Acolyte 0.7 Core

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Acolyte

a Kill Team adventure game for 1-4 players


0
Acolyte
A solo or co-operative Kill Team adventure game for 1-4 players

v0.7

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


INTRODUCTION ............................................... 2
KILL TEAM FOR BEGINNERS ...................... 3
RULE CHANGES .......................................... 4
SCENARIO DECKS ........................................... 6
ENEMY BEHAVIOUR ........................................ 6
ENEMY DECISION TREES ........................... 7
ACOLYTE OPERATIVES .................................. 8
ACOLYTE RETINUE ..................................... 8
WARGEAR AND EQUIPMENT ..................... 8
DEPLOYMENT VALUE ................................. 8
INJURY AND DEATH .................................... 9
OPERATIVE BACKGROUNDS ................... 10
EXPERIENCE AND LEVELS ...................... 11
STRATEGIC AND TACTICAL PLOYS ........ 12
BATTLE HONOURS .................................... 12
LATENT PSYKERS ..................................... 13
SCENARIO GENERATOR ................................... 15
SCENARIOS .................................................... 15
ACOLYTE RETINUE OPERATIVES ........... 17
ENEMY OPERATIVES ................................ 17
ENVIRONMENTAL EFFECTS .................... 19
INVESTIGATION DECK .............................. 20
EVENT DECK .............................................. 21
LOOT DECK ................................................ 22
ADVENTURE PROMPTS ................................ 23
ASHES OF FAITH CAMPAIGN ....................... 24
SOMETHING ROTTEN ........................................ 25
CHAPTER I: RADIO SILENCE ........................ 26
CHAPTER II: DOWN THE DRAIN ................... 30
CHAPTER III: THE TOLLING BELL ................. 34
ADVENTURE REWARDS................................ 38
MINIATURES REQUIRED (SPOILERS) .......... 39
REFERENCE ....................................................... 40
ACOLYTE RETINUE DATACARDS................. 41
AUXILIARY DATACARDS ............................... 44
BASIC WARGEAR LIST .................................. 45
WARGEAR SPECIAL RULES ......................... 48
BASIC EQUIPMENT LIST ............................... 49
RARE EQUIPMENT LIST ................................ 52
CHARACTER SHEET ...................................... 54
REQUISITIONS AND STRATEGIC ASSETS .. 55
STRATEGIC AND TACTICAL PLOYS ............. 56
DESIGN NOTES .................................................. 57

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
ACOLYTE is a solo or co-operative narrative YOU WILL NEED:
wargame, inspired by Rangers of Shadow
● Kill Team 2021 rules (the free KT: Lite
Deep, the original Warhammer 40,000: Rogue
Rules will suffice) and accessories
Trader, and its narrative progeny. In ACOLYTE,
(dice, tokens, tape measure, etc.).
all players are working together to further the
● Numeric (D4-D20) and scatter dice.
goals of the Inquisition, with enemy behaviour
● A deck of standard playing cards.
guided by simple decision trees and events
● A collection of 25-32mm miniatures.
shaped by random draw.
● Assorted indoor and outdoor terrain.
These rules can be used with both pre-written
Alternately, willingness and ability to improvise.
adventures and stock Kill Team missions,
offering narrative objectives and party
progression across multiple scenarios. A
sample adventure of three interlinked scenarios
suitable for new characters, Something Rotten
in the Underhive, is presented herein, along
with a random scenario generator and a
selection of adventure prompts.

2
KILL TEAM FOR BEGINNERS ACTIONS
Kill Team may play a little differently to other Each operative may perform a given number of
systems you are familiar with. The following is actions (move, shoot, etc.) per turn, and can
an introduction to fundamental concepts as a generally only perform each action once per
supplement to the Lite or full KT rules; consult turn. Some operatives have access to unique
these for full detail of the below. actions.
KT is a D6-based skirmish ruleset simulating Operatives are given either Engage or Conceal
combat between groups of individual orders each turn. Operatives on Engage may
operatives via alternating activations. All perform all actions; operatives on Conceal are
operatives have multiple wounds, inflict multiple more limited but cannot be targeted by most
points of damage, and have a range of actions ranged attacks while in cover.
they may perform each activation.
COMBAT
OPERATIVE CHARACTERISTICS Combat is resolved through comparison of dice
pools. Critical hits and saves (normally rolls of
KT operatives have a block of characteristics
a 6) are more powerful.
that determine their capabilities:
In a ranged attack, the attacker rolls a given
M APL GA BS WS DF SV W number of attack dice, retaining hits, and the
6” 2 1 4+ 4+ 3 6+ 8
defender attempts to avoid damage by rolling a
given number of defence dice, retaining saves.
ABILITIES UNIQUE ACTIONS Good save values can be overwhelmed by
quantity of attacks or armour penetration, while
• M: movement in inches poor save values can be reinforced by use of
• APL: action points per turn cover.
• GA: group activation – no. operatives
activating sequentially. Melee is reciprocal, with each combatant taking
• BS/WS: roll to hit turns to inflict damage or remove a die from
their opponent’s pool via parrying. With mutual
• DF: quantity of save dice
damage and no armour saves, melee is quick
• SV: roll to save
and bloody.
• W: wounds
• Abilities: passive abilities
• Unique Actions: actions specific to this COVER
operative. Effective use and circumvention of terrain is key
to success in KT. Where terrain intersects a
WEAPON CHARACTERISTICS potential ranged attack, targets may benefit.
Operatives within 1” behind intervening cover
KT weapons are either ⚔Melee or ◎Ranged,
can normally automatically retain one save
with impact determined as follows:
without rolling.
A HM D Special Rules ! Operatives in cover with a conceal order
normally cannot be targeted, and operatives
4 +1 4/5 Rng 6” Rending
more than 2” behind intervening heavy/large
• A: quantity of attack dice. terrain are normally considered to be obscured
• HM: modifier to hit rolls. and cannot be targeted.
• D: normal and critical damage. Kill Team may be deadly but there is more to it
• Special Rules: effects specific to this than just killing, and securing your Master’s
weapon. objectives can often be better served by
• !: critical hit effects. avoiding combat.

3
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 Retinue 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
operatives, with weapon variance transferred to a hit-roll modifier (HM) on weapon
BS/WS
profiles. BS and WS can never be modified to better than 2+ or worse than 6+. Some
Characteristics weapons (e.g. Grenades) retain a fixed BS/WS regardless of Operative skill. Penalties
to BS/WS (e.g. from Injury or Overwatch) are applied as additional HMs.

Command Points The CP pool is shared across all players.


Replace the Fusillade special rule with the following:
Each time a friendly operative performs a Shoot action with this weapon, after resolving
Fusillade that shooting attack, you can immediately make another shooting attack against a
different valid target within 2" of the previous target using any dice that were retained
as misses in the previous attack. You may continue making additional shooting attacks
until all dice or targets are exhausted but no target may be selected more than once.
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.
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 could roll two defence dice at 4+ and one defence die at 5+.
The scouting phase is not used. Unless otherwise specified, one scouting benefit may
Scouting be purchased during 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.

If using the KT Lite Rules, include the following additional rules:

Rule Addition
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 one 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.

4
JUMPING & FALLING
Operatives may attempt to Jump between terrain features no further than 3" inches apart during any
action involving movement. To do so they must make a Jumping test by rolling one D6. If the result is
less than the distance in inches, rounded down, that operative Falls directly downwards from the
nearest edge of the gap being crossed. Operatives with an APL greater than 2 may add 1 to both
Jumping distance and Jumping rolls.
When damage is inflicted on an operative that is on top of and within 1” of the edge of a terrain feature,
after fully resolving that combat, shooting attack or effect, that operative must make a Falling test by
rolling one D6. On a 1, that operative Falls directly downwards from the nearest edge of that terrain
feature. Operatives may also elect to Fall any distance as part of a Normal Move, Dash or Fall Back
action at no movement cost. Operatives with the FLY keyword never take Jumping or Falling tests.
When an operative Falls further than its APL in inches, it suffers 1 MW of Falling Damage per additional
inch of distance fallen, rounding up. If any falling damage is inflicted during a movement action, that
action immediately ends.

OBSCURING
The Obscuring rule is one of the more complex elements of the Kill Team rules. The following is an
optional alternative:
Operatives are never Obscured. Each time an operative makes a shooting attack, worsen that
operative’s BS by 1 for each terrain feature crossed by a Cover line, except where that feature provides
Cover to the intended target. Abilities that ignore Obscuring ignore these BS modifiers instead.

OVERWATCH & GUARD


Overwatch actions in ACOLYTE are only available via the Guard action. All operatives may perform
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 against that enemy
operative:
• 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.
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.

