Saint Celestine

Source: Codex: Witch Hunters, p. 47

Saint Celestine

Hieromartyr of the Palatine Crusade

Points WS BS S T W I A Ld Sv
St. Celestine 201 5 5 3(5) 3 3 5 3 10 2+/4+

Any Witch Hunters army of 1,500 points or more may include Saint Celestine as a special character. If you decide to take her then she counts as one of the HQ choices for the army and must be used exactly as described below. She may not be given any additional equipment.

Wargear: The Ardent Blade, Armour of Saint Katherine.

SPECIAL RULES

Adepta Sororitas: Saint Celestine is subject to the special rules listed on page 18.

Independent Character. Celestine is an independent character and follows all of the rules for characters in the Warhammer 40,000 rulebook.

Armour of Saint Katherine: This most revered of armour confers a 2+ Armour save or a 4+ Invulnerable save.

Fearless: Celestine automatically passes any Morale check or Pinning test she is required to make, even if failure is normally automatic. She confers this ability on any unit she joins.

Miraculous Intervention: Should Celestine ever lose her last wound, she must immediately make an unmodified Leadership test. If the test is failed, she is removed as a casualty. If the test is passed, she is removed from the table and placed in reserve. Begin rolling for her to reappear on the next Witch Hunters turn - on that turn she will arrive on a D6 roll of 4+, the turn after that a 3+ and so on, as per the normal Reserve rules. This roll may not be modified, for example, by such wargear as Improved Comms, unless part of a Scenario Special Rule. When available, Celestine will enter play via the Deep Strike rules, with 1 Wound remaining. Note that this rule is applicable even if Celestine died as a result of an Instant Death attack, and it can occur multiple times throughout a battle.

For the purposes of calculating Victory Points, Celestine is considered a casualty if she fails her Leadership test upon losing her last wound as described above, or if she passes the test, but is still in reserve when the game ends.

The Ardent Blade: This sacred relic counts as a Blessed Weapon, and in the Shooting phase may be fired as a flamer. It does not count towards the maximum of one Blessed Weapon per army.

Faithful: Celestine's presence adds three Faith Points to the army's total. However, she does not benefit from the Martyrdom special rule, instead the first time she is removed from play for any reason, the Faith Point pool is immediately reduced by D6 Faith Points. If this takes the pool to below 0, no more Faith Points may be generated through Martydoms [sic?] for the rest of the game.

Wings of Faith: The wings confer the same effects as a jump pack, and allow Celestine to make use of the Hit & Run rule described in the Seraphim army list entry. In addition, instead of assaulting, Celestine may always make an additional move of up to 6" in the Assault phase if she is not engaged in close combat or joined to a squad. This additional move is always made according to the rules for a model using a jump pack. Celestine may make this move on the turn she Deep Strikes, but may not use it to initiate an assault.