Acts of Faith

Source: Codex: Witch Hunters, p. 18; Chapter Approved Compilation Q&A (v3.0), p. 4

Acts of Faith

Acts of Faith are a manifestation of the Emperor's divine purpose; small miracles that can turn the tide of battle if used in the correct combination at just the right moment. How many Acts of Faith can be attempted during a game, and which units can use them are described below.

Faith Points

  • A Witch Hunters army that includes certain Sisters of Battle units has a number of Faith Points, which may be expended to attempt Acts of Faith. Certain characters and units are noted as being Faithful and contribute Faith Points to the army's total, as noted in their army list entry.
  • Keep track of the Faith Point total as the game progresses; you might like to use a number of dice with the total Faith Points shown on their upper facings, or use some other form of counter or marker.

Who can use Acts of Faith?

  • Any unit with the Adepta Sororitas special rule, which is joined by or includes a character with the Faithful special rule, is counted as Faithful itself while the character is with the unit. The effects of any Acts of Faith apply to the entire unit.
  • While an Adepta Sororitas unit is joined by a character without the Faithful special rule, it may not use any Acts of Faith. The only exception is if the unit is assigned a Priest, in which case he is counted towards the unit's size, and will benefit from any successful Acts.
  • Should the Faithful character be removed as a casualty, the unit remains Faithful until the end of the phase in which the model was removed.

Tests of Faith

  • Each attempt costs one Faith Point.
  • Roll 2D6 and compare the result to the current size of the unit — whether or not the attempt is successful depends upon the specific Act of Faith being attempted (see below). If the test is failed the Act of Faith does not occur.
  • A unit may not attempt to use the same Act of Faith more than once per phase; although it may use combinations of several different Acts.
  • Acts of Faith are unaffected by special rules that work on or against psychic powers, and models using them are not counted as psykers.

Independent Characters using Acts of Faith Faithful Independent Characters may use Acts of Faith while operating independently or if they have joined a unit with the Adepta Sororitas special rule — they may not use them if they have joined any other type of unit. While part of a Faithful unit, use the normal rules for attempting Acts of Faith, counting the character towards the total squad size. When attempting to use an Act of Faith while operating independently, a Faithful Independent Character must pass an unmodified Leadership test to do so.

Errata — Chapter Approved Compilation Q&A (v3.0): If a Faithful Independent Character joins a unit that does not have the Adepta Sororitas special rule, she may still join it, but its members do not become Faithful — any Acts of Faith she uses only apply to herself, not the rest of the unit. Remember that an Independent Character joining a squad also cancels out special rules like Fearless or Infiltrators for that squad if she herself doesn't have them.

Martyrdom Every time a Faithful character is removed as a casualty, or a Faithful unit loses its last model, the number of Faith Points originally contributed by the character or unit is added back to the Faith Point total. These acts of martyrdom thus increase the total number of Faith Points available to the army as the game goes on. Faithful units or characters that leave the table as a result of falling back do not contribute Faith Points.

The Five Acts

HAND OF THE EMPEROR Praying to the Emperor to channel His wrath through their bodies, the Sisters strike down their foes with preternatural strength.

Phase: Either player's Assault phase.

Test of Faith: Roll equal to or under the current number of models in the squad. A result of 12 always fails.

Effect: Make the Test of Faith before rolling to hit. Each model in the unit adds +2 to its Strength, but will strike at Initiative 1.

DIVINE GUIDANCE Guided by the will of the Emperor Himself, the shots and blows of the faithful shatter their enemies' armour with contemptuous ease.

Phase: Either player's Assault phase/own Shooting phase.

Test of Faith: Roll equal to or under the current number of models in the squad. A result of 12 always fails.

Effect: Make the Test of Faith after determining how many models are hit, but before rolling to wound. When shooting, any rolls which cause a wound on the roll of a 6 count as AP1. In an assault, any rolls which cause a wound on the roll of a 6 count as being made by a power weapon.

THE PASSION The faithful leap and weave through the chaos of melée, striking at their foes with a speed born of their holy fervour.

Phase: Either player's Assault phase.

Test of Faith: Roll equal to or over the current number of models in the squad.

Effect: Roll at the beginning of either Assault phase. If successful, every model in the unit adds 2 to its Initiative. May not be used in the same phase as Hand of the Emperor, and does not override weapons that always strike last or at Initiative 1, neither does it change the effect of any type of grenade.

LIGHT OF THE EMPEROR The Sisters are filled with the knowledge that the only thing they need fear is failing the Emperor of Mankind. Armed with such faith, the enemy holds no terror for them.

Phase: Own Movement phase.

Test of Faith: Roll equal to or over the current number of models in the squad.

Effect: Test at the beginning of the phase. The unit becomes Fearless until the beginning of its next Movement phase, which means that it will automatically pass any Morale check or Pinning test it is required to make. A unit that is falling back and is using this Act will regroup without the need to make a Morale check, regardless of the normal restrictions, in addition to becoming Fearless for the turn.

SPIRIT OF THE MARTYR The Sisters' prayers steel their bodies against the weapons of the enemy. They will die when the Emperor is ready to accept their souls, and not a moment before.

Phase: Enemy Shooting phase or either player's Assault phase.

Test of Faith: Roll equal to or over the current number of models in the squad.

Effect: Roll at the beginning of the phase. The unit gains an Invulnerable save equal to its normal Armour save for the remainder of the phase. This may not be combined with any other saves.

For further official Q&A on these Acts, see the Acts of Faith section of the Chapter Approved Compilation Q&A (v3.0).