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Acolyte

a Kill Team adventure game for 1-4 players v0.4


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Acolyte
A solo or co-operative Kill Team adventure game for 1-4 players

v0.4

Contents CORE RULES ........................................................ 2


INTRODUCTION ............................................... 2
RULE CHANGES .......................................... 3
ADDITIONS TO KILL TEAM LITE RULES .... 5
SCENARIO DECKS ........................................... 6
ENEMY BEHAVIOUR ........................................ 6
DECISION TREES ........................................ 7
ACOLYTE OPERATIVES .................................. 8
ACOLYTE PARTY ......................................... 8
WARGEAR AND EQUIPMENT ..................... 9
INJURY AND DEATH .................................... 9
EXPERIENCE AND LEVELS ...................... 10
STRATEGIC AND TACTICAL PLOYS ........ 11
BATTLE HONOURS .................................... 11
LATENT PSYKERS ..................................... 12
SCENARIO GENERATOR ................................... 13
SCENARIOS .................................................... 13
ACOLYTE PARTY OPERATIVES ............... 14
ENEMY OPERATIVES ................................ 15
ENVIRONMENTAL EFFECTS .................... 16
EVENT DECK .............................................. 17
ADVENTURE PROMPTS ................................ 18
SOMETHING ROTTEN IN THE UNDERHIVE ..... 19
CHAPTER I: RADIO SILENCE ........................ 20
CHAPTER II: DOWN THE DRAIN ................... 24
CHAPTER III: THE TOLLING BELL ................. 28
ADVENTURE REWARDS................................ 31
MINIATURES REQUIRED (SPOILERS) .......... 32
BESTIARY............................................................ 33
ACOLYTE REFERENCE...................................... 37
ACOLYTE PARTY DATACARDS .................... 37
AUXILIARY DATACARDS ............................... 39
BASIC WARGEAR LIST .................................. 40
BASIC EQUIPMENT LIST ............................... 42
RARE EQUIPMENT LIST ................................ 45
CHARACTER SHEET ...................................... 46
STRATEGIC ASSETS ..................................... 47
STRATEGIC AND TACTICAL PLOYS ............. 48
DESIGN NOTES .................................................. 49

1
Core Rules
ou are but one among the teeming masses of humanity, raised
from obscurity at the whim of an Inquisitor. Perhaps you drew
their attention through exceptional service, great devotion to the
cause, or some special talent. Whatever the case, you did not have a choice.
Your Master spoke, and you were bound to their service. You are an Acolyte.

INTRODUCTION Alternately, willingness and ability to improvise.

ACOLYTE is a solo or co-operative narrative


wargame, inspired by Rangers of Shadow
Deep, the original Warhammer 40,000: Rogue
Trader, and its narrative progeny. In ACOLYTE,
all players are working together to further the
goals of the Inquisition, with enemy behaviour
guided by simple decision trees and events
shaped by random draw.

These rules are primarily intended for use with


pre-written adventures, offering narrative
objectives and party progression across
multiple scenarios. A sample adventure
comprising three interlinked scenarios suitable
for new characters, Something Rotten in the
Underhive, is presented later in these rules.

Adventures can be played as solo or co-


operative endeavours where players pit
themselves against automated enemies
controlled by simple decision trees, and the
fickle hand of fate as dictated by random draw.

YOU WILL NEED

● Kill Team 2021 rules (the free KT: Lite


Rules will suffice) and accessories
(dice, tokens, tape measure, etc.).
● Numeric (D4-D20) and scatter dice.
● A deck of standard playing cards.
● A collection of 25-32mm miniatures.
● Assorted indoor and outdoor terrain.

2
RULE CHANGES

ACOLYTE plays according to standard KT21 game rules, with alterations and suggestions as noted in-
text and as follows.

Rule Alteration

All Acolyte players are treated as constituting a single Kill Team for activation purposes.
Unless otherwise specified, the Acolyte team always begins the turn with Initiative. With
Activation Order multiple players, you can roll for priority within the Acolyte Party each turn but may have
more success working co-operatively.

Barricades are not deployed except as specified in the scenario instructions and the
Barricades Scouting alteration below.

Ballistic Skill and Weapon Skill are represented as fixed values for persistent
BS/WS operatives, with weapon variance transferred to a BS or WS hit modifier (HM) on
Characteristics weapon profiles. BS and WS can never be modified to better than 2+ or worse than 6+.
Some weapons (e.g. Flamers) retain a fixed BS/WS regardless of Operative skill.

Amend the experience cap for a failed Casualty Test as follows: Acolytes, half the XP
Casualty Tests earnt in that battle; Followers, 1XP.

Command Points The CP pool is shared across all players.

Friendly operatives with a GA characteristic of more than 1 may choose to group-


Group Activation activate regardless of operative type if they are within 3” of each other. Enemy
operatives group activate by type as normal.

Guard/Overwatch Overwatch is only available via the altered Guard action, detailed below.

Operatives may divide their defence dice between Normal and Invulnerable saves. E.g.
Invulnerable
an operative with a DF of 3, 4+ normal and 5+ invulnerable save targeted by an AP1
Saves weapon would roll two defence dice at 4+ and one defence die at 5+.

Most persistent operatives have a basic SV characteristic of 6+, with improved SV


SV Characteristic characteristics being a function of armour.

The scouting phase is not used. One scouting benefit may be purchased during
Scouting scenario deployment for 1CP.

Unless otherwise specified, Acolyte operatives deploy after any Enemy operatives
Set-Up Operatives specified by the scenario instructions.

Tac-Ops Tac-Ops are not used. Primary objectives are specified by each scenario.

3
All operatives may make the following action in any scenario:

Guard (1AP)

The operative goes on guard (see below). An operative is on guard until its next activation or any of
the following are true:
• It performs a guard attack or any actions (excluding Pass).
• An enemy operative ends an action within Engagement Range of it and it does not make a
guard attack.
• Its order is changed to Conceal.

This action is treated as a Shoot action. An operative cannot perform this action if it has a Conceal
order or while within Engagement Range of an enemy operative.

On Guard

Once during each enemy operative’s activation, after that enemy operative performs an action, you
can interrupt that activation and select one friendly operative on guard to make one of the following
guard attacks:
• Perform an Overwatch action.
• Perform a free Fight action.
• Perform point-blank overwatch.
If an operative performs point-blank overwatch, it performs an Overwatch action with the following
additional rules:
• It can perform an Overwatch action while within Engagement Range of an enemy operative,
and the enemy operative within its Engagement Range is the target, regardless of any other
rules.
• Until the end of the interrupted enemy operative’s activation, each time that friendly operative
fights in combat, do not select melee weapons or roll attack dice for it during that combat.

These attacks may only be made against the interrupted Operative.

Note that it must be an enemy operative’s normal activation that is interrupted; it cannot be after an
enemy operative performs an action outside of their normal activation e.g. Overwatch. If an enemy
operative has its activation interrupted by a guard attack, would be incapacitated and is subsequently
revived during its activation (e.g. the Medic! ability), its activation immediately ends.

4
ADDITIONS TO KILL TEAM LITE RULES

If using the KT Lite Rules, include the following additional rules. Otherwise, use KT21 rules as written.

Rule Addition
At the end of each battle, a Casualty test must be taken for each friendly operative that
was incapacitated in that battle. To do so, roll one D6: on a 2+, the test is passed but
the operative’s XP from that scenario is limited as specified above. On a 1, the test is
failed, and that operative gains a Battle Scar.

To determine what Battle Scar an operative gains, roll one D6, subtract 1 from the
result for each other Battle Scar that operative has, then consult the Battle Scars table
below. Each time the result corresponds to a Battle Scar that operative already has,
re-roll the D6 until a Battle Scar is determined that the operative does not have.

D6 Result
1 Slain: This operative can no longer be used. Remove it from your dataslate.
Critical Impairment: This operative cannot perform Dash actions and its
2
APL characteristic cannot be increased.
Severe Concussion: This operative always suffers the penalty to the
3
Ballistic Skill characteristic of its ranged weapons as if it were injured.
Casualties, Battle
Sapped Strength: This operative always suffers the penalty to the Weapon
Scars & Recovery 4
Skill characteristic of its melee weapons as if it were injured.
Lingering Ailment: This operative always suffers the penalty to its
5
Movement characteristic as if it were injured.
Cerebral Affliction: This operative does not gain a Battle Scar but does not
6
gain any experience from this battle.

At the end of each battle, operatives will attempt to recover from their injuries and
prepare themselves for the next fight. All operatives recuperate wounds lost during the
battle (excluding those that are Slain), and are no longer considered injured.

A Recovery test must be taken for each Follower on your dataslate that has a Battle
Scar. To do so, roll one D6, adding 1 to the result for each consecutive battle in which
that Follower was not selected for deployment (known as ‘Rested’). On a 5+, the test
is passed: remove one Battle Scar that Follower gained from a previous battle (you
cannot remove a Battle Scar that the operative gained from the same battle).

Acolytes do not suffer penalties to Battle Scar tests and always pass Recovery tests.
Each time an operative fights in combat, for each other friendly operative that supports
them in that combat, improve the Weapon Skill characteristic of melee weapons they
Combat Support are equipped with by 1 for that combat. For a friendly operative to support them, it must
be within Engagement Range of the enemy operative in that combat and not within
Engagement Range of other enemy operatives.

Begin each scenario with two Command Points (CP) and add an additional CP at the
beginning of each turn. CP may be spent on learnt ploys or the universal Command
Command Points Re-Roll ploy: spend one CP to re-roll one attack or defence die. Note: no die can be
re-rolled more than once across all rules.
Terrain may be crossed, climbed or descended at a cost of the full vertical distance
Moving in Terrain travelled.

Operatives making a Shoot attack at targets at least 3” vertically lower than them may
Vantage Points treat targets in cover from intervening terrain shorter than the target as having an
Engage order.

