Celestian Insidiants
Invulnerable save: 5+
Invulnerable save: 5+
- 1 Celestian Insidiant Superior
- 9 Celestian Insidiants
Each model is equipped with: condemnor bolt pistol; null mace
- The Celestian Insidiant’s Superior’s condemnor bolt pistol can be replaced with 1 inferno pistol.
- Up to 2 Celestian Insidiants can each have their condemnor bolt pistol replaced with 1 Ministorum hand flamer.
- Up to 2 Celestian Insidiants can each have their condemnor bolt pistol and null mace replaced with 1 blessed sword.
- One Celestian Insidiant’s condemnor bolt pistol and null mace can be replaced with 1 virge of admonition.
- One Celestian Insidiant’s condemnor bolt pistol can be replaced with 1 Denuncia oratory.
- One Celestian Insidiant equipped with 1 condemnor bolt pistol can be equipped with 1 Simulacrum Imperialis (that model’s condemnor bolt pistol cannot be replaced).
Each time the bearer’s unit’s quarry is destroyed, you can select a new unit from your opponent’s army to be its quarry.
At the end of your Command phase, for each objective marker you control that has one or more units from your army with this ability within range of it, roll one D6: on a 4+, you gain 1 Miracle dice showing a value equal to that result.
Models in this unit have the Feel No Pain 4+ ability against Psychic Attacks and mortal wounds.
At the start of the battle, select one unit from your opponent’s army to be this unit’s quarry. Each time a model in this unit makes an attack that targets its quarry, that attack has the [PRECISION] ability and you can re-roll the Hit roll. This ability can be used even if this unit is embarked within a TRANSPORT.
If a CHARACTER unit from your army can be attached to a DOMINION SQUAD unit, it can be attached to this unit instead.

