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

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

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

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If you’re used to the GW model of “battle box” releases, you’ll know that they ordinarily try and add some kind of light fluff or gaming content to them, and that it’s often not very good. Maybe there’s some datasheets so you can technically play the game with just the models in the box, maybe there’s one or two narrative missions someone dashed off in a lunch break. Who knows – chances are you never even opened the pamphlet except to find out the stats for your new guy that aren’t in a Codex yet. Chaplet Ecclesiaticus (2 EP)–Each time the model is activated, roll a dice. On a 6 you get an additional +1 to your APL. This is 2EP, note that Bosspole for the Kommandos, which just gives you an extra APL on your Nob, is 3EP. I don’t think this is worth it.

You know’em you love’em folks. Always strong choices on a team that has no other Indirect options. I would not recommend taking both, but almost always an auto-include of one depending on your opponent’s team composition. BIf you are facing a horde team or Guard equivalents, the first VP is easy to score. If you are fighting an elite team, don’t take this, as it’s too hard to score against marines or equivalents. Reconsecrate Ground Ploys – Novitiates has a combo of ploys that give all their autopistols infinite range and change them to damage 3/4. It may cost 2CP to pull off this combo but it does largely solve their firepower problem for a turn. You can use the Novitiate Reliquarius’ Plant the Icon action and the Condemnor’s Null Rod ability to make it difficult for enemy operatives to take control of contested objectives.

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.Vengeful Strike (3 Faith Points) – Retain a normal hit as a critical hit. A step up from Guiding Light, but the most expensive of the Acts. If you take out two enemy models with a weapon with the Inferno special rule, score 1VP. If the enemy leader is taken out with a weapon with the Inferno special rule, score 1VP. CAVE: Care not to break the whips when getting them off the sprue. Besides that, I again recommend to assembly the body first and glue it onto the base before adding the arms. Simply follow the instruction and you should be fine. Guiding Light– For 2 Faith points, when you fight in a combat or Shoot, retain a failed hit as a normal successful hit. This is great for ensuring you can overwhelm defence dice, and as written you could convert a 1 to hit for a plasma pistol into a success, making overloading a plasma pistol much safer. If you get a double 1, then for three Faith points you can change one to an automatic success and reroll the other using Faithful blessing.

Reveal it when a friendly model is incapacitated within 2” of an objective marker, the next two times a friendly model is incapacitated within 2” of that objective marker, score a VP. Novitiate Militants are Battle Sisters in training. Equipped with Autoguns, Autopistols, and Swords. [7b]

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 Sanctified Rounds– Add 1 to the damage of all autopistols and autoguns for the entire turn. This turns them into bolter equivalents. Combined with Eyes of the Emperor it makes autopistols pretty spicy. As usual, if I skip a number in the instruction manual, it means I haven’t built the model / I skipped the assembly step. I recommend planning ahead which models / variants you want to build. To help you decide which operatives to build, think about the purpose of the Kill Team (casual or competitive), your gaming environment (official or unofficial) and how / which factions the people in your local area usually play. Another good advice is to prepare all parts of each model properly and dry-fitting parts before gluing. The list I recommend needs some kit-bashing, but only simple kit-bashing and without Greenstuff or anything else and I’ll explicitly say so in the description. I hope you enjoy the ride, let’s go. 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



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