Sanctifiers

Seek & Destroy
KILL GRADE [8]
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What to Know

Meet the Sanctifiers! This 8-operative Kill Team burns heretics with Blaze tokens from flamers and critical hits. They're a durable, melee-focused force with 5+ saves and 7-10 wounds, using Ministorum Sermon to reduce damage. Unique ploys like Unwavering Devotion let them redirect attacks, while Rally the Flock boosts mobility. Operatives like the Death Cult Assassin (3 APL) and Persecutor (Brutal Eviscerator) excel in close combat. Purge with holy fire!

Core Abilities

Unusual Shooting
Faction Equipment: Sanctification Orbs: grants Seek to Blaze weapons on doused enemies.
Unusual Melee
Super Conceal
Out of Order Movement
Activation Manipulation
Operative: Commanding Declamation: prevents enemy action if die roll exceeds APLOperative: Lead the Procession: allows other operatives free actions after activation
APL Modifiers
Cherub: +1 APL to nearby friendly operative via INCENTIVISE action.Drill Abbot: Null Skull removes positive APL changes from enemies within 4".
Bitter Demise
Persecutor: Fanatical Retribution: Can strike enemy with unresolved success when incapacitated during Fight.Firefight Ploy: Redeemed Through Fire: Inflict Blaze tokens on nearby enemies when operative incapacitated.
Block Rerolls
Damage Reduction
Ministorum Sermon: reduce damage by 1 if 4 or more.Imperial Cult Symbols: change critical hit to normal on friendly SERMON operative.

Faction Rules

  • Blaze: Inflict Blaze token on target with critical damage.
  • Ministorum Sermon: Reduce damage by 1 from hits of 4+ damage.

Strategic Ploys

  • Rally the Flock: Move closer and visible to friendly ORATOR operative

Firefight Ploys

  • Redeemed Through Fire: incapacitated Sanctifier spreads Blaze to nearby enemies
  • Unwavering Devotion: redirect attack from Sanctifier leader to nearby ally

Equipment

  • Sanctification Orbs: Once per turning point, douse enemies within 6", making them vulnerable to Blaze weapons.
  • Purity Seals: Once per turning point, discard one fail to retain another as a success when shooting or fighting.
  • Imperial Cult Symbols: Once per turning point, downgrade an attacker's critical success to a normal success when defending.
  • Ecclesiarchy Texts: Gain 1CP in Ready step if 3D6 roll is less than an ORATOR operative's remaining wounds.

Rules Commentary

Q:
Some rules require an operative to shoot or fight against a specific operative or its activation is cancelled (e.g. MANDRAKE DIRGEMAW Haunting Focus, EXACTION SQUAD Execution Order). If my opponent uses such a rule and I cancel that Shoot or Fight action with my SANCTIFIER CONFESSOR operative's Commanding Declamation rule, what happens?
A:
Do not cancel that enemy operative's activation. It can continue to perform actions other than the prevented one as normal.
Q:
If the CONFESSOR operative's Commanding Declamation rule prevents an enemy operative on guard from performing the Shoot or Fight action, does that enemy operative remain on guard?
A:
Yes, assuming all other conditions of remaining on guard are still met.
Q:
If my opponent uses a firefight ploy that requires an operative to perform a Shoot or Fight action (e.g. HERNKYN YAEGIR Stalwart Defence) and I cancel that action with my SANCTIFIER CONFESSOR operative's Commanding Declamation rule, is the CP refunded?
A:
No. Similarly, any rules with a restricted number of uses (e.g. CORSAIR VOIDSCARRED FELARCH One Step Ahead) that are prevented would still be considered used.
Q:
If I use the SANCTIFIER CONFESSOR's Commanding Declamation rule to cancel a Fight or Shoot action that my opponent attempted to perform as a result of their operative being on guard, can my opponent then choose to use the other action instead during that interruption?
A:
Yes.

Operative Selection

Based on the extracted datacards, the following operatives are available for selection in a Sanctifier kill team:

  • Confessor
  • Cherub
  • Conflagrator
  • Death Cult Assassin
  • Drill Abbot
  • Persecutor
  • Miraculist (mentioned but not detailed)
  • Orator (mentioned but not detailed)

Operative selection rules, such as quantities or points, are not explicitly provided in the text.

Operative Datacards

Faction Rules

Strategy Ploys

Firefight Ploys

Faction Equipment

Universal Equipment