlock
If a unit with Servitors in it does not also contain a techpriest, it must test for mindlock at the start of each friendly
turn. To test for mindlock, roll a D6. If the result is 4, 5 or 6, the test is passed and the unit can function normally. If
the result is 1, 2 or 3, the servitors have succumbed to mindlock the unit (and any attached characters) may not
move, shoot or assault that turn (though they will fight normally in close combat if engaged.)
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Helena the Virtuous, Prioress of the Convent Sanctorum...195 points
Helena the Virtuous MUST be accompanied by Celestian Command Squad that acts as her retinue.
WS BS S T W I A Ld Sv Unit Type Unit CompositionHelena 5 5 3 3 3 4 3 10 2+ In (Ch) Helena (Unique)
Wargear:
Artificer Armor Master-crafted Boltgun Bolt Pistol Rod of Grace Rosarius Mantle of Ophelia Litanies of Faith Frag and Krak Grenades
Special Rules:
Faithful Holy Radiance Independent Character Revered Leader Shield of Faith
Faithful
For the purpose of using Acts of Faith, Helena counts as a Canoness and allows all friendly, Faithful Ecclesiarchy
units to use the following unique Act of Faith:
Indomitable Will
Use:Beginning of any players Assault phase.
Target Number:8+
Effect:If used successfully, then the nominated unit automatically passes any Morale check they are called upon to
make until the end of the phase.
Holy Radiance
Helena automatically passes all Morale and Pinning checks that she is required to take.
Additionally, all Ecclesiarchy units in an army lead by Helena may use her Leadership value for all Morale and
Pinning test they are called upon to take.
Finally, all fleeing friendly Ecclesiarchy units within 12 of Helena at the start of their turn automatically rally,
regardless of normal restrictions.
Revered Leader
If Helena suffers an unsaved wound, all Ecclesiarchy units in the army gain the Preferred Enemy (All)special rule
for the remainder of the game. However, so great is her importance, if Helena is removed as a casualty, the opposing
player will earn double the normal Kill Points for her death.
Rod of Grace
The Rod of Grace is a master-crafted power maul. In addition, it may be fired with the following profile during the
Shooting phase:
Range Str AP Type
Rod of Grace 12 6 2 Assault 1, Blast
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Saint Praxedes..150 points
WS BS S T W I A Ld Sv Unit Type Unit Composition
Saint Praxedes 6 5 3 3 3 5 3 10 2+ In (Ch) Saint Praxedes (Unique)
Special Rules:
Faithful Independent Character Inspirational Leader Irresistible Charge Shield of Faith Stubborn
Wargear:
Power Armor Boltgun Bolt Pistol Scepter of Vengeance Cloak of St. Aspira Rosarius Frag and Krak Grenades
Faithful
For the purpose of using Acts of Faith, Saint
Praxedes counts as a Canoness.
Inspirational Leader
Friendly Ecclisiarchy units within 12 ofSaint Praxedes gain a +1 bonus to their
Leadership for any tests they are required to
make. In addition, if Saint Praxedes is
locked in assault, then all friendly
Ecclisiarchy units with a model within 12
of her gain the Stubbornspecial rule.
Irresistible Charge
On a turn in which Saint Praxedes charges,
any enemy models that she ends up in base
to base contact with must take a Strength
test at the beginning of the Fight sub-phase
before blows are struck. If failed, the enemy
models halve their weapon skill until the
end of the assault phase.
Scepter of Vengeance
Rng S AP Type
- x2 3 Melee, Concussive
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Saint Celestine, Hieromartyr of the Palatine Crusade...215 ptsSaint Celestine counts towards the 0-1 limit for Living Saints in an Ecclesiarchy army.
WS BS S T W I A Ld Sv Unit Type Unit Composition
Celestine 7 7 3 3 3 7 5 10 2+ In, J (Ch) Celestine (Unique)
Wargear:
Armor of Saint Katherine Ardent Blade Jump Pack Frag and Krak grenades
If Celestine is selected as an HQ choice, then Seraphim
units are troops.
Special Rules:
Blessed Fire Eternal Warrior Faithful Fearless Hit and Run Independent Character Miraculous Intervention Shield of Faith
Blessed Fire
Any enemy unit attempting to assault Celestine or any unit she has joined must take a Dangerous Terrain test on
each model in the unit. Additionally, Celestine counts as being armed with a Heavy Flamer.
Miraculous Intervention
Every time Celestine is removed as a casualty, place a counter to mark the spot where she died. Roll a D6 at thestart of each of your subsequent turns. On the first attempt, if the result is a 4+, place her within 1 of the counter
with D3 wounds restored. On the second and any subsequent attempt, she comes back into play on a 3+ instead.
Should she be killed again, this process starts over.
If Celestine would be placed within 1 of another model, move her so that she is no longer within 1. Celestine may
not move, but may shoot and assault normally in a turn in which she resurrects. Celestine does not award Kill
Points to the enemy if she is alive on the battlefield at the end of the game.
The Armor of Saint Katherine
The Armor of Saint Katherine confers on the wearer a 2+ armor save and a 4+ invulnerable save.
The Ardent BladeThis is a blessed weapon with the Poisoned (4+) special rule.
