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REFERENCE - ACTS OF FAITH RNG X


Abilities Special rules

ABILITIES Rng x: Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target. x is the distance after the
weapon's
Reference - Acts of Faith Keep a pool of Faith points. At the start of each Turning Point, if there are any friendly NOVITIATE operatives in the killzone, you gain 3 Faith points. In addition, youRng,
gaine.g.
oneRng ⬟. All
Faith other
point rules
at the forof
end selecting a valid target
each activation, stillofapply.
if any the following apply: - During that activation, a friendly NOVITIATE operative with the Com
performed a mission action. - A friendly NOVITIATE operative with the Scout specialism was activated and finished that activation within ⬟ of the enemy dropzone. Faith points can be subtracted so that friendly NOVITIATE operatives can perform Acts of Faith listed below. Each Act of Faith will specify when it can be used, its effect and how ma
against a NOVITIATE operative. In the Roll Defence Dice step of that shooting attack, that operative's controlling player decides to subtract 2 Faith points to use Divine Shield to retain one failed save as a successful normal save. No other Acts of Faith can then be performed during that activation (other than Faithful Blessing). You cannot use Acts o

LEAD BY EXAMPLE HOT


Abilities Special rules

ABILITIES Hot: Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice
Lead by Example Each time this operative is activated, if it performs any mission actions or if any enemy operatives are result of 1 that is discarded, that operative suffers 3 mortal wounds.
incapacitated as a result of any actions it performs during that activation, you can select one Ready friendly NOVITIATE operative Visible to and within ⬟ of it. After this operative's activation ends, you can activate that operative.

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APX NULL ROD


Special rules Abilities

APx: Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack. x is ABILITIES
the number after the weapon's AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the Null Rod Each time an enemy operative is activated, if it is within ⬟ of this operative for that activation, its APL characteristic cannot be higher than 2. Each time an enem
attacker selects which one to use.

LETHAL X STUN
Special rules Special rules

Lethal x: Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or Stun: Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any
shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits. x is the number after the weapon's Lethal, critical hits, subtract 1 from the target's APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that
e.g. Lethal 5+. combat: - The first time you strike with a critical hit, select one of your opponent's normal hits from that combat to be discarded. - The second time
you strike with a critical hit, subtract 1 from the target's APL.

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SILENT PX
Special rules Special rules

Silent: While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the Px: Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any
shooting attack(s). critical hits, the weapon gains the APx rule for that shooting attack. x is the number after the weapon's P, e.g. P1.

MWX STIRRING RHETORIC (1AP)


Special rules Unique Actions

MWx: Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit UNIQUE ACTIONS
retained, inflict x mortal wounds on the target. x is the number after the weapon's MW, e.g. MW3. Stirring Rhetoric (1AP) Select one friendly NOVITIATE operative within ⬟ of and Visible to this operative. Add 1 to its APL.

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AUTO-BROADCASTER (1AP) *EXPERT RIPOSTE


Unique Actions Special rules

UNIQUE ACTIONS *Expert Riposte: Each time this operative fights in combat using its duelling blades, in the Resolve Successful Hits step of that combat, each time you
Auto-Broadcaster (1AP) Place a Condemning Sermon token within ⬟ of this operative. While an enemy operative is within ⬤ of the centre of your Condemning Sermon token, worsenparry with a critical
the Ballistic Skill hit, also inflict damage
characteristic of rangedequal to theitweapon's
weapons Critical
is equipped withDamage
by 1. Incharacteristic.
the Ready Operatives step of each Turning Point, remove your Condemning Sermon toke

INFERNO X WHIP INTO FRENZY (1AP)


Special rules Unique Actions

Inferno x: Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or UNIQUE ACTIONS
shooting attack, if you retain any critical hits, the target gains x Inferno tokens. X is the number after the weapon's Inferno (e.g. Inferno 1). At the end of
Whip into Frenzy (1AP) Select one friendly NOVITIATE operative (excluding a NOVITIATE SUPERIOR operative) within ⬛ of and Visible to this operative. Add 1
each Turning Point, roll one D6 for each Inferno token an enemy operative has: on a 4+, that enemy operative suffers 1 mortal wound. After rolling,
remove all Inferno tokens that operative has.

