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.
1 NOVITIATE SUPERIOR operative with one of the following options:
9 NOVITIATE operatives selected from the following list:
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.
| Nom | A | T | D | Règles | |
| Plasma pistol (standard) | 4 | 3+ | 3/5 | Piercing 1, Range 8" | |
| Piercing 1, Range 8" | |||||
| Plasma pistol (supercharge) | 4 | 3+ | 4/5 | Lethal 5+, Piercing 1, Range 8", Hot | |
| Lethal 5+, Piercing 1, Range 8", Hot | |||||
| Relic bolt pistol | 4 | 3+ | 3/5 | Lethal 5+, Range 8" | |
| Lethal 5+, Range 8" | |||||
| Relic boltgun | 4 | 3+ | 3/5 | Lethal 5+ | |
| Lethal 5+ | |||||
| Gun butt | 3 | 3+ | 2/3 | ||
| Power weapon | 4 | 3+ | 4/6 | Lethal 5+ | |
| Lethal 5+ | |||||
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.
| Nom | A | T | D | Règles | |
| Plasma pistol (standard) | 4 | 3+ | 3/5 | Piercing 1, Range 8" | |
| Piercing 1, Range 8" | |||||
| Plasma pistol (supercharge) | 4 | 3+ | 4/5 | Lethal 5+, Piercing 1, Range 8", Hot | |
| Lethal 5+, Piercing 1, Range 8", Hot | |||||
| Relic bolt pistol | 4 | 3+ | 3/5 | Lethal 5+, Range 8" | |
| Lethal 5+, Range 8" | |||||
| Relic boltgun | 4 | 3+ | 3/5 | Lethal 5+ | |
| Lethal 5+ | |||||
| Gun butt | 3 | 3+ | 2/3 | ||
| Power weapon | 4 | 3+ | 4/6 | Lethal 5+ | |
| Lethal 5+ | |||||
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.
| Nom | A | T | D | Règles | |
| Condemnor stakethrower | 4 | 3+ | 3/3 | Devastating 2, Piercing Crits 1, Silent, Anti-PSYKER* | |
| Devastating 2, Piercing Crits 1, Silent, Anti-PSYKER* | |||||
| Null rod | 4 | 4+ | 3/3 | Shock, Anti-PSYKER* | |
| Shock, Anti-PSYKER* | |||||
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:
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.
| Nom | A | T | D | Règles | |
| Condemnor stakethrower | 4 | 3+ | 3/3 | Devastating 2, Piercing Crits 1, Silent, Anti-PSYKER* | |
| Devastating 2, Piercing Crits 1, Silent, Anti-PSYKER* | |||||
| Null rod | 4 | 4+ | 3/3 | Shock, Anti-PSYKER* | |
| Shock, Anti-PSYKER* | |||||
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:
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.
| Nom | A | T | D | Règles | |
| Autopistol | 4 | 4+ | 2/3 | Range 8" | |
| Range 8" | |||||
| Dialogus stave | 4 | 4+ | 3/3 | Shock | |
| Shock | |||||
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.
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.
| Nom | A | T | D | Règles | |
| Autopistol | 4 | 4+ | 2/3 | Range 8" | |
| Range 8" | |||||
| Dialogus stave | 4 | 4+ | 3/3 | Shock | |
| Shock | |||||
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.
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.
| Nom | A | T | D | Règles | |
| Autopistol | 4 | 4+ | 2/3 | Range 8" | |
| Range 8" | |||||
| Duelling blades | 4 | 3+ | 4/5 | Ceaseless, Riposte* | |
| Ceaseless, 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.
| Nom | A | T | D | Règles | |
| Autopistol | 4 | 4+ | 2/3 | Range 8" | |
| Range 8" | |||||
| Duelling blades | 4 | 3+ | 4/5 | Ceaseless, Riposte* | |
| Ceaseless, 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.
| Nom | A | T | D | Règles | |
| Neural whips (ranged) | 5 | 3+ | 2/3 | Stun, Lethal 5+, Range 3" | |
| Stun, Lethal 5+, Range 3" | |||||
| Neural whips (melee) | 5 | 3+ | 2/3 | Shock, Lethal 5+ | |
| Shock, Lethal 5+ | |||||
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.
| Nom | A | T | D | Règles | |
| Neural whips (ranged) | 5 | 3+ | 2/3 | Stun, Lethal 5+, Range 3" | |
| Stun, Lethal 5+, Range 3" | |||||
| Neural whips (melee) | 5 | 3+ | 2/3 | Shock, Lethal 5+ | |
| Shock, Lethal 5+ | |||||
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.
| Nom | A | T | D | Règles | |
| Autopistol | 4 | 4+ | 2/3 | Range 8" | |
| Range 8" | |||||
| Surgical saw | 4 | 4+ | 2/3 | Rending, Lethal 5+ | |
| Rending, Lethal 5+ | |||||
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 then 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.
