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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Description

Novitiates flame weapons come with a special weapon trait unique to their team. If a player retains a critical hit with a weapon that has the Inferno X trait the target gains an a number of Inferno tokens equal to the X value. At the end of the Turning Point roll a D6 for each Inferno token, on a 4+ the target receives 1 Mortal Wound, and the token is removed regardless of the result. Even more fun is their upgrade sprue, which houses enough parts to make 10 distinct kinds of operative, ranging from the relic-bearing Novitiate Pronatus to the Novitiate Exactor with her twin neural whips.

Blinding Aura– For two faith points when an enemy model shoots, select a friendly model more that two inches from them. That operative is treated as being in cover. This is good for trying to save the bacon of a model in the open. Balanced – The novitiates fall somewhere perfectly between a horde and elite team with their 10 operatives, with a strong spread of ranged and melee options. TheArmorOfContempt: A great change, one of the issues with Kill Team has been that some teams have equipment options that are simply auto-takes over others, and the Chastiser has been one of the biggest culprits. Upping the cost seems like a smart move, although it might of been more thematic to keep it cheap, but have mortal wounds occur for each die you choose to re-roll. Along with this magnificent boxed set, you can also get dice sets for the two kill teams. Surely, the Chaos/Aeldari gods (delete as appropriate) will smile upon your rolls if you’re using the correct dice? The Corsairs dice have the symbol of the Eldritch Raiders on the ‘6’ ( Prince Yriel ’s buddies) while the Chaos Space Marines feature a Legionary helmet.

I’d rather they’d made Terror Troops an ability on Reivers and not cost anything, it would have shown them some love. Familiarise yourself with how they work, maximise how many you generate by including the Pronatus and carefully selecting your equipment, and have your key combos ready. Beyond that, there are of course the rules for the teams, with the same depth as the ones we saw in Octarius, replete with Specialists, Tac Ops, Battle Honours and all the rest. This isn’t a get-you-by until a Codex can come along and replace the pamphlet, these are rules you’re expected to use for your team for the foreseeable; supplementing those are additional Killzone (terrain) rules and nine new Shadow Operations missions. If you’re interested in playing one of these teams, the book is essential; even if you’re not, there’s plenty here to get to grips with and integrate into your games or campaigns of Kill Team. 2. This is NOT a core box

The Novitiates have a special system called Acts of Faith, which lets you pay Faith Points to perform 8 different Acts of Faith, which are small miraculous interventions that mostly take the form of improving a specific dice roll, healing your operatives or providing defensive bonuses.

Equipment

Acts of Faith work like CP, with their own little list of ploys that they can be spent on. You get three at the start of each turn, and can save them, but in a four turn game you get twelve points to spend. However there are ways to boost the number of faith points you have, through the Pronatus or the Glorious Martyrdom tactical ploy or some of the equipment choices. TheChirurgeon: The one thing I’d note is that you can still move and charge with this, you just have to shoot before you make your movement. That’s a hefty rider to add to it which will limit its effectiveness since opponents can play around it fairly easily after you get off your first shots, but it can also be a big help on a team that normally tries to make up for mediocre guns with volume of shots. Phobos teams were already OK from what I’ve seen, and this is the kind of small tweak I think can be interesting without pushing them up too much. Warpcoven Kill Teams The second piece here is also a nerf but at the same time, something that’s really just common-sense and needed to be implemented. Modifying dice after a re-roll is just an insane number of chances to get a result you want and it’s not fun for anyone.

Blessed Rejuvenation (2 Faith Points) – When an operative is activated they may regain d3 lost wounds. This is a great way to take an operative from wounded to injured, however its random nature risks it being wasted. At the end of the day it is better to spend faith points to guarantee you stop 5 damage from a plasmagun than trying to heal your way out of it later. Hallowed Ground sees the famous witch hunter duo Galen and Doralia ven Denst coming to terms with the culmination of the siege of Excelsis. When Galen disappears into the wilds of Ghur, his daughter sets off on his trail, but what secret is the veteran seeking?

Books

Acts of Faith are a new addition that have you keep a pool of Faith Points that you can spend to gain interesting effects. At a minimum this gives you three more command rerolls a turn, but there are more expensive acts where you can convert failures into successes or successes into criticals that let you change your dice at key moments of the game to make sure a target dies or a key model stays alive. Inferno All this means that if your Penitent can survive long enough to get into engagement range of anything (which gets easier if you pair it with an Exactor, see below), all hell breaks loose. Novitiate Pronatus (1 allowed per Kill Team) Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard. 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 Inferno represents setting your enemies on fire. Inferno weapons have Inferno X, X being the number of Inferno tokens a model receives if you scored a critical hit. At the end of the turn, roll a dice for each Inferno token, and for every 4+ you roll, you score a mortal wound. Once this is resolved remove the Inferno tokens. This is a nice little bonus to make flamers nastier and it fits in very nicely with the lore for Sororitas.



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