5
SCENARIO DECKS without visibility. Within these categories,
activate in descending order of Wounds
A range of events within scenarios are shaped remaining.
by random draw from decks of ordinary playing
Each enemy is assigned an operative type
cards. Each scenario will specify the decks
based on their weaponry or the scenario
required and when cards should be drawn,
instructions. When activating each enemy
generally using Hearts for pre-scenario
operative, consult the relevant decision tree
investigation, Spades for events, Diamonds for
below. Following each Action, return to Step 1
objectives and Clubs for loot.
if AP remain. If a specified action is unavailable,
Follow the instructions immediately when move to the next step. If an operative is unable
drawing each card. If a card would have no to make any further actions, it will Pass.
effect on the target operative (e.g. APL
Some mechanics require specific treatment:
modification on a Servitor), select the next
eligible operative. If a deck is exhausted, shuffle ● Movement: Enemies will make Move
the cards and start the deck over. 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.
Enemies will make mid-move Operate
Hatch actions as possible and/or required.
Enemies will voluntarily Fall when they can
do so without taking damage and will
attempt to Jump if this is required to make
a preferred attack.
● Cover saves: Enemies will always auto-
retain cover saves, unless doing so is
useless (e.g. rolling to save against a single
AP2 critical hit).
● Guard: Any enemy with Guard status will
take the first opportunity to interrupt,
subject to the constraints above.
● Melee: Enemies will always elect to Strike
rather than Parry unless otherwise
specified.
● Orders: Enemies that can Charge or Shoot
ENEMY BEHAVIOUR from Conceal (e.g. Hidden Horror, Silent)
Most enemies are controlled by the simple will have Conceal orders. Other enemies
decision trees below, which dictates how they will always have Engage orders unless
move and fight during a scenario. Some otherwise specified. New spawns are
enemies will have specific behaviour, as Ready unless otherwise specified.
detailed on their datacard or in the scenario. ● Re-rolls: When able to re-roll, enemies will
Within the Enemy team, operatives within only re-roll misses and failed saves rather
charge range activate first, followed by than seeking critical hits.
operatives with line of sight, followed by
enemies with visibility, followed by enemies

6
ENEMY DECISION TREES

Type Melee Offensive Defensive


Melee damage > Basic (<= 3/4 D) and/or Special (> 3/4 D), Heavy,
Test
Ranged damage Range-limited Unwieldy and/or Silent
1 Fight
2 Charge Shoot
Action Hierarchy

3 Mission Move (Carry)


4 Shoot Move (Carry) Move (LOS/Range)
5 Move (Carry) Charge Move (Vantage)
6 Move (LOS/Range) Move (Cover)
7 Move (Location) Mission
8 Move (Objective) Guard
9 Pass

Action Test Behaviour


Is there a target within Charge Yes: Make a Charge action directly towards the
Charge range? closest target.
Is the Operative in Engagement Yes: Make a Fight action against the target with
Fight range? fewest wounds remaining.

Guard Are all other options exhausted? Yes: Make a Guard action.
Can the operative perform a
Yes: Make a Mission Action or the Pick Up
Mission Mission Action or the Pick Up
action.
action?
Yes: Make a Move/Dash away from the nearest
Is the Operative carrying an
Move (Carry) objective?
Acolyte Retinue operative, preferring to leave
LOS or attain Cover where possible.
No: Make a Move/Dash to attain the closest
Is the Operative in Cover relative
Cover relative to the closest Objective or Acolyte
Move (Cover) to the closest Objective or
Retinue operative, unless doing so would result
Acolyte operative?
in leaving a Vantage Point.
Does the scenario feature a Yes: Make a Move/Dash action towards the
Move (Location) Target Location? closest Target Location.
Yes: Make a Move/Dash action to establish
Move (LOS/Range) Is there a target within Visibility? Range and/or Line of Sight against this target,
preferring Vantage and Cover where available.
Yes: Make a Move/Dash towards the closest
Does the scenario feature Objective not controlled by this team, preferring
Move (Objective) Objective markers? Cover where available, unless doing so would
result in loss of control of an Objective.
Yes: Make a Move/Dash to attain the closest
Does the scenario feature a
Move (Vantage) Vantage Point?
Vantage Point, preferring Cover relative to the
closest Objective or Acolyte Retinue operative.
Is there a target within Range Yes: Make a Shoot action with targets prioritised
Shoot and Line of Sight? by cover then proximity.

Designer’s Note: This is intended to be a game of narrative fun rather than competitive precision. If it
is unclear which operative should be activated or targeted, or precisely how they should act, roll a dice,
or pick whichever option makes for the best story.

7
ACOLYTE OPERATIVES WARGEAR AND EQUIPMENT
The Inquisition may have limitless resources,
Your Acolyte Retinue consists of three types but they are granted only to those who prove
of operatives: Acolytes, Followers and themselves worthy. As Acolytes progress, they
Auxiliaries: will earn the trust of their Master and with it
• You are an Acolyte. Acolytes are greater access to the resources necessary to
persistent operatives who gain complete their tasks.
experience and skills, and may accrue
Each persistent operative has a given Wargear
injuries or be killed.
Capacity, noted on their datacard, and
• Followers are persistent operatives
increasing as the operative gains in experience.
who may be recruited between
Unless otherwise specified, on recruitment and
scenarios. Followers gain experience
ahead of each adventure, you may always
and learn skills, though at a slower rate
equip your operatives with items from the Basic
than Acolytes, and may accrue injuries
Wargear List at the WP cost specified, up to
or be killed. Followers may be
each operative’s Wargear Capacity.
dismissed at any time, at which point
they are removed from your roster. Unless otherwise specified, ahead of each
• Auxiliaries are operatives and support scenario you may always equip your
assets temporarily seconded to the operatives with items from the Basic
cause. They are available on a per- Equipment List at the EP cost specified, up to
scenario basis and gain no experience. the EP limit specified. Some scenarios will also
feature scenario-specific equipment choices.
Persistent operatives with free wargear
ACOLYTE RETINUE capacity may carry additional equipment
Your starting Acolyte Retinue consists of the beyond this limit, at a cost of 1 WP per 1 EP of
following: additional equipment.

• 1 Acolyte per player. You may at times gain access to advanced or


• 3 Followers per player, chosen from rare weapons or equipment. Sometimes these
the following options: may be added to your Stash and freely chosen
o Canid at the WP/EP cost specified ahead of each
o Hiver scenario. At other times they may be assigned
o Off-Worlder* permanently to specific operatives, in which
o Ogryn* case they have no cost but are lost if that
o Servitor operative is killed or otherwise released from
o Servo-Skull service.
*Counts as 2 selections.
DEPLOYMENT VALUE
Acolytes begin with a Follower Capacity of 3
Deployment Value (DV) is the sum of your
which increases as they level up, allowing the
Acolyte Retinue and Auxiliaries and reflects the
recruitment of additional Followers.
resources your Master is willing to assign to a
Each Acolyte must select one Background given objective.
from the Acolyte Backgrounds list, gaining the
corresponding starting Ability and Primary Each operative has a DV specified either on
Battle Honour Specialism. Hiver followers their datacard or in the scenario instructions.
similarly select a background from the Hiver list. Scenarios are either balanced for a given DV,
Off-Worlders select Battle Honour Specialisms or scale in difficulty relative to the Acolyte
and a starting Battle Honour. Retinue’s total DV, as specified in the scenario
All followers gain one Characteristic increase instructions.
on recruitment: M, BS, WS or W.

8
INJURY AND DEATH Casualty Test
The universe is a dangerous place. For each D6 Result
Acolyte or Follower incapacitated during a
Battle Scar: Make a Battle Scar test.
scenario, make a Casualty Test and, as
1 Acolytes only earn half XP for this scenario.
necessary, a Battle Scar and Permanent Injury
Followers earn a maximum of 1 XP.
test.
2-5 Full Recovery: No further effects.
Unless the Casualty result is a natural 6,
Lesson Learnt: Acolytes gain D10 XP.
subtract 1 from the result for each Battle Scar 6
Followers gain 1 XP.
or Permanent Injury that operative already has,
then consult the tables opposite. If the result
corresponds to a Battle Scar or Permanent Battle Scar Test
Injury that operative already has, re-roll until a D6 Result
new Battle Scar or Permanent Injury is
Acolyte: Make a Permanent Injury test.
determined. 1 Follower: Slain. This operative can no
If a Permanent Injury test results in death for a longer be used. Remove it from your roster.
Follower, remove that operative from your Critical Impairment: This operative cannot
Retinue. If a Permanent Injury test results in 2 perform Dash actions and its APL
characteristic cannot be increased.
death for an Acolyte, you may create a new
Acolyte or promote an existing Follower, Severe Concussion: This operative
3 always suffers the penalty to the Ballistic
carrying their characteristics and skills over to
Skill characteristic as if it were injured.
Level 0 on the Acolyte progression table.
Sapped Strength: This operative always
4 suffers the penalty to its Weapon Skill
characteristic as if it were injured.
RECOVERY
Lingering Ailment: This operative always
After each scenario, make a Recovery test for 5 suffers the penalty to its Movement
each operative with at least one pre-existing characteristic as if it were injured.
Battle Scar by rolling one D6. Cerebral Affliction: This operative does
6 not gain a Battle Scar but does not gain
For Acolytes, on a 4+ remove one pre-existing any experience from this battle.
Battle Scar of your choice. For Followers, add 1
to your result for each cumulative scenario in
Permanent Injury
which that operative was not deployed, and on
a 5+ remove one pre-existing Battle Scar of D6 Result
your choice. Slain: Your story is over.
1 Please note: the Inquisition disclaims any
Add an additional 1 to your result when rolling and all knowledge of your service.
after the final scenario of a multi-scenario
Pushed to the Limit: This operative’s APL
adventure.
2 characteristic cannot be temporarily
increased.
Shaky Hands: Decrease this operative’s
3
BS by 1.
Slowed Reactions: Decrease this
4
operative’s WS by 1.
Maimed Leg: Decrease this operative’s M
5
by 1.
Constitutional Flaw: Decrease this
6
operative’s W by 1.