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Cardinal Armandus Helfire110 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition
Helfire 4 4 4 4 3 4 3 10 5+ In (Ch) Helfire (Unique)
Special Rules:
Commanding Voice Faithful Independent Character Ol Stoney Shield of Faith Zealot
Wargear:
Flak armor Scepter of Avignor Plasmagun Bolt pistol Rosarius Frag and Krak grenades
Commanding Voice
All friendly units with a model within 12 of Helfire may use his unmodified Leadership value on all morale and
pinning tests they are required to take.
Ol Stoney
Armandus Helfire benefits from the Eternal Warrior special rule. Additionally, attacks and abilities that do not
inflict instant death, but instead remove the model as a casualty, or remove the model from play, etc., do not
function normally against Helfire. If successful, they instead inflict a single wound upon him.
Scepter of AvignorThe Scepter of Avignor counts as a master-crafted power axe.
Additionally, all friendly fleeing units with at least one model within 12 of Helfire who can draw line of sight to
him automatically rally at the start of their turn, regardless of normal restrictions. Units that rally in this way may act
normally in the turn that they do so.
I long for death, not because I seek peace, butbecause I seek the war eternal.
Cardinal Armandus Helfire - Reflections on the Long Death.
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Arch-Confessor Kyrinov.110 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition
Kyrinov 4 4 3 3 3 4 3 10 5+ In (Ch) Kyrinov (Unique)
Special Rules:
Faithful Heightened Fervor Independent Character Shield of Faith Zealot
Wargear:
Flak armor Mace of Valaan Bolt pistol Rosarius Icon of Chiros Frag grenades
Heightened Fervor
Kyrinov is counted as having both a laud hailer and a simulacrum imperialis.
Icon of Chiros
Kyrinov is counted as having both a sacred standard and a Book of Saint Lucius.
Mace of Valaan
The mace of Valaan counts as a master-crafted power maul.
Uriah Jacobus, Defender of the Faith100 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition
Jacobus 4 4 3 3 3 4 3 10 5+ In (Ch) Jacobus (Unique)
Special Rules:
Faithful Hatred Independent Character Protector of the Faith Shield of Faith Stubborn
Wargear:
Flak armor The Redeemer Bolt pistol Chainsword Frag grenades Rosarius The Banner of Sanctity
Protector of the FaithSo long as Jacobus is alive, you may reroll a single dice when determining your Faith point total each turn. You
must keep this new result, even if it is worse than the original roll,
The Banner of Sanctity
All models in Jacobus unit have +1 Attack and gain the Feel No Pain special rule.
The Redeemer
Range Strength AP Type
12 5 5 Assault 2
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ELITESELITESELITESELITES
Ecclesiarchy Priest..40 points0-5 Ecclesiarchy Priests may be selected for an Ecclesiarchy army. They operate independently. They do not take up
a spot on the Force Organization Chart, but are otherwise treated as Elite choices.
WS BS S T W I A Ld Sv Unit Type Unit Composition
Priest 3 3 3 3 1 3 2 7 5+ In (Ch) 1 PriestSpecial Rules:
Hatred Independent Character
Wargear:
Flak Armor Laspistol Chainsword Rosarius
Options:
Each priest may select from the following:
The priest may replace his laspistol and/orchainsword with:
- Shotgun, bolt pistol or boltgun +2 pts- Storm bolter +3 pts- Condemner Boltgun +5 pts- Power weapon, plasma pistol, combi-
flamer, -melta or plasma +10 pts
- Eviscerator +15 pts May be given frag and krak grenades +1 pt May be given melta bombs +5 pts
What a tragedy that so many millions of true men should have died under the evil eye of that cruel regime.
To the Adepts of Earth it must have seemed that the Emperor has deserted them and the end had finally come. The
screams of the innocent rent the night as men were dragged from sleep and taken into the pits of the Assassins. The
Adeptus Astartes held aloof and looked to their own councils, unsure what course history would take. Even the
Tech-Priests turned away from the High Lords. The damned Purge of Vandire divided man from man and tore at the
Imperium like a wounded beast that claws its own vitals in its agony. What hope was there left for men bereft on the
Emperor's love.
Yet of all the men of Earth at least one servant had the faith to say In The Emperor's Name Enough!
That man was Sebastian Thor.
Ecclesiarch Deacis IX - from "The Age of the Apostasy"
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Celestian Squad...80 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition
Celestian 4 4 3 3 1 3 2 9 3+ In 4 Celestians
Celestian Superior 4 4 3 3 1 3 2 9 3+ In (Ch) 1 Celestian Superior
Special Rules:
Faithful Shield of Faith
Dedicated Transport:
The unit may take a Rhino, Immolator or aRepressor as a dedicated transport
Wargear:
Power Armor Boltgun with Sarissa Bolt Pistol
Options:
May include up to 5 additionalcelestians +15 pts per model
A single celestian may replace their boltgunwith one of the following:
- Storm bolter free- Heavy bolter or flamer +5 pts-
Heavy flamer, multi-melta ormeltagun +10 pts
One other Celestian may replace their boltgunwith one of the following:
- Storm bolter free- Flamer +5 pts- Meltagun +10 pts
A single celestian that did not take any of theabove options may carry a simulacrum
imperialis +10 pts
Any models in the squad may be given meltabombs +5 pts per model
The entire squad may take frag and krakgrenades +1 pt per model
The celestian superior may replace her sarissawith an auxiliary grenade launcher +10 pts
The celestian superior may replace her boltgunand/or bolt pistol with one of the following:
- Chainsword free- Stormbolter +3 pts- Condemner boltgun or praesidium
protectiva +5 pts
- Power weapon +10 pts- Plasma pistol, combi-flamer, -melta, -
plasma or hand flamer +10 pts
- Inferno pistol +15 pts- Eviscerator +20 pts
The entire squad may be given one of thefollowing veteran skills:
- Counter-attack,Furious Chargeor TankHunters +3 pts per model
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Arco Flagellants..60 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition
Arco Flagellants 4 1 4 5 1 4 D6 4 - In 3 Arco Flagellants
Special Rules:
Combat Fury Dangerous to Know Fearless Feel No Pain Fleet Rage Shield of Faith
Wargear:
Arco-flails (power sword)Options:
May include up to 7 additional arcoflagellants +20 pts per model
Combat Fury
In close combat, arco flagellants fight with D6 attacks each round, with each model in the unit rolling separately for
their attack totals. For each roll of a 6, then after their attacks have been made, an arco flagellant suffers a single
wound. Fell No Pain rolls may not be taken against these wounds. Wounds inflicted in this way do not count
towards combat resolution.