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.
| Nom | A | T | D | Règles | |
| Autopistol | 4 | 4+ | 2/3 | Range 8" | |
| Range 8" | |||||
| Surgical saw | 4 | 4+ | 2/3 | Rending, Lethal 5+ | |
| Rending, Lethal 5+ | |||||
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.
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 then 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.
| Nom | A | T | D | Règles | |
| Autogun | 4 | 4+ | 2/3 | ||
| Autopistol | 4 | 4+ | 2/3 | Range 8" | |
| Range 8" | |||||
| Gun butt | 3 | 4+ | 2/3 | ||
| Novitiate blade | 4 | 4+ | 4/5 | ||
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).
| Nom | A | T | D | Règles | |
| Autogun | 4 | 4+ | 2/3 | ||
| Autopistol | 4 | 4+ | 2/3 | Range 8" | |
| Range 8" | |||||
| Gun butt | 3 | 4+ | 2/3 | ||
| Novitiate blade | 4 | 4+ | 4/5 | ||
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).
| Nom | A | T | D | Règles | |
| Autopistol | 4 | 4+ | 2/3 | Range 8" | |
| Range 8" | |||||
| Penitent eviscerator | 4 | 4+ | 5/6 | Brutal, Zealous Rage* | |
| Brutal, Zealous Rage* | |||||
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.
Whenever this operative is fighting with this weapon, it has the Ceaseless weapon rule.
| Nom | A | T | D | Règles | |
| Autopistol | 4 | 4+ | 2/3 | Range 8" | |
| Range 8" | |||||
| Penitent eviscerator | 4 | 4+ | 5/6 | Brutal, Zealous Rage* | |
| Brutal, Zealous Rage* | |||||
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.
Whenever this operative is fighting with this weapon, it has the Ceaseless weapon rule.
| Nom | A | T | D | Règles | |
| Mace of the Righteous | 4 | 4+ | 5/5 | Brutal, Severe | |
| Brutal, Severe | |||||
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.
SUPPORT. Whenever a friendly NOVITIATE operative is within 3" of this operative, that friendly operative’s weapons have the Severe weapon rule.
| Nom | A | T | D | Règles | |
| Mace of the Righteous | 4 | 4+ | 5/5 | Brutal, Severe | |
| Brutal, Severe | |||||
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.
SUPPORT. Whenever a friendly NOVITIATE operative is within 3" of this operative, that friendly operative’s weapons have the Severe weapon rule.
| Nom | A | T | D | Règles | |
| Autopistol | 4 | 4+ | 2/3 | Range 8" | |
| Range 8" | |||||
| Gun butt | 3 | 4+ | 2/3 | ||
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.
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.
| Nom | A | T | D | Règles | |
| Autopistol | 4 | 4+ | 2/3 | Range 8" | |
| Range 8" | |||||
| Gun butt | 3 | 4+ | 2/3 | ||
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.
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.
| Nom | A | T | D | Règles | |
| Ministorum flamer | 4 | 2+ | 4/4 | Range 8", Saturate, Torrent 2" | |
| Range 8", Saturate, Torrent 2" | |||||
| Gun butt | 3 | 4+ | 2/3 | ||
Once per turning point, you can use the Inferno firefight ploy for 0CP if this is the specified friendly NOVITIATE operative.
| Nom | A | T | D | Règles | |
| Ministorum flamer | 4 | 2+ | 4/4 | Range 8", Saturate, Torrent 2" | |
| Range 8", Saturate, Torrent 2" | |||||
| Gun butt | 3 | 4+ | 2/3 | ||
Once per turning point, you can use the Inferno firefight ploy for 0CP if this is the specified friendly NOVITIATE operative.
| Nom | A | T | D | Règles | |
| Autopistol | 4 | 4+ | 2/3 | Range 8" | |
| Range 8" | |||||
| Gun butt | 3 | 4+ | 2/3 | ||
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.
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 can only perform this action once per turning point, and cannot perform it while within control range of an enemy operative.
| Nom | A | T | D | Règles | |
| Autopistol | 4 | 4+ | 2/3 | Range 8" | |
| Range 8" | |||||
| Gun butt | 3 | 4+ | 2/3 | ||
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.
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 can only perform this action once per turning point, and cannot perform it while within control range of an enemy operative.
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.
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.
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.
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.
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).
Use 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:
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.
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.
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.
You can ignore any changes to the Move stat of friendly NOVITIATE operatives from being injured.
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.
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.
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.
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:
You can re-roll one of your dice.
You can retain one of your normal successes as a critical success instead.
You can retain one of your fails as a normal success instead of discarding it.
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.
Q: When inflicting damage while blocking with the NOVITIATE DUELLIST’s Riposte weapon rule, is this considered to be damage from an attack dice, and can it be reduced or ignored by an opponent’s rules?
A: Yes.