9
OPERATIVE BACKGROUNDS
On recruitment, Acolytes and Hiver followers must select a background from the tables below.

Acolyte Backgrounds
Primary
Background Ability
Specialism
Slippery: This operative can perform the Fall Back action for one fewer AP (to a
Criminal Scout
minimum of 1).
Zealous: Each time this operative would lose a wound, roll one D6: on a 6+, that wound
Frateris Militia Combat
is not lost.
Prescient: Once per scenario, when you draw a card from any scenario deck, you may
Latent Psyker Psyker draw a second card and shuffle the original back into the deck. You may determine the
location or target of a card’s effect prior to deciding, but may not resolve its impact.
Creeping Dread: While any other operative without the MACHINE keyword is within 3"
of this operative, worsen the Ballistic Skill and Weapon Skill characteristics of that
operative as if it were injured.
Any except Psychic Abomination: While an operative is within 6" of this operative, it cannot
Pariah
Psyker perform psychic actions. This operative cannot be targeted or affected by psychic
actions.
Untouchable: Followers other than Servitors and Servo-Skulls require one additional
Follower Cap.

Commanding: Each time this operative is activated you can select one other ready
friendly ACOLYTE RETINUE 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 perform a Mission Action for one
Tech-Adept Staunch
fewer AP, to a minimum of 0 AP.

Hiver Backgrounds
Background Specialism Ability – or choose one Battle Honour from Specialism
Enforcer Staunch I am the Law!: This operative can ignore negative modifiers to its APL.
Nimble: Each time this operative climbs, drops or traverses, you can ignore the first
Hive Ganger Scout
distance of 2” it travels for that climb, drop or traverse.

Ardent: Each time this operative fights in combat, in the Resolve Successful Hits step of
Imperial Cultist Combat that combat, if you did not retain any critical hits, you can strike with one normal hit as if it
were a critical hit.

Planetary Well-drilled: This operative can perform two Shoot actions during its activation if an
Marksman
Militia Autogun or Lasgun is selected for both of those shooting attacks.

10
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:

Acolyte Progression
Rank Level XP Benefit
0 0 +3 Follower Cap
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:

Follower Progression
Level XP Benefit
0 0 +1 Characteristic: M, BS, WS or W
1 5 +1 W
2 10 +1 Wargear Cap
3 20 +1 BS or WS
4 30 +1 random Battle Honour (Primary Specialism)
5 40 +1 GA
6 50 +1 W
7 60 +1 Wargear Cap
8 70 +1 BS or WS
9 85 +1 Battle Honour of choice (Primary Specialism)
10 100 +1 Characteristic: M, BS, WS or W; +1 Wargear Cap

11
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 any learnt 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.
Some Followers may choose from multiple Battle Honour specialisms; the first time they gain a Battle
Honour, choose their Primary Specialism.
Each time an ACOLYTE RETINUE 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.
Each time an OFF-WORLDER operative gains a Battle Honour, you can determine one from their
Bespoke specialism (e.g. Veteran Guardsman).
An operative cannot have the same Battle Honour more than once.

ACOLYTE
D8 Battle Honour
Cautious: This Operative can perform Guard actions for one fewer AP, to a minimum of
1
0AP.
2 Fervent: Each time this operative makes a Charge action, it can move an additional 1".
Gunfighter: This operative can perform two Shoot actions during its activation if a pistol is
3
selected for both of those shooting attacks..
Relentless: Each time this operative fights in combat, if it is not within Engagement Range
of an enemy operative, it can make a free move of up to 3" following the same rules as a
4
Charge action, even if it has already performed a Charge action and without preventing its
later use within that activation.
Stealthy: While this operative has a Conceal order, it is always treated as having a
5
Conceal order, regardless of any other rules.
Stubborn: You can ignore any or all modifiers to this operative’s APL and Movement
6
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
7
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 two additional EP
8
of Equipment above the scenario limit.

Designer’s Note: Random progression may not be for everyone. If you prefer, roll two dice and pick
the result that suits best, re-roll inappropriate results, or simply choose your Battle Honours.

12
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 determining 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 RETINUE operative Visible to this operative. Until the
1 end of the Turning Point, ranged weapons that operative is equipped with gain the Indirect special
rule without being limited by Close-Quarters Combat rules, and targets cannot be obscured.
Bloodlust: Select one friendly ACOLYTE RETINUE operative Visible to this operative. Until the end
2 of its current or next activation, whichever comes first, each time this operative fights in 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 No Cover, AP1 -
Spontaneous Combustion: Perform a free Shoot action using the following profile:
Weapon A HM D Special Rules !
4
No Cover, Blast 2”,
◎ Spontaneous Combustion 4 - 3/4 Splash 1
Blaze
Feet of Lead: Select one enemy operative Visible to this operative. Until the end of the Turning Point,
5 subtract 2” from that enemy operative’s Movement characteristic and it cannot perform the Dash
action.
Temporal Blip: Select one friendly ACOLYTE RETINUE operative Visible to this operative. Add 1 to
6
its APL.

13
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, roll on the Perils of the Warp table instead. This action may be performed more than once,
but for each subsequent attempt during the operative’s activation subtract 2 from the roll.

When a Latent Psyker fails a Manifest Psychic Power roll, roll again on the following table:

PERILS OF THE WARP

D6 Peril

Isolation: The psyker instinctively recoils from some foul entity reaching out from the void.
1 This operative may not perform the Manifest Psychic Power action for the remainder of the
scenario.
Trauma: The psyker doubles over under the weight of a massive psychic shock. This
2
operative immediately suffers D3 Mortal Wounds.
Feedback: The psyker momentarily loses control of their powers. This operative immediately
3
suffers 1 Mortal Wound.
Confusion: The psyker is overwhelmed by a flood of sensory information. Subtract 1 APL
4
until the end this operative’s next activation.
Flux: The ground under the psyker’s feet suddenly seem less real. Until this operative’s next
5 activation, each time any operative performs an action in which it moves, if it would move
within 6” of this operative, subtract 2” from the distance it can move during that action.
Whispers: Ethereal voices uttering profane threats and foul promises fill the air. Until this
6
operative’s next activation, all operatives within 6” suffer a -1 penalty to BS and WS.

14
Scenario Generator
To generate a standalone ACOLYTE scenario, select or randomly determine from the tables below.

Designer’s Note: The enemy behaviour AI is primitive but can play fixed objectives and Mission Actions
relating to these. The simpler the objective, the better it will play – and the simplest objective of all is
trying to kill Acolytes. The missions suggested here are a subset representing asymmetric, narratively-
interesting scenarios with objectives the enemy can pursue effectively.

Acolyte
SCENARIOS Role
Special Rules

Octarius 1.2: Search and Retrieve Either Priority Target: objective carrier

Priority Target: Commander; Target Location: Target


Octarius 2.1: Eliminate Target Defender Zone

Octarius 2.2: Saboteurs Attacker Target Location: Vital Installation

Attacker starts with initiative; Disregard Concealed Setup


Octarius 3.1: Ambush Defender rules; Priority Target: closest Acolyte Team operative to
Escape board edge
Enemies will make a Reload action only when a Shoot or
Octarius 3.2: Evac Inbound Either Guard action is prompted

Chalnath 1.1: Secure the Relics Defender Priority Target: objective carriers

Chalnath 1.2: Defend the Position Defender


Chalnath 1.3: Escort Defender Priority Target: objective carrier

Chalnath 2.1: Retrieve Information Attacker


Priority Target: Exemplar; Target Location: Central
Objective (Exemplar only); Highest DV enemy is
Chalnath 3.3: Exemplar Either Exemplar and is equipped with Personal Forcefield (4+
inv.)
Target Location: Exhaust Vents until closed, then
Nachmund 1.1: Steal the Ciphers Attacker Hatches

Nachmund 1.2: Scavenging the Wreckage Either Priority Target: objective carrier

Nachmund 1.3: Recover Wreckage Attacker Priority Target: objective carrier

Priority Target: obj. carriers, enemies in Target Location.


Nachmund 3.1: Counter-Attack Either
Target Location: Defender’s Drop Zone

15
Acolyte
SCENARIOS Role
Special Rules

Nachmund 3.2: Reactivate Defence Grid Defender


Nachmund 3.3: Destroy the Substation Attacker Target Location: Power Relay Substation

Target Location (operatives with >6” range): Antenna


Moroch 1.1: Plunder Attacker Vantage Point, if not occupied by friendly operative

Moroch 1.3: Compound Assault Either


Moroch 2.3: Smoking Ruin Either Priority Target: objective carrier

Sentries; Priority Target: closest ACOLYTE RETINUE


Moroch 3.2: Infiltrate Landing Pad Attacker operative to Landing Pad

Moroch 3.3: Stealth Offensive Attacker Sentries

Priority Target: closest Acolyte Team operative to


Into the Dark 2.3: Maze Breakout Attacker Breakout board edge.

Into the Dark 3.1: Power Overload Either


Into the Dark 3.3: Contact Lost Either Priority Target: objective carrier

The Lure 1.2: Dank Hold Either Scatter 6 Hideous Growths D6” from Objectives

The Lure 1.3: Perilous Morass Defender


Shadowvaults 2.2: Storm the Vault Either Target Location: defender deployment zone

Shadowvaults 3.1: Secure Base Either Infiltration

Soulshackle 2.2: Bridge Assault Attacker Hatchway Jammers

Soulshackle 3.1: Service Tunnels Attacker Hatchway Jammers

Soulshackle 3.3: Recover Archives Attacker Hatchway Jammers; Roll for Archived Data on action

Priority Target: token carrier; Target Location: token;


Gallowfall 1.5: Critical Surgery Defender Priority Action: Eliminate Target

Ashes of Faith 1.1: The Cult Revealed Inquisition Objective: Prisoner Token; Priority Action: Pick Up

Ashes of Faith 2.1: Immaterial Shields Inquisition


Priority Action: Initiate Ritual. Enemy can perform this
Ashes of Faith 2.2: Malignant Ley Line Inquisition action on any Objective.