Dangerous to Know
Arco flagellants may not normally embark on a transport vehicle. Additionally, a unit of arco flagellants may neverbe joined by an independent character, with the exception of Ecclesiarchy Priests, Confessors, Cardinal Armandus
Helfire, Arch-Confessor Kyrinov and Uriah Jacobus.
If joined by one of the above mentioned independent characters, then the arco flagellants lose the Rage special rule
and may be embarked on transports for as long as the character remains in their unit. Other independent characters
are still not allowed to join the unit, even in these circumstances.
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Ordo Hereticus Inquisitor.20 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition
Inquisitor 4 4 3 3 2 4 3 9 4+ In (Ch) 1 Inquisitor
Special Rules:
Independent Character Stubborn
Wargear:
Carapace Armor Bolt Pistol Close Combat Weapon
Options:
May replace close combat weapon and/orbolt pistol with one of the following:
- Boltgun +1 pt- Storm Bolter +3 pts- Condemner boltgun +5 pts- Power weapon, plasma pistol, combi-
flamer, -melta, -plasma or hand
flamer +10 pts
- Power fist or inferno pistol +15- Eviscerator or null rod* +20 pts
May take any of the following:- Frag and krak grenades +1 pt- Melta bombs +5 pts- Psyk-out grenades +5 pts- Empyrean brain mines +10 pts
May replace carapace armor with powerarmor +8 pts
May take either of the following:- Refractor field +10 pts- Rosarius +20 pts
May be given bionics +5 pts A single inquisitor in the army may take
an Inquisitorial Mandate +20 pts
The Inquisitor may be made a psyker withMastery Level 1 equipped with a psychic
hood. If this option is selected, the
inquisitor must select 1-2 of the available
psychic powers at the cost
listed.** +15 pts
If the above option is selected, theInquisitor may trade his close combat
weapon or bolt pistol for a force
weapon +15 pts
*A psyker may not be equipped with a Null Rod.
Additionally, the bearer of a Null Rod may never
join a unit which contains any models which are
psykers.
**See Ordo Hereticus Psychic Powers.
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Ordo Hereticus Henchmen SquadFor each Inquisitor in your army, they may be accompanied by 3-12 henchmen, in any combination. They do not
take up a spot on the Force Organization Chart, but are otherwise treated as an Elites choice.
WS BS S T W I A Ld Sv Unit TypeCrusader 4 3 3 3 1 3 1 8 5+ In
Death Cult Assassin 5 3 3 3 1 5 2 8 5+ In
Warrior Acolyte 3 3 3 3 1 3 1 8 5+ InInquisitorial Servitor 3 3 3 3 1 3 1 8 4+ In
Psyker 3 3 3 3 1 3 1 8 5+ In
Special Rules:
Inquisitorial Servitor
MindlockPsyker
Psychic BarrageDeath Cult Assassin
Furious Charge Uncanny Reflexes
Wargear:
Flak ArmorCrusader:
Power Weapon Storm ShieldDeath Cult Assassin:
Two Power WeaponsWarrior Acolyte:
Laspistol ChainswordInquisitorial Servitor:
Carapace Armor Servo ArmPsyker:
LaspistolDedicated Transport:
The unit may select a Rhino, Repressor, LandRaider or an Inquisitorial Chimera as a
dedicated transport.
Options:
Must take 3-12 models from the following list:- Warrior Acolyte +4 pts per model- Inquisitorial Servitor +10 pts per model- Psyker +10 pts per model- Crusader +20 pts per model- Death Cult Assassin +20 pts per model
Up to three servitors may replace their servoarm with one of the following:
- a heavy bolter or a multi-melta free- a plasma cannon +10 pts per model
Warrior Acolyte Only:
May replace laspistol and/or chainsword withone of the following:
- Boltgun +1 pt- Storm bolter +3 pts- Hellgun +5 pts
For every three henchmen in the squad, asingle warrior acolyte, up to a maximum of
three, may replace their laspistol and or
chainsword with one of the following:
- Combi-flamer, -melta or plasma +10 pts- Flamer, meltagun or plasmagun +10 pts- Power weapon or plasma pistol +15 pts- Storm shield +20 pts- Power fist +25 pts
Any warrior acolyte may replace his flak armorwith one of the following:
- Carapace armor +4 pts- Power armor +10 pts
May take melta bombs +5 pts per modelMindlock
If a unit with Servitors in it does not also contain an inquisitor, it must test for mindlock at the start of each friendly
turn. To test for mindlock, roll a D6. If the result is 4, 5 or 6, the test is passed and the unit can function normally. If
the result is 1, 2 or 3, the servitors have succumbed to mindlock the unit (and any characters) may not move, shoot
or assault that turn (though they will fight normally in close combat if engaged.)
