Meet the Celestian Insidiant: a 9-model Kill Team of elite witch-hunters! They're a tough, melee-focused force with a 3+ save and 9-11 wounds. Their unique Martyrdom rule turns fallen allies into buffs via Benedictions, while Inspiration makes them deadlier in combat. They shut down psykers hard with anti-psychic abilities and punish enemies with strategic ploys. Fast at 6" move, they excel at aggressive plays and become even stronger as the battle rages. Perfect for players who love resilient, in-your-face teams with deep tactical synergy!
Core Abilities
Faction Rules
- Benedictions: Grant various temporary buffs like +1 APL, Ceaseless weapons, or healing to operatives.
- Martyrdom: When an INSPIRING operative is incapacitated, grant a BENEDICTION to a nearby friendly operative.
- Weapons of the Witch Hunters: Protect friendly operatives from PSYCHIC effects and disable PSYCHIC actions near them.
- Anti-Psykers: Weapons gain Lethal 5+ when targeting PSYKER operatives.
- Inspiration: Operatives become INSPIRING by defeating high-wound enemies or charging, gaining Severe weapons.
Strategic Ploys
- Suspect & Eliminate: Place Suspicion tokens, weapons gain Punishing rule
- Suffering & Sacrifice: Wounded operatives' weapons gain Balanced rule
- Wrathful Determination: Reroll one defence dice when shot at
- Holy Resilience: Reduce damage from high-damage attacks
Firefight Ploys
- Glory to the Martyrs: strike before removal when friendly incapacitated
- Unshakeable Pursuit: ignore Move stat changes, +1" if INSPIRING
- Faith & Fury: critical strike deals D3 damage to nearby enemies
- Fervent Hate: weapons gain Ceaseless or Relentless vs non-IMPERIUM
Equipment
- Psyk-Out Grenades: Stun grenades inflict extra damage, doubled against PSYKER targets.
- Saintly Relics: Chance to ignore damage from attack dice, higher for INSPIRING operatives.
- Vocifera Mortis: Once per battle, extends Martyrdom rule range for INSPIRING operative incapacitation.
- Auto-Flagellator: On activation, chance to become INSPIRING after taking self-damage, once per turning point.