0-1 Apostate Cardinal

Source: Codex: Witch Hunters, p. 40

0-1 APOSTATE CARDINAL

The Cardinals of the Ecclesiarchy are extremely charismatic individuals who are responsible for the spiritual health of the Emperor's flock. An Apostate Cardinal has fallen from the Emperor's grace and become twisted, evil and often insane. These megalomaniacs will do everything in their power to exploit faith in the Emperor for personal gain. Subtly, the Apostate preaches blasphemy and counter-Imperial dogma until his charges spit dark prayers of hate and rage instead of hymns of purity. An Apostate Cardinal is a dire threat to the Imperium, as lies can spread faster than the most virulent plague.

Pts WS BS S T W I A Ld Sv
Apostate Cardinal 115 3 3 3 3 3 3 1 10 6+

Number/squad: 1

Wargear: Rosarius, Pledge of Deliverance (counts as inquisitorial mandate – see the Armoury for rules), close combat weapon.

SPECIAL RULES Independent Character: Unless accompanied by his retinue (see below) the Apostate Cardinal is an independent character and follows all of the rules for characters found in the Warhammer 40,000 rulebook. If the retinue is destroyed, he becomes an independent character and is free to join other units.

Retinue: The Apostate Cardinal may be accompanied by 0-5 Pontifex Guard. These have exactly the same points cost, characteristic profile and options as Crusader Henchmen, and may be represented by the Crusader models.

False Dominion: Such is the power of the Apostate Cardinal's constant oratory that he instils total devotion in those near him. The Apostate Cardinal can make a Leadership test at the start of his turn. If this is passed then any friendly squad with a model within 12" of the Apostate Cardinal will automatically pass all Morale and Pinning tests, even if failure is normally automatic, until the beginning of the Adversary player's next turn.

The Flock: Traitor units do not count towards the maximum Troops units that may be taken in an army with an Apostate Cardinal as an HQ choice. For instance, in a Standard mission, the Adversary player could take the normal six Troops choices plus as many extra Troops choices as he chooses, provided that these extra choices were Traitors.