Psychic Barrage
This is a psychic shooting attack which uses the following profile:
Range Strength AP Type
Psychic Barrage 36 3* 6** Assault 1, Large Blast
Only one barrage is fired per squad. The psykers are treated as a single psyker for the purpose of making psychic
tests. The attack may be measured from any psyker in the squad, and if they suffer perils, all psykers suffer the
effects.
*The Strength of the attack increases by 1 for each psyker in the squad beyond the first to a maximum of 10.
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**The AP value of the attack increases by 1 for each psyker in the squad beyond the first to a minimum of 1.
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TROOPSTROOPSTROOPSTROOPS
Battle Sister Squad...120 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition
Battle Sister 3 4 3 3 1 3 1 8 3+ In 9 Battle Sisters
Veteran Sister 3 4 3 3 1 3 1 8 3+ In (Ch) 1 Veteran Sister
Sister Superior 3 4 3 3 1 3 2 9 3+ In (Ch)Special Rules:
Faithful Shield of Faith
Wargear:
Power Armor Boltgun Bolt Pistol
Dedicated Transport:
A Battle Sister Squad may take either a Rhinoor a Repressor as a dedicated transport.
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Options:
May take up to ten additional battlesisters +12 pts per model
For every ten models in the squad, a singlebattle sister may replace their bolter with one
of the following:
- Storm bolter +3 pts- Flamer +5 pts- Meltagun +10 pts
For every ten models in the squad, a singlebattle sister may replace their bolter with one
of the following:
- Heavy Bolter +5 pts- Multi-Melta +10 pts- Heavy Flamer +15 pts
A single battle sister that is not given one ofthe above options may be given a simulacrum
imperialis +10 pts
The entire squad may be given frag and krakgrenades +1 pt per model
The veteran sister may take meltabombs +5 pts
The veteran sister may replace her boltgunand/or bolt pistol with one of the following:
- Chainsword free- Storm bolter or boltgun withsarissa +3 pts- Condemner boltgun or praesidium
protectiva +5 pts
- Power weapon +10 pts- Plasma Pistol, combi-flamer, -melta, -
plasma or hand flamer +10 pts
- Inferno pistol +15 pts- Eviscerator +20 pts
The veteran sister may be upgraded to a sistersuperior +5 pts
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Sisters Repentia Squad..90 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition
Sister Repentia 4 4 3 3 1 3 2 8 - In 4 Sisters Repentia
Mistress 4 4 3 3 1 3 2 9 3+ In (Ch) 1 Mistress
Special Rules:
Faithful Fearless Fleet Shield of Faith Feel No Pain (Sisters Repentia only) Rage (Sisters Repentia only)
Dedicated Transport:
If the unit numbers ten models or less, theymay take a Rhino or a Repressor as a dedicated
transport.
Wargear:
Mistress of Repentance:
Power Armor Neural Whips Frag and Krak grenades
Sisters Repentia:
EvisceratorOptions:
May take up to 15 additional sistersrepentia +17 pts per model
Frateris Militia Band.40 pointsWS BS S T W I A Ld Sv Unit Type Unit CompositionFrateris Militia 2 2 3 3 1 3 1 6 - In 10 Frateris Militia
Frateris Militia Veteran 3 3 3 3 1 3 1 7 5+ In
Special Rules:
FanaticismWargear:
Flak Armor (Veterans only) Laspistol
Fanaticism
In addition to the normal benefits, a frateris militia band
benefiting from the Hatred special rule, may also rerollfailed To-Wound rolls.
Options:
May include up to twenty additional fraterismilitia +4 pts per model
The entire unit may be armed with frag andkrak grenades +1 pt per model
For every ten models in the unit, up to 2models may select one of the following:
- Bolt pistol +1 pt per model-
Boltgun or shotgun +2 pts per model- Flamer, grenade launcher, hand flamer or
heavy stubber +10 pts per model
The entire unit may be equipped with closecombat weapons +1 pt per model
Any number of models may be upgraded tomilitia veterans +1 pt per model
A single veteran may purchase a fraterisstandard +10 pts
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DDDDEDICATED TRANSPORTEDICATED TRANSPORTEDICATED TRANSPORTEDICATED TRANSPORTSSSS
Immolator...65 pointsArmor
BS Front Side Rear HP Unit Type Unit Composition
Immolator 4 11 11 10 3 Tk, T 1 Immolator
Special Rules: Shield of Faith
Wargear:
Twin-linked Heavy Flamers* Holy Promethium Smoke Launchers
*If equipped with twin-linked heavy flamers, the
immolator may fire them even if it moves up to 12.
Transport Capacity:
Six modelsFire Points
A single model may fire out of the immolatorstop hatch.
