Novitiates
Common Abilities and Options
Acts Of Faith:
In the Ready step of each Strategy phase, you gain a number of Faith points equal to half the number of friendly NOVITIATE operatives that have not been incapacitated (rounding up).
Whenever a friendly NOVITIATE operative is shooting, fighting or retaliating, or an operative is shooting it, in the Roll Attack Dice (or Roll Defence Dice step if an operative is shooting it),
you can spend your Faith points to use one ACT OF FAITH.
You cannot use more than one ACT OF FAITH per sequence, and their costs and effects are as follows:
- GUIDANCE - 1 FAITH POINT
You can re-roll one of your dice. - BLESSING - 2 FAITH POINTS
You can retain one of your normal successes as a critical success instead. - INTERVENTION - 3 FAITH POINTS
You can retain one of your fails as a normal success instead of discarding it.
Purge With Flame:
Once per turning point, you can use the Inferno firefight ploy for 0CP if this is the specified friendly NOVITIATE operative.
Operatives
1. Novitiate Superior
A 3
M 6"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Acts Of FaithInspirational Example2. Condemnor
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Condemnor Stakethrower (Dev2, PrcCrit1, Sil, *Anti-PSYKER) | 4 | 3+ | 3/3 |
| Null Rod (Shock, *Anti-PSYKER) | 4 | 4+ | 3/3 |
Abilities
Acts Of Faith*Anti-PsykerNull Rod3. Dialogus
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Dialogus Stave (Shock) | 4 | 4+ | 3/3 |
Abilities
Acts Of Faith0AP: Auto-Broadcaster1AP: Stirring Rhetoric4. Duellist
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Duelling Blades (Ceaseless, *Riposte) | 4 | 3+ | 4/5 |
Abilities
Acts Of Faith*Riposte5. Exactor
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Neural Whips (Rng 3", Lethal 5+, Stun) | 5 | 3+ | 2/3 |
| Neural Whips (Lethal 5+, Shock) | 5 | 3+ | 2/3 |
Abilities
Acts Of Faith1AP: Whip Into Frenzy6. Hospitaller
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Surgical Saw (Lethal 5+, Rnd) | 4 | 4+ | 2/3 |
Abilities
Acts Of FaithMedic!1AP: Chirurgeon's Tools7. Penitent
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Penitent Eviscerator (Brutal, *Zealous Rage) | 4 | 4+ | 5/6 |
Abilities
Acts Of FaithAbsolution Through Destruction*Zealous Rage8. Preceptor
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mace Of The Righteous (Brutal, Severe) | 4 | 4+ | 5/5 |
Abilities
Acts Of FaithGlorious HymnalUnflinching Example9. Pronatus
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Acts Of FaithDivine AcquisitionRelic Seeker10. Reliquarius
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Acts Of FaithIcon Bearer1AP: Raise Icon11. Purgatus 1
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ministorum Flamer (Rng 8", Sat, Tor 2") | 4 | 2+ | 4/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Acts Of FaithPurge With Flame12. Purgatus 2
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ministorum Flamer (Rng 8", Sat, Tor 2") | 4 | 2+ | 4/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Acts Of FaithPurge With FlameEquipment
Icon Of Faith
Once per turning point, you can use up to two ACTS OF FAITH during a sequence, but each one must be different. This takes precedence over the normal ACTS OF FAITH rules.
Sanctified Rounds
Whenever a friendly NOVITIATE operative is shooting with an autogun, autopistol, relic bolt pistol or relic boltgun, if you spend a Faith point, that weapon has the Piercing Crits 1 weapon rule until the end of that sequence.
Auto-Chastisers
Once per turning point, when a friendly NOVITIATE operative is shooting, fighting or retaliating, in the Roll Attack Dice step, you can inflict 1-3 damage on that friendly operative (but not enough to incapacitate it). If you do, you can use one ACT OF FAITH for free during that sequence with a Faith points cost no more than the damage you inflicted from this rule.
Holy Embrocations
You can ignore any changes to the Move stat of friendly NOVITIATE operatives from being injured.
Ploys
Ardent Vengeance
Strategy PloyWhenever a friendly NOVITIATE operative is shooting against, fighting against or retaliating against an expended enemy operative, that friendly operative’s weapons have the Punishing weapon rule.
Punishing: If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Blessed Rejuvenation
Strategy PloyWhenever you spend Faith points, at the end of that action, the friendly operative you spent them on can regain up to D3 lost Wounds. Note this ploy has no effect if that operative was incapacitated during that action, or if the ACT OF FAITH doesn’t cost any Faith points, e.g. Auto-chastisers equipment.
Defenders Of The Faith
Strategy PloyWhenever an operative is shooting against, fighting against or retaliating against a friendly NOVITIATE operative that contests an objective marker, in the Resolve Attack Dice step of that sequence, you can halve the damage inflicted (rounding up and to a minimum of 2) on that friendly operative from one normal success.
Righteous Advance
Strategy PloyUp to one third of the friendly NOVITIATE operatives in the killzone (rounding down, to a minimum of 1) can immediately perform a free Dash action in an order of your choice, but each that does so must end that move closer to its closest enemy operative, its closest objective marker or your opponent’s drop zone (you can choose separately for each).
You cannot use this ploy during the first turning point.
Blinding Aura
Firefight PloyUse this firefight ploy when an enemy operative is performing the Shoot action and selects a friendly NOVITIATE operative as the valid target. Until the end of that activation/counteraction, while that friendly operative is more than 2" from that enemy operative, your opponent cannot select it as a valid target. If there are no other valid targets that your opponent can select, that action ends (it’s not cancelled, so that operative has still performed it). Note this ploy has no effect if it’s not the selected operative, e.g. if it’s a secondary target from the Blast weapon rule.
Blazing Inferno
Firefight PloyUse this firefight ploy when a friendly NOVITIATE operative is shooting with a Ministorum flamer and you inflict damage with any critical successes. The target gains one of your Blaze tokens (if it doesn’t already have one). Whenever an operative that has one of your Blaze tokens is activated:
- Inflict D3 damage on it.
- Its controlling player can subtract 1 from that operative’s APL stat until the end of that activation to remove that token. Note that this must be done before that operative performs any actions during that activation.
Guided By Faith
Firefight PloyUse this firefight ploy when a friendly NOVITIATE operative is performing the Shoot action and you’re selecting a ranged weapon. Until the end of that action, whenever that operative is shooting an operative within 6" of it, that weapon has the Seek Light weapon rule.
Seek Light: When selecting a valid target, operatives cannot use light terrain for cover. While this can allow such operatives to be targeted (assuming they are Visible), it does not remove their Cover save (if any).
Glorious Martyrdom
Firefight PloyUse this firefight ploy when a friendly NOVITIATE operative is incapacitated, before it is removed from the killzone. For each enemy operative visible to and within 2" of it, you gain 1 Faith point and inflict D3 damage on that enemy operative (roll separately for each).
Tac Ops
Plant Banner
SecurityReveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Martyrs
SecurityReveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Envoy
SecurityReveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Flank
ReconReveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Retrieval
ReconReveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Scout Enemy Movement
ReconReveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.