- Acts of Faith
- You can perform an Act of Faith in each phase.
You gain one Miracle dice at the beginning of each battle round.
Before making a dice roll, you can use Act of Faith to substitute a roll with a one of the dice in the Miracle dice pool.
- Angelic Visage
- Invulnerability saves from Shield of Faith are improved by 1, to a maximum of 4+.
- Anguish of the Unredeemed
- When a model is destroyed, roll one D6. On a 4+, all enemy units within 1" suffers D3 mortal wounds.
- Blaze of Agony
- When this model shoots, choose one:
- Heavy bolters can instead be Assault 3
- Heavy flamers can instead by Pistol D6
- Bodyguard
- When a friendly character model within 3" of this unit would lose any wounds as a result of an attack, this model can intercept that attack. Roll one D6. On a 2+ that model does not lose those wounds and this unit suffers 1 mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.
- Explodes
- When this model is destroyed, roll D6. On a 6, each unit within 6" suffers D3 mortal wounds.
- Faithful Advance
- Models in this unit do not suffer penalties from moving and firing Heavy weapons.
- Lead the Righteous
- Re-roll hit rolls of 1 for attacks made by models in the friendly \<Order\> units whilst their unit is within 6" of this model.
- Martyrdom
- When this unit is destroyed, gain one Miracle dice.
- Medicus Ministorum
- At the end of your movement phase, this unit that provide medical attention to one infantry unit within 3" of it. Restore D3 lost wounds, or return one destroyed model to the battlefield with 1 wound remaining.
- No Reprieve
- When a wound would be lost, roll one D6. On a 6, that wound is not lost.
- Rapturous Blows
- Melee weapon wound rolls can be re-rolled.
- Rites of Fire
- Add 4" to the range of Heavy Flamers.
- Rosarius
- This model has a 4+ invulnerable save.
- Sacred Rites
- At the start of battle, choose a Sacred Rite.
1 – Hand of the Emperor: Add 1 to Advance and charge rolls.
2 – Spirit of the Martyr: If a model is destroyed, roll a D6. On a 5+, it may shoot or attack with a melee weapon before being removed.
3 – Aegis of the Emperor: Add 3 to Deny the Witch tests.
4 – Divine Guidance: When resolving an attack, a wound roll of 6 improves the armor penetration by 1.
5 – The Passion: When resolving melee attacks, a roll of 6 scores an additional hit.
6 – Light of the Emperor: Re-roll Morale tests.
- Shield of Faith
- Models in this unit have a 6+ invulnerable save.
- Sky Strike
- You can deploy this unit in the sky instead of the battlefield. At the end of your Movement phase, you can move this unit from the sky to anywhere on the battlefield more than 9" away from enemy models.
- Smoke Launchers
- Once per battle instead of shooting, you can use Smoke Launchers. Until the start of your next shooting phase, all attacks against this unit have -1 to the hit roll.
- Solace in Anguish
- When a model in this unit would lose a wound, roll one D6; on a 5+ that wound is not lost.
- Sworn Protectors
- You can re-roll hit rolls for attacks made by models in this unit whilst it is within 6" of any friendly Canonesses.
- Vanguard
- At the start of the first battle round, before the first turn begins, this unit can move as if it were your Movement phase. It must end its move more than 9" from enemy models.
- Zealot
- When resolving an attack made with a melee weapon by a model in this unit, you can re-roll the hit roll if that model's unit made a charge move, was charged, or performed a Heroic Intervention this turn.