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WAKnAMMEK

40,000

SOUI.SHACKI.I
-

1
KILL TEAM: SOULSHACKLE
The Gallowdark ploughs inexorably through the void, the monstrosity's
potential at once irresistible and terrifying. Covetous interlopers have
converged and boarded its agglomerate mass. The space hulk's denizens -
infesting horrors and trapped unfortunates alike - have had their imprisonment
disturbed by new arrivals, and are stirring with either hunger or hope. Predator
or prey, hunter or fugitive, the Gallowdark will exact its toll on all.

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CONTENTS
Introduction 3 Hand of the Archon Close Quarters 79
Spec Ops Rules ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■a 51 Setting up Terrain. 82

SODISHACKLE .4< Battle Honours 51 Killzone Key 84


Arenas of Plenty .4 Rare Equipment 52
The Gallowdark .6 Strategic Assets 53 MISSION PACKS 86
Hunters and Hunted .8 Requisitions 54 Shadow Operations:

i The Di*ukh21* 1 ■■■■■■■■■■■■■■■■■■■■■■■■■■■.■■■■■■■■■ <.10

The Dark City's Kabals ..10


Spec Ops
Exaction Squad Kill Team
55
56
Soulshackle Mission Pack ■■■■■■■■■■■■■I 86
Mission 1.1: Inload Data-gheist .88
The Lady of Venom ..12 Tac Ops 57 Mission 1.2: Awaken Control Cores. .90
Hand of the Archon Kill Teams ..14 Ability 58 Mission 1.3: Cryptogrammic Raid.... .92
Showcase ..18 Strategic Ploys 59 Mission 2.1: Reignite Comms. .94
Names and Demeanours ..20 Tactical Ploys 59 Mission 2.2: Bridge Assault .96
The Adeptus Arbites . .24 Datacards 60 Mission 2.3: Command
The Emperor's Justice..........................24 Arbites Proctor-exactant 60 Centre Surrounded ...98
Exaction Squad Kill Teams ..27 Arbites Castigator 61 Mission 3.1: Service Tunnels.... .100
Notable Arrest Records of E0-K94 ..28 Arbites Chirurgant 61 Mission 3.2: Hasty Defence .102
Showcase ..30 Arbites Gunner 62 Mission 3.3: Recover Archives. .104
Names and Demeanours ..32 Arbites Leashmaster 62 Showcase ■■■■■■■■■■■■■■■■■■■■■■■■■■a 106
R-VR Cyber-mastiff 63 Critical Operations:
THE RULES. 38 Arbites Malocator 64 Gallowdark Mission Pack ■■■■■■■■■■■■I 108
Hand of the Archon Kill Team 39 Arbites Marksman 64 Mission 1.1: Command
Tac Ops 40 Arbites Revelatum 65 Station Control 109
Ability 41 Arbites Subductor 65 Mission 1.2: Power Surge no
Strategic Ploys 42 Arbites Vigilant 66 Mission 1.3: Supply Raid in
Tactical Ploys 42 Arbites Vox-sig nifier 66 Mission 2.1: Junction Assault 112
Datacards 43 Equipment 67 Mission 2.2: Full-scale Attack 113
Kaba lite Archsybarite 43 Exaction Squad Spec Ops Rules 68 Mission 2.3: Mysterious Signature 114
Kabalite Agent 43 Battle Honours 68 Mission 3.1: Forge Stronghold 115
Kabalite Crimson Duellist 44 Rare Equipment 69 Mission 3.2: Vault Plunder 116
Kabalite Disciple of Yaelindra 45 Strategic Assets 70 Mission 3.3: Exposed Trove 117
Kabalite Elixicant 46 Requisitions 71
Kabalite Flayer 47 Spec Ops 72 DATASLATES AND DATACARDS. 110
Baiasiaiiaaaa IIU

Kabalite Gunner 47 Exaction Squad Dataslate...... 118


Kabalite Heavy Gunner 48 KIllZONES 73 Hand of the Archon DataslateJ 119
73
I Kabalite Skysplinter Assassin
Equipment
49
50
Killzone: Gallowdark.
Killzone: Soulshackle. 77
Exaction Squad Datacard.......
Hand of the Archon Datacard.
120
120

PRODUCED BY THE WARHAMMER STUDIO


i With thanks to First Claw for their additional playtesting services.
Kill Team: Soulshackle © Copyright Games Workshop Limited 2023. Kill Team: Soulshackle, GW, Games Workshop, Space Marine, 40K, Warhammer, Warhammer 40,000, the Aquila' Double-headed
Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM, and/or ©
Games Workshop Limited, variably registered around the world. All Rights Reserved.

