Novitiates

New inductees into the ranks of the Adepta Sororitas, Sisters Novitiate who display great zeal and determination are often deployed together in kill teams to hunt down apostates or root out heretics. In performing such duties, they may one day rise to become full Sisters, spreading the Emperor’s light ever further.

Books

BookKindEditionVersionLast update
  Novitiates
  NovitiatesFaction3June ’25June 2025

FAQ

Novitiates

Q:If a NOVITIATE PENITENT is affected by the EXACTOR operative’s Whip Into Frenzy action, how many Fight actions can it perform in an activation?
A:
Up to four. Two as a result of Whip Into Frenzy and two as a result of Absolution Through Destruction.
Archetype: Security / Recon

Novitiates Kill Team

Below you will find a list of the operatives that make up a NOVITIATE kill team, including, where relevant, any weapons specified for that operative

Operatives


Other than MILITANT and PURGATUS operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two PURGATUS operatives.

Marker/Token Guide

Blaze Token

Divine Acquisition Token

Whip Into Frenzy Token

Icon of Faith Token

Medic Token

Auto-Chastisers Token

Faith Points (Values 1 & 2)

Auto-Broadcaster Marker

Faction Rules

Acts of Faith

Such is the zeal of the Adepta Sororitas that in their presence the Emperor’s divine will is made manifest.

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 haven’t 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:

GUIDANCE1 FAITH POINT

You can re-roll one of your dice.

BLESSING2 FAITH POINTS

You can retain one of your normal successes as a critical success instead.

INTERVENTION3 FAITH POINTS

You can retain one of your fails as a normal success instead of discarding it.

Strategy Ploys

ARDENT VENGEANCE

The heretic, the mutant, the alien: the Adepta Sororitas purge all with equal fervour.

Whenever 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.
DEFENDERS OF THE FAITH

All who aspire to join the ranks of the Orders Militant must endure trials of suffering. Faith lends these warriors great resilience.

Whenever 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.
BLESSED REJUVENATION

A devout Sister Novitiate may draw upon the wellspring of her faith to salve mind, body and spirit.

Whenever 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 friendly operative was incapacitated during that action, or if the ACT OF FAITH doesn’t cost any Faith points, e.g. Auto-chastisers equipment.
RIGHTEOUS ADVANC

Eager to prove themselves worthy, Sisters Novitiate hurl themselves into combat with scant regard for their own lives.

Up 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.

Firefight Ploys

GLORIOUS MARTYRDOM

There is no greater honour than to die in service of the Emperor. Such a glorious end provides inspiration to those who witness it.

Use this firefight ploy when a friendly NOVITIATE operative is incapacitated, before it’s 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).
BLAZING INFERNO

The holy flamer is a potent instrument of the Emperor’s divine wrath. Heretic, witch, mutant or alien: none may hide from its searing wrath.

Use this firefight ploy when a friendly NOVITIATE operative is shooting with a Ministorum flamer and you retain 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.
BLINDING AURA

Faith defies explanation. The most devout and righteous Sisters are said to manifest dazzling halos of light that blind the faithless.

Use 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.
GUIDED BY FAITH

Whispering a prayer, a Sister Novitiate beseeches the God-Emperor to guide her aim that she may swiftly slay her foe.

Use 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.

Faction Equipment

The following equipment options are available to NOVITIATE kill teams, alongside the universal equipment online. You cannot select each option more than once per battle.

ICON OF FAITH

Holy icons of the Ecclesiarchy hold great significance to the Sisters who bear them, reinforcing their faith in the heart of battle.

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

Anointed with the blood and tears of saints and blessed by high-ranking members of the clergy, this ammunition is anathema to the unholy.

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

These instruments of self-flagellation inflict blessed agonies upon the bearer, fanning the flames of their blazing zeal.

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

Holy oils and salves dull the pain and focus the mind, enabling a Novitiate to shrug off wounds that would otherwise hobble them.

You can ignore any changes to the Move stat of friendly NOVITIATE operatives from being injured.