5
SCENARIO DECKS ● Melee: Enemies will always elect to Strike
rather than Parry unless otherwise
specified.
A range of events within scenarios are shaped
● Orders: Enemies will always have Engage
by random draw from decks of ordinary playing
orders unless otherwise specified. New
cards. Each scenario will specify the decks
spawns are Ready unless otherwise
required and when cards should be drawn.
specified.
Follow the instructions immediately when
● Cover saves: Enemies will always auto-
drawing each card. If a deck is exhausted,
retain cover saves, unless doing so is
shuffle the cards and start the deck over.
useless (e.g. rolling to save against a single
AP2 critical hit).
● Re-rolls: Where possible, enemies will only
ENEMY BEHAVIOUR re-roll misses and failed saves rather than
seeking critical hits.
Most enemies are controlled by the simple ● Guard: Any enemy with Guard status will
decision-tree below, which dictates how they take the first opportunity to interrupt,
move and fight during a scenario. Some subject to the constraints above.
enemies will have specific behaviour, as
detailed on their datacard or in the scenario. Designer’s Note: This is intended to be a
game of narrative fun rather than competitive
Within the Enemy team, operatives within precision. If it is unclear which operative should
charge range activate first, followed by be activated or targeted, or precisely how they
operatives with line of sight, followed by should act, roll a die, flip a coin or pick
enemies with visibility, followed by enemies whichever option makes for the best story.
without visibility. Within these categories,
activate in descending order of Wounds
remaining.

Each enemy is assigned the OFFENSIVE or


DEFENSIVE keyword on their datacard. When
activating an enemy operative, consult the
relevant decision tree table below. Following
each Action, return to Step 1 if AP remain. If a
specified action is unavailable, move to the next
step. If an operative is unable to make any
further actions, it will Pass.

Some mechanics require specific treatment:

● Movement: Enemies will make Move


actions before Dash actions, unless a Dash
is sufficient to alter Visibility (e.g. clearing a
corner or wall) or establish Line of Sight, or
if they are carrying a weapon with the
Heavy trait. When Charging, enemies will
attempt to move into base contact.
● Hatchways: Enemies will make mid-move
Operate Hatch actions as possible and/or
required.

6
DECISION TREES

OFFENSIVE OPERATIVES – DETERMINE MELEE/RANGED BY HIGHEST DAMAGE WEAPON

Step 1. Can the operative perform a Mission Action without restricting remaining AP?

Yes: Perform a Mission Action. No: Proceed to Step 2

Step 2. Is the Operative in Engagement range?

Yes: Make a Fight action against the target with fewest wounds remaining. No: Proceed to Step 3

Step 3A (MELEE). Is there a target within Charge range?

No: Proceed to Step 3B,


Yes: Make a Charge action directly towards the closest target.
then Step 4

Step 3B (RANGED). Is there a target within Range and Line of Sight?

No: Proceed to Step 3A,


Yes: Make a Shoot action with targets prioritised by cover and distance.
then Step 4

Step 4. Is there a target within Visibility?

Yes: Make a Move/Dash action to establish Range and/or Line of Sight against a
No: Proceed to Step 5
target as prioritised above, preferring Cover where available.

Step 5. Does the scenario feature a Target Location?

Yes: Make a Move/Dash action towards the closest Target Location. No: Proceed to Step 6

Step 6. Does the scenario feature Objective markers?

Yes: Make a Move/Dash towards the closest Objective not controlled by this team, No: Make a Move/ Dash
unless doing so would result in loss of control of an Objective, in which case make action in a random
a Guard action. direction.

DEFENSIVE OPERATIVES

Step 1. Is the Operative in Engagement range?

Yes: Make a Fight action against the target with fewest wounds remaining. No: Proceed to Step 2.

Step 2. Is there a target within Range and Line of Sight?

Yes: Make a Shoot action with targets prioritised by cover and distance. No: Proceed to Step 3

Step 3. Is there a target within Visibility?

Yes: Make a Move/Dash action to establish Range and/or Line of Sight


against a target as prioritised above, preferring Vantage and Cover where No: Proceed to Step 4.
available.

Step 4. Is the Operative on a Vantage Point or in Cover relative to the closest Objective or Acolyte operative?

No: Make a Move/Dash to attain


the closest Vantage Point or
Yes: Make a Guard action.
Cover relative to the closest
Objective or Acolyte operative.

7
ACOLYTE OPERATIVES ACOLYTE PARTY

Your Acolyte Party consists of three types of Your starting Acolyte Party consists of the
operatives: Acolytes, Followers and following:
Auxiliaries.
• 1 Acolyte per player.
• You are an Acolyte. Acolytes gain
experience and skills, and may accrue Each Acolyte has a Follower Capacity. This
injuries or be killed. If your Acolyte dies represents the number of additional persistent
your campaign is over. operatives you may include on your Roster.
• Followers are persistent operatives
who may be recruited between Starting Acolytes may recruit Followers from
scenarios. Followers gain experience the following list:
and learn skills, though at a slower rate • Canid
than Acolytes, and may accrue injuries • Combat Servitor
or be killed. Followers may be • Frateris
dismissed at any time, at which point • Militia
they are removed from your roster.
• Auxiliaries are operatives and support Each Acolyte may select one Background
assets temporarily seconded to the from the list below, gaining the corresponding
cause. Auxiliaries are made available Primary Battle Honour Specialism and Ability.
on a per-scenario basis.

Background Primary Battle Honour Ability

Slippery: This operative can perform the Fall Back


Criminal Scout
action for one less AP (to a minimum of 1).

Zealous: Each time this operative would lose a wound,


Frateris Combat
roll one D6: on a 6+, that wound is not lost.

Prescient: Once per scenario, when a shooting attack is


Latent made against this operative, in the Roll Defence Dice
Psyker
Psyker step of that shooting attack, you can re-roll any or all of
your defence dice.

Commanding: Each time this operative is activated you


can select one other ready friendly ACOLYTE PARTY
operative within 6" of and Visible to it. After this
Military Marksman
operative’s activation ends, activate that operative, and
treat its Group Activation characteristic as 1 for that
activation.
Curious: Once per turning point this operative may
Tech-Adept Staunch perform a Mission Action for one fewer AP, to a
minimum of 0 AP.

8
WARGEAR AND EQUIPMENT INJURY AND DEATH

The Inquisition has limitless resources, but they The universe is a dangerous place. If an
are granted only to those who prove Acolyte or Follower is incapacitated during a
themselves worthy. As Acolytes progress, they scenario, make a Casualty Test and if
will earn the trust of their Master and with it necessary, a Battle Scar test per the Kill Team
greater access to the resources necessary to Narrative Spec Ops rules.
complete their tasks.
Make recovery tests for Followers as normal.
Each persistent operative has a given Wargear Because Acolytes are central to the game and
Capacity, noted on their datacard, and cannot be rested, treat them instead as
increasing as the operative gains in experience. automatically passing recovery tests.
Unless otherwise specified, ahead of each
scenario you may always equip your operatives If a Battle Scar test results in death for a
with items from the Basic Wargear List at the Follower, remove that operative from your
WP cost specified, up to each operative’s roster. If a Battle Scar test results in death for
Wargear Capacity. an Acolyte, your campaign is over.

Unless otherwise specified, ahead of each Please note: the Inquisition disclaims any and
scenario you may always equip your operatives all knowledge of your service.
with items from the Basic Equipment List at
the EP cost specified, up to the EP limit
specified. Some scenarios will also feature
scenario-specific equipment choices.

You may at times gain access to advanced or


rare weapons or equipment. Sometimes these
may be added to your Stash and freely chosen
at the WP/EP cost specified ahead of each
scenario. At other times they may be assigned
permanently to specific operatives, in which
case they have no cost but are lost if that
operative is killed or otherwise released from
service.

9
EXPERIENCE AND LEVELS

Acolytes and Followers gain experience and levels – if they live long enough.

Acolytes gain experience as specified in each scenario, and may increase in level after a scenario if
they reach one of the below thresholds:

Rank Level XP Benefit


0 0
1 25 +1 Tactical Ploy of choice
Acolyte
2 50 +1 BS or WS
3 100 +1 Follower Cap
4 150 +1 random Battle Honour (Primary Specialism); +1 Wargear Cap
5 200 +1 Strategic Ploy of choice
Agent
6 275 +1 W
7 350 +1 Follower Cap
8 425 +1 random Battle Honour (random Specialism); +1 Wargear Cap
9 500 +1 Tactical Ploy of choice
Prime
10 600 +1 M, +1 BS or WS
11 700 +1 Follower Cap
12 800 +1 random Battle Honour (Specialism of choice); +1 Wargear Cap
13 900 +1 Strategic Ploy of choice
Investigator
14 1000 +1 W
15 1100 +1 Follower Cap
16 1350 +1 Battle Honour of choice (Primary Specialism); +1 Wargear Cap
17 1500 +1 Strategic or Tactical Ploy of choice
Explicator
18 1650 +1 BS or WS
19 1800 +1 Follower Cap
Interrogator 20+ 2000 +1 APL, +1 Wargear Cap

Followers gain experience more slowly. They gain 2XP if they survive a scenario or 1XP if they are
incapacitated in a scenario but not slain, and may be awarded bonus XP as specified in each scenario.
Followers may increase in level after a scenario if they reach one of the below thresholds:

Level XP Benefit
1 10 +1 BS or WS
2 20 +1 Wargear Cap
3 30 +1 W
4 40 +1 GA
5 50 +1 random Battle Honour from an eligible specialism of choice
6 60 +1 BS or WS
7 70 +1 Wargear Cap
8 80 +1 W
9 90 +1 M
10 100 +1 random Battle Honour from an eligible specialism of choice

10
STRATEGIC AND TACTICAL PLOYS

Strategic and Tactical Ploys are learnt as an Acolyte gains in experience. Until ploys are learnt, only
the universal Command Re-Roll ploy is available. When indicated in the progression table above, you
may select one ploy from the Acolyte Strategic Ploy or Tactical Ploy lists to become available in
scenarios.

When playing with multiple Acolytes, nominate one Acolyte as Leader ahead of each scenario. This
operative gains the Leader keyword and provides the Strategic Ploys for that scenario. All Acolyte
players may use Tactical Ploys, but only on operatives under their control.

BATTLE HONOURS

Battle Honour specialisms can be found in the Kill Team Narrative Spec Ops rules. Only Latent Psyker
operatives may gain abilities from the additional Psyker specialism, detailed in the following section.

An operative cannot have the same Battle Honour more than once (if a duplicate result is rolled, roll
again until a different result is rolled).

