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=====Adeptus Ministorum===== *'''Ministorum Priest:''' Streamlined from 7th Edition, his War Hymns are now a +1 attack for every Astra Militarum infantry ''unit'' within 6". He also still has Zealot, though since it's not an AoE buff and only offers the first turn re-roll, he no longer assists with morale. Not a bad idea if there's a likelihood that your boys will charge or be charged. He synergizes well with {{W40Kkeyword|Krieg}}, especially when taken with the regimental standard for A3 on your basic infantry during the fight phase. He's also great for any infantry units you plan on getting in close combat. He also buffs nearby {{W40Kkeyword|Adeptus Ministorum}} infantry, too, so there's obvious synergy with their dedicated close-combat units as well. *'''[[Crusaders]]:''' A dedicated close-combat unit that, while not as tough or strong as Bullgryns, pack a 3+ invulnerable save (and that's before Psychic powers or stratagems) and Power Swords. They're identical to their entry in Index: Imperium 1 with the exception of the added {{W40Kkeyword|Adeptus Ministorum}} keyword, including the otherwise Sisters-exclusive rule '''Act of Faith'''. At the start of your turn, roll a D6, and on a 2+, you can immediately move as if it were the movement phase, shoot as if it were the Shooting phase (which is hilarious because these guys don't have any shooting weapons, but the rule was lifted from the Sisters), fight as if it were the Fight phase, or heal a wound/bring back a dead model as if it were the Healing phase. You only get one Act of Faith per turn, no matter how many units of these guys you have, and you can't give them more using Celestine or an Imagifier since they aren't {{W40Kkeyword|Adepta Sororitas}} and don't have an {{W40Kkeyword|<ORDER>}}. Still, with base 2A and Zealot, these guys can easily overwhelm their points in MEQs on the charge, and they love taking Priests with them. They can be made even tankier by using Psychic Barrier, as unfluffy as it may be to have them tolerate the presence of Psykers. They're one wound wonders, but you can bring one back each turn on a 2+ so long as the unit hasn't been destroyed. They're not quite as points efficient as Bullgryns, but they can come back from the dead, andthey have an easier time fitting into your list, as they can be taken in groups of 2-10 and are cheaper per model. </div> <div style="margin-left: 1em;> </div> <div style="margin-left: 1em;>
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