Datacards


Novitiate Superior

A fully fledged Battle Sister of an Order Militant, a Superior has the task of leading Novitiates in battle. They make command decisions, steer the faith of their charges and serve as inspirational examples of how a warrior of the Adepta Sororitas acts at all times.

Novitiate Superior

A fully fledged Battle Sister of an Order Militant, a Superior has the task of leading Novitiates in battle. They make command decisions, steer the faith of their charges and serve as inspirational examples of how a warrior of the Adepta Sororitas acts at all times.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Plasma pistol (standard)
Plasma pistol (standard)
4
3+
3/5
Range 8", Piercing 1Range 8", Piercing 1
Plasma pistol (supercharge)
Plasma pistol (supercharge)
4
3+
4/5
Range 8", Hot, Lethal 5+, Piercing 1Range 8", Hot, Lethal 5+, Piercing 1
Relic bolt pistol
Relic bolt pistol
4
3+
3/5
Range 8", Lethal 5+Range 8", Lethal 5+
Relic boltgun
Relic boltgun
4
3+
3/5
Lethal 5+Lethal 5+
Gun butt
Gun butt
3
3+
2/3
-
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+
Inspirational Example: Whenever this operative incapacitates an enemy operative, you gain 1 Faith point, or 2 Faith points if that enemy operative had a Wounds stat of 12 or more. This rule has no effect when using the Glorious Martyrdom firefight ploy.
NOVITIATE, IMPERIUM, ADEPTA SORORITAS, LEADER, SUPERIOR
⌀32mm


Novitiate Condemnor

Sorcerers and witches are among the Adepta Sororitas’ most hated foes. Such psychic abominations are terrible threats to the Emperor’s realm, and cutting them down is a key priority. Novitiates Condemnor are especially equipped to deal with this kind of enemy.

Novitiate Condemnor

Sorcerers and witches are among the Adepta Sororitas’ most hated foes. Such psychic abominations are terrible threats to the Emperor’s realm, and cutting them down is a key priority. Novitiates Condemnor are especially equipped to deal with this kind of enemy.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Condemnor stakethrower
Condemnor stakethrower
4
3+
4/6
Devastating 2, Piercing Crits 1, Silent, Anti-PSYKER*Devastating 2, Piercing Crits 1, Silent, Anti-PSYKER*
Null rod
Null rod
4
4+
3/3
Shock, Anti-PSYKER*Shock, Anti-PSYKER*
Null Rod: PSYCHIC ranged weapons cannot inflict damage on this operative. For the effects of PSYCHIC actions, this operative cannot be selected and is never treated as being within those actions’ required distances. Whenever an operative is within 6" of this operative:
  • That operative cannot perform PSYCHIC actions or use PSYCHIC additional rules.
  • That operative cannot use PSYCHIC ranged weapons.
  • PSYCHIC melee weapons have no weapon rules and cannot have Dmg stats higher than 3/4.
*Anti-PSYKER: Whenever this weapon is being used against an operative that has the PSYKER keyword, add 1 to both Dmg stats of this weapon and it has the Lethal 5+ weapon rule.
NOVITIATE, IMPERIUM, ADEPTA SORORITAS, CONDEMNOR
⌀28mm


Novitiate Dialogus

These Novitiates are in training to join the Orders Dialogus, while learning warfare under the guidance of experienced Battle Sisters. Their training in cryptography makes them of great value to kill teams – they can unlock obscure ciphers and find hidden patterns in communiques.

Novitiate Dialogus

These Novitiates are in training to join the Orders Dialogus, while learning warfare under the guidance of experienced Battle Sisters. Their training in cryptography makes them of great value to kill teams – they can unlock obscure ciphers and find hidden patterns in communiques.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Dialogus stave
Dialogus stave
4
4+
3/3
ShockShock

STIRRING RHETORIC1AP

SUPPORT. Select one other friendly NOVITIATE operative visible to and within 6" of this operative, or within 6" of your Auto-broadcaster marker. Until the end of that operative’s next activation, add 1 to its APL stat (to a maximum of 3 after all APL stat changes have been totalled).

This operative cannot perform this action while within control range of an enemy operative.