Each time an ACOLYTE PARTY operative gains a Battle Honour, instead of determining one from the
specialism indicated by the progression table, you can determine one from the Acolyte table below.

ACOLYTE

D6 Battle Honour

1 Fervent: Each time this operative makes a Charge action, it can move an additional 1".

Cautious: This Operative can perform Guard actions for one fewer AP, to a minimum of
2
0AP.

Stealthy: While this operative has a Conceal order, it is always treated as having a
3
Conceal order, regardless of any other rules.

Stubborn: You can ignore any or all modifiers to this operative’s APL and Movement
4
characteristics and it is not affected by the Stun critical hit rule.

Tough: You can re-roll Recovery tests taken for this operative. In addition, each time this
5
operative gains a Battle Scar, you can roll an extra D6 and select which result to use.

Well-Prepared: In the Select Equipment step, this operative can Select one additional EP
6
of Equipment above the scenario limit.

11
LATENT PSYKERS

Latent psychic power manifests unpredictably among all levels of human society. This power is by its
nature unpredictable – it is unclear what capacity a psyker will have until it begins to manifest, and
untrained psychic exertions are inherently dangerous. Most latent psykers suffer a grim fate – either
succumbing to the horrors of the Empyrean or vanishing into the Blackships of the Adeptus Astra
Telepathica. Some however learn to harness, control and conceal their gifts, and are of particular
interest to Inquisitors, whether as assets or as threats.

On character creation, Latent Psykers gain the Psyker keyword. When a Latent Psyker gains their first
Psychic Power, they gain the following Unique Action:

MANIFEST PSYCHIC POWER (1AP)

Psychic action. Roll a D6. On a 2+, resolve an ACOLYTE psychic power available to this operative.
On a 1, take D3 mortal wounds.

When rolling for a Battle Honour in the Psychic discipline, the Operative gains access to one of the
following ACOLYTE psychic powers:

PSYKER

D6 Psychic Power

Unerring Aim: Select one friendly ACOLYTE PARTY operative Visible to this operative.
1 Until the end of the Turning Point, ranged weapons that operative is equipped with gain the
No Cover special rule and targets cannot be obscured.

Bloodlust: Select one friendly ACOLYTE PARTY operative within 6" of and Visible to this
operative. Until the end of its current or next activation, whichever comes first, each time
2 this operative fights in combat, in the Resolve Successful Hits step of that combat, in the
Resolve Successful Hits step of that combat, you can resolve one successful hit before the
Attacker.

Explosive Decompression: Perform a free Shoot action using the following profile:

3 Weapon A HM D Special Rules !

◎ Explosive Decompression 4 - 4/5 AP1 -

Spontaneous Combustion: Perform a free Shoot action using the following profile:

4 Weapon A HM D Special Rules !

◎ Spontaneous Combustion 4 - 3/4 No Cover, Blast 2” Splash 1

Feet of Lead: Select one enemy operative Visible to this operative. Until the end of the
5 Turning Point, subtract 2” from that enemy operative’s Movement characteristic and it
cannot perform the Dash action.

Temporal Blip: Select one friendly ACOLYTE PARTY operative within 6" of and Visible to
6
this operative. Add 1 to its APL.

12
Scenario Generator
To generate a standalone ACOLYTE scenario, roll or choose from the tables below.

SCENARIOS
Acolyte
D20 Result Special Rules
Role
Priority Target: Commander
1 Octarius 2.1: Eliminate Target Defender
Target Location: Target Zone
2 Octarius 2.2: Saboteurs Attacker Target Location: Vital Installation
Attacker starts with initiative
Disregard Concealed Setup rules.
3 Octarius 3.1: Ambush Defender
Priority Target: closest Acolyte Team
operative to Escape board edge
Enemies will make a Reload action only
4 Octarius 3.2: Evac Inbound Either
when a Shoot or Guard action is prompted
5 Chalnath 1.1: Secure the Relics Defender Priority Target: objective carriers
6 Chalnath 1.2: Defend the Position Defender
7 Chalnath 1.3: Escort Defender Priority Target: objective carrier
8 Chalnath 2.1: Retrieve Information Attacker
Priority Target: Exemplar
Target Location: Central Objective
9 Chalnath 3.3: Exemplar Either (Exemplar only)
Highest DV enemy is Exemplar and is
equipped with Personal Forcefield (4+ inv.)
Target Location: Exhaust Vents until closed,
10 Nachmund 1.1: Steal the Ciphers Attacker
then Hatches
11 Nachmund 3.2: Reactivate Defence Grid Defender
12 Nachmund 3.3: Destroy the Substation Attacker Target Location: Power Relay Substation
Target Location (operatives with >6” range):
13 Moroch 1.1: Plunder Attacker Antenna Vantage Point, if not occupied by
friendly operative
14 Moroch 1.3: Compound Assault Either
Sentries
15 Moroch 3.2: Infiltrate Landing Pad Attacker Priority Target: closest Acolyte Party
operative to Landing Pad
16 Moroch 3.3: Stealth Offensive Attacker Sentries
Priority Target: closest Acolyte Team
17 Into the Dark 2.3: Maze Breakout Attacker
operative to Breakout board edge.
18 Into the Dark 3.3: Contact Lost Attacker Priority Target: objective carrier
19 Shadowvaults 2.2: Storm the Vault Either Target Location: defender deployment zone
20 Shadowvaults 3.1: Secure Base Either Infiltration

13
Designer’s Note: The enemy behaviour AI is MISSION EXPERIENCE
primitive but able to play scenarios with no
greater complexity than fixed objectives and Acolytes gain experience for the following
Mission Actions relating to these. The simpler collective achievements:
the objective, the better it will play – and the • +x XP, equal to the Deployment Value
simplest objective of all is trying to kill an of enemies slain.
Acolyte Party. The missions suggested here • +y XP, equal to VP achieved in the
are a subset representing asymmetric, Scenario multiplied by the difficulty
narratively-interesting scenarios with objectives multiplier
the enemy can pursue effectively.
Followers gain experience as normal.

SCENARIO SPECIAL RULES


ACOLYTE PARTY OPERATIVES
Scouting & Initiative: Select and resolve one
Scouting option. Roll for initiative every turn.
Select your party from the following operatives
and tally up your Deployment Value (DV). Add
Priority Target: Where a priority target is
1 to your DV for every ten progression levels
designated, enemies will make Charge, Fight
across your Acolyte(s) and Followers.
and Shoot actions against that target in
preference to others regardless of cover and
distance. Operative DV
Acolyte 2
Sentries: Roll a D6 for each Sentry move:
Follower 1
• 1-2: Move sentry directly towards the
nearest Acolyte Party operative. Auxiliary: Planetary Militia, armed
with one of the following options:
• 3: Move in a random direction.
• 4: Pass. • Autogun, Gun Butt. 1
• Shotgun, Gun Butt.
• 5-6: Sentry movement controlled by
• Autopistol, Combat Blade
Acolyte player.
Auxiliary: Planetary Militia Gunner,
Infiltration: Deploy detection tokens on armed with one of the following
options:
randomly determined objectives. Move tokens
directly towards the nearest Acolyte Party • Boltgun; Gun Butt 2
• Flamer; Gun Butt
operative.
• Grenade Launcher with Frag
Grenades; Gun Butt
• Heavy Stubber, Gun Butt
DIFFICULTY MULTIPLIER
Designer’s Note: Kill Team functions best with,
Select a difficulty multiplier to increase or
and the scenarios above are balanced for,
decrease the challenge. This will alter the
between 6 and 14 operatives per side. A
opposing forces and the experience gained. Deployment Value of 10-20 is appropriate.

Easy: 1x Each player may equip their Acolyte and


Normal: 1.5x Followers from the Basic Wargear List and
Hard: 2x their Stash up to each operative’s Wargear
Capacity, and may equip their Acolyte,
Followers and Auxiliaries from the Basic
Equipment List and their Stash to a total EP
equivalent to the number of operatives fielded
by that player.

14
ENEMY OPERATIVES

Choose or select enemy operatives from the following table equivalent to your Acolyte Party DV
multiplied by your Difficulty Multiplier.

D20 DV Chaos Cult ???

1 ………………………………………………
2 Cult Leader ………………………………………………
(Max 1) ………………………………………………

2 ………………………………………………
2 Cultist Icon Bearer ………………………………………………
(Max 1) ………………………………………………
………………………………………………
Cultist Fighter, armed with one of the ………………………………………………
following options: ……………………………………………....
3-10 1 • Autogun, Gun Butt ………………………………………………
• Shotgun, Gun Butt ………………………………………………
………………………………………………
Autopistol, Improvised Blade ………………………………………………

Cultist Gunner, armed with one of the ………………………………………………


following options: ………………………………………………
11-12 2 ………………………………………………
• Flamer ………………………………………………
• Heavy Stubber ………………………………………………
………………………………………………
13-16 1 Zombie
………………………………………………
………………………………………………
17-18 2 Mutant
………………………………………………
………………………………………………
19 2 Plaguebearer
………………………………………………

Heretic Astartes, armed with one of the ………………………………………………


following options: ………………………………………………
20 3 ………………………………………………
• Boltgun, Fists ………………………………………………
• Bolt Pistol, Chainsword ………………………………………………

15
ENVIRONMENTAL EFFECTS

2D6 Result

11-46 No special rules.

51-56 Low Light: Apply a -1 hit modifier to all shooting attacks at a range greater than 6”

61 Acid Rain: Reduce all operatives DF characteristic by 1 for the duration of the scenario.

Pitch Black:
• During each Turning Point, the first time each operative makes a shooting attack,
62 it gains a Light token until the end of the Turning Point.
• For an operative to be Visible, it must have a Light token or be within 6” of the
active operative.

Sandstorm*:
• After setting up the scenario, randomly determine one board edge to be the
sandstorm board edge.
• Each time an operative fights in combat or makes a shooting attack, unless it is in
shelter, it is treated as being injured for that combat or shooting attack, regardless
of any rules that say it cannot be injured.
• Each time an operative performs an action in which it moves, unless it starts that
63
move within shelter, it is treated as being injured for that move, regardless of any
rules that say it cannot be injured.
• To determine if an operative is in shelter, draw imaginary perpendicular lines 1
mm wide from the sandstorm board edge to the operative’s base. If the operative
is within 1" of a point at which one or more of those lines crosses a terrain feature
that provides Cover, it is within shelter. Note that an operative on a Vantage Point
cannot use the floor of a Vantage Point as Cover.