16
SCENARIO SPECIAL RULES
Hatchway Jammers: Randomly determine the WARGEAR & EQUIPMENT
jammed hatchways during deployment, or
Each player may equip their Acolyte and
construct a deck to determine jammed status
Followers from the Basic Wargear List and
on first opening attempt.
their Stash up to each operative’s Wargear
Infiltration: Deploy detection tokens on Capacity, and may equip their Acolytes and
randomly determined objectives. Move tokens Followers from the Basic Equipment List and
directly towards the nearest Acolyte Retinue their Stash to a total EP equivalent to the total
operative. DV of Acolyte and Follower operatives plus any
additional EP purchased.
Priority Action: Enemies will perform this
mission action in preference to any other action.
Priority Target: Enemies will make Charge, DIFFICULTY MULTIPLIER
Fight and Shoot actions against this target in
Select a Difficulty Multiplier to increase or
preference to others regardless of cover and
decrease the challenge. This will alter the
distance.
opposing forces and the experience gained.
Sentries: Roll a D6 for each Sentry move:
Easy: 1x; Normal: 1.5x; Hard: 2x.
• 1-2: Move Sentry directly towards the nearest
Acolyte Retinue operative.
• 3: Move in a random direction. ENEMY OPERATIVES
• 4: Pass.
• 5-6: Movement controlled by Acolyte player. Select the opposing force and its constituent
operatives from the tables in the Bestiary, to a
DV equivalent to your Acolyte Retinue DV
ACOLYTE RETINUE OPERATIVES multiplied by your Difficulty Multiplier.

Select your Retinue from the following options


and tally up your Deployment Value (DV). MISSION EXPERIENCE
Operative DV Acolytes gain experience for the following
As collective achievements:
Acolytes and Followers
listed
• +x XP, equal to the Deployment Value
1 EP per DV of Acolytes and Followers Free of enemies slain.
Each ten levels of Progression across • +y XP, equal to VP achieved in the
1
Acolyte Retinue Scenario multiplied by the difficulty
4 additional EP 1 multiplier.
Auxiliary: Planetary Militia, armed with Followers gain experience as normal.
one of the following options:
• Autogun, Gun Butt. 1
• Shotgun, Gun Butt.
• Autopistol, Combat Blade
Auxiliary: Planetary Militia, armed with
a Gun Butt and one of the following
options:
Designer’s Note: Kill Team functions best with
• Boltgun 2
5-15 operatives on each side and the stock
• Flamer
• Grenade Launcher
scenarios are balanced accordingly. A DV of
• Heavy Stubber 10-20 is appropriate, with higher difficulty
multipliers working better with lower Acolyte DV
due to increased quantity of enemies.

17
18
ENVIRONMENTAL EFFECTS

D66 Result
Cache:
• Place a Loot token in the enemy deployment zone, within 1” of a random piece of large/heavy
11-16 terrain.
• Acolyte Operatives within 1” of the token may perform the Pick Up action.
• If they do so, remove the Loot token and draw from the standard Loot deck.
21-46 No special rules.
51-55 Low Light: Apply a -1 hit modifier to all shooting attacks at a range greater than 6”
56 Acid Rain: Reduce all operatives DF characteristic by 1 for the duration of the scenario.
Pitch Black:
61 • During each Turning Point, the first time each operative makes a shooting attack, 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.
62 • Each time an operative performs an action in which it moves, unless it starts that 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.
• Where enemies would prefer cover, treat them as preferring shelter instead.
Subsidence:
• Each time an operative performs an action in which it moves during its activation, if it does not
63 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.
• Where enemies would prefer cover, treat them as preferring stability instead.
Thin Atmosphere:
• Operatives cannot perform Dash actions.
64 • Operatives cannot move more than their Movement characteristic for Charge 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, repeat this
65 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.
Local Wildlife:
• Select one Xenos threat from the following list: Ambull and D6 Borewyrms; Catachan Devil and
66 D6 Devilspawn; Clawed Fiend; Enslaver and D6 Enslaved Crew; D6 Genestealers.
• Place them on a random non-deployment board midpoint or in the centre of the board.
• Play them as a third force, hostile to both sides, via the standard decision trees but ignoring
objectives, mission actions and target locations.

19
INVESTIGATION DECK
Prepare and shuffle a deck of ordinary playing cards, A-K♥. Unless otherwise specified, you may
choose to draw one Investigation card ahead of each scenario. Only one card may be drawn regardless
of how many players form the Acolyte Retinue, except as specified by the Spy Network strategic asset.

Card Event Description

You may immediately draw from the standard Loot deck. Treat a K♣ draw as
A♥ Acquisition
a K♥ draw from this deck.

2♥ Intelligence The Acolyte Retinue begins the upcoming scenario with one additional CP.

Randomly determine one operative with at least one battle scar; that operative
3♥ Swift Recovery
may remove one battle scar.

Once during the upcoming scenario, when you draw a card from any scenario
deck, you may draw a second card and shuffle the original back into the deck.
4♥ Portent
You may determine the location or target of a card’s effect prior to deciding,
but may not resolve its impact.

5♥ Bodyguard You may select 1 DV of additional Followers in the upcoming scenario.

You may temporarily gain the benefit from one Strategic Asset of your choice
6♥ Requisition
for the upcoming scenario.

7♥ Practical Experience Randomly select one Follower; that Follower immediately gains 1 XP.

Randomly select one Follower; that Follower may select one 1 EP of


8♥ Lucky Score
additional equipment in the upcoming scenario at no EP cost.

You may select and resolve one Scouting option at no CP cost in the
9♥ Reconnaissance
upcoming scenario.

10♥ Local Contact You may select 1 DV of additional Auxiliaries in the upcoming scenario.

J♥ Tactical Blunder The Acolyte Retinue begins the upcoming scenario with one fewer CP.

In the upcoming scenario, the Enemy receives D6 DV of reinforcements on a


Q♥ Enemy Forewarned
random board edge at the end of the turn in which combat commences.

Randomly select one Follower and make an immediate Injury roll. That
K♥ Misadventure
Follower may not be deployed in the upcoming scenario.

20
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.

Randomly select one ranged weapon on one operative. That weapon


9♠ Overheat!
gains the Hot special rule until it is not used for a full activation.

10♠ Comms Breakdown Gain one fewer CP at the beginning of the next turn.

The friendly operative with the fewest wounds remaining is overcome


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

21
LOOT DECK
Prepare and shuffle a deck of ordinary playing Where a Booby Trap is triggered, the operative
cards, A-K♣. If a scenario requires you to draw immediately suffers D3 Mortal Wounds.
from a Loot Deck, consult the table below. Where an item of equipment is discovered, the
Card Item operative who discovered it is considered to be
carrying that item.
A♣ Rare Equipment
Basic Equipment may be immediately
2♣ Frag Grenade
equipped. If it is not used in the scenario in
3♣ Krak Grenade which it was found and the operative carrying it
4♣ Incendiary Grenade survives, it may be equipped in the following
Smoke Grenade scenario at no EP cost. If it is not equipped, your
5♣
Master assigns it elsewhere.
6♣ Stun Grenade
Rare Equipment must be removed from the
7♣ Demolition Charge
field for further examination. If the operative
8♣ Hotshot Pack carrying it survives the scenario, the player may
9♣ Drum Magazine roll on the Rare Equipment table of their choice
as normal.
10♣ Rebreather
Medikit Per the Pick Up action rules, items may be
J♣
dropped within 1” at no cost and picked up
Q♣ Stimm within 1” for 1AP. Additionally, items may be
K♣ Booby Trap transferred to a friendly operative within 2” for
1AP.

22
ADVENTURE PROMPTS

Complete the suggested chain of sequential scenarios to earn an additional reward.

Adventure Narrative Scenarios Reward


Your local cover has been 1. Eliminate Target (D)
Exposure blown. As enemies close in, you
2. Ambush (D) Gain double Acolyte
must complete your work and
Octarius 3. Evac Inbound (D): prioritise XP from scenario VP
trust in your Master to arrange
your evacuation. persistent ops for the Spy group.

Your Master has obtained intel 1. Stealth Offensive (A)


Materiel Raid regarding a cache of Gain one item of Rare
2. Compound Assault (A)
Moroch archeotech, and has ordered Equipment
you to retrieve it. 3. Plunder (A)

Desirable information has been


lost in the field. You are to 1. Retrieve Information (A)
Retrieve Intel Gain double XP for
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 security Gain one Strategic
2. Steal the Ciphers (A)
grid, take control of the Asset
Nachmund installation and hold it against 3. Defend the Position (D)
counter-attack.