AUTO-BROADCASTER0AP

If your Auto-broadcaster marker isn’t in the killzone, place it within 8" horizontally of this operative; otherwise, move your Auto-broadcaster marker up to 8" horizontally. If this operative is removed from the killzone, remove your Auto-broadcaster marker from the killzone.

Whenever an enemy operative within 3" of your Auto-broadcaster marker is shooting, fighting or retaliating, your opponent cannot re-roll their attack dice.

This operative cannot perform this action while within control range of an enemy operative.
NOVITIATE, IMPERIUM, ADEPTA SORORITAS, DIALOGUS
⌀28mm


Novitiate Duellist

Some Novitiates have a natural affinity for bladework, their reaction times and dexterity greater than that of their fellow warriors. They take to the field eager to prove their skill, wishing to claim the heads of the most capable enemies and emulate the warrior-saints of legend.

Novitiate Duellist

Some Novitiates have a natural affinity for bladework, their reaction times and dexterity greater than that of their fellow warriors. They take to the field eager to prove their skill, wishing to claim the heads of the most capable enemies and emulate the warrior-saints of legend.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Duelling blades
Duelling blades
4
3+
4/5
Ceaseless, Riposte*Ceaseless, Riposte*
*Riposte: Whenever you block with a critical success, you can also inflict damage equal to the weapon’s Critical Dmg stat on the enemy operative in that sequence.
NOVITIATE, IMPERIUM, ADEPTA SORORITAS, DUELLIST
⌀28mm


Novitiate Exactor

Some zealous Novitiates are given neural whips with which to inflict physical and mental anguish on the foe. On occasion, the bearer will turn these weapons on fellow Novitiates they feel are lacking in commitment and need to be dissuaded from lapses in bravery and faith.

Novitiate Exactor

Some zealous Novitiates are given neural whips with which to inflict physical and mental anguish on the foe. On occasion, the bearer will turn these weapons on fellow Novitiates they feel are lacking in commitment and need to be dissuaded from lapses in bravery and faith.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Neural whips (ranged)
Neural whips (ranged)
5
3+
2/3
Range 3", Lethal 5+, StunRange 3", Lethal 5+, Stun
Neural whips (melee)
Neural whips (melee)
5
3+
2/3
Lethal 5+, ShockLethal 5+, Shock

WHIP INTO FRENZY1AP

Select one other friendly NOVITIATE operative (excluding SUPERIOR) visible to and within 3" of this operative that isn’t currently benefitting from the effects of this action. Until the end of that operative’s next activation, add 1" to its Move stat, it can perform two Fight actions during its next activation, and one of them can be free.

This operative cannot perform this action while within control range of an enemy operative.
NOVITIATE, IMPERIUM, ADEPTA SORORITAS, EXACTOR
⌀28mm


Novitiate Hospitaller

Curing the physical and spiritual ills of the Imperium’s battlefield wounded is an onerous task, one that requires countless hours of practice. Novitiates seeking admission into the Orders Hospitaller hone their skills in the field, aiding their fellow Novitiates in whichever way they can.

Novitiate Hospitaller

Curing the physical and spiritual ills of the Imperium’s battlefield wounded is an onerous task, one that requires countless hours of practice. Novitiates seeking admission into the Orders Hospitaller hone their skills in the field, aiding their fellow Novitiates in whichever way they can.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Surgical saw
Surgical saw
4
4+
2/3
Lethal 5+, RendingLethal 5+, Rending
Medic!: The first time during each turning point that another friendly NOVITIATE operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it’s a Shoot action and this operative would be a primary or secondary target.

CHIRURGEON’S TOOLS1AP

Select one friendly NOVITIATE operative within this operative’s control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.
NOVITIATE, IMPERIUM, ADEPTA SORORITAS, MEDIC, HOSPITALLER
⌀28mm


Novitiate Militant

Novitiates Militant are Battle Sisters in training. They have yet to earn the power armour and boltguns of fully fledged Battle Sisters, but are zealous warriors of the Emperor nonetheless, eager to join the ranks of their Order Militant.