No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying,
recording or otherwise, without the prior permission of the publishers.

This is a work of fiction. All the characters and events portrayed in this book are fictional, and any resemblance to real people or incidents is purely coincidental.
British Cataloguing-in-Publication Data. A catalogue record for this book is available from the British Library. Pictures used for illustrative purposes only.

Certain Citadel products may be dangerous if used incorrectly and Games Workshop does not recommend them for use by children under the age of 16 without adult supervision. Whatever your
age, be careful when using glues, bladed equipment and sprays and make sure that you read and follow the instructions on the packaging.

Games Workshop Ltd, Willow Rd, Lenton, Nottingham, NG7 2WS

I WARHAMMER.COM

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INTRODUCTION
Welcome to Kill Team: Soulshackle. This is the third instalment in the latest series of Kill Team, following the fortunes of elite
squads of warriors amongst the nightmarish innards of the space hulk known as the Callowdark. Predators, thieves, assassins,
crusaders and myriad others fight and explore within this deadly vessel. Either hunger or duty drive them to brave its depths.

Space hulks are vast accretions of void- manifold perils it poses. This book kill teams, as well as to help you develop
borne debris - wrecked ships, rock and explores some of these threats as well their unique quirks and background.
stranger matter - crushed together in as opportunities. You will learn more These tools give you a fantastic way to
the warp. When such a mass emerges about the Gallowdark and those forced begin your kill team's story and develop
into realspace, it heralds opportunity to negotiate its dark warren of corridors. its character. You can even choose to
for those brave enough. Arcane or These include the Adeptus Arbites, let these narrative elements affect
technological treasures may survive ruthless upholders of Imperial justice, your games as you consider how your
buried amongst its melded passageways and the cruel Kabalites of the Drukhari, operatives might deal with the tactical
and vaults, yet space hulks also bring driven to inflict pain and torment. situation in any given mission.
death. Danger lurks at every turn: rotting
gangways give way into bottomless Kill Team: Soulshackle includes faction Throughout this book, you can
chasms and sudden leaks flood holds in army lists for two brand new kill teams - pore over stunning photographs
an instant. Nor are space hulks devoid Exaction Squads of specialist Arbitrators, of beautifully painted miniatures,
of life. The warp's corruption results in and Hands of the Archon comprising including many set in the disquieting
mutated horrors and gheists that haunt elite Kabalites. Alongside datacards maze of the Gallowdark itself. You
the vessel's corridors, while infestations you will find ploys, equipment and Tac will see the highly detailed and
of monstrous and insane denizens stalk Ops abilities, plus unique traits and characterful Adeptus Arbites Exaction
its chambers. upgrades to equip these kill teams for Squad and Drukhari Hand of the
narrative Spec Ops campaigns. This book Archon miniatures in all their glory.
For every greed-fuelled opportunist also includes killzone and mission rules, The action-packed illustrations depict
intentionally seeking artefacts within a nine Shadow Ops missions, nine Critical the determined hunters that make up
space hulk for profit or fame, there are Ops missions and special rules for Close these factions amidst the oppressive ■a
others who are suddenly confronted Quarters fighting. and harsh environments found within
with them. They must steel themselves the confines of the Gallowdark to
to endure or exploit the hulk's terrifying Also included are tables to help you inspire the look and story of your
dangers, or else succumb to the generate names for your operatives and own collections.