Risk The enemy has captured a local


1. Contact Lost (A) Gain 5 bonus XP to
Assessment contact. They cannot be
distribute across
permitted to talk. Locate, 2. Maze Breakout (A)
Into the Dark deployed Followers
neutralise, and return with proof.
Reports have emerged of a
cache of relic weaponry recently 1. Relentless Pursuit (A) Gain 3WP of Relic
Sump-Diving
surfaced in the sump. You are to 2. Perilous Morass (D) Sidearms or Relic
The Lure forcibly persuade the locals to Weapons
3. Dank Hold (A)
relinquish it.
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.
Your Master suspects local
Forbidden forces are exploiting a valuable 1. Service Tunnels (A)
Knowledge Gain one Acolyte
STC fragment. You are to 2. Bridge Assault (A)
Requisition
Soulshackle infiltrate the installation and 3. Recover Archives (A)
recover the data.

23
ASHES OF FAITH CAMPAIGN CAMPAIGN TERRITORIES
Randomly determine six territories. Some
Mission Rules and Persuasion or Investigation
Ashes of Faith is a seven-scenario campaign
Benefits may not be applicable with an AI
featuring a system of territorial control and
Enemy. Alter or redraw as necessary.
culminating in a special Ritual mission.
You will need the Ashes of Faith campaign
book and card decks. CAMPAIGN SCENARIOS
It can be played using standard ACOLYTE 1 The Cult Revealed
rules, other than as follows and as noted below. 2+* Acolyte Scenario Generator
6 Immaterial Shields or Malignant Ley Line
• Do not use the Investigation deck.
*Alter number of scenarios as appropriate.
• Do not roll for Environmental Effects.

CAMPAIGN ROUND
PLAYER OPERATIVES
Select one of the following as the Player faction: • Battle Stage: Randomly determine the
Territory for each scenario, playing
• Standard ACOLYTE RETINUE rules each Territory at least once.
• Standard INQUISITORIAL AGENT • Draft Stage: Allocate Conspirator
rules from Ashes of Faith cards as normal. As Tac Ops are not
If using the INQUISITORIAL AGENT Kill Team, used, a maximum of 3 cards may be
determine Deployment Value as follows: earnt per battle.
• Scheme Stage: Player(s) bid
Operative DV conspirator cards to C ontrol territories.
Interrogator Agent and Tome-Skull 3 The Enemy then bids all cards to
Control one randomly-determined
Gun Servitor 3 territory.
Other Agents 1.5 • Dominance Stage: Player(s) and
1 Ancillary Option 10 Enemy receive Persuasion benefits,
and players(s) receive one-off
4 Battle Honours or Strategic Assets 1 Investigation benefits, for territories
they control with at least 4 Control
points.
ENEMY OPERATIVES
Use the DARK COMMUNE faction from the
ACOLYTE Bestiary as the Enemy faction, or CAMPAIGN REWARDS
substitute another faction from the Bestiary as Campaign victory conditions and rewards are
desired. as detailed in the Ashes of Faith campaign
ACOLYTE enemies make up for limited book.
intelligence via increased numbers. If using the If playing fewer than seven scenarios, earn one
INQUISITORIAL AGENT Kill Team, you may reward per three non-Ritual scenarios.
have a more satisfying experience deploying
fewer operatives and reducing Enemy DV If playing an ACOLYTE RETINUE, substitute
accordingly. D10 XP per 1 XP if applying bonus XP to your
Acolyte operative.

24
Something Rotten
in the Underhive
an Acolyte adventure for new characters

25
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.
Suggested Level: 0-1; Hard Mode: 2x all end-turn spawns.

OPERATIVES

Players 1 2 3 4

DV per
8 4 3 2
Player

Each player should select their operatives to


the DV limit specified above, from the Retinue
and Auxiliaries lists below.

Retinue DV

As
Acolytes and Followers
listed

1 EP per DV of Acolytes and Followers Free

4 additional EP 1

Auxiliaries DV

Planetary Militia, armed with one of


the following options:
• Autogun, Gun Butt. 1
• Shotgun, Gun Butt.
• Autopistol, Combat Blade

Planetary Militia, armed with a Gun


Butt and one of the following options:
2
• Boltgun
• Flamer

Drone Strike tactical asset. 1

Each player should equip their Acolyte and


Followers from the Basic Wargear List and
their Stash up to each operative’s Wargear
Capacity ahead of the adventure, and from the
Basic Equipment List and their Stash up to
the EP limit specified ahead of each scenario.

26
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 should be placed on the mid-point of each
board edge.
This scenario should be played on a board
roughly 30”x24” in size (Kill Team boards are The Target Location for this scenario is the
22x30” and Into the Dark boards are 24x28” - centre of the board. The Acolyte Objective is to
either will suffice). The Acolyte Retinue should investigate the area for any sign of the missing
all be placed within 2” of the central point of the agent.
board. Place at least four ruined buildings
around them in a rough circle. The rest of the Prepare and separately shuffle three decks of
board should be covered in scatter terrain. ordinary playing cards, A-7♦ for Clues, A-J♠ for
Events and A-K♣ for Loot.
Six objective markers should be placed on the
board. One should be placed on or within each At the end of each Turning Point place n
of four randomly determined ruins. The other Zombies, where n is the number of the Turning
two should be placed 4” in from mid-points of Point just completed, on random corners and
the short board edges. No clue should be closer long-edge midpoints of the board, and draw one
than 6” to the nearest Operative. One Zombie Event card.

27
Acolyte Retinue operatives (including Canids)
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 Retinue 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.

28
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; it will not
activate until next turn.

The operative finds something at the bottom of an old crate. Draw one
3♦ Ammo Crate
card from the standard Loot Deck.

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
corpse lunges for their throat. Place a Zombie in base contact with the
6♦ Zombie
operative. The Zombie immediately makes a fight action but will not
otherwise activate until next turn.

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 on 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 on random corners of the board.

Randomly select one ranged weapon on one operative. That weapon


6♠ Overheat!
gains the Hot special rule until it is not used for a full activation.

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


7♠ Zombies
board edges.

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


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

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

10♠ Comms Breakdown Gain one fewer CP at the beginning of the next turn.

The friendly operative with the fewest wounds remaining is overcome with
J♠ Terror!
fear. Subtract 1 APL for their next activation.

29
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.

Suggested Level: 0-1; Hard Mode: 2x all spawns.

OPERATIVES
Players 1 2 3 4 Auxiliaries DV

DV per Planetary Militia, armed with one of


6 3 2 2
Player the following options:
• Autogun, Gun Butt. 1
Each player should select their operatives to
• Shotgun, Gun Butt.
the DV limit specified above, from the Retinue • Autopistol, Combat Blade
and Auxiliaries lists below.
Planetary Militia, armed with a Gun
Retinue DV Butt and one of the following options:
2
As • Boltgun
Acolytes and Followers • Flamer
listed

1 EP per DV of Acolytes and Followers Free Each player should equip their Acolyte and
4 additional EP 1 Followers from the Basic Equipment List and
their Stash up to the EP limit specified ahead
of each scenario.

30
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 Retinue should be deployed in one of
terrain, floor tiles from Space Hulk or the 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 three decks of
The board should feature two exit zones and ordinary playing cards, A-6♦ for Objectives, A-
five roughly 4”x4” rooms interspersed with J♠ for Events and A-K♣ for Loot. At the end of
corridors, both between the exit zones and as each turn, draw one Event card.
dead-ends. Where the board sections are large

31
The sewer is blocked at various points by fixed
grates. Enemies may move under these freely
by submerging themselves in the effluent.
Acolyte operatives may perform the following
mission action:

FORCE GRATE (1AP)

An operative can perform this action while


within 1” of a sewer grate. Open the grate
and if an objective is revealed, flip the
objective marker and draw a card from the
Objective deck.

An operative can perform this action during


a Dash or Normal Move action, and any
remaining increments of movement can be
used after it does so.

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 RETINUE
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.

ENDING THE SCENARIO


Operatives may voluntarily leave the field of
battle via either exit zone. If so, they take no
further part in the scenario. The scenario ends
when all Acolyte Retinue 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 room card drawn.
• +10XP if the downward passage is
discovered.
If a Follower located the downward passage,
they gain an additional +1XP.

32
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. Draw one card from the
4♦ Weapon Stash
standard Loot Deck.

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
your Retinue. It is slow to stand so cannot activate and has no
3♠ Zombie
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.

Randomly select one ranged weapon on one operative. That weapon


8♠ Overheat!
gains the Hot special rule until it is not used for a full activation.

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


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

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

The friendly operative with the fewest wounds remaining is overcome


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

33
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.
Suggested Level: 1-2; Hard Mode: 2x all spawns.

OPERATIVES
Players 1 2 3 4

DV per
12 6 4 3
Player

Each player should select their operatives to


the DV limit specified above, from the Retinue
and Auxiliaries lists below.

Retinue DV

As
Acolytes and Followers
listed

1 EP per DV of Acolytes and Followers Free

4 additional EP 1

Auxiliaries DV

Planetary Militia, armed with one of


the following options:
• Autogun, Gun Butt. 1
• Shotgun, Gun Butt.
• Autopistol, Combat Blade

Planetary Militia, armed with a Gun


Butt and one of the following options:
• Boltgun
2
• Flamer
• Grenade Launcher with Frag
Grenades

Each player should equip their Acolyte and


Followers from the Basic Equipment List and
their Stash up to the EP limit specified ahead
of each scenario.