Novitiate Militant

Novitiates Militant are Battle Sisters in training. They have yet to earn the power armour and boltguns of fully fledged Battle Sisters, but are zealous warriors of the Emperor nonetheless, eager to join the ranks of their Order Militant.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Autogun
Autogun
4
4+
2/3
-
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Gun butt
Gun butt
3
4+
2/3
-
Novitiate blade
Novitiate blade
4
4+
4/5
-
Militant Faith: Whenever this operative is shooting, fighting or retaliating, if you use an ACT OF FAITH during that sequence and an enemy operative is incapacitated, the Faith points spent on that ACT OF FAITH are refunded. If you use the Icon of Faith equipment, Faith points are only refunded for one of those ACTS OF FAITH (your choice).
NOVITIATE, IMPERIUM, ADEPTA SORORITAS, MILITANT
⌀28mm


Novitiate Penitent

Some Novitiates are ordered to wield brutal eviscerators as a mark of shame for minor transgressions. Urged to earn their redemption face-to -face with the enemy, such Sisters will fight with unrestrained fury to earn back their honour.

Novitiate Penitent

Some Novitiates are ordered to wield brutal eviscerators as a mark of shame for minor transgressions. Urged to earn their redemption face-to -face with the enemy, such Sisters will fight with unrestrained fury to earn back their honour.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Penitent eviscerator
Penitent eviscerator
4
4+
5/6
Brutal, Zealous Rage*Brutal, Zealous Rage*
*Zealous Rage: Whenever this operative is fighting with this weapon, it has the Ceaseless weapon rule.
Absolution Through Destruction: Whenever this operative performs the Fight action, if it isn’t incapacitated, it can immediately perform a free Fight action afterwards. This takes precedence over action restrictions, and you cannot perform more than two Fight actions in succession as a result of this rule. If this operative is benefitting from the effects of the Whip Into Frenzy action (see EXACTOR), this applies to each of the Fight actions from those effects.
NOVITIATE, IMPERIUM, ADEPTA SORORITAS, PENITENT
⌀28mm


Novitiate Preceptor

These Novitiates are expected to rigidly enforce their Order’s precepts, ensuring their fellows faithfully adhere to the prescribed standards. They are often chosen as their Superior’s second in command, and serve as exemplars by eagerly striding into the fray to smite the Emperor’s foes.

Novitiate Preceptor

These Novitiates are expected to rigidly enforce their Order’s precepts, ensuring their fellows faithfully adhere to the prescribed standards. They are often chosen as their Superior’s second in command, and serve as exemplars by eagerly striding into the fray to smite the Emperor’s foes.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Mace of the Righteous
Mace of the Righteous
4
4+
5/5
Brutal, SevereBrutal, Severe
Unflinching Example: Whenever this operative incapacitates a ready enemy operative within its control range, you gain 1 Faith point, or 2 Faith points if that enemy operative had a Wounds stat of 12 or more.
Glorious Hymnal: SUPPORT. Whenever a friendly NOVITIATE operative is within 3" of this operative, that friendly operative’s weapons have the Severe weapon rule.
NOVITIATE, IMPERIUM, ADEPTA SORORITAS, PRECEPTOR
⌀28mm


Novitiate Pronatus

To serve in the Orders Pronatus a candidate must learn everything there is to know of countless kinds of relics, as well being highly skilled warriors. They are expected to retrieve and guard highly precious – and sometimes extremely dangerous – artefacts.

Novitiate Pronatus

To serve in the Orders Pronatus a candidate must learn everything there is to know of countless kinds of relics, as well being highly skilled warriors. They are expected to retrieve and guard highly precious – and sometimes extremely dangerous – artefacts.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Gun butt
Gun butt
3
4+
2/3
-
Relic Seeker: Once during each of this operative’s activations, it can perform the Pick Up Marker, Place Marker or a mission action for 1 less AP.
Divine Acquisition: Once per turning point, when this operative performs a mission action that requires it to control an objective or mission marker, you gain a number of Faith points equal to the turning point number.
NOVITIATE, IMPERIUM, ADEPTA SORORITAS, PRONATUS
⌀28mm


Novitiate Purgatus

Novitiates Purgatus have the holy duty of bringing cleansing flame to the enemies of Mankind. When they unleash their Ministorum flamers at the enemy, they leave little more than ash behind.