Subsidence*:
• Each time an operative performs an action in which it moves during its activation,
64 if it does not finish that move within 1” of a terrain feature, roll one D6: on a 1-3,
that operative is treated as being injured until the end of its activation, regardless
of any rules that say it cannot be injured.

Thin Atmosphere:
• Operatives cannot perform Dash actions.
• Operatives cannot move more than their Movement characteristic for Charge
65
actions.
• Subtract 2” from the Rng of ranged weapons that have both the Rng X and
Torrent X special rules e.g. Rng 6” becomes Rng 4”.

Unstable Structure:
• Subtract 1” from the Movement characteristic of operatives.
• In the Ready Operatives step of the second Turning Point, roll one D6: on a 1-4,
66 repeat this process in the subsequent Turning Point; on a 5+, the structure
subsides (note that the structure can only subside once).
• If the structure subsides, roll one D6 for each operative: if the result is greater
than their unmodified APL, subtract 1 from their APL.

*Where enemies would prefer cover, treat them as preferring shelter/stability instead.

16
EVENT DECK

Prepare and shuffle a deck of ordinary playing cards, A-10♠. At the end of each Turning Point draw
and apply one Event card.

Card Event Description

The friendly operative with the fewest wounds remaining is


A♠ Emperor's Light! emboldened by faith. Add 1 APL for their next activation.

2♠ Tactical Insight Gain one additional CP at the beginning of the next turn.

One friendly operative may immediately make a free Fight or Shoot


3♠ Opportunistic Strike action.

Randomly determine 1DV of additional enemies to deploy on a


4♠ Enemy Reinforcements random board edge midpoint or corner.

5♠ Changed Conditions Roll again on the Environmental Effects table.

Randomly determine 2DV of additional enemies to deploy on a


6♠ Enemy Reinforcements random board edge midpoint or corner.

One major terrain piece or board section, determined randomly,


collapses. Immediately make a shooting attack against any operative
7♠ Collapse within 1” of the terrain piece or within the board section using the
following profile: A 4 BS 2+ D 1/2.

Randomly determine 3DV of additional enemies to deploy on a


8♠ Enemy Reinforcements random board edge midpoint or corner.

Communication
9♠ Gain one fewer CP at the beginning of the next turn.
Breakdown

The friendly operative with the fewest wounds remaining is overcome


10♠ Terror! with fear. Subtract 1 APL for their next activation.

17
ADVENTURE PROMPTS

Adventure Narrative Scenarios Reward

Your local cover has been 1. Eliminate Target (D)


blown. As enemies close in, 2. Ambush (D)
Exposure Gain double Acolyte
you must complete your work 3. Evac Inbound (D)
Octarius XP from scenario VP
and trust in your Master to Prioritise Acolytes and Followers
arrange your evacuation. for the Spy group.
Your Master has obtained 1. Stealth Offensive (A)
Materiel Raid intelligence regarding a cache Gain one item of
2. Compound Assault (A)
Moroch of archeotech, and has Rare Equipment
ordered you to retrieve it. 3. Plunder (A)

Desirable information has


been lost in the field. You are 1. Retrieve Information (A)
Retrieve Intel Gain double XP for
to secure it, return to the 2. Escort (D)
Chalnath Followers
rendezvous point and await 3. Defend the Position (D)
extraction.

Your Master has identified an


Seize installation vital to enemy 1. Destroy the Substation (A)
Installation resistance. Disable the Gain one Strategic
2. Steal the Ciphers (A)
security grid, take control of Asset
Nachmund the installation and hold it 3. Defend the Position (D)
against counter-attack.
The enemy has captured a
Risk local contact. They cannot be Gain 5 bonus XP to
1. Contact Lost (A)
Assessment permitted to talk. Locate, distribute across
neutralise and return with 2. Maze Breakout (A) deployed Followers
Into the Dark
proof.
The local cult centre has been
Cult Siege identified. You are directed to 1. Secure Base (A) Gain double Acolyte
accompany local authorities in XP from enemies
Shadowvaults their assault and ensure there 2. Storm the Vault (D) killed
are no survivors.

18
Something Rotten
in the Underhive
an Acolyte adventure for new characters
19
Chapter I: Radio Silence
ne of your Master’s trusted agents has failed to report in. You are to
proceed immediately to his last known location, a run-down hab block in
Hive Sector 488/B. A local militia detail has been assigned in support.

OPERATIVES

One Acolyte per player.

Players Operatives Equipment

1 Five additional operatives 6 EP

2 Two additional operatives per player 3 EP per player

3 One additional operative per player 2 EP per player

4 One Drone Strike tactical asset 2 EP per player

Additional operatives may be selected from your Followers and the following Auxiliaries:

● 0-5 Planetary Militia operatives, each separately equipped with one of the following options:
○ Autogun; Gun Butt
○ Shotgun; Gun Butt
○ Autopistol; Combat Blade
● When playing solo, 1 Planetary Militia operative may be replaced with a Planetary Militia
Gunner, equipped with one of the following options:
○ Boltgun; Gun Butt
○ Flamer; Gun Butt
● 0-1 Drone Strike tactical asset. Once during the scenario, when you would activate a Ready
friendly operative, you can activate the following tactical asset instead:

Tactical Asset – Drone Strike


Perform a Shoot action using the ranged weapon below. For the purposes of Line of Sight, draw
Visibility and Cover lines from a friendly ACOLYTE PARTY operative. For the purposes of this
weapon’s special rules, treat that friendly operative as performing the action.
Weapon A BS D Special Rules !
◎ Drone Strike 5 4+ 3/4 Barrage, Blast 2” -

Each player may equip their Acolyte and Followers from the Basic Wargear List and their Stash up to
each operative’s Wargear Capacity, and may equip their Acolyte, Followers and Auxiliaries from the
Basic Equipment List and their Stash up to the EP limit specified above.

20
he hab block appears deserted. As your servo-drone circles overhead a
figure looms suddenly out of the darkness, ignoring the militia’s challenge.
Further figures rise from the rubble, and you draw your weapons.

Example Board

SCENARIO RULES & BOARD SETUP

This scenario should be played on a board The Target Location for this scenario is the
roughly 30”x24” in size. The Acolyte Party centre of the board. The Acolyte Objective is to
should all be placed within 2” of the central point investigate the area for any sign of the missing
of the board. Place at least four ruined buildings agent.
around them in a rough circle. The rest of the
board should be covered in scatter terrain. Prepare and separately shuffle two decks of
ordinary playing cards, A-7♦ for Clues and A-
Six objective markers should be placed on the 10♠ for Events.
board. One should be placed on or within each
of four randomly determined ruins. The other At the end of each Turning Point place n
two should be placed 4” in from mid-points of Zombies, where n is the number of the Turning
the short board edges. No clue should be closer Point just completed, on random corners and
than 6” to the nearest Operative. One Zombie long-edge midpoints of the board, and draw one
should be placed on the mid-point of each Event card.
board edge.

21
Operatives may perform the following mission
action:

INVESTIGATE (1AP)

An operative can perform this action while


within 1” of an objective marker. Flip the
objective marker and draw a card from the
Clue deck.

Ending the Scenario

Operatives may voluntarily leave the field of


battle via any board edge. If so, they take no
further part in the scenario. The scenario ends
when all Acolyte Party operatives are
incapacitated or have left the field of battle.

Acolytes gain experience points for the


following collective achievements:

● +1XP for each enemy killed.


● +3XP for each clue marker
investigated.
● +5XP if the agent's body is
discovered.
● +5XP if the agent's data-slate is
discovered.
● +5XP if the agent’s data-slate is
successfully removed from the field of
battle.

If a Follower located the agent’s data-slate and


removed it from the board, they gain an
additional +1XP.

22
CLUE DECK
Card Clue Description

The operative finds the Agent’s mutilated corpse, covered in bite marks.
A♦ Agent’s Corpse His sidearm lies beside him, magazine empty, but his data-slate cannot
be found.

The operative finds a mutilated corpse. As they lean in to inspect it, the
2♦ Zombie corpse stirs. Place a Zombie in base contact with the operative.

The operative finds a working Frag Grenade at the bottom of an old


3♦ Ammo Crate crate. Add it to their equipment for this scenario.

The operative observes strange symbols scratched deep into the wall.
4♦ Strange Symbols They transmit a pict-grab and move on.

The operative finds a mutilated corpse, covered in bite marks. As they


5♦ Mutilated Corpse lean in to inspect it the body twitches and groans, but it is just gas
escaping.

The operative finds a mutilated corpse. As they lean in to inspect it, the
6♦ Zombie corpse lunges for their throat. Place a Zombie in base contact with the
operative. The Zombie immediately makes a fight action.

The operative finds the Agent’s backpack and retrieves his data-slate.
7♦ Agent’s Backpack Refer to the usual rules for carried objectives, with the exception that it is
not dropped if the operative leaves the battlefield.

EVENT DECK
Card Clue Description

The friendly operative with the fewest wounds remaining is emboldened


A♠ Emperor’s Light! by faith. Add 1 APL for their next activation.

2♠ Tactical Insight Gain one additional CP at the beginning of the next turn.

3♠ Cultists Place D3 Cultist Fighters in random midpoints of the board edges.

The hab block lighting fails. For the remainder of the scenario, any Shoot
4♠ Sudden Darkness actions at greater than 6” range suffer a -1 hit penalty.

5♠ Cultists Place D3 Cultist Fighters in random corners of the board.

Place D6 Zombies in random corners or long-edge midpoints of the


6♠ Zombies board edges.

One of the ruins, determined randomly, collapses. Immediately make a


7♠ Collapse! shooting attack against any operative within 1” of the ruin, using the
following profile: A 4 BS 2+ D 1/2.

8♠ Zombie Place 1 Zombie on a randomly selected clue marker.

Communication
9♠ Gain one fewer CP at the beginning of the next turn.
Breakdown

The friendly operative with the fewest wounds remaining is overcome


10♠ Terror! with fear. Subtract 1 APL for their next activation.

