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Games Workshop - Warhammer 40,000 - Kill Team: Adepta Sororitas Novitiates

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Keep a pool of Faith points. At the start of each Turning Point, if there are any friendly NOVITIATE operatives in the kill zone, you gain 3 Faith points. In addition, you gain one Faith point at the end of an activation, if any of the following apply:

A strike in combat gains you a free Faith Point. This is another bust, while not as straight useless as the Chaplet it is simply too expensive for what it does. This would be a fantastic 1 EP item. D Critical Operations Missions: Open MissionsThe kill team medic, this model comes with an autopistol and surgical saw. The surgical saw is four dice, 4+, 2/3, Lethal 5+, so it’s not a terrible close combat weapon. This operative has the Mantra of Restoration ability, which once per turn lets you stand up an operative within ■ with one wound if it would otherwise be incapacitated. Both models lose an APL for the turn. They can also heal friendly operatives for 2D3 wounds with their Chirurgeon’s Tools, but a model that was saved by Mantra of Restoration cannot be healed by Chirugeons Tools in the same turn (so just use the Blessed Rejuvenation Act of Faith instead). Novitiates have 2APL, Save 4+ and seven wounds. This means they don’t last long out of cover and don’t last long in combat despite having a really good close combat weapon on a standard human model. Novitiates have great ploys, a mechanic in Acts of Faith that lets them change dice results, and a lot of special abilities. A Novitiate player needs to know how these interact, and there is a reasonably high skill level and cognitive load required to play the team, unlike fairly straightforward teams like Intercessors or Custodes or Kroot or Harlequins where it’s a very limited selection of model types. The easiest way to guarantee your copy of the ultimate Warhammer magazine is by grabbing a subscription .

Faith points are a great source of additional plots for Novitiates, and can be used to swing critical combats or defence rolls to either win or keep your models alive. Tac Ops The penitent is a better version of the Penitent in the Compendium list. She has an autopistol, giving her some ranged ability, and an eviscerator with 4 dice, 4+ to hit, 5/6 Brutal and Reap 2. Reap is situational and dependent on enemy models being close to each other, but if you can multi charge this model rewards you for it, as Absolution Through Destruction means that for 1AP you get two Fight actions together. This means you can, with reasonable dice, chainsaw your way through a couple of guard equivalents in your activation, or chop up a marine equivalent. To make your first Fight action even more likely to succeed, Zealous Rage means that in your first Fight action of the turn you can reroll any or all of your dice, to get as many hits and crits as possible.

There is so much variety in the team I had problems choosing, but this is the selection I’d take against Tau or similar guard equivalents. This tac op is based on three of your models dying trying to hold the same objective. Conceivably you could score this if someone takes out three of your models in a group with a blast weapon trying to hold an objective, revealing it after the first model is rolled for and removed, and then scoring VPs as the blast is resolved. I do feel that any Tac Op dependent on 30% of your team dying in a 2” bubble around a single objective is not a good one to take. Playing with these Tac Ops Courier – Escort Operative but easier, no Turning Point restriction, and you don’t need to be as close to your opponent to score the second point. It still runs into the issue that once the courier is declared he runs the risk of being killed. C Before we dive into these new rules, we’d like to thank Games Workshop for providing us with a preview copy of the new Kill Team Chalnath boxed set, which contained these rules and models for the new kill teams. Eyes of the Emperor –For 1CP all your auto, bolt and plasma pistols lose the six inch range rule. So plasma pistols can suddenly shoot across the map. This really helps out both your Superior but also all the Novitiates you have wielding autopistols, which are then equivalent to autoguns. This is a really good ploy you will use a lot.

Their zeal and go-getting attitudes often mean they’re deployed as kill teams, under the stern auspices of an experienced Sister Superior who can oversee their progress. Finally, it’s fair to say grenades have become very prevalent across the killzones. The Indirect special rule is incredibly useful, and while we are happy with how grenades work thematically and mechanically, their efficiency and prevalence is noticeable. We’ve therefore used the same change we made to the Kommando’s dynamite in the previous Balance Dataslate (maximum of one), applying it to each offensive grenade in the game. We feel this change will have a significant impact on Pathfinders, Novitiates , Wyrmblade and Veteran Guardsmen , in particular, trimming their potential slightly. The model just has an autopistol, but it’s got a solid ability and unique action. Novitiate Hospitaller The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.And speaking of fully Into the Dark events we have the Kill Team Open champs event, the largest non-LVO US event, an 87-player, 8-round major which took place in Maryland on February 19th. Exactors have a unique action, Whip into Frenzy, that lets her spend one of her AP to give another operative (that isn’t the Superior as she won’t be taking any of that nonsense) +1 to it’s APL. If the model in question is the Penitent, add an extra two inches to her movement. This means that a Penitent can be whipped and charge ten inches, which gives more flexibility for getting in a multicharge, and leaves her an action point to fire her pistol or perform a mission action if all the charge targets end up dead. There’s also a brand new Battle Report between the Grey Knights and the Aeldari. We already know that the mighty Avatar of Khaine is almost unstoppable. How will the legendary daemonhunters fare against one? The militants, being your standard non-specialist, can be taken up to nine times, while the Purgatus may be taken twice. All other specialists are restricted to once per Kill Team. Abilities Acts of Faith Medics are always a solid include for the kill team, and being able to save models and/or heal them is really useful, especially in a kill team where you have an Act of Faith that also lets you heal them. Novitiate Preceptor

In the B Tier we have factions which haven’t seen top 8 finishes but are close to being able to make it. They may need a little help and have problems in too many matchups to consistently win without a discrepancy in player skill to overcome the faction differences. The other Comms specialist, she is able to grant 1 APL to friendlies at the normal ⬟ unlike the Exactor, while also coming with Auto-broadcaster (1 AP) ability that allows her to drop a token within ⬟ that reduces the Ballistic Skill of enemy operatives within ⬤ of it by 1. This later ability is rather difficult to use properly simply due to its limited range from the Dialogus, and the area affected. It is best used in a situation where you expect an opponent will move within ⬟ of another operative to employ a weapon of limited ranged such as a Meltagun or Grenade. Novitiate Duellist Faithful Blessing–For a single Faith point get a reroll when you fight in a combat or shoot. This can be used more than once in an activation, combined with another Act of Faith, and is likely to replace command rerolls for Novitiates.

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Voidscarred – You have a one operative advantage over these guys, and are similarly armed and armored, the question comes down to what is stronger…Acts of Faith or team-wide free Dash. Normally I’d say speed kills, but in this situation Faith seems to provide a strong edge in both lethality and defensive options. Don’t be overly aggressive, and methodically close with your opponent. B

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