Options: The immolator may replace its twin-linked
heavy flamer and Holy Promethium for either
of the following:
- Twin-linked heavy bolter and blessedammunition free
- Twin-linked multi-melta +10 pts An immolator may select any of the following
upgrades:
- Searchlight +1 pt- Dozer blade +5 pts- Storm bolter +10 pts- Hunter-killer missile +10 pts- Extra armor +10 pt
Inquisitorial Chimera55 pointsArmor
BS Front Side Rear HP Unit Type Unit Composition
Chimera 3 12 10 10 3 Tk, T 1 Chimera
Special Rules:
AmphibiousWargear:
Heavy Bolter Multi-laser Smoke Launchers
Transport Capacity: 12 models
Fire Points
Up to five models may fire from the chimerastop hatch.
Options:
May replace multi-laser with either a heavybolter or a heavy flamer free
May replace heavy bolter with a heavy flamerfree
A chimera may select any of the followingupgrades:
- Searchlight +1 pt- Dozer blade +5 pts- Storm bolter +10 pts- Hunter-killer missile +10 pts- Hexagrammic wards +10 pts- Extra armor +10 pts
Amphibious
A chimera treats all water features as clear terrain when it moves.
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Repressor60 pointsArmor
BS Front Side Rear HP Unit Type Unit CompositionRepressor 4 11 11 10 3 Tk, T 1 Repressor
Wargear:
Storm Bolter Pintle-mounted Heavy Flamer Dozer Blade Smoke Launchers
Fire Points
Up to 6 passengers may fire their basicweapons from the repressors fire points.
Additionally, one model may fire any weapon
from the top hatch. All models using the fire
points must engage the same target, although
they may engage a different target to the
repressor itself.
Transport Capacity:
Ten modelsOptions:
May take any of the following:- Searchlight +1 pt- Blessed Ammunition +10 pts- Hunter-killer missile +10 pts- Hexagrammic wards +10 pts- Extra armor +10 pts- Holy Promethium +15 pts
Land Raider..250 pointsArmor
BS Front Side Rear HP Unit Type Unit CompositionLand Raider 4 14 14 14 6 Tk, T 1 Land Raider
Special Rules:
Assault Vehicle Power of the Machine Spirit
Wargear: Twin-linked Heavy Bolter Two Twin-linked Lascannons Smoke Launchers
Transport Capacity:
10 models
Options:
May take any of the following:- Searchlight +1 pt- Dozer blade +5 pts- Storm bolter +10 pts- Hunter-killer missile +10 pts- Multi-melta +10 pts- Hexagrammic wards +10 pts- Extra armor +10 pts
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Rhino...35 pointsArmor
BS Front Side Rear HP Unit Type Unit CompositionRhino 4 11 11 10 3 Tk, T 1 Rhino
Special Rules:
RepairWargear:
Storm Bolter Smoke Launchers
Fire Points
Two models may fire from the rhinos tophatch.
Transport Capacity:
Ten modelsOptions:
May take any of the following:- Searchlight +1 pt- Dozer blade +5 pts- Hexagrammic Wards +5 pts- Hunter-killer missile +10 pts- Storm bolter +10 pts- Extra armor +10 pts
Repair
If a rhino is immobilized for any reason, in subsequent turns the crew can attempt a repair instead of the vehicle
shooting. Roll a D6 in the Shooting phase on a roll of a 6, the rhino is no longer immobilized.
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FAST ATTACKFAST ATTACKFAST ATTACKFAST ATTACK
Dominion Squad.60 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition
Battle Sister 3 4 3 3 1 3 1 8 3+ In 4 Battle Sisters
Veteran Sister 3 4 3 3 1 3 1 8 3+ In (Ch) 1 Veteran Sister
Sister Superior 3 4 3 3 1 3 2 9 3+ In (Ch)Special Rules:
Faithful Scouts Shield of Faith
Wargear:
Power Armor Boltgun Bolt Pistol
Dedicated Transport:
The squad may select a Rhino, Immolator orRepressor as a dedicated transport.
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Options:
May take up to five additional battlesisters +12 pts per model
For every five models in the squad, up to twobattle sisters may replace their bolters with one
of the following:
- Storm bolter +3 pts- Flamer +5 pts- Meltagun +10 pts
A single battle sister that is not given one ofthe above options may be given a simulacrumimperialis +10 pts
The entire squad may be given frag and krakgrenades +1 pt per model
The veteran sister may take meltabombs +5 pts
The veteran sister may replace her boltgunand/or bolt pistol with one of the following:
- Chainsword free- Storm bolter or boltgun with sarissa +3 pts- Condemner boltgun or praesidium
protectiva +5 pts
- Power weapon +10 pts- Plasma Pistol, combi-flamer, -melta, -plasma
or hand flamer +10 pts
-Inferno pistol +15 pts
- Eviscerator +20 pts The veteran sister may be upgraded to a sister
superior +5 pts
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Seraphim Squad...85 ptsWS BS S T W I A Ld Sv Unit Type Unit Composition
Seraphim 4 4 3 3 1 4 2 9 3+ In, J 4 Seraphim
Seraphim Superior 4 4 3 3 1 4 2 9 3+ In, J (Ch) 1 Seraphim Superior
Special Rules:
Angelic Visage Faithful Hit and Run Seraphim Pistols Shield of Faith
Wargear:
Power Armor Two Bolt Pistols Jump Packs
Options:
May include up to five additionalseraphim +16 pts per model
Up to two seraphim may replace their boltpistols with either of the following:
- Two hand flamers +15 pts- Two inferno pistols +25 pts
The entire squad may be given Frag and krakgrenades +1 pt per model
Any number of models may be given meltabombs +5 pts per model
The seraphim superior may replace one or bothof her bolt pistols with one of the following:
- Chainsword free- Power weapon +10 pts- Plasma pistol +10 pts- Eviscerator +20 pts
Angelic Visage
A unit of seraphim counts as being equipped with a simulacrum imperialis. Additionally, they may reroll both failed
invulnerable saves gained through the Shield of Faith special rule and failed Deny the Witch attempts.