34
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

This scenario is played on a board representing Heavy Stubber on the vantage point. Place the
one large chamber with a number of adjoining Cultist Icon Bearer and 6 Cultist Fighters
ante-chambers. The main chamber should be spaced evenly in cover across the back half of
roughly 24”x24”. On one wall is the Acolyte the board. Place 4 Zombies in randomly
deployment zone. In the middle of the opposing determined ante-chambers. Acolyte Operatives
wall is a ritual altar, which should grant cover may deploy anywhere within 3” of the Acolyte
except from very tight angles, and in one corner board edge.
a vantage point with cover in the form of a
pulpit. On either side wall is at least one ante- The Target Location for this scenario is the
chamber. Place large pillars, scatter terrain and Altar. The Acolyte Objective is to kill the Cult
barricades throughout the main chamber. Leader before the Ritual is completed.

Place the Cult Leader with a conceal order


behind the altar. Place the Cultist Gunner with

35
Prepare a deck of Ritual cards, A-8♠. At the Place one Plagueridden where the Cult Leader
end of each turn, draw one Ritual card. was standing. Remove the 7♠ card from the

Ritual deck.
Until the Ritual is complete, the Cult Leader has
the following special rules:

• This operative will remain in cover with


a Conceal order behind the Altar.
• This operative may make the following
action:

BLIND FIRE (1AP)

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.

AVERTING THE RITUAL


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.

36
Acolytes gain experience points for the
ENDING THE SCENARIO following collective achievements:
Operatives may voluntarily leave the field of • +1 XP per enemy killed.
battle via the deployment edge. If so, they take • +10 XP if the ritual is averted.
no further part in the scenario. The scenario • +5 XP per daemon killed.
ends when all Acolyte Retinue operatives are
Grant an additional 1XP to each follower who
incapacitated or have left the field of battle, or
averted the ritual or killed a daemon.
the cult leader and all daemons have been
incapacitated.

37
RITUAL 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.

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


2♠ Zombies
chambers.

A randomly-determined pillar collapses, bringing down a section of roof.


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

Cultist Place D3 Cultist Fighters and 1 Cultist Gunner with Flamer on the board
4♠
Reinforcements edges of randomly selected ante-chambers.

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

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

he tolling of the bell reaches a foul crescendo.


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

The friendly operative with the fewest wounds remaining is overcome


8♠ Terror!
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 Hiver
follower.
• Your Master grants you increased access to the Inquisition’s resources. Choose one
Requisition from the Acolyte Requisitions list.

38
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

39
Reference
Acolyte Retinue operatives and equipment

40
ACOLYTE RETINUE 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 6” 2 1 4+ 4+ 3 6+ 8
Inquisitor are the interests of the Imperium.

ABILITIES UNIQUE ACTIONS

SEE BACKGROUND -

Specialisms: SEE BACKGROUND Wargear Capacity: 4 Deployment Value: 2

Keywords: ACOLYTE RETINUE, ACOLYTE, [LEADER], <BACKGROUND>

41
FOLLOWERS

Canid M APL GA BS WS DF SV W

Bred – or engineered – for aggression and loyalty,


Canids often accompany Acolytes on their tasks. 7” 2 1 - 4+ 3 6+ 6

Weapons A HM D Special Rules !

⚔ Vicious Bite 4 - 3/4 - -

ABILITIES UNIQUE ACTIONS

Canid: This operative cannot perform mission actions and cannot Gather (1AP): Perform a free Dash, Fall Back or Normal Move action
be equipped with equipment or wargear unless otherwise with this operative. At any point during that move, you can perform the
specified. Pick Up action for free with this operative, and any remaining
increments of movement can be used after it does so.
Loyal Companion: Each time an enemy operative 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 RETINUE 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: 0 Deployment Value: 1

Keywords: ACOLYTE RETINUE, FOLLOWER, CANID

Hiver M APL GA BS WS DF SV W

Most hivers live out their lives never seeing sun or sky.
Given the horrors beyond, they are the lucky ones. 6” 2 1 5+ 5+ 3 6+ 7

ABILITIES UNIQUE ACTIONS

SEE BACKGROUND -

Specialisms: SEE BACKGROUND Wargear Capacity: 3 Deployment Value: 1

Keywords: ACOLYTE RETINUE, FOLLOWER, HIVER, <BACKGROUND>

Ogryn M APL GA BS WS DF SV W

Ogryns may not be bright, but their brute strength and


unwavering faith makes valuable servants to the cause. 6” 2 1 5+ 5+ 3 6+ 12

ABILITIES UNIQUE ACTIONS

Strong, Not Smart: Each time this operative would -


perform a mission action, you must subtract one
additional AP to do so. This operative can only be
equipped with wargear from the Ogryn wargear list, and
unless otherwise specified cannot be equipped with
equipment.

Avalanche of Muscle: Each time this operative finishes


a Charge action, select one enemy operative within
Engagement Range of it to suffer D3 mortal wounds.

Specialisms: COMBAT, STAUNCH Wargear Capacity: 2 Deployment Value: 2

Keywords: ACOLYTE RETINUE, FOLLOWER, OGRYN

42
Off-Worlder M APL GA BS WS DF SV W

Whether promising initiates, seasoned veterans or


cynical mercenaries, Inquisitors can find a use for 6” 2 1 5+ 5+ 3 6+ 7
seasoned fighters.

ABILITIES UNIQUE ACTIONS

Specialist: On recruitment, this operative may select: -


- One Normal (e.g. Marksman) and one Bespoke
(e.g. Kasrkin) Battle Honour specialism.
- One Battle Honour from these specialisms.
- A second different characteristic advancement.
- A third different characteristic advancement if
the fourth characteristic is reduced.

Specialisms: <NORMAL>, <BESPOKE> Wargear Capacity: 3 Deployment Value: 2

Keywords: ACOLYTE RETINUE, FOLLOWER, OFF-WORLDER, <FACTION>, <XENOS>

Designer’s Note: Bespoke Battle Honours often interact with innate team abilities that are not
functional as part of an Acolyte Retinue. Choose/re-roll as appropriate.

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 5” 2 1 5+ 5+ 4 6+ 8
occasionally equipped with weapons.

ABILITIES UNIQUE ACTIONS

Mindless: This operative’s APL cannot be modified. -


Weapons Platform: Servitors may Dual-Wield pairs of
any weapon except Fists and Gun Butts. Servitors treat
the Heavy special rule as if it were Cumbersome, and the
Unwieldy special rule as if it were Heavy.

Specialisms: STAUNCH Wargear Capacity: 3 Deployment Value: 1

Keywords: ACOLYTE RETINUE, FOLLOWER, SERVITOR, BIONIC, MACHINE

Servo-Skull M APL GA BS WS DF SV W

Devoted Acolytes may serve the Inquisition beyond


death, their skulls augmented with a rudimentary 6” 2 1 - - 2 5+ 5
machine spirit and a range of tools.

ABILITIES UNIQUE ACTIONS

Support Unit: This operative cannot: -


• Have its APL modified.
• Perform the Pick Up action.
• Fight in combat or provide combat support.
• Be equipped with wargear or grenades.
Machine: This operative cannot earn experience points
and automatically passes Casualty tests.

Specialisms: N/A Wargear Capacity: 2 Deployment Value: 1

Keywords: ACOLYTE RETINUE, FOLLOWER, SERVO-SKULL, FLY, MACHINE

43
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 6” 2 1 3 5+ 7
carrying Inquisitorial authority.

Weapon A BS/WS D Special Rules !

◎ Autogun 4 4+ 2/3

◎ 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 -

◎ 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 RETINUE, AUXILIARY, MILITIA

TACTICAL ASSETS

Drone Strike
Once during the scenario, when you would activate a Ready friendly operative, you can perform a Shoot action using the
ranged weapon below instead.
For the purposes of Line of Sight, draw Visibility and Cover lines from a friendly ACOLYTE RETINUE 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” -

44
BASIC WARGEAR LIST

New or altered special rules indicated by *


ARMOUR

Armour Special Rules WP

⛉ Assault Shield The operative gains the Shield* special rule. 1

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

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

Each time a shooting attack is made against this operative, in the Roll
⛉ Flakweave Defence Dice step of that shooting attack, retained defence dice results of 5+ 1
are critical saves.

MELEE WEAPONS
All Melee Weapons except Eviscerator, Gun Butt and Unarmed have the Dual-Wield special rule.

Weapon A HM D Special Rules ! WP

⚔ Chainsword 4 - 4/5 - - 2

⚔ Combat Blade 4 - 3/4 - - 1

⚔ Eviscerator 4 -1 5/6 Ceaseless Reap 2 3

⚔ Gun Butt 3 - 2/3 - - -

⚔ Power Fist 4 -1 5/7 Brutal - 3

⚔ Power Knife 4 - 3/5 Lethal 5+ - 2

Choose one of the following special rules at purchase:


⚔ Power Weapon 4 - 4/6 Balanced, Lethal 5+, !Reap 2, !Rending, !Stun
3

⚔ Shock Baton 4 - 3/3 - Stun 1

⚔ Unarmed 3 - 1/2 - - -

PISTOLS
All Pistols have the Dual-Wield and Gun Butt special rules.

Weapon A HM D Special Rules ! WP

◎ Autopistol 4 - 2/3 Rng 6” - 1

◎ Bolt Pistol 4 - 3/4 Rng 6” - 2

◎ Hand Flamer 4 +2 2/2 Rng 6”, Torrent 1” Blaze* 2

◎ Inferno Pistol 4 - 5/3 Rng 3”, AP2 MW3 3

◎ Laspistol 4 - 2/3 Rng 6” - 1

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

- Standard 4 - 5/6 Rng 6”, AP1 - -

45
- Overcharge 4 - 5/6 Rng 6”, AP2, Hot - -

RANGED WEAPONS
All Ranged Weapons except Unwieldy weapons have the Gun Butt special rule.