...
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4

ARENAS OF PAINTY
Some liken the warp to an ocean. Seers, scholars and shipmasters talk of its dimensionless energies in
terms of currents, swells and eddies. Like any ocean, danger lurks unbound, and for uncounted ages
vessels braving the warp have risked foundering in its depths. Merged with one another and twisted
into havens of the malign, the resulting space hulks are relished as stimulating hunting grounds by the
4 w
r-
a
xenos Drukhari.
e
Long before the forebears of the Drukhari rose to the are spat back out into realspace at random intervals
zenith of their power tens of millions of years ago, as deformed and lumpen ghost ships, bloated with
numerous spacefaring species had already attempted the accretion of countless vessels and saturated with
to navigate the warp - a realm of energy, emotion and the mutating power of the warp. They may spend
V madness - to overcome the vast distances between centuries drifting through the galaxy, attracting the
the stars. The Drukhari and other strands of the insane, the malignant and the desperate before
Aeldari race understand it more than most, but even vanishing back into the warp for aeons.
their advanced technology cannot protect against the
< In the Aeldari tongue, space hulks are sometimes
9 warp's dramatic swells of psychic power.
9
referred to as klais'am haihsa'ol, or 'abominations
The warp is haunted by hungry entities and is ever birthed from pits of terror, nightmare and misery'.
troubled by storm-like seizures and unnatural tides. To the Drukhari, such an epithet conveys notions
Ships that attempt to cross through the warp from of pleasurable relish, as their own Dark City of
one region of realspace to another rely on varied Commorragh is a place of horror and torment. Space
technological or arcane means to survive. Such hulks harbour all manner of dangerous aliens and
mortal endeavours to maintain just enough stability strange monsters, as well as criminals, heretics and
to reach a destination often fail in the face of the far worse. These denizens represent both danger and
warp's violent tempers. Ships are crippled or smashed opportunity to the Drukhari, who have an endless
asunder before reaching realspace again. Even vessels thirst for captives to provide gory entertainment in
that do not intend to enter the warp risk falling into it. Commorragh's arenas.
Warp rifts can suddenly yawn wide, swallowing whole
- ships and orbital stations, as well as entire planets. Though their superior technology and sneering
Even the cruel Drukhari, who carefully avoid contact arrogance mean that the artefacts of other races are
with the warp more than most, can fall prey to it. of little interest to them, space hulks may contain
fragments of the Aeldari's vanished empire. Such relics
The webway is a twilight realm of labyrinthine spars from their race's golden age hold great attraction,
built by unknown architects between realspace whether to employ in some scheme of political
and the warp, and sheltered from both. Ever since outmanoeuvring or gruesome corruption.
J catastrophe snuffed out the Aeldari empire millennia
ago, the Drukhari's predatory people have occupied a Some areas of space hulks are open to vacuum, laced
sprawling domain within the webway. From here, the with toxic seepage or flooded with corrosive fluids.
Drukhari's raiding fleets slip out through portals that Yawning chasms miles deep open amid hulk-guakes
1 enable them to strike across the galaxy. It is for souls
and flesh to torment and terrorise that the Drukhari
that rumble as layers of wreckage and rock settle.
These dangers and countless more are viewed by the
raid, as well as to stir their jaded senses. In the deadly Drukhari as worthwhile trials for their athletic agility;
*' 4 innards of space hulks, these sadistic torturers find warriors who fall to them are callously despised for
4 great sport indeed to satisfy their needs. their weakness. The one danger that holds a true
frisson of terror for the Drukhari is a space hulk's
Within the churning infinity of the warp, remnants of potential to re-enter the warp without warning.
ships are crushed and twisted together by its infernal From supernatural causes to a constituent ship's
energies. Time, space and other fundamentals of warp engines firing at random, a Drukhari can find
reality do not work in the same way there, and these themselves in the warp, unprotected. There, they are
amalgams of wreckage and other matter are fused prey for daemonkind, and an eternity of torment that
in insane geometries. Through capricious forces they only Aeldari can appreciate and fear.
■p

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dhM

2S
THE GALIOWDARK
Of the myriad abominations that have burst from the warp and into realspace, no two are alike. The space hulk that would
be called the Gallowdark by the Imperium is one. A colossal monstrosity - the size of a moon - it is formed from countless
craft and shards of space-borne debris. For many intruders, it is the first and last space hulk they will ever see.

6 The warp is known by many names. Imperial commanders The space hulk referred to as the Gallowdark by the Imperium
sometimes refer to it as the immaterium or the empyrean. has been known by a number of names - its size, shape and
Others know it as the Great Ocean or the Sea of Souls. Within constituent wrecks being so different each time it appeared
the timeless realm, space hulks may drift for millennia, in realspace that it was never recognised as the same dread
absorbing new fragments of wreckage as empyric tides cast object. To pre-Dark Age Human pioneers of the Long March, it
them through howling gulfs of energy. was the Shiwersplint. The