Seraphim Pistols
A model with this rule has been specially trained to continue firing even while moving. If a unit with this special
rule runs during their Shooting phase, they may still fire one or both of their pistols normally and vice versa.
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Archangel Squad..115 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition
Archangel 4 4 3 3 1 4 2 9 3+ In, J 4 Archangels
Archangel Superior 4 4 3 3 1 4 2 9 3+ In, J (Ch) 1 Archangel Superior
Special Rules:
Angelic Visage Faithful Shield of Faith
Wargear:
Power Armor Chainsword Power Weapon (Superior only) Bolt Pistol Jump Pack Aegis Imperialis Frag and Krak Grenades
Options:
May include up to 5 additionalarchangels +20 pts per model
Any number of archangels may replace theirchainswords with a:
- Power weapon +10 pts- Eviscerator +20 pts
Up to two archangels may replace their boltpistols with one of the following:
- Hand flamer +10 pts- Inferno pistol +15 pts
Any model in the squad may be given meltabombs +5 pts per model
The archangel superior may replace her powerweapon and/or bolt pistol with:
-Eviscerator +10 pts
- Plasma pistol or hand flamer +10 pts- Inferno pistol +15 pts- Blessed weapon +20 pts
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Afflicter Squad.......85 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition
Battle Sister 3 4 3 3 1 3 1 8 3+ In 4 Battle Sisters
Veteran Sister 3 4 3 3 1 3 1 8 3+ In (Ch) 1 Veteran Sister
Sister Superior 3 4 3 3 1 3 2 9 3+ In (Ch)
Special Rules:
Faithful Scout Shield of Faith Stealth
Wargear:
Power Armor Stalker Boltgun Bolt Pistol
Options:
May include up to five additionalbattle sisters +17 pts per model
A single battle sister may replace her stalkerboltgun with one of the following:
- Heavy bolter +5 pts- Multi-melta +15 pts
The entire squad may be given frag and krakgrenades +1 pt per model
The veteran sister may have meltabombs +5 pts
The veteran sister may replace her stalkerboltgun and/or bolt pistol with:
- Chainsword free- Storm bolter or boltgun with
sarissa +3 pts
- Condemner boltgun +5 pts- Power Weapon +10 pts- Plasma pistol, combi-flamer, -melta, -
plasma or hand flamer +10 pts- Inferno pistol +15 pts- Eviscerator +20 pts
The veteran sister may be upgraded to a sistersuperior +5 pts
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Ophanim Squad..75 points
WS BS S T W I A Ld Sv Unit Type Unit Composition
Battle Sister 3 4 3 3 1 3 1 8 4+ Cv 4 Battle Sisters
Veteran Sister 3 4 3 3 1 3 1 8 4+ Cv (Ch) 1 Veteran Sister
Sister Superior 3 4 3 3 1 3 2 9 4+ Cv (Ch)
Special Rules:
Faithful Scout Shield of Faith
Wargear:
Carapace Armor Ecclesiarchal Steed Ascalion Lance Bolt Pistol
Options:
May include up to five additionalBattle sisters +16 pts per model
Up to two battle sisters may replace their boltpistols with:
- Hand flamers +10 pts each- Inferno pistols +15 pts each
A single battle sister not given one of the aboveoptions may be given a simulacrum
imperialis +10 pts
The entire squad may be given frag and krakgrenades +1 pt per model
The veteran sister may take meltabombs +5 pts
The veteran sister may replace her lance and/orbolt pistol with one of the following:
- Praesidium protectiva +5 pts- Power weapon +10 pts- Plasma pistol or hand flamer +10 pts- Inferno pistol +15 pts- Eviscerator +20 pts
The veteran sister may be upgraded to a sistersuperior +5 pts
Penitent Engine Squadron.70 pointsArmor
WS BS S I A Front Side Rear HP Unit Type Unit Composition
Penitent Engine 4 2 6(10) 4 D6+1 11 11 10 3 W, O 1 Penitent Engine
Special Rules:
Battle Frenzy Fleet Rage Shield of Faith Unstoppable Rampage
Wargear:
Two dreadnought close combat weapons, eachwith a built in heavy flamer (the bonus attack is
already included in the profile.)
Options:
May take up to two additional penitent engines,forming a squadron +70 pts per model
Battle FrenzyAny unsaved wounds inflicted by a penitent engine in close combat each generate one extra attack . These additional
attacks cannot generate further attacks.
Unstoppable Rampage
A penitent engine ignores all Crew Shaken and Crew Stunned results on the Vehicle Damage table. If an engine
would ever suffer an Immobilized result, it is instead changed to a Weapon Destroyed result. Should a penitent
engine ever suffer a Weapon Destroyed or an Immobilized result and it has no more functioning weapons, it instead
loses a Hull Point.
