Rules:
All Faith generating units get +6 invul save
All units that can get transports get Immolators or Rhinos
No Repressor.
No Arbites
(5) HQ Choices:
Saint Celestine confirmed: "Same price as a Grand Master you get 2+/+4 saves, WS/BS 7 Jump Pack, Fleet, Power Weapons always wounds on 4+ Has the power to come back like GK Thawn if killed."
Cannoness Confirmed
Confessor confirmed: Can bring henchmen in a unit, re-rolls failed to hit and wound for both (her?) and squad.
Elite:
Celestians: Cheaper than 15p, 2 attacks. re-roll to hit
Troop:
Battle Sisters: x10-20 squad with options for Flamers, Heavy Bolters, Meltaguns and Heavy Flamers,
Fast:
Dominion Squads: 4 Special Weapons Weapons become twin-linked
Seraphim: Below 15p; same stats/abilities, melta pistols are now Assault 2. Re-roll to Wound
Heavy:
Exorcist: Roughly same.
Penitent Engines: Same Stats, squadrons, 1d6 attacks w/ wounds generating additional attacks, ++6 i save.
Retributors Squad: Cheaper Weapons Rend(?)
Unsure:
Priests: Same
Repentia: have scout/infiltrate (?), fleet, "Cheaper close to SM cost. FNP, Rage, Fearless, 6+ invul, no transports" Still make attacks if killed.
FAITH
Faith is changing, seems:
Only faithful units can use Faith.
Units have individual Acts of Faith.
Faith powers work with 5+ on d6.
Faithful units generate 1d6 Faith "per turn".
Everything else is unsure ATM.
Models:
Resin:
Nothing yet.
Plastics:
Battle Sisters/Seraphim (x5 per box)
Pentient Enigne
Priest
Repentia (x10 per box)