Weapon A HM D Special Rules ! WP

◎ Autogun 4 - 2/3 - - 2

◎ Boltgun 4 - 3/4 - - 3

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

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

- Frag 4 - 2/4 Blast 2” - -

- Krak 4 - 4/5 AP1 - -

◎ Heavy Stakethrower 4 - 3/3 Heavy, Silent P1 3

◎ Heavy Bolter 5 - 4/5 Unwieldy*, Ceaseless, Fusillade* - 4

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

◎ Las Carbine Choose between the following profiles for each Shoot action: 2

- Close Range 4 +1 2/3 Rng 6” - -

- Long Range 4 -1 2/3 - - -

◎ Lasgun 4 - 2/3 - - 2

◎ 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 5

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

- Frag 4 - 3/5 Unwieldy*, Blast 2” - -

- Krak 4 - 5/7 Unwieldy*, AP1 - -

◎ Multi-Melta 4 - 6/3 Unwieldy*, AP2 MW4 5

◎ Needle Rifle 4 +1 2/2 Silent, Lethal 5+ Toxin* 3

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

- Standard 4 - 5/6 Unwieldy*, AP1, Blast 2” - -

- Overcharge 4 - 5/6 Unwieldy*, AP2, Blast 2”, Hot - -

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

- Standard 4 - 5/6 AP1 - -

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

46
Weapon A HM D Special Rules ! WP

◎ 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 - - -

◎ Stakethrower 4 - 2/2 Silent P1 2

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

OGRYN WARGEAR

Wargear A HM D Special Rules ! WP

The operative gains the Shield* special rule; cannot be equipped with
⛉ Assault Shield 1
Ripper Gun or Huge Club

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

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

◎ Grenade Harness 4 4+ 2/4 Rng 6”, Blast 2” - 3

◎ Ripper Gun 4 +2 3/4 Rng 6”, Fusillade - 3

⚔ Ripper Gun Butt 4 - 3/4 Free with Ripper Gun - -

Stun,
⚔ Bigger Club 4 - 5/6 - 3
Reap 2

⚔ Huge Knife 4 - 4/5 - - 2

⚔ Unarmed (Ogryn) 4 - 2/3 - - -

47
WARGEAR SPECIAL RULES
*Blaze: 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 shooting attack, if you retain any critical hits, the target gains
one Blaze token. An operative may remove Blaze tokens during its activation at a cost of one AP per
token. At the end of each Turning Point, inflict 1 MW per Blaze token then remove all tokens.
*Cumbersome: An operative cannot move more than 6" in the same activation in which it performs a
Shoot action with this ranged weapon.
*Dual-Wield: When at least two Melee Weapons or two Pistols are equipped, excluding Gun Butt and
Unarmed, weapons of equal or lesser WP value within that pair gain the Relentless special rule.
*Field: Only one item with this special rule may be equipped by each operative.
*Force: If this operative has the PSYKER keyword, 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. If
the target has the PSYKER, DAEMON or WARP ENTITY keywords, it suffers 3 mortal wounds.
*Fusillade: Each time a friendly operative performs a Shoot action with this weapon, after resolving
that shooting attack, you can immediately make another shooting attack against a different valid target
within 2" of the previous target using any dice that were retained as misses in the previous attack. You
may continue making additional shooting attacks until all dice or targets are exhausted but no target
may be selected more than once.
*Gun Butt: where an Operative is equipped with a Ranged Weapon, that Operative is also equipped
with the Gun Butt Melee Weapon.
*Null: Each time an operative would perform a psychic action, if it is within 6” of this operative, 1
additional AP must be subtracted to perform that action.
*Psychic Attack: Special rules that are Psychic Attacks are limited by any rules that limit Psychic
Actions. Where a rule (such as Psyk-Out) would subtract an additional AP, an additional AP must be
spent on the Fight action to use the special rule.
*Shield: 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 hits are discarded. This operative is unaffected by
the Splash critical hit rule unless it is the target of the shooting attack. Each time a shooting attack is
made against this operative, if the ranged weapon has the Blast, Shield or Torrent special rule, in the
Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
*Toxin: For the remainder of the scenario treat the target operative as being Injured.
*Unarmed: where an Operative has no Melee Weapons on its datacard and is not equipped with any
weapons, it gained the Unarmed Melee Weapon.
*Unwieldy: An operative can only make a shooting attack with this weapon if an extra AP is subtracted
to perform a Shoot action. It cannot make a shooting attack with this weapon by performing an
Overwatch action. It cannot perform a Charge, Fall Back or Normal Move action in the same activation
in which it performs a Shoot action with this ranged weapon.
*Warded: Each time this operative fights in combat, if the target of that combat has the PSYKER,
DAEMON or WARP ENTITY keywords, this weapon gains the Lethal 5+ special rule. Each time a
shooting attack is made with this weapon, if the target has the PSYKER, DAEMON or WARP ENTITY
keyword, for that shooting attack, this weapon gains the Lethal 5+ and MW2 special rules.

48
BASIC EQUIPMENT LIST

EQUIPMENT – Each operative can be equipped with no more than one of each item.
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.
AUTOSAVANT ARRAY 3EP

SERVITOR operative only. The operative gains the following abilities for the scenario:
Chronicle: If this operative was deployed but not incapacitated, you can select one other friendly ACOLYTE RETINUE
operative that was in that scenario to gain D10 (if an Acolyte) or 1 (if a Follower) experience points.
Irrefutable Documentation: While this operative is within 2" of an objective marker and not within Engagement Range of
an enemy operative, it controls that objective regardless of any other rules or the APL of enemy operatives within the
required distance of it. If an enemy operative would also dominate that objective marker, control is determined as normal.
Scrivener: After the Set Up Operatives step, gain 1 CP each time additional enemy operatives are placed on the board.
CLIMBING EQUIPMENT 1EP
The operative gains the Climbing Equipment ability for the scenario:
• 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 or SERVO-SKULL 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 Frenzied ability for the scenario: 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 RETINUE 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.
OPTIMISED GAIT 1EP
CANID, SERVITOR or TECH-ADEPT ACOYTE operative only. The operative gains the Optimised Gait ability for the
scenario: Each time this operative is activated, it can ignore the first distance of 2” it travels for a climb, drop or traverse
during that activation.
REBREATHER 1EP

The operative gains the Rebreather ability for the scenario: 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 Rosary ability for the scenario: Once per scenario, 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.

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STIMM 1EP
Add 1 to this operative’s Wounds characteristic for the battle.
UPLIFTING PRIMER 1EP
The operative can perform the following action during the scenario:
Uplifting Primer [1AP]: Until the end of the Turning Point, while a friendly ACOLYTE RETINUE operative is within 3" of this
operative, that friendly operative is uplifted. While an operative is uplifted, each time it fights in combat or makes a shooting
attack, in the Roll Attack Dice step of that combat or shooting attack, you can select one of your results of 5+ to be retained
as a critical hit.

VOX-CASTER 2EP
The operative can perform the following action during the scenario:
Signal [1AP]: Select one friendly ACOLYTE RETINUE operative within 6” of this operative. Add 1 to its APL. This operative
cannot perform this action if it is within Engagement Range of an enemy operative.

AMMUNITION – Each weapon can be equipped with 1 ammunition type.


DRUM MAGAZINE Autogun, Autopistol 1EP
Select one eligible weapon the operative is equipped with. That weapon gains the Ceaseless special rule for the scenario.
ENRICHED PROMETHIUM Flamer, Hand Flamer 2EP

Select one eligible weapon the operative is equipped with. That weapon gains the Lethal 5+ special rule for the scenario.
HEXAGRAMMATIC BOLTS Heavy Stakethrower, Stakethrower 2EP
Select one eligible weapon the operative is equipped with. That weapon gains the Warded special rule for the scenario.

HOTSHOT PACK Las Carbine, Lasgun, Laspistol 1EP


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

INFERNO ROUNDS Autogun, Autopistol 1EP


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

RAD ROUNDS Autogun, Autopistol 1EP


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

GRENADES
Weapon A BS D Special Rules ! EP
◎ Demolition Charge 4 3+ 5/6 Rng 6”, Limited, Blast 2”, AP1, Indirect, Unwieldy - 3
◎ Frag Grenade 4 3+ 2/3 Rng 6”, Limited, Blast 2”, Indirect - 1
◎ Incendiary Grenade 5 3+ 2/2 Rng 6”, Limited, Blast 2”, Indirect Blaze* 2
◎ Krak Grenade 4 3+ 4/5 Rng 6”, Limited, AP1, Indirect - 2

SMOKE GRENADE 1EP


This operative can perform the SMOKE GRENADE [1AP] action once during the scenario while not within Engagement
Range of an enemy operative:
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.

STUN GRENADE 1EP


This operative can perform the STUN GRENADE [1AP] action once during the scenario while not within Engagement
Range of an enemy operative:
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.

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TANGLE GRENADE 2EP

This operative can perform the TANGLE GRENADE [1AP] action once during the scenario while not within Engagement
Range of an enemy operative:
Select one enemy operative Visible to and within 6" of this operative, then roll one D6, adding 1 to the result if that enemy
operative is in this operative's Line of Sight. On a 3+, that enemy operative is Tangled until it performs the Pass action or the
battle ends (whichever comes first). A Tangled operative cannot perform any actions other than Pass.