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HEAVY SUPPORTHEAVY SUPPORTHEAVY SUPPORTHEAVY SUPPORT
Retributor Squad60 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition
Battle Sister 3 4 3 3 1 3 1 8 3+ In 4 Battle Sisters
Veteran Sister 3 4 3 3 1 3 1 8 3+ In (Ch) 1 Veteran Sister
Sister Superior 3 4 3 3 1 3 2 9 3+ In (Ch)Special Rules:
Faithful Shield of Faith
Dedicated Transport:
The squad may select a Rhino, Immolator orRepressor as a dedicated transport.
Wargear:
Power Armor Boltgun Bolt Pistol
Options:
May take up to five additionalbattle sisters +12 pts per model
Up to four battle sisters may replace theirboltguns with one of the following:- Heavy bolter +5 pts- Multi-melta +10 pts- Heavy flamer +15 pts
A single battle sister that is not given one ofthe above options may be given a simulacrum
imperialis +10 pts
The entire squad may take frag and krakgrenades +1 pt per model
The veteran sister may take any of thefollowing:
- Melta bombs +5 pts- Signum +5 pts
The veteran sister may replace her boltgunand/or bolt pistol with one of the following:
- Chainsword free- Storm bolter or boltgun withsarissa +3 pts- Condemner boltgun or praesidium
protectiva +5 pts
- Power Weapon +10 pts- Plasma pistol, combi-flamer, -melta, -
plasma or hand flamer +10 pts
- Inferno pistol +15 pts- Eviscerator +20 pts
The veteran sister may be upgraded to a sistersuperior +5 pts
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Exorcist..135 pointsArmor
BS Front Side Rear HP Unit Type Unit CompositionExorcist 4 13 11 10 4 Tk 1 Exorcist
Special Rules:
Shield of FaithWargear:
Exorcist Missile Launcher Smoke Launchers
Options:
An exorcist may select any of the followingupgrades:- Searchlight +1 pt- Dozer blade +5 pts- Storm bolter +10 pts- Hunter-killer missile +10 pts- Extra armor +10 pts
Sanctifier Squadron100 points eachArmor
BS Front Side Rear HP Unit Type Unit CompositionSanctifier 4 13 12 10 4 Tk 1 Sanctifier
Special Rules:
Shield of Faith Repair
Wargear:
Inferno Cannon Siege Shield Smoke Launchers
Options:
May take up to two additional sanctifiers,forming a squadron +70 pts per model
Every vehicle in the squadron may exchangeits turret-mounted inferno cannon for one of
the following:
- Flamestorm cannon +10 pts per model- Twin-linked melta
cannon +45 pts per model
Every vehicle in the squadron may take sidesponsons with one of the following:
- Heavy flamers +15 pts per model-
Heavy bolters +20 pts per model- Multi-meltas +30 pts per model
Each individual sanctifier may select any of thefollowing upgrades:
- Searchlight +1 pt per model- Storm bolter +10 pts per model- Holy Promethium +20 pts per model- Extra Armor +10 pts per model- Hunter-killer missile +10 pts per model- Blessed Ammunition +15 pts per model
Battering RamA sanctifier squadron may be moved into base contact with a ruin during its movement phase. So long as the
squadron has moved at least 6, then until the end of the player turn, any enemy units inside the ruin suffer a
cumulative -1 penalty to any cover save granted by the ruin for each sanctifier that connects with the ruin in this
way. Additionally, any friendly units that assault an enemy inside the rammed ruin during that turns assault phase
do not suffer the penalties for charging enemies through cover, but instead fight at their normal Initiative in the
ensuing combat.
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Dominica Pattern Drop Pod..70 pointsArmor
BS Front Side Rear HP Unit Type Unit CompositionDrop Pod 2 12 12 12 4 O 1 Drop Pod
Special Rules:
Automated Weapons Drop Pod Assault Immobile Inertial Guidance System
Wargear:
Automated Twin-linked Heavy Bolters
Options:
May replace each twin-liked heavy bolter with:- Automated Inferno cannons +10 pts- Automated Twin-linked
multi-meltas +45 pts
Automated Weapons
When a Dominica Pattern drop pod lands, it opens fire indiscriminately in its first Shooting Phase. Each unit
(friendly or enemy) within 12 of the models weapon mounts comes under attack from a hail of fire. Each target
caught in this area suffers either D3 Heavy Bolter attacks, D3 Multi-melta attacks, or 3D6 automatic hits from the
Inferno Cannon as per the drop pods armament, resolved using the Drop pods BS of 2. (So if a targeted unit is hit
by two heavy bolter attacks, it would be a total of 6 twin-linked shots at BS 2.)
In subsequent turns, the drop pod may continue to fire, picking a single enemy target within its weapons normalrange and line of sight, resolving a number of attacks against it as described above.
Drop Pod AssaultDrop pods always enter play using the Deep Strike special rules. At the beginning of the first turn, you must choose
half of your drop pods (combining all types of drop pods if more than one is present and rounding up), to make a
drop pod assault. Units making a drop pod assault arrive on a players first turn. The arrival of the remaining drop
pods is rolled for as normal.
Immobile
A drop pod cannot move once it has entered the battle and counts in all respects as a vehicle that has suffered an
Immobilized result that cannot be repaired.
Inertial Guidance System
Should a drop pod scatter on top of impassible terrain or another model (friend or foe) then reduce the scatter
distance by the minimum amount required in order to avoid the obstacle.