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MANTRA OF RESTORATION ZEALOUS RAGE


Abilities Abilities

ABILITIES ABILITIES
Mantra of Restoration Once per Turning Point, the first time another friendly NOVITIATE operative would be incapacitated while Visible to and within ⬛ of this operative, and not within Zealous Rage The
Engagement first time
Range of anthis operative
enemy performs
operative, if thisaoperative
Fight action in each
is not ofEngagement
within its activations, in the
Range ofRoll Attackoperative,
an enemy Dice step this
of that combat,
operative you
can can re-roll
revive it. Thatany or all o
operative
remaining, and if it would have been incapacitated by a shooting attack, any remaining attack dice are discarded. That other friendly operative can then perform a free Dash action, but must finish the move within ▲ of this operative. Subtract 1 from both operatives' APL.

CHIRURGEON'S TOOLS (1AP) ABSOLUTION THROUGH DESTRUCTION (1AP)


Unique Actions Unique Actions

UNIQUE ACTIONS UNIQUE ACTIONS


Chirurgeon's Tools (1AP) Select one friendly NOVITIATE operative within ▲ of and Visible to this operative. That operative Absolution Through Destruction (1AP) Perform a free Fight action with this operative. After completing that action’s fight sequence, if this operative is still within E
regains 2D3 lost wounds. An operative cannot be selected for this if it was revived using the Mantra of Restoration ability during this same Turning Point. This operative cannot perform this action if it is within Engagement Range of an enemy operative.

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BRUTAL UNFLINCHING DETERMINATION


Special rules Abilities

Brutal: Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, your opponent can only ABILITIES
parry with critical hits.
Unflinching Determination Each time a shooting attack is made against a friendly NOVITIATE operative, in the Roll Defence Dice step of that shooting attack, if this

REAP X
Special rules
GLORIOUS HYMNAL (1AP)
Unique Actions
Reap x: Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, if you strike with a critical
hit, inflict x mortal wounds on each other enemy operative Visible to the friendly operative and within ▲ of it or the target operative. x is the number
after the weapon's Reap, e.g. Reap 1.

Glorious Hymnal (1AP) Until the end of the Turning Point, each time a friendly NOVITIATE operative fights in combat, in the Roll

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RELIC SEEKER BURNING ADVANCE (1AP)


Abilities Unique Actions

ABILITIES UNIQUE ACTIONS


Relic Seeker Each time this operative is activated, it can perform one mission action at any point during its activation without subtracting any action points. Burning Advance (1AP) Perform a free Dash action with this operative, then perform a free Shoot action with it. You can only select a ministorum flamer for this

RAISE RELIC (1AP) TORRENT X


Unique Actions Special rules

UNIQUE ACTIONS Torrent x: Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack
Raise Relic (1AP) You gain 2 Faith points. If this operative performs this action while within ⬤ of the centre of an objective marker, or while within ⬟ of the enemy dropzone, you gain against
3 Faiththe target,
points it can make a shooting attack with this weapon against each other valid target within x of the original target and each each other. x
instead.
is the distance after the weapon's Torrent, e.g. Torrent ⬤

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ICON OF PURITY BALANCED


Abilities Special rules

ABILITIES Balanced: Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice stop of that combat or
Icon of Purity Each time a friendly NOVITIATE operative is incapacitated, if this operative is within ⬟ of and Visible to it, roll one D6: on a 4+, that operative can immediately perform shooting attack,
a free Shoot you can re-roll one of your attack dice.
action.

PLANT THE ICON (1AP)


Unique Actions

UNIQUE ACTIONS
Plant the Icon (1AP) Perform this action while within ⬤ of the centre of an objective marker. Until this operative is next activated, if it is within ⬤ of the centre of that objective marker, halve the APL of enemy operatives (rounding up) when determining who controls that objective marker.

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