WEAPON ATTACHMENTS – Each weapon can be equipped with 1 attachment.


AUXILIARY GRENADE LAUNCHER Autogun, Boltgun, Lasgun, Shotgun 1EP
Each time the operative performs a Shoot action, if a Frag grenade or Krak 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 operative performs Smoke Grenade or Stun Grenade action, the nominated location can be any surface within
this operative’s line of sight.

EXTERMINATOR Autogun, Boltgun, Eviscerator, Lasgun, Shotgun 1EP


Once per scenario, when this operative makes a shooting attack, it may select the Hand Flamer weapon profile for that
shooting attack.
INFRA-SIGHT Autogun, Autopistol, Las Carbine, Lasgun, Laspistol 1EP

Select one eligible weapon the operative is equipped with. That weapon gains the No Cover special rule for the scenario.
LAS-PROJECTOR Autogun, Boltgun, Lasgun 1EP
Select one eligible weapon this operative is equipped with. If this operative is Ready, it may perform an Overwatch action
without being On Guard. If it does so, treat it as having performed a Guard action in its subsequent activation and subtract the
corresponding APL.
RECOIL COMPENSATOR Autogun, Autopistol, Las Carbine, Lasgun, Laspistol 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 Dash action and a free Shoot action with a -1 Hit Modifier with this operative in any
order. You can only select the assigned weapon for this shooting attack.
TELESCOPIC SIGHT Autogun, Lasgun 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.

51
RARE EQUIPMENT LIST
Each time an Acolyte 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 Rare Equipment or Rare Wargear tables below. Your Stash cannot include more than
one of each item, except results 1-7 on the Acolyte Rare Wargear list. At any time you may permanently
assign an item of Rare Equipment (but not Rare Wargear) to a Follower. It may thereafter be equipped
at no EP cost but is lost if that Follower is killed or dismissed.

ACOLYTE RARE EQUIPMENT


D12 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
always treated as having a Conceal order regardless of any other rules, and is not Visible to enemy operatives more than 6” away.

DIGITAL WEAPON 2EP

The operative gains the following weapon for the scenario:


3
Weapon A HM D Special Rules !

◎ Digital Weapon 4 +1 0/0 Rng 3”, Lethal 3+, Indirect, Limited MW2

ICON OF HOLY TERRA 3EP


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

NULL STONE 3EP


5 The operative gains the Null Stone ability for the scenario: This operative cannot be targeted by psychic actions, and operatives
within 6" of it cannot perform psychic actions.

PSYCHIC HOOD 2EP


6 The operative gains the Psychic Hood ability for the scenario: This operative may re-roll Perils of the Warp results, but must
accept the second result.

OCULAR AUGMENT 2EP


7 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 and the weapon gains the No Cover special rule.

REFRACTOR FIELD 3EP

8 The operative gains the Refractor Field ability for the scenario: Each time this operative fights in combat or a shooting attack is
made against it, subtract 1 from both Damage characteristics of weapons the enemy operative is equipped with for that combat or
shooting attack.

SERVO-CHERUB 2EP
9 The Operative gains the Servo-Cherub ability for the scenario: this Operative can perform Mission Actions at an additional 1"
distance beyond the limit specified in the Action description.

SUSPENSOR HARNESS 2EP


10 The operative gains the Suspensor Harness ability for the scenario: This operative treats the Heavy special rule as if it were
Cumbersome, and the Unwieldy special rule as if it were Heavy..

TOME OF DENUNCIATION 2EP

11 The operative gains the Denunciation ability for the scenario: Each time an enemy operative fights in combat with or makes a
shooting attack against a friendly ACOLYTE RETINUE operative within 2" of this operative, subtract 1 from the Attacks
characteristic of that enemy operative's weapon for that combat or shooting attack.

TOME OF SANCTIFICATION 2EP

12 The operative gains the Sanctification ability for the scenario: Each time a friendly ACOLYTE RETINUE operative fights in
combat with or makes a shooting attack against an enemy operative within 2" of this operative, add 1 to the Attacks characteristic
of that friendly operative's weapon for that combat or shooting attack.

52
ACOLYTE RARE WARGEAR

D12 RESULT

Weapon A HM D Special Rules ! WP

Select one item of Basic Wargear worth up to 1 WP and permanently apply one
1-3 Relic Sidearm 1
Rare Equipment effect at no EP cost. This weapon may be further modified.

Select one item of Basic Wargear worth up to 2 WP and permanently apply one
4-5 Relic Weapon 2
Rare Equipment effect at no EP cost. This weapon may be further modified.

Select one item of Basic Wargear worth up to 3 WP and permanently apply one
6 Master-Crafted Weapon 3
Rare Equipment effect at no EP cost. This weapon may be further modified.

7 ⚔ Null Rod 4 - 4/6 *Null, *Warded Stun 3

8 ◎ Sling Gun 4 - 3/4 Balanced Rending 3

9 ◎ Arc Rifle 4 - 4/5 AP1 Stun 4

10 ◎ Archeotech Pistol 4 - 4/5 Rng 6”, Lethal 5+ Rending 4

11 ⚔ Force Weapon 4 - 4/6 Lethal 5+ Force* 4

12 ◎ Combi-Weapon Choose between the following profiles for each Shoot action: 5

- Boltgun 4 - 3/4 - - -

Select one of the following profiles when receiving Weapon: -

- Combi-Flamer 5 +2 2/2 Rng 6”, Torrent 2” Blaze* -

- Combi-Grav 4 - 4/5 Rng 6”, AP1, Grav* - -

- Combi-Melta 4 - 5/3 Rng 3”, AP2 MW3 -

- Combi-Plasma 4 - 5/6 Rng 6”, AP1 - -

Designer’s Note: Random determination may not be for everyone. If you prefer, roll two dice and pick
the result that suits best, re-roll inappropriate results, or simply choose your Rare Equipment.

53
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: Follower Cap: Wargear Cap:

Battle Scars & Injuries: Rested Tally:

54
REQUISITIONS AND STRATEGIC ASSETS

Acolytes may earn access to increased Inquisition resources in the form of Requisitions. When you
are granted a Requisition choose one option from the list below.

REQUISITIONS

Asset Acquired
Gain access to one Strategic Asset from the list below. Each Asset may only be purchased once
per Acolyte.
Bionic Augmentation

Remove one Permanent Injury from an Operative. This Operative gains the BIONIC keyword.
Rare Equipment
Randomly determine one item from the Rare Equipment table of your choice and add it to your
Stash. Each item may only be obtained once per Acolyte; re-roll as necessary.

STRATEGIC ASSETS
Expanded Armoury
You may 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 RETINUE 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” -

Spy Network
When you draw a card from the Investigation Deck, you may discard your first card and re-draw,
but must accept the second card.
Tactical Uplink
Each time you spend a Command Point, roll one D6. On a 6 that CP is refunded.

55
STRATEGIC AND TACTICAL PLOYS
STRATEGIC PLOYS
ACCUSATION 1CP
Select one enemy operative visible to an ACOLYTE operative and roll one D6. That enemy is treated as having
a GA characteristic of 1, and cannot be activated or perform actions until one of the following is true.
• D6 enemy operatives have been activated.
• It is the last enemy operative to be activated.
Each enemy operative can only be targeted by this ability once per turn.
FORTITUDE 1CP
Until the end of the Turning Point, each time a friendly ACOLYTE RETINUE operative fights in combat, in the
Roll Attack Dice step of that combat, 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 RETINUE
operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
PRUDENCE 1CP
Until the end of the Turning Point, each time a friendly ACOLYTE RETINUE operative makes a shooting attack,
in the Roll Attack Dice step of that shooting attack, 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 RETINUE operative is activated, it can perform that action for one less AP
(to a minimum of 0AP).

TACTICAL PLOYS

ATONEMENT 1CP

Use this Tactical Ploy when a friendly ACOLYTE RETINUE 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.
CHARITY 1CP
Use this Tactical Ploy at the end of the Firefight phase. Select one friendly ACOLYTE RETINUE operative. It
can perform a free Fight action.
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 RETINUE operative. Ignore the damage inflicted from that dice.
HOPE 1CP

Use this Tactical Ploy after a friendly ACOLYTE RETINUE operative makes a shooting attack. Until the end of
the Turning Point, each time another friendly ACOLYTE RETINUE 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.
REPRIMAND 1CP

Use this Tactical Ploy at any point in a friendly ACOLYTE RETINUE operative's activation. Select one enemy
operative visible to this operative, then select one unique ability that operative has. Until the end of that enemy
operative's next activation, it is treated as not having that unique ability.
SACRIFICE 1CP
Use this Tactical Ploy when a friendly ACOLYTE RETINUE operative is the target of a shooting or combat attack.
You may immediately swap that operative’s position with another friendly ACOLYTE RETINUE operative within
2” who becomes the target of the subsequent attack. The initial operative is not a valid target for any attack for
the remainder of the activation.

56
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

57
DESIGN, TEXT & MAPS
Discord: fodzilla#7520
Instagram: @f_dzilla
Reddit: u/f_dzilla

PLACEHOLDER ILLUSTRATIONS:
Midjourney, licenced under CC BY 4.0

Everything GW remains the property of GW, etc.

http://www.linktr.ee/acolytegame

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