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-Reference-_______________________________________________________
Troop Types
WS BS S T W I A Ld Sv Type
Archangel 4 4 3 3 1 4 2 9 3+ In, J
Archangel Superior 4 4 3 3 1 4 2 9 3+ In, J (ch)
Arch-confessor Kyrinov 4 4 3 3 3 4 3 10 5+ In (ch)
Arco Flagellant 4 1 4 5 1 4 D6 4 - In
Battle Sister 3 4 3 3 1 3 1 8 3+ In
Canoness 5 5 3 3 3 4 3 10 3+ In (ch)
Cardinal Armandus Helfire 4 4 4 4 3 4 3 10 5+ In (ch)
Celestian 4 4 3 3 1 3 2 9 3+ In
Celestian Superior 4 4 3 3 1 3 2 9 3+ In (ch)
Confessor 5 5 3 3 3 4 3 10 5+ In (ch)
Crusader 4 3 3 3 1 3 1 8 5+ In
Death Cult Assassin 5 3 3 3 1 5 2 8 5+ In
Dialogus 3 4 3 3 1 3 1 9 3+ In (ch)
Frateris Militia 2 2 3 3 1 3 1 6 - In
Frateris Militia Veteran 3 3 3 3 1 3 1 7 5+ InHelena the Virtuous 5 5 3 3 3 4 3 10 2+ In (ch)
Hospitaler 3 4 3 3 1 3 1 9 3+ In (ch)
Inquisitor 4 4 3 3 2 4 3 9 4+ In (ch)
Living Saint 7 7 3 3 3 6 4 10 2+ In (ch)
Mistress of Repentance 4 4 3 3 1 3 1 9 3+ In (ch)
Priest 3 3 3 3 1 3 2 7 5+ In (ch)
Psyker 3 3 3 3 1 3 1 8 5+ In
Saint Celestine 7 7 3 3 3 7 5 10 2+ In, J (ch)
Saint Praxedes 6 5 3 3 3 5 3 10 2+ In (ch)
Seraphim 4 4 3 3 1 4 2 9 3+ In, J
Seraphim Superior 4 4 3 3 1 4 2 9 3+ In, J (ch)
Servitor 3 3 3 3 1 3 1 8 4+ In
Sister Repentia 4 4 3 3 1 3 1 8 - InSister Superior 3 4 3 3 1 3 2 9 3+ In (ch)
Techpriest 3 3 3 3 1 3 1 8 3+ In (ch)
Uriah Jacobus 4 4 3 3 3 4 3 10 5+ In (ch)
Veteran Sister 3 4 3 3 1 3 1 8 3+ In (ch)
Warrior Acolyte 3 3 3 3 1 3 1 8 5+ In
Vehicles
ArmorPenitent WS BS S I A F S R HP TypeEngine 4 2 6 (10) 4 D6+1 11 11 10 3 W, O
Armor
BS F S R HP Type
Chimera 3 12 10 10 3 TK, T
Drop Pod 2 12 12 12 4 O
Exorcist 4 13 11 10 3 TK
Immolator 4 11 11 10 3 TK, T
Land Raider 4 14 14 14 6 TK, T
Repressor 4 11 11 10 3 TK, T
Rhino 4 11 11 10 3 TK, T
Sanctifier 4 13 12 10 4 TK
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____________ ____________________________________________________________________________________________________________________________________________________-Reference-
Weapon Types
Weapon Range Strength AP Type
Ascalion Lance 6 6 1 Assault 1, Armorbane, Lance
Blessed Weapon - +2 2 Melee, Master-crafted, Two-handed
Boltgun 24 4 5 Rapid Fire
Bolt Pistol 12 4 5 Pistol
Exorcist Missile Launcher 48 8 1 Heavy D6
-OR- 48 8 1 Heavy D3, Skyfire
Flamer Template 4 5 Assault 1
Flamestorm Cannon Template 6 3 Heavy 1
Grenade Launcher*
(Frag) 24 3 6 Assault 1, Blast
(Krak) 24 6 4 Assault 1
Hand Flamer Template 3 6 Pistol
Heavy Bolter 36 5 4 Heavy 3
Heavy Flamer Template 5 4 Assault 1
Heavy Stubber 36 4 6 Heavy 3Hellgun 24 3 3 Rapid Fire
Hunter-killer Missile Unlimited 8 3 Heavy 1, One Shot
Inferno Cannon* Template 6 4 Heavy 1
Inferno Pistol 6 8 1 Pistol, Melta
Lascannon 48 9 2 Heavy 1
Lasgun 24 3 - Rapid Fire
Laspistol 12 3 - Pistol
Melta Cannon 24 8 1 Heavy 1, Melta, Blast
Meltagun 12 8 1 Assault 1
Multi-laser 36 6 6 Heavy 3
Multi-melta 24 8 1 Heavy 1, Melta
Plasma Cannon 36 7 2 Heavy 1, Blast, Gets Hot
Plasmagun 24 7 2 Rapid Fire, Gets HotPlasma Pistol 12 7 2 Pistol, Gets Hot
Rod of Grace 12 6 2 Assault 1, Blast
Shotgun 12 3 - Assault 2
Stake Crossbow* 24 3 5 Assault 2
Stalker Boltgun 36 4 5 Heavy 2, Pinning, Rending
Storm Bolter 24 4 5 Assault 2
*These weapons have additional rules as detailed in their entries.
A single man with faith can triumph over a legion of
the faithless. Untold billions of the faithful cannever be opposed.
Sebastian Thor - Sermons, volume XI Chapter IV
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VERBAFIDELIS
SUNT
MONTESSEDFIDELES
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