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Exorcist

Exorcist

Power8
Vehicle
Abilities: Acts of Faith, Sacred Rites, Shield of Faith, Smoke Launchers, Explodes
Weapons: Exorcist conflaguration rockets, Exorcist missile launcher, Heavy bolter, Hunter-killer missile
ModelMovementWeapon skillBallistic skillStrengthToughnessWoundsAttacksLeadershipSave
Exorcist12"6+3+7812373+
WeaponRangeTypeStrengthAPDamageAbilities
Exorcist conflaguration rockets48"Heavy 3D65-21-
Exorcist missile launcher48"Heavy 3D38-3D6-
Heavy bolter36"Heavy 35-11-
Hunter-killer missile48"Heavy 18-2D6Can only be shot once per battle.

Abilities

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.
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.
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.
Explodes
When this model is destroyed, roll D6. On a 6, each unit within 6" suffers D3 mortal wounds.

Wargear

None