Novitiate Purgatus

Novitiates Purgatus have the holy duty of bringing cleansing flame to the enemies of Mankind. When they unleash their Ministorum flamers at the enemy, they leave little more than ash behind.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Ministorum flamer
Ministorum flamer
4
2+
4/4
Range 8", Saturate, Torrent 2"Range 8", Saturate, Torrent 2"
Gun butt
Gun butt
3
4+
2/3
-
Purge with Flame: Once per turning point, you can use the inferno firefight ploy for 0CP if this is the specified friendly NOVITIATE operative.
NOVITIATE, IMPERIUM, ADEPTA SORORITAS, PURGATUS
⌀28mm


Novitiate Reliquarius

Some Novitiates bear inspiring icons, such as an ornate tapestry, a reliquary containing a saint’s mortal remains or a simulacrum of a famous artefact. Novitiates who look upon such relics know the holy power of the God-Emperor is with them, and fight all the harder for it.

Novitiate Reliquarius

Some Novitiates bear inspiring icons, such as an ornate tapestry, a reliquary containing a saint’s mortal remains or a simulacrum of a famous artefact. Novitiates who look upon such relics know the holy power of the God-Emperor is with them, and fight all the harder for it.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Gun butt
Gun butt
3
4+
2/3
-
Icon Bearer: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

RAISE ICON1AP

You gain 1 Faith point. If this operative controls an objective marker, you also gain a number of Faith points equal to the turning point number.

This operative cannot perform this action more than once per turning point, and cannot perform it while within control range of an enemy operative.
NOVITIATE, IMPERIUM, ADEPTA SORORITAS, RELIQUARIUS
⌀28mm
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.

WHIP INTO FRENZY1AP

Select one other friendly NOVITIATE operative (excluding SUPERIOR) visible to and within 3" of this operative that isn’t currently benefitting from the effects of this action. Until the end of that operative’s next activation, add 1" to its Move stat, it can perform two Fight actions during its next activation, and one of them can be free.

This operative cannot perform this action while within control range of an enemy operative.
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.
Punishing
If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Acts of Faith

Such is the zeal of the Adepta Sororitas that in their presence the Emperor’s divine will is made manifest.

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 haven’t 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:

GUIDANCE1 FAITH POINTAP

You can re-roll one of your dice.

BLESSING2 FAITH POINTSAP

You can retain one of your normal successes as a critical success instead.

INTERVENTION3 FAITH POINTSAP

You can retain one of your fails as a normal success instead of discarding it.
AUTO-CHASTISERS

These instruments of self-flagellation inflict blessed agonies upon the bearer, fanning the flames of their blazing zeal.

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.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
Engage: The operative can perform actions as normal and can counteract.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Hot
After an operative uses this weapon, roll one D6. If the result is less than the weapon’s Hit stat, inflict damage on that operative equal to the result multiplied by two. If it’s used multiple times in one action (e.g. Blast), still only roll one D6.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
GLORIOUS MARTYRDOM

There is no greater honour than to die in service of the Emperor. Such a glorious end provides inspiration to those who witness it.

Use this firefight ploy when a friendly NOVITIATE operative is incapacitated, before it’s 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).
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Stun
If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
ICON OF FAITH

Holy icons of the Ecclesiarchy hold great significance to the Sisters who bear them, reinforcing their faith in the heart of battle.

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.
Brutal
Your opponent can only block with critical successes.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.

Place Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.
Saturate
The defender cannot retain cover saves.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target, but not within control range of friendly operatives, as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
BLAZING INFERNO

The holy flamer is a potent instrument of the Emperor’s divine wrath. Heretic, witch, mutant or alien: none may hide from its searing wrath.

Use this firefight ploy when a friendly NOVITIATE operative is shooting with a Ministorum flamer and you retain 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.

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