23
Chapter II: Down the Drain
ocal militia have cleared the infected hab block. While authorities examine
those corpses yet to be burnt, patrols are sweeping the sector's sewers.
Your Master has arranged for you to accompany one sweep.

OPERATIVES

One Acolyte per player.

Players Operatives Equipment

1 Three additional operatives 4 EP

2 One additional operative per player 2 EP per player

3 No additional operatives 3 EP per player

4 No additional operatives 2 EP per player

Additional operatives may be selected from your Followers and the following Auxiliaries:

● 0-3 Planetary Militia operatives, each separately equipped with one of the following options:
○ Autogun; Gun Butt
○ Shotgun; Gun Butt
○ Autopistol; Combat Blade
● When playing solo, 1 Planetary Militia operative may be replaced with a Planetary Militia
Gunner, equipped with one of the following options:
○ Boltgun; Gun Butt
○ Flamer; Gun Butt

Each player may equip their Acolyte and Followers from the Basic Wargear List and their Stash up to
each operative’s Wargear Capacity, and may equip their Acolyte, Followers and Auxiliaries from the
Basic Equipment List and their Stash up to the EP limit specified above.

24
he sewer stinks. As you pick your way along narrow ledges snaking above
torrents of effluent, you hear the now-familiar shuffle of zombies, as well
as other, still-human sounds.

Example Board

SCENARIO RULES & BOARD SETUP enough, place scatter terrain to provide
obstacles and cover. Place five objective
This scenario should be played on a board markers evenly through the map. Place at least
representing a succession of corridors and one door or grate between each objective. The
rooms. You might use Kill Team: Into the Dark Acolyte Party should be deployed in one of the
terrain, floor tiles from Space Hulk or exit zones.
Warhammer Quest, or similar. If available, this
scenario should be played with the KT: Into the The Acolyte Objective is to sweep the sewer for
Dark close-quarters combat rules, with the any signs of zombie or cult activity. The Target
addition that friendly operatives may move Location for this scenario is a point equidistant
through each other when no enemies share that to the two exit zones.
section of the board.
Prepare and separately shuffle two decks of
The board should feature two exit zones and ordinary playing cards, A-6♦ for Objectives and
five roughly 4”x4” rooms interspersed with A-10♠ for Events. At the end of each turn, draw
corridors, both between the exit zones and as one Event card.
dead-ends. Where the board sections are large

25
The sewer is blocked at various points by fixed Ending the Scenario
grates. Enemies may move under these freely
by submerging themselves in the effluent. Operatives may voluntarily leave the field of
battle via either exit zone. If so, they take no
Acolyte operatives may perform the following further part in the scenario. The scenario ends
mission action: when all Acolyte Party operatives are
incapacitated or have left the field of battle.
FORCE GRATE (1AP)
Acolytes gain experience points for the
An operative can perform this action while following collective achievements:
within 1” of a sewer grate. Open the grate
and if an objective is revealed, flip the • +1XP for each enemy killed.
objective marker and draw a card from the • +3XP for each room card drawn.
Objective deck.
• +10XP if the downward passage is
An operative can perform this action during discovered.
a Dash or Normal Move action, and any
remaining increments of movement can be If a Follower located the downward passage,
used after it does so. they gain an additional +1XP.

Acolyte operatives gain the following ability:

BREACH AND CLEAR

When an operative performs the Force


Grate action, you can select one other
ready friendly ACOLYTE PARTY operative
within 3" of and Visible to it.

After this operative’s activation ends,


activate that operative, and treat its Group
Activation characteristic as 1 for that
activation.

26
OBJECTIVE DECK
Card Clue Description

The operative discovers a large pipeway leading downwards. A fetid stink


A♦ Downward Passage rises, along with the faint sound of chanting and the tolling of a discordant
bell.

2♦ Zombies Place D3 Zombies within 1” of the objective marker.

3♦ Cultist Barricade Place D3 Cultist Fighters in cover with On Guard status.

The operative finds a cultist weapon stash. Add one Frag Grenade to
4♦ Weapon Stash their equipment for this scenario.

5♦ Cultists Place one Cultist Fighter and one Cultist Gunner with Flamer in cover.

The operatives discover a large pipeway leading downwards. A fetid stink


rises, along with the familiar scrabbling sound of zombies. Place D3
6♦ Downward Drain Zombies within 1” of the objective marker after D6 activations have
passed.

EVENT DECK
Card Clue Description

The friendly operative with the fewest wounds remaining is emboldened


A♠ Emperor’s Light! by faith. Add 1 APL for their next activation.

2♠ Tactical Insight Gain one additional CP at the beginning of the next turn.

A Zombie falls from an outlet in the roof. Place it roughly in the centre of
3♠ Zombie your party. It is slow to stand, cannot activate and has no engagement
range until D3 activations have passed, but will fight if attacked in melee.

A pipe ruptures and a torrent of water begins pouring from the roof.
4♠ Deluge Randomly select one board section; it will become impassable after D3+3
turning points.

Place D3 Zombies in a randomly-selected board sections outside Acolyte


5♠ Zombies operative visibility.

One of the board sections, determined randomly, caves in. Immediately


make a shooting attack against any operative within this section using the
6♠ Cave-in! following profile: A 4 BS 2+ D 1/2. All movement in this section is at half
speed for the remainder of the scenario.

7♠ Cultist Patrol Place one Cultist Fighter in each exit zone.

A hand suddenly grips the ankle of one of your operatives. Place a


8♠ Zombie Zombie in base contact with a randomly selected operative.

Communication
9♠ Gain one fewer CP at the beginning of the next turn.
Breakdown

The friendly operative with the fewest wounds remaining is overcome


10♠ Terror! with fear. Subtract 1 APL for their next activation.

27
Chapter III: The Tolling Bell
ith the cult centre located you must act quickly. The local militia are
engaged in a frontal assault. Your Master orders you to accompany them
to ensure the cult is extinguished.

OPERATIVES

One Acolyte per player.

Players Operatives Equipment

1 Seven additional operatives 8 EP

2 Three additional operatives per player 4 EP per player

3 Two additional operatives per player 2 EP per player

4 One additional operative per player 2 EP per player

Additional operatives may be selected from your Followers and the following Auxiliaries:

● 0-7 Planetary Militia operatives, each separately equipped with one of the following options:
○ Autogun; Gun Butt
○ Shotgun; Gun Butt
○ Autopistol; Combat Blade
● When playing solo, 1 Planetary Militia operative may be replaced with a Planetary Militia
Gunner, equipped with one of the following options:
○ Boltgun; Gun Butt
○ Flamer; Gun Butt
○ Grenade Launcher with Frag Grenades; Gun Butt

Each player may equip their Acolyte and Followers from the Basic Wargear List and their Stash up to
each operative’s Wargear Capacity, and may equip their Acolyte, Followers and Auxiliaries from the
Basic Equipment List and their Stash up to the EP limit specified above.

28
s you burst into the chamber a hooded figure strikes a foul note from a
huge rusting bell and cultists scramble to defend their leader. You dive for
cover as gunfire barks and the bell tolls ever louder.

Example Board

SCENARIO RULES & BOARD SETUP Cultist Icon Bearer and 4 Cultist Fighters
spaced evenly in cover across the back half of
This scenario is played on a board representing the board. Place 3 Zombies in randomly
one large chamber with a number of adjoining determined ante-chambers. Acolyte Operatives
ante-chambers. The main chamber should be may deploy anywhere within 3” of the Acolyte
roughly 24”x24”. On one wall is the Acolyte board edge.
deployment zone. In the middle of the opposing
wall is a ritual altar, which should grant cover The Target Location for this scenario is the
except from very tight angles, and in one corner Altar. The Acolyte Objective is to kill the Cult
a vantage point with cover in the form of a Leader before the Ritual is completed.
pulpit. On either side wall is at least one ante-
chamber. Place large pillars, scatter terrain and Prepare a deck of Ritual cards, A-8♠. At the
barricades throughout the main chamber. end of each turn, draw one Ritual card.

Place the Cult Leader with a conceal order


behind the altar. Place the Cultist Gunner with
Heavy Stubber on the vantage point. Place the

29
The Cultist Gunner with Heavy Stubber has Ending the Scenario:
the following special rule:
Operatives may voluntarily leave the field of
• This operative will always remain in battle via the deployment edge. If so, they take
cover on the vantage point. If no no further part in the scenario. The scenario
targets are available, it will make a ends when all Acolyte Party operatives are
Guard action. incapacitated or have left the field of battle, or
the cult leader and all daemons have been
Until the Ritual is complete, the Cult Leader has incapacitated.
the following special rules:
Acolytes gain experience points for the
• This operative will remain in cover with following collective achievements:
a Conceal order behind the Altar. • +1 XP per enemy killed.
• This operative may make the following • +10 XP if the ritual is averted.
action: • +5 XP per daemon killed.

Grant an additional 1XP to each follower who


BLIND FIRE (1AP)
averted the ritual or killed a daemon.
Make a Shoot attack with unlimited range and
the following hit modifiers:
• Beyond 6”, -2
• Without LOS, -1
This action can be performed with a Conceal
order.

If the Cult Leader is killed before the Ritual is


completed, read the following passage:

s the Cult Leader is struck


down he explodes in a burst
of putrescent ichor. In his
place is a foul being of rotting flesh,
with an expression on his daemonic
visage that somehow conveys deep
disappointment.
Place one Plagueridden where the Cult Leader
was standing. Remove the A♠ card from the
Ritual deck.

30
RITUAL DECK
Card Clue Description

A♠ Ritual Completed! he tolling of the bell reaches a foul crescendo.


A thick green cloud spews from the altar and
strange, inhuman shapes loom out of the fog.
Place one Plagueridden and two Plaguebearers on the ritual altar.

2♠ Emperor’s Light! The friendly operative with the fewest wounds remaining is
emboldened by faith. Add 1 APL for their next activation.

3♠ Zombies Place D6 Zombies on the board edges of randomly selected ante-


chambers.

4♠ Collapse! A randomly-determined pillar collapses, bringing down a section


of roof. Immediately make a shooting attack against any operative
within 2” of the pillar using the following profile: A 4 BS 2+ D 1/2.

5♠ Cultist Place D3 Cultist Fighters and 1 Cultist Gunner with Flamer on the
Reinforcements board edges of randomly selected ante-chambers.

6♠ Sudden Darkness! A stray shot knocks out the chamber lighting. For the remainder of
the scenario, any Shoot actions at greater than 6” range suffer a
hit penalty of -1.

7♠ Zombies Zombies burst through the door at your backs. Place D3 zombies
on the mid-point of your deployment edge.

8♠ Terror! The friendly operative with the fewest wounds remaining is


overcome with fear. Subtract 1 APL for their next activation.

Adventure Rewards
lean-up operations will take some time to root out all sympathisers but
the cult's power is shattered and its designs averted - for now. Your
Master is satisfied and marks you for greater responsibility.

If all daemons were killed, each surviving Acolyte receives the following rewards:
• Several militiamen saw a little too much, and yet served with a distinction that leaves your
Master loathe to squander their talents. Grant an additional +5XP to one current or future
Planetary Militia follower.
• Your Master grants you a relic from the Inquisitorial armoury. Add one randomly-determined
piece of Rare Equipment to your Stash.

31
MINIATURES REQUIRED (SPOILERS)

Chapter I: Radio Silence

Auxiliaries:
• 0-5 Planetary Militia, equipped with autoguns; shotguns; or pistols and melee weapons
• 0-1 Planetary Militia Gunner, equipped with boltgun or flamer

Enemies:
• 10 Zombies
• 6 Cultists, equipped with pistols and melee weapons

Chapter II: Down the Drain

Auxiliaries:
• 0-3 Planetary Militia, equipped with autoguns; shotguns; or pistols and melee weapons
• 0-1 Planetary Militia Gunner, equipped with boltgun or flamer

Enemies:
• 6 Zombies.
• 6 Cultists, equipped with autoguns; shotguns; or pistols and melee weapons
• 1 Cultist Gunner, equipped with flamer.

Chapter III: The Tolling Bell

Auxiliaries:
• 0-7 Planetary Militia, equipped with autoguns; shotguns; or pistols and melee weapons
• 0-1 Planetary Militia Gunner, equipped with boltgun, flamer, or grenade launcher

Enemies:
• 9 Zombies
• 7 Cultists, equipped with autoguns; shotguns; or pistols and melee weapons
• 1 Cultist Gunner, equipped with heavy stubber
• 1 Cultist Gunner, equipped with flamer
• 1 Cultist Icon Bearer, equipped with autogun
• 1 Cult Leader, equipped with pistol and melee weapon
• 3 Daemons: 1 Plagueridden; 2 Plaguebearers

32
Bestiary
ENEMIES

CULTIST FIGHTER
M APL GA DF SV W
Cultists arm themselves with an assortment and
improvised weapons, killing in service of their dark
masters. 6” 2 1 3 6+ 7

Weapon A BS/WS D Special Rules !

◎ Autogun 4 4+ 2/3 - -

◎ Shotgun 4 3+ 3/3 Rng 6” -

◎ Autopistol 4 4+ 2/3 Rng 6” -

⚔ Improvised Blade 4 4+ 2/3 - -

⚔ Gun Butt 3 5+ 2/3 - -

ABILITIES UNIQUE ACTIONS

- -

Keywords: OFFENSIVE, CHAOS, CULTIST

CULTIST GUNNER
M APL GA DF SV W
Long-hidden heavier weapons are broken out by the
cult’s leaders and assigned to favoured warriors
when the time comes. 6” 2 1 3 5+ 7

Weapon A BS/WS D Special Rules !

◎ Flamer 5 2+ 2/3 Rng 6”, Torrent 2” -

◎ Heavy Stubber 5 4+ 3/4 Heavy, Ceaseless, Fusillade -

⚔ Gun Butt 3 5+ 2/3 - -

ABILITIES UNIQUE ACTIONS

- -

Keywords: OFFENSIVE (FLAMER), DEFENSIVE (HEAVY STUBBER), CHAOS, CULTIST

33
CULTIST ICON BEARER
M APL GA DF SV W
Icon Bearers raise their foul sigils aloft to signal the
attack, inspiring their brethren to feats of great
sacrifice. 6” 2 1 3 6+ 7

Weapon A BS/WS D Special Rules !

◎ Autogun 4 4+ 2/3 - -

⚔ Gun Butt 3 5+ 2/3 - -

ABILITIES UNIQUE ACTIONS

Icon Bearer: While this operative is Visible to a -


friendly CULTIST operative, that operative is
inspired by the cult and cannot be injured. When
determining control of an objective marker, treat this
operative’s APL characteristic as being 1 higher.

Keywords: OFFENSIVE, CHAOS, CULTIST

CULT LEADER
M APL GA DF SV W
Those who rise to prominence in a cult may be
officers, aristocrats, gang lords or underground
preachers, but all are committed to desecration. 6” 2 1 3 5+ 8

Weapon A BS/WS D Special Rules !

◎ Autopistol 4 3+ 2/3 Rng 6” -

⚔ Malefic Blade 5 3+ 3/4 - -

ABILITIES UNIQUE ACTIONS

Malefic Blade: Each time this operative fights in -


combat, in the Roll Attack Dice step of that combat,
each time it retains a critical hit, the target suffers 1
mortal wound.

Keywords: OFFENSIVE, CHAOS, CULTIST

MUTANT
M APL GA DF SV W
Hunted by the authorities, beastmen and other
monstrosities gravitate to the welcoming arms and
relative safety of underground cults. 6” 2 1 3 6+ 8

Weapon A BS/WS D Special Rules !

⚔ Claws 4 4+ 3/4 - -

ABILITIES UNIQUE ACTIONS

- -

Keywords: OFFENSIVE, CHAOS, CULTIST

34
HERETIC ASTARTES
M APL GA DF SV W
Fuelled by millennia of hate, Heretic Astartes fight
an endless war against the Imperium in the name of
the Dark Gods. 6” 3 1 3 3+ 12

Weapon A BS/WS D Special Rules !

◎ Bolt Pistol 4 3+ 3/4 Rng 6” -

◎ Boltgun 4 3+ 3/4 - -

⚔ Chainsword 4 3+ 4/5 - -

⚔ Fists 4 3+ 3/4 Ceaseless -

ABILITIES UNIQUE ACTIONS

Veteran of the Long War: Each time it activates -


this operative may perform two Fights actions if it
does not Shoot, or may perform two Shoot actions if
it does not Fight.

Keywords: OFFENSIVE, CHAOS, HERETIC ASTARTES

PLAGUEBEARER
M APL GA DF SV W
A Plaguebearer’s body is swollen and bursting with
contagion. They shamble purposefully forward with
dour inevitability, swinging their fetid blades. 4” 2 1 3 5+ 8

Weapon A BS/WS D Special Rules !

⚔ Plaguesword 4 3+ 4/6 - -

ABILITIES UNIQUE ACTIONS

Daemon: This operative has a 5+ invulnerable save. -

Disgustingly Resilient: Each time this operative


would lose a wound, roll one D6: on a 5+, that
wound is not lost. This operative cannot be injured.

Keywords: OFFENSIVE, CHAOS, NURGLE, DAEMON

35
PLAGUERIDDEN
M APL GA DF SV W
Plagueridden are devoted to the serious business of
spreading Nurgle’s bounteous plagues across
reality. 4” 2 1 3 5+ 9

Weapon A BS/WS D Special Rules !

⚔ Plaguesword 4 2+ 4/6 - -

ABILITIES UNIQUE ACTIONS

Daemon: This operative has a 5+ invulnerable save. -

Disgustingly Resilient: Each time this operative


would lose a wound, roll one D6: on a 5+, that
wound is not lost. This operative cannot be injured.

Keywords: OFFENSIVE, CHAOS, NURGLE, DAEMON

ZOMBIE
M APL GA DF SV W
The victims of an unknown pox, these moaning
cadavers are slow yet relentless, ignoring even
mortal wounds.
4” 2 2 3 6+ 7

Weapon A BS/WS D Special Rules !

⚔ Rancid Bite 4 4+ 2/3 - -

ABILITIES UNIQUE ACTIONS

Shambling Dead: This operative cannot be Injured, -


cannot perform Mission actions, cannot be given a
Conceal order, and will always move directly
towards the closest visible target.

Keywords: OFFENSIVE, CHAOS, ZOMBIE

36
Acolyte Reference
ACOLYTE PARTY DATACARDS

ACOLYTE

ACOLYTE
M APL GA BS WS DF SV W
Raised from obscurity by your master, you serve
their interests above all others, for the interests of
the Inquisitor are the interests of the Imperium. 6” 2 1 4+ 4+ 3 6+ 8

ABILITIES UNIQUE ACTIONS

SEE BACKGROUND -

Specialisms: SEE BACKGROUND Wargear Capacity: 4

Keywords: ACOLYTE PARTY, ACOLYTE, [LEADER], [PSYKER]

FOLLOWERS

CANID M APL GA BS WS DF SV W
Bred – or engineered – for aggression and loyalty,
Canids often accompany Acolytes on their tasks. 8” 2 1 - 3+ 3 6+ 6

Weapons A HM D Special Rules !

⚔ Vicious Bite 4 - 3/4 - -

ABILITIES UNIQUE ACTIONS

Canid: This operative cannot perform mission Gather (1AP): Perform a free Dash, Fall Back or
actions and cannot be equipped with equipment or Normal Move action with this operative. At any point
wargear unless otherwise specified. during that move, you can perform the Pick Up action
for free with this operative, and any remaining
Loyal Companion: Each time an enemy operative increments of movement can be used after it does so.
performs a Fight action, if this operative is a valid
target, you can select this operative as the target
instead. Each time an enemy operative finishes a
Charge action within Engagement Range of
another friendly ACOLYTE PARTY operative
within 3" of this operative, if this operative is not
within Engagement Range of an enemy operative,
this operative can perform a free Charge action, but
must finish that move within Engagement Range of
that enemy operative.

Specialisms: COMBAT, SCOUT Wargear Capacity: 1

Keywords: ACOLYTE PARTY, FOLLOWER, CANID

37
COMBAT SERVITOR
M APL GA BS WS DF SV W
Mindless drones of flesh and metal, servitors are
engineered to carry out simple, manual tasks, and
occasionally equipped with weapons. 5” 2 1 5+ 5+ 3 4+ 8

ABILITIES UNIQUE ACTIONS

Mindless: This operative cannot be injured and -


ignores all negative modifiers to its APL.

Specialisms: STAUNCH Wargear Capacity: 2

Keywords: ACOLYTE PARTY, FOLLOWER, SERVITOR

FRATERIS MILITIA
M APL GA BS WS DF SV W
The Frateris Militia are the common zealots of the
Imperial Cult. What they lack in military training
they make up for with selfless fanaticism. 6” 2 1 5+ 4+ 3 6+ 7

ABILITIES UNIQUE ACTIONS

Ardent: Each time this operative fights in combat, -


in the Roll Attack Dice step of that combat, you can
re-roll one of your attack dice.

Specialisms: COMBAT Wargear Capacity: 3

Keywords: ACOLYTE PARTY, FOLLOWER, FRATERIS

PLANETARY MILITIA
M APL GA BS WS DF SV W
Though drafted for local defence, planetary militia
of particular promise may be recruited by an
Inquisitorial Acolyte for ongoing service. 6” 2 1 4+ 5+ 3 6+ 7

ABILITIES UNIQUE ACTIONS

Well-Drilled: Each time this operative makes a -


Shooting attack with an Autogun or Lasgun, in the
Roll Attack Dice step of that shooting attack, you
can re-roll one of your attack dice.

Specialisms: MARKSMAN Wargear Capacity: 3

Keywords: ACOLYTE PARTY, FOLLOWER, MILITIA

38
AUXILIARY DATACARDS

PLANETARY MILITIA
M APL GA DF SV W
Local militia keep the Emperor’s peace across a
million human worlds, and are easily commandeered
by anyone carrying Inquisitorial authority. 6” 2 1 3 5+ 7

Weapon A BS/WS D Special Rules !

◎ Autogun 4 4+ 2/3

◎ Shotgun 4 3+ 3/3 Rng 6”

◎ Autopistol 4 4+ 2/3 Rng 6”

⚔ Combat Blade 4 4+ 3/4

⚔ Gun Butt 3 5+ 2/3

ABILITIES UNIQUE ACTIONS

- -

Keywords: ACOLYTE PARTY, AUXILIARY, MILITIA

PLANETARY MILITIA GUNNER


M APL GA DF SV W
Local armouries offer little compared to the vast
weaponry of the Imperial Guard, but any additional
firepower is welcome. 6” 2 1 3 5+ 7

Weapon A BS/WS D Special Rules !

◎ Boltgun 4 4+ 3/4 - -

◎ Flamer 5 2+ 2/3 Rng 6”, Torrent 2” -

◎ Grenade Launcher 4 4+ 2/4 Blast 2” -

◎ Heavy Stubber 5 4+ 3/4 Heavy, Ceaseless, Fusillade -

⚔ Gun Butt 3 5+ 2/3 - -

ABILITIES UNIQUE ACTIONS

- -

Keywords: ACOLYTE PARTY, AUXILIARY, MILITIA, GUNNER

39
BASIC WARGEAR LIST

Armour Special Rules WP

The operative gains the Shield special rule: Each time this
operative fights in combat, in the Resolve Successful Hits step of
that combat, each time it parries, two of its opponent’s successful
⛉ Assault Shield hits are discarded; Each time a shooting attack is made against 1
this operative, if the ranged weapon has the Blast, Splash or
Torrent special rule, in the Roll Defence Dice step of that shooting
attack, you can re-roll one of your defence dice.

⛉ Carapace Armour Increase the operative’s SV characteristic to 4+ 3

⛉ Flak Armour Increase the operative’s SV characteristic to 5+ 1

⛉ Refractor Field Increase the operative’s DF characteristic by 1 2

Melee Weapon A HM D Special Rules ! WP

⚔ Chainsword 4 - 4/5 Ceaseless - 2

⚔ Combat Blade 4 - 3/4 - - 1

⚔ Gun Butt 3 - 2/3 - - -

⚔ Power Weapon 4 - 4/6 Lethal 5+ - 3

⚔ Shock Baton 4 - 3/3 - Stun 1

⚔ Unarmed 3 - 1/2 - - -

Ranged Weapons A HM D Special Rules ! WP

◎ Autogun 4 - 2/3 - - 2

◎ Autopistol 4 - 2/3 Rng 6” - 1

◎ Boltgun 4 - 3/4 - - 3

◎ Bolt Pistol 4 - 3/4 Rng 6” - 2

◎ Combi-Weapon Choose between the following profiles for each Shoot action: 4

- Boltgun 4 - 3/4 - -

Select one of the following profiles on Weapon purchase:

- Combi-Flamer 5 2+ 2/3 Rng 6”, Torrent 2”, Limited -

- Combi-Melta 4 - 6/3 Rng 6”, AP2, Limited MW4

- Combi-Plasma 4 - 5/6 AP1, Limited -

40
Ranged Weapons A HM D Special Rules ! WP

◎ Flamer 5 2+ 2/3 Rng 6”, Torrent 2” - 3

◎ Grenade Launcher Choose between the following profiles for each Shoot action: 4

- Frag 4 - 2/4 Blast 2” - -

- Krak 4 - 4/5 AP1 - -

◎ Hand Flamer 5 2+ 2/3 Rng 6”, Torrent 1” - 2

◎ Heavy Stubber 5 - 3/4 Heavy, Ceaseless, Fusillade - 3

◎ Lasgun 4 - 2/3 - - 2

◎ Laspistol 4 - 2/3 Rng 6” - 1

◎ Las-Volley 6 - 3/4 Heavy, Fusillade, Relentless - 5

◎ Long-Las Choose between the following profiles for each Shoot action: 4

- Snap-shot 4 - 2/3 AP1 -

- Snipe 4 +1 2/3 Heavy, Silent, AP1 MW3 -

◎ Meltagun 4 - 6/3 Rng 6”, AP2 MW4 4

◎ Plasma Gun Choose between the following profiles for each Shoot action: 5

- Standard 4 - 5/6 AP1 - -

- Overcharge 4 - 5/6 AP2, Hot - -

◎ Plasma Pistol Choose between the following profiles for each Shoot action: 4

- Standard 4 - 5/6 Rng 6”, AP1 - -

- Overcharge 4 - 5/6 Rng 6”, AP2, Hot - -

◎ Laspistol 4 - 2/3 Rng 6” - 1

◎ Shotgun Choose between the following profiles for each Shoot action: 3

- Close Range 4 +1 3/3 Rng 6” -

- Long Range 4 -1 1/2 - -

◎ Webber 5 +1 2/2 Rng 6”, Lethal 5+ Stun 3

41
BASIC EQUIPMENT LIST

EQUIPMENT

AUSPEX 2EP

The operative can perform the following action during the scenario:

AUSPEX SCAN [1AP]: Select one enemy operative Visible to or within 6” of this operative. Until
the end of the Turning Point:
• That enemy operative is not Obscured.
• Defence dice cannot be automatically retained as a result of Cover for that enemy
operative.
This operative cannot perform this action while within Engagement Range of an enemy operative.

CLIMBING EQUIPMENT 1EP

The operative gains the following ability for the scenario:

Climbing Equipment:
• Each time this operative ascends or descends a terrain feature while climbing, the first
vertical distance of up to 6” it travels are counted as 2” for that climb.
• This operative does not need to be within 1” of a physical and climbable part of a terrain
feature in order to climb it.
• Each time this operative drops, the intended location can be any vertical distance from the
level it occupies.
• Each time this operative drops, it counts any vertical distance it travels as half for that drop.

EXPLOSIVE HARNESS 1EP

CANID operative only. This operative can perform a Shoot action with the below profile. Make a
shooting attack against each other operative Visible to and within 2" of it with this weapon - each of
them is a valid target and cannot be in Cover. After all of those shooting attacks have been made,
this operative is incapacitated and killed - remove it from your roster without making a Casualty test.
If this operative is incapacitated in any other circumstances, roll one D6: on a 4+, it makes a shooting
attack as above.

Weapon A BS/WS D Special Rules !

◎ Explosive Harness 4 3+ 5/6 AP1 P2

FRENZON COLLAR 1EP

CANID operative only. The operative gains the following ability for the battle:
Frenzied: You can ignore any or all modifiers to this operative’s Movement characteristic. In addition,
the Vicious Bite this operative is equipped with gains the Ceaseless special rule for the scenario.

MEDIKIT 1EP

The operative can perform the following action during the scenario:
Medikit [1AP]: Select one friendly ACOLYTE PARTY operative within 1” of and Visible to this
operative. That operative regains 2D3 lost wounds. This operative can only perform this action
once, and cannot perform this action while within Engagement Range of an enemy operative.

42
REBREATHER 1EP

The operative gains the following ability for the scenario:


Rebreather: You can ignore any or all modifiers to this operative’s APL and it is not affected by the
Stun critical hit rule.

ROSARY 2EP

The operative gains the following ability for the scenario:


Rosary: Once per battle, in the Resolve Successful Hits step of a shooting attack or combat, you
can ignore the damage inflicted on this operative from one attack dice.

GRENADES

DEMOLITION CHARGE 4EP

The operative is equipped with the following ranged weapon for the scenario:

Weapon A BS/WS D Special Rules !


◎ Demolition charge 4 3+ 5/6 Rng 6”, Limited, Blast 2”, AP1, Indirect, Unwieldy -
FRAG GRENADE 2EP
The operative is equipped with the following ranged weapon for the scenario:

Weapon A BS/WS D Special Rules !


◎ Frag grenade 4 3+ 2/3 Rng 6”, Limited, Blast 2”, Indirect -

KRAK GRENADE 3EP

The operative is equipped with the following ranged weapon for the scenario. It cannot make a
shooting attack with this weapon by performing an Overwatch action:

Weapon A BS/WS D Special Rules !

◎ Krak grenade 4 3+ 4/5 Rng 6”, Limited, AP1, Indirect -

SMOKE GRENADE 3EP

The operative can perform the following action during the scenario:
SMOKE GRENADE [1AP]: Place the centre of one Smoke token on a point within 6" of this operative. That
token creates an area of smoke with a 2" radius and unlimited height above measured from the centre of that
token. Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an
area of smoke. This operative can only perform this action once, and cannot perform this action while within
Engagement Range of an enemy operative.

STUN GRENADE 2EP

The operative can perform the following action during the scenario:
STUN GRENADE [1AP]: Select one point on the board within 6" of this operative. Roll one D6 for each
operative within 2" of that point, subtracting 1 from the result if that operative is not Visible to this operative. On
a 3+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot
perform this action while within Engagement Range of an enemy operative.

43
WEAPON ATTACHMENTS
A: Autogun; B: Boltgun; L: Lasgun; P: Pistol Variant; S: Shotgun

AUXILIARY GRENADE LAUNCHERABLS 1EP

Each time the operative performs a Shoot action, if a grenade is selected as the ranged weapon,
an auxiliary grenade launcher can also be selected. If it is, for that action’s shooting attack(s),
grenades are treated as not having the Rng 6” and Indirect special rules. Each time the Smoke
Grenade or Stun Grenade action is made, it is treated as not having the Rng 6” rule.

DRUM MAGAZINEAP 1EP

Select one eligible weapon the operative is equipped with. That weapon gains the Ceaseless
special rule for the scenario.

HOTSHOT PACKLP 1EP

Select one eligible weapon the operative is equipped with. That weapon gains the AP1 special rule
for the scenario.

LAS-PROJECTORABLP 1EP

Select one eligible weapon this operative is equipped with. Each time this operative performs an
Overwatch action with that weapon, for that action’s shooting attack, do not worsen the operative’s
Ballistic Skill characteristic as a result of performing an Overwatch action.

RECOIL COMPENSATOR ALP 1EP

Select one eligible weapon the operative is equipped with. The operative can perform the following
action with that weapon during the scenario:

RUN AND GUN [1AP]: Make a free Shoot action and free Dash action with this operative in any
order. You can only select the assigned weapon for this shooting attack.

TELESCOPIC SIGHTAL 1EP

Select one eligible weapon the operative is equipped with. The operative can perform the following
action with that weapon during the scenario:

TAKE AIM [2AP]: Make a free Shoot action with a +1 Hit Modifier at a range greater than 6”. You
can only select the assigned weapon for this shooting attack. This operative cannot perform this
action if it is within 3" of an enemy operative.

44
RARE EQUIPMENT LIST

Each time an Acolyte Party earns an item of Rare Equipment, you can choose from which table the
item is determined – the Ranged or Melee equipment tables from the Spec Ops Narrative Play rules,
or the Acolyte specific table below. Roll one D6 to randomly determine the rare equipment (re-rolling if
it isn’t suitable). Your stash cannot include more than one of each item (if a duplicate result is rolled, roll
again until a different result is rolled).

D6 Result
BLESSED MANTLE 2EP

1 The operative gains the Blessed Mantle ability for the scenario: Each time this operative
fights in combat, in the Resolve Successful Hits step of that combat, you can change one of
your opponent’s critical hits into a normal hit.

CAMELEOLINE CLOAK 3EP


2 The operative gains the Cameleoline Cloak ability for the scenario: While this Operative
has a Conceal order and is in Cover, it is not Visible to enemy operatives.

HOLY ICON 3EP


3 The operative gains the Holy Icon ability for the scenario: While this operative is visible to
them, friendly ACOLYTE PARTY operatives cannot be injured.

PSYCHIC HOOD 2EP


4 The operative gains the Psychic Hood ability for the scenario: The first time each scenario
this Operative fails a Manifest Psychic Power roll, ignore any Mortal Wounds suffered.

OCULAR AUGMENT 2EP

5 The operative gains the Ocular Augment ability for the scenario: Each time this operative
makes a shooting attack, in the Select Valid Target step of that shooting attack, enemy
operatives are not Obscured.

SERVO-SKULL 2EP

6 The Operative gains the Servo-Skull ability for the scenario: this Operative can perform
Mission Actions at an additional 1" distance beyond the limit specified in the Action
description.

45
CHARACTER SHEET

NAME:
Level: XP:

CLASS:
M APL GA BS WS DF SV W

Weapon A HM D Special Rules !

BATTLE HONOURS: EQUIPMENT:

ABILITIES UNIQUE ACTIONS

. -

Keywords:

Primary Specialism: Wargear Capacity:

Battle Scars: Rested Tally:

46
STRATEGIC ASSETS

Acolytes may earn access to increased Inquisition resources in the form of Strategic Assets. When
you are granted a Strategic Asset choose one option from the assets listed below.

Expanded Armoury

You make select 50% more EP of equipment, rounding up, than is specified in the scenario details.

Indoctrination Shrine
Each time you recruit a new Follower, grant them XP equal to the Acolyte's current level and
immediately apply any corresponding advancements.
Med-Bay
One Battle Scar test may be re-rolled following each scenario. This is in addition to any other Battle
Scar test re-rolls.
Rehabilitation Tank

Each time you take a Recovery test, you can re-roll unmodified results of 1.

Servo-Drone Relay

Once per scenario, when you would activate a Ready friendly operative, you can activate the
following tactical asset instead:

Tactical Asset – Drone Strike

Perform a Shoot action using the ranged weapon below. For the purposes of Line of Sight, draw
Visibility and Cover lines from a friendly ACOLYTE PARTY operative. For the purposes of this
weapon’s special rules, treat that friendly operative as performing the action.

Weapon A BS D Special Rules !


◎ Drone Strike 5 4+ 3/4 Barrage, Blast 2” -

Tactical Uplink

Each time you spend a Command Point, roll one D6. On a 6 that CP is refunded.

47
STRATEGIC AND TACTICAL PLOYS

STRATEGIC PLOYS
PRUDENCE 1CP
Until the end of the Turning Point, each time a friendly ACOLYTE PARTY operative makes a
shooting attack, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your
attack dice.
JUSTICE 1CP
Until the end of the Turning Point, each time a shooting attack is made against a friendly ACOLYTE
PARTY operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your
defence dice.
FORTITUDE 1CP

Until the end of the Turning Point, each time a friendly ACOLYTE PARTY operative fights in
combat, in the Roll Attack Dice step of that combat, you can re-roll one of your attack dice.

TEMPERANCE 1CP
Select the Pick up action or one mission action friendly operatives can perform. Until the end of the
Turning Point, each time a friendly ACOLYTE PARTY operative is activated, it can perform that
action for one less AP (to a minimum of 0AP).

TACTICAL PLOYS
FAITH 1CP
Use this Tactical Ploy in the Resolve Successful Hits step of a combat or shooting attack, when an
attack dice would inflict damage on a friendly ACOLYTE PARTY operative. Ignore the damage
inflicted from that attack dice.
HOPE 1CP
Use this Tactical Ploy after a friendly ACOLYTE PARTY operative makes a shooting attack. Until
the end of the Turning Point, each time another friendly ACOLYTE PARTY operative makes a
shooting attack against the target of that shooting attack, in the Roll Attack Dice step of that
subsequent shooting attack, you can re-roll any or all of your attack dice.
CHARITY 1CP
Use this Tactical Ploy at the end of the Firefight phase. Select one friendly ACOLYTE PARTY
operative. It can perform a free Fight action.
ATONEMENT 1CP

Use this Tactical Ploy when a ready friendly ACOLYTE PARTY operative is incapacitated. That
operative is not removed from the field of battle until the end of your next activation or the end of
the scenario (whichever comes first) and does not count as being injured.

48
Design Notes
Why ACOLYTE? a combat system within a traditional GM-driven
campaign, with enemies and events controlled
Like many, I returned to wargaming as an adult by the GM. Finally, the ‘Secret War’ and the
after long period out of the game. Three things machinations of individual Inquisitors raise the
drew me back to the hobby: co-operative possibility of Acolyte Parties at cross-purposes
narrative wargaming, the 2021 Warhammer coming into conflict with one another – any
40,000: Kill Team ruleset, and the people I play standard Kill Team mission can work in this
with. This game is an attempt to combine these respect.
inspirations and demonstrate how a solo/co-
operative adventure game can work on the Kill Scenario Design
Team 2021 ruleset.
The scenarios in the starter adventure,
Why Kill Team? Something Rotten…, are simple articulations
intended to test the core mechanics of decision-
Kill Team offers a well-balanced and relatively- tree and random-draw across three differing
succinct skirmish ruleset appropriate for games contexts: objective play against the clock, a
of this scale, with modern features like linear dungeon-crawl and a set-piece battle with
alternating activation and reciprocal melee a surprise or two. The randomness inherent in
which prompt more nuanced decision-making, the design means every game will play
and provides an extant selection of characters differently but does have implications for
and equipment native to the setting. difficulty. Some games will see you swamped,
while others in others you may find things easy.
All units having multiple wounds and attacks is This is your game, so embrace the variance or
apt for a character-driven narrative game, adjust as you see fit.
increasing granularity between characters and
levels and lessening the arbitrariness inherent The possibilities are very broad, and I hope
in both classic Warhammer combat mechanics others are as interested as I am in seeing how
and D20-based systems. While the line-of-sight far these rules can be stretched. The only
system is the most challenging element of the fundamental constraints are board size and
ruleset, it also offers intriguing possibilities for head-count. Kill Team works best with board
terrain-oriented and stealth-based play. edges of around 24-36” due to character
movement distances, the short range of pistols,
Modes of Play unlimited range of other weapons and the
lethality of melee. As a function of this scale,
ACOLYTE can be played in multiple ways. and the need to track status and wounds, teams
These rules are primarily intended for use with of 5-15 per side are appropriate.
pre-written adventures, offering narrative
objectives and party progression for solo or co- So, what’s next?
operative play across multiple scenarios. They
can also be used in one-off scenarios based on More followers, more enemies and more
a range of existing Kill Team missions, and the adventures to thrust upon your Acolyte. In the
Scenario Generator included here provides meantime, I hope you enjoy the game.
such a framework.

These rules can also function as a set of


suggested modifications for using Kill team as

49
DESIGN, TEXT & MAPS
Discord: fodzilla#7520
Instagram: @f_dzilla
Reddit: u/f_dzilla

ILLUSTRATIONS
Midjourney, licenced under CC BY 4.0

Everything and anything GW remains the property of GW, etc.

...to be continued?
50

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