Codex Adeptus Ministorum
by Dan Nelson
dnelson@pacific.mps.ohio-state.edu
check out aluminumangel.org for updates and other lists

what’s the deal with the new codex? - convert those parts that overlap and add new stuff (mark all of it with a †)

Mandate of the Emperor
There are few within in the Adeptus Ministorum who doubt that they struggle under the watchful eye and guiding hand of the Emperor.  Their burden is the burden of humanity and their actions are the Emperor’s will manifest.  And the Emperor does not leave the side of his needful servants.  Four times per game the Adeptus Ministorum player may opt to re-roll one die of any dice roll.  He may then choose which of the two rolls to use.  This may be used for any dice roll that the Adeptus Ministorum player makes but only one die is re-rolled, even in the case of rolls involving multiple dice (i.e.:  Leadership tests, warp flux rolls, attack dice rolls, etc.).  In addition the Adeptus Ministorum player may use a re-roll to force his opponent to retake an armour save (or re-roll one of the two dice in the case of Terminator or similar armour).  In the case of attack dice, the Adeptus Minsitorum’s re-rolls take place after parry and hatred re-rolls.  Keep track of the number of re-rolls the Adeptus Ministorum player has with a four-sided die.  

Strategy Rating
An Adeptus Ministorum army has a strategy rating of 2.  If the force consists entirely of Sororitas, it has a strategy rating of 4.

Flails
While never seen in the hands of ordinary troops, Flagellants often carry these unwieldy weapons into battle.

	Range	To hit	Save	Armour
	Short	Long	Short	Long	Str.	Dam.	Mod.	Pene.		Special
Flail			Close combat only			S	1	 -	D6+S		flail
Power Flail		Close combat only			6	1	-2	D6+D12+6	flail

A flail cancels one of a close combat opponent’s parries.  For example, an opponent wielding two swords would have only one parry.  Flails may not, however, be used to parry.  Additionally, a model struck by a flail in close combat automatically misses any shield-based armour save it may have.

Power Knife
While not the most powerful of close combat weapons, a power knife is the most prized possession of any who belong to the Emperor’s Youth.  Often marked with the double-headed eagle of the Emperor, these knives can be found with loyal youth throughout the galaxy.

	Range	To hit	Save	Armour
	Short	Long	Short	Long	Str.	Dam.	Mod.	Pene.		Special
Power Knife		Close combat only			4	1	-2	2D6+4		   -

CHARACTERS

0-1 Pontiff
<flavor text>  He may be armed with any combination of weapons and additional equipment allowed by the Ministorum Wargear list and may have up to four Wargear cards.

			M	WS	BS	S	T	W	I	A	Ld
Pontiff			4	3	5	4	4	3	5	2	10
Cardinal			4	4	6	4	4	4	6	3	10

Commander
If chosen, the Ecclesiarch is your Army Commander and has a strategy rating of 2.

Psychics
All Ecclesiarchs are psykers of mastery level four.  Their primary discipline is Ministorum and their tertiary discipline is Inquisition.

Acolytes
The Ecclesiarch must be accompanied by a unit of no less than five Acolytes.  Up to two of the Acolytes in this unit may be upgraded to Head Acolyte.

0-1 Canoness
<flavor text>  The Canoness may be armed with any combination of weapons and additional equipment allowed by the Ministorum Army Wargear list and may have up to three Wargear cards.

			M	WS	BS	S	T	W	I	A	Ld
Canoness		4	6	7	4	5	3	7	3	10

Commander
The Canoness is your Army Commander unless a Pontiff is included as well.  The Canoness has a strategy rating of 4.  Remember that you use an army commander’s strategy rating only for determining which side takes their turn first.

Paladin
Paladins are great warriors of true faith and purity.  Often they travel the galaxy, fighting in the name of the Emperor and under the blessing of the Ministorum.  Paladins may be armed with any combination of weapons and additional equipment allowed by the Ministorum Army Wargear list and may have up to three Wargear cards.  A Paladin may be a psyker of mastery level one (+25 points).  Some Paladins ride into battle, evoking the timeless majesty of the mounted knight.  If a Paladin is not equipped with power armour, he may ride a war horse (+x points).

			M	WS	BS	S	T	W	I	A	Ld
Paladin			4	6	5	4	4	2	6	2	10
High Paladin		4	7	6	4	4	3	7	3	10
War Horse <chaos steed>

Psychics
Paladins may be psykers of mastery level one.  Their primary discipline is Ministorum.

Holy Order
<flavor text>  You may, if you wish, choose a Holy Order for your Paladin from the list below.  Abilities that affect models around the Paladin affect the Paladin as well.

	Order
Knights of the Lion	All friendly characters within 6" of the Paladin and all units that have a model within 6" of the Paladin gain +2 Ld, with a maximum of 10.
The Blackened Claw	All friendly models within 8" of the Paladin roll an additional attack die in close combat.  This attack die alone has a +1 modifier.  Natural ones or sixes count as fumbles or criticals as normal.
Order of the Eagle Crest	All friendly models within 8" may ignore close combat fumbles.  Treat rolls of one as simply ones, not fumbles.  This ability only effects models purchased from the Squad or Fanatic sections of the Adeptus Ministorum Army List.
Adepts of the Blinding Light	All daemons and models that have a Mark of Chaos, within 8" of the Paladin, suffer a -2 Toughness modifier.
Knights of the White Shield	For the purposes of close combat verses psyker, the Paladin is considered +2 WS and +1 Strength.
Redeemers	If, by the end of the battle, the Paladin has killed ten or more models in close combat or a single model with a cost of at least 200 points in close combat, the Adeptus Ministorum army gains one additional victory point.
Order of the Bloodstained Dove	Any opponent that wins in hand-to-hand combat against the Paladin strikes two less blows then would be normal.
The Blessed	All psychic powers used by the Paladin cost one less force card, with a minimum cost of zero force cards.

Priest
<flavor text>

			M	WS	BS	S	T	W	I	A	Ld
Priest			4	1	3	3	4	1	4	1	9
Bishop			4	2	4	4	4	2	4	1	9
Archbishop		4	3	5	4	4	3	5	2	9

Psychics
Priest are psykers of mastery level one, two, and three respectively.  Their primary discipline is Ministorum and their tertiary discipline is Adeptus.

Acolytes
A Priest must be accompanied by a unit of no less than five Acolytes.

0-1 Crucifer
<flavor text>  A Crucifer may be added to the unit of acolytes that accompany the Pontiff.  The Crucifer may be armed with any combination of weapons and additional equipment allowed by the Ministorum Army Wargear list and may have one Wargear card.

			M	WS	BS	S	T	W	I	A	Ld
Crucifer			4	4	4	3	3	1	4	1	8

Ancient Relic
The Crucifer carries a holy icon that acts as an army standard as described in the Warhammer 40,000 Rulebook.

Preacher
one per unit of flock; check codex

Confessor
one per unit of fanatics; check codex

Missionary
check codex

Head Acolyte
Most Acolytes either move up in the hierarchy of the Ministorum or die in the service of the church.  However, there are some that remain acolytes all their lives.  They become Head Acolytes, guiding the younger acolytes through their early years in the church, adopting them as brothers until they move on to greater things.  A unit of Acolytes may have one of their number upgraded to Head Acolyte.  A Head Acolyte may carry one Wargear card and may be equipped with additional wargear from Basic Assault, Basic Weapons, and Assault Weapons sections of the Adeptus Ministorum Wargear list.

			M	WS	BS	S	T	W	I	A	Ld
Head Acolyte		4	4	4	3	3	1	4	1	8

SQUADS

Imperial Cultists
The followers of the Imperial Cult, in all its myriad forms, worship the Emperor as the savior of humanity.  They are taught to see the Adeptus Ministorum as the only medium through which he can be reached.  Although not trained for combat, they will come forth in great numbers when asked to defend the church’s sanctity or to crusade against the heathen.

Imperial Cultists may be chosen in units of 5 to 30.  Any model may be equipped with an autogun (+1 point per model) and/or weapons chosen from the Basic Assault Weapons section of the Adeptus Ministorum Wargear list.

			M	WS	BS	S	T	W	I	A	Ld
Imperial Cultist		4	2	2	3	3	1	3	1	6

Ministorum Guard
Many among the flock of the Imperial Cult have some sort of military training or experience.  Often entire planetary defense militias or decommissioned Imperial Guard regiments serve under the dictum of the church.  In times of crisis these trained warriors create the backbone of a Ministorum force.

Ministorum Guard may be chosen in units of 5 to 15 and come equipped with frag grenades and flak armour.  Any model may be equipped with a boltgun (+3 points per model) and/or equipment chosen from the Basic Assault and Basic Weapons sections of the Adeptus Ministorum Wargear list.  Up to one model may be equipped with a weapon chosen from the Special Weapons section of the Wargear list.  A second model may be equipped with a weapon chosen from the Heavy Weapons section of the Wargear list.

			M	WS	BS	S	T	W	I	A	Ld
Ministorum Guard	4	3	3	3	3	1	3	1	7

Acolytes
The Ministorum has many devout young men and women in its service.  They carry out the menial tasks required to keep the church in order in exchange for both physical and spiritual sustinance and a chance to make something more out of themselves.  Many are young adults that have shown a particular interest in the church, others are orphans or wayward youth that have been under the care of the Ministorum since they were children.

Acolytes may be chosen in units of 5 to 15.  Any model may be equipped with wargear chosen from the Basic Assault, Basic Weapons, and Assault Weapons sections of the Adeptus Ministorum Wargear list.  Up to one model in the unit may be upgraded to Head Acolyte.

			M	WS	BS	S	T	W	I	A	Ld
Acolyte			4	3	3	3	3	1	3	1	7

Sororitas Tactical Unit
<new codex>

			M	WS	BS	S	T	W	I	A	Ld
Battle Sister		4	3	4	3	4	1	4	1	8

Sororitas Support Unit
<new codex>

			M	WS	BS	S	T	W	I	A	Ld
Battle Sister		4	3	4	3	4	1	4	1	8

FANATICS

Fervent Devotees
In times of war the Ministorum does not always have the resources necessary to equip everyone that would  wish to offer up their lives to the church.  Fortunately, there are those whose love for the church is so strong that they are willing to fight heresy with nothing more than the Emperor’s blessing.

Fervent Devotees may be chosen in units of 10 to 30 and may not be equipped with any wargear.

			M	WS	BS	S	T	W	I	A	Ld
Fervent Devotee		4	2	2	3	3	1	3	1	6

Unequipped
Fighting with only their bare hands, Fervent Devotees are -1 WS, giving them an effective Weapon Skill of 1.

Frenzy
Fervent Devotees feel an intense devotion to the Emperor and in battle are often overcome with adoration.  They are subject to the rules for frenzy as described in the Warhammer 40,000 Rulebook.

Enraged Mob
In their zealous hatred for the heathen, a mob of Fervent Devotee is often able to damage even the most well armoured of vehicles.  While in hand-to-hand with a vehicle - or any other object that does not fight back - each Devotee adds to his armour penetration roll the total number of Devotees and Emperor’s Youth in close combat with that vehicle.

Emperor's Youth
Throughout the industrialized worlds of the Imperium there are organizations that have been created to usher young adults through the awkward stages of adolescents.  During this stage of their lives they are both highly energetic and highly impressionable.  Thus, not only is it the perfect opportunity for the Adeptus Ministorum to open their eyes to the glory of the Emperor but the youth must also be protected from the insidious ideals of heathen.  Infused with youthful enthusiasm and an innocent love for the Emperor, the youth of these organizations are often the first to take up arms when the Miniastorum goes to war.

Emperor’s Youth may be chosen in units of 10 to 30 and may be equipped with wargear from the Basic Assault and Basic Weapons section of the Adeptus Ministorum Wargear list.  Up to half of the unit may be equipped with power knives (+x points per model).  One of the youth, the unit leader, may be equipped with additional weapons from the Assault Weapons section of the Wargear list.

			M	WS	BS	S	T	W	I	A	Ld
Emperor’s Youth		4	2	2	3	2	1	3	1	7

Pack Tactics
While not particularly menacing on their own, Emperor’s Youth fight best in large packs, drawing confidence from their numbers and working together to bring about the will of the Emperor.  Instead of receiving the normal +1 bonus for being the second or subsequent attacker in close combat, Emperor’s Youth receive a +2 bonus.  Thus, if an Emperor’s Youth is the third model to fight in hand-to-hand combat against a given model, the Youth would get a +4 bonus to his attack dice.

Enraged Mob
With their unquenchable love for the Emperor, a pack of Emperor’s Youth is often able to damage even the most well armoured of vehicles.  While in hand-to-hand with a vehicle - or any other object that does not fight back - each Youth adds to his armour penetration roll the total number of Youth and Fervent Devotees in close combat with that vehicle.

Supplicants
There are none in the galaxy who have not sinned in the eye’s of the Emperor.  While most pay it no head, the truly faithful are terribly shameful of their sins.  Even after the forgiveness of a priest, there are some who find their sin to despicable that they are unable to forgive themselves and beg that the Emperor might not turned away his face.  When it comes time for the church to go to battle, these individuals often see it as a blessing.  Only in death do they hope to again bathe in the Emperor's warm radiance.

Supplicants may be chosen in units of 10 to 20 and may be equipped with wargear from the Assault Weapons and Basic Assault Weapons sections of the Adeptus Ministorum Wargear list.

			M	WS	BS	S	T	W	I	A	Ld
Supplicant		4	4	3	3	3	1	3	1	8

Hatred
Supplicant hate all who sin, both themselves and the base heathen against whom they fight.   They are subject to the rules for hatred as described in the Warhammer 40,000 Rulebook.

Flagellants
All who worship the Emperor know that they fall short of the his glory.  Many feel that it is only through the grace of the Emperor that they can be truly washed clean and come to resemble his holy conception.  However, there are others who have come to realize that only through suffering can one hope to resemble the Emperor’s eternal vision.  And they know that the sins that one man commits in a day can not be atoned for with even ten lifetimes of suffering.

Flagellants may be chosen in units of 10 to 30.  They may be equipped only with flails (+x points per flail) or power flails (+x points per power flail).

			M	WS	BS	S	T	W	I	A	Ld
Flagellant		4	3	2	3	4	1	3	1	7

Flogging
Flagellants flog themselves with their own weapons as they advance into battle, attempting to atone for sins that are unforgivable.  At the beginning of each of your turns, roll a D6 for each Flagellant.  On a 4+ that model takes a S2 hit.

If an enemy model rolls a fumble while in base-to-base contact with one or more Flagellants, he is struck by the spiked and flailing metal that all Flagellants wear as reparation.  Each Flagellant gets an immediate close combat hit on that model for each fumble rolled.

Enduring
Flagellants do not fear suffering or death.  They automatically pass any Break tests they are required to make due to casualties.  They are not immune to fear or terror and must make any special Break tests that are not due to casualties as normal.

Passive Resistors
Even in the violent and war-torn Warhammer 40,000 galaxy, there are those who believe in the virtues of pacifism.  There are those who draw from the teachings of the Emperor a plea for peace and harmony.  They are not afraid to die by the sword of the violent, hating infidel for they know that if they die with peace in their hearts, the Emperor will insure the sanctity of their soul. 

Passive Resistors may be chosen in units of 10 to 30 and may not be equipped with any wargear.

			M	WS	BS	S	T	W	I	A	Ld
Passive Resistor		4	1	2	3	3	1	3	1	6

Pacificst
It goes directly against the faith of a Passive Resistor to harm any creature and the depth of their faith is such that they will not even defend themselves on the battlefield.  In defense of the Minsitorum, they can only hope that their presence will confuse or slow the enemy.  Yet, for the Emperor’s name, they are willing to make great sacrifice, no matter how small the gain.  Passive Resistors may not shoot or charge and do not roll any attack dice in close combat.  If they still manage to win hand-to-hand, they do not strike any blows.  Note that enemy models must charge or shoot at the Passive Resistors if the Resistors are the closest models and that enemy models may not run when they are within 8" of a Resistor unit, as is normal.  If run over by a vehicle, Passive Resistors may not check to dodge out of the way.

Willing Sacrifice
Passive Resistors willingly sacrifice their lives to the Emperor.  Thus, no victory points are awarded for the destruction of a Passive Resistor unit.

Unforgiven
<text needs work>  Occasionally there are those who lose their way on life's path, those that stumble and fall and loose sight of the Emperor's glorious face.  Eventually, with the help of the Minsitorum, they can realize their mistakes and repent, pleading for the Emperor's forgiveness.  If their sins are grievous, however, more than mere words or worldly goods are required to make penitence.  An Ecclesiarch may call for the wrong doer's very life as sacrificial proof of their devotion.  Until then, they are unforgiven.

Unforgiven may be chosen in units of 3 to 8 and are equipped only with a knife and a sanctification pack.

			M	WS	BS	S	T	W	I	A	Ld
Unforgiven		4	2	2	3	3	1	3	1	7

Sanctification Pack
During the shooting phase an Unforgiven may sue for the Emperor’s forgiveness and detonate his sanctification pack.  In order to do so, he must pass an immediate Break test.  If this test is passed, the sanctification pack is detonated, killing the Unforgiven.  Place a 2" radius template over the Unforgiven’s position.  Everyone inside this burst effect takes a S4 hit with a -2 saving throw modifier.  Those half in and half out of the template are hit on a 4+ on D6.  If the test is failed, neither the model nor the unit Break.  The sole effect is that pack can not be detonated this turn.

An Unforgiven may run or charge and detonate his pack in the same turn.  Treat all detonations simultaneously.  Thus, while an Unforgiven may be killed by another’s pack, all of the packs detonated in a turn will explode.

Willing Sacrifice
Unforgiven willingly sacrifice their lives to the Emperor and are of no spiritual value.  Thus, no victory points are awarded for the destruction of an Unforgiven unit.

SPIRITS

The following models may not be included in to your force as normal but could possibly be called into existence over the course of the battle.

Angel of Death
This horrific minion of the Emperor is his supreme avenger.  The heathen who have sinned will surely find penance in its wrath.

			M	WS	BS	S	T	W	I	A	Ld
Angel of Death		6	10	0	8	5	3	8	5	10

Warp Minion
The Angel of Death is considered to be a daemon and thus has all the powers and vulnerabilities of a daemon., including a daemonic aura..

Terror
The Angel of Death is a horrific, wrathful spirit.  It causes terror as described in the main Rulebook.

Psychology
The Angel of Death is immune to all psychological effects as described in the Warhammer 40,000 Rulebook.

Break
The Angel of Death automatically passes any Break tests it is required to make.  It cannot be broken under any circumstances.

MINISTORIUM ARMY WARGEAR LIST

Basic Assault Weapons
Any number per model.
Axe, Spear, or Blade				0† 
Sword					1
Two-handed Weapon (+2 S; lose ties)		½
Laspistol					1
Autopistol				1

Basic Weapons
One per model.
Autogun
Lasgun
Shotgun					2
Crossbow					1
Bow

Assault Weapons
Any number per model.
Power Axe				7
Power Sword				6
Chainsword				2
Bolt Pistol				2
Hand Flamer				7
Plasma Pistol				5

Armour
One item per model.  May only be chosen for Character models.
Flak Armour				1
Carapace Armour				7
Power Armour				12
Barding (mounted Paladin’s only)

Special Weapons
One per model. The costs listed second are for Sororitas.  All other models use the costs listed first.  If there is not a cost listed, that type of model may not be equipped with that special weapon.
Flamer					7/9
Meltagun					6/8
Plasma Gun				6/8
Grenade Launcher with Frag and Krak grenades	10/-
Boltgun					3/3

Heavy Weapons
One per model.  May not be chosen for Character models.  The costs listed second are for Sororitas.  All other models use the costs listed first.  If there is not a cost listed, that type of model may not be equipped with that heavy weapon.  Sororitas heavy weapons come equipped with a targeter.
Autocannon				16/25
Heavy Bolter				10/15
Lascannon				30/45
Missile Launcher with Frag & Krak missiles	30/45
Multimelta				-/65
Heavy Plasma Gun				-/40
Heavy Stubber				7/-
Mortar					20/-

WARGEAR CARDS

The Emperor’s Truth
<flavor text, sword>

	Range	To hit	Save	Armour
	Short	Long	Short	Long	Str.	Dam.	Mod.	Pene.		Special
The Emperor’s Truth		Close combat only			S+3	D3	 -	D6+S+3		parry, see below

If a Paladin wielding The Emperor’s Truth wins a round of close combat, he may strike two additional blows above the normal close combat result.  In addition The Emperor’s Truth strikes with +3 to it’s possessor’s Strength and, against daemons, wounds automatically, causing D6 wounds.  Take the sword’s Strength modifier into account when determining the saving throw modifier.  Relic.  Paladins only.

Tower Shield
<flavor text>  A Paladin carrying a Tower Shield gains a +2 armour save bonus that is effective as detailed in the rules for shields found in the Warhammer 40,000 Wargear rulebook.  This may lower the Paladin’s armour save below 2+ for some hits.  However, in these cases a roll of one still fails to save.  In close combat a Tower Shield may be used to parry.  Paladins only.

Remains of the Holy Adept, Petrin Igustis
This holy icon consists of a small bone shard encased in a sphere of clear plasteel.  <flavor text>  The power of this ancient relic may be used during the psychic phase as though it were a zero force psychic power.  When used successfully, all enemy models within 6" take a S3 hit with no armour save possible.  Relic.  Crucifer only.

<icon #2>
<flavor text>   Treat this ability as a psychic power played with the Ultimate Force card that may be used once per game.  Until the beginning of the next psychic phase, all models listed in the Fanatics section of the army list within 12" receive an unmodifiable armour save of 3+.  Relic.  Crucifer only.

Imperial War Tarot
<flavor text>  This traditional symbol of the Emperor may be used during the shooting phase to divine the will of the Emperor and the fluxing tides of the battle, supplanting it’s wielder’s chance of firing a weapon.  Instead, the Adeptus Ministorum player may draw an additional strategy card.  If the card drawn may only be played before the battle or is illegal for some other reason (i.e.:  the opponent’s Codex disallows it), discard it and draw until you come to a satisfactory card.  Discard after use.  Adeptus Ministorum only.

Holy Crook
<flavor text>  All friendly characters or units within 24" of the Ecclesiarch may use his Leadership when making Break or psychology tests.  Relic.  Pontiff only.

Miter – nullify with +1; demonic attack, reflection, and destroy power  may not be played on you
Holy Book – all psychic powers used by enemy with part of their area of effect within 8" of the book are nullified on 5+
Force Hammer – winner of hand-to-hand strikes only one blow; stores force
Force Other Thing – enemy models within 12" may not use psychic powers; save two cards
Hammer of Justice – thunder hammer that you can toss 18" and is arc’s twice w/ lightning then hits physically
Angel Caller – summon three spirits for one round; WS5
Incense Burner – flail; undead within 8" take S3 hit at beginning of each h-to-h phase

Relics simply must not be repeatable, know matter what the Codex says

revise two handed weapons

PSYCHIC POWERS

Ministorum 
Many in the Adeptus Ministorum draw from this as their primary deck.  Through their faith and piety, priests of the Ministorum are able to call on the infinite power of the Emperor.

Devotion
Force 0		Range:  24"
The priest fills his flock with an understanding of the Emperor’s eternal love and insatiable passion for his children.  One unit of your choice within 24" of the priest automatically passes any Break or psychology tests it is required to make.  This card should be placed near the effected models or face up on the table edge to indicate it is in play.  Devotion remains in play until the beginning of the next psychic phase. 

Crusade
Force 1
The Ministorum force fights with all its strength as a burning fervor sweeps across the battlefield.  Friendly models who win close combat next round strike one additional blow.

Heal
Force 1		Range:  72"
Invoking the merciful spirit of the Emperor, the priest heals fully any one model within 72".  All wounds inflicted on the target model are healed and any other characteristics that have been lowered are reset to their original values.

Sanctify
Force 1
The priest calls on the Emperor for his preserving hand and in response a spirit is dispatched to guard the pious servant.  The priest receives an additional unmodifiable armour save of 4+ against all ranged or template attacks and fights with a Weapon Skill of 10.  However, if the priest wins in close combat, he strikes no blows.  This card should be placed near the effected model or face up on the table edge to indicate it is in play.  Sanctify remains in play until it is nullified.

Light of the Emperor
Force 2		Range:  24"
The gaze of the Emperor has fallen upon one of his faithful servants.  Light of the Emperor may be played on any model within 24" of the priest.  That model gains a +2 modifier to Weapon Skill, Ballistic Skill, Strength, and Toughness until the power is dispelled.  This card should be placed near the effected model or face up on the table edge to indicate it is in play.  Light of the Emperor remains in play until it is nullified.

Purify
Force 2		Range:  18"
The priest calls forth the righteous strength of the Emperor to obliterate the dark forces of undeath.  Purify may only be played on the closest undead character or unit of undead models in line of sight.  The target character or unit must have at least one model within 18" of the priest.  Roll 4D6 and subtract the Leadership of the character or, in the case of a unit, the Leadership of the basic troop type of which the unit consists.  That number of wounds are dealt to the targeted character or unit with no armour saving throw possible.  Destroy models nearest to the priest first.

Angel of Death
Force 3		Range:  6"
A warp minion of the Emperor is invoked to aid the church in its time of need.  The Angel of Death is created anywhere within 6" of the priest.  This card should be placed by the Angel or face up on the table edge to indicate it is in play.  Angel of Death remains in play until it is nullified or the Angel is killed.  If this card leaves play, the Angel of Death is destroyed.  No victory points are gained for destroying the Angel of Death.

Wrath of the Emperor
Force 3		Range:  18"
The vengeful fury of the Emperor is brought down on any one heathen with in 18" of the priest.  That model takes D4 wounds with no toughness check necessary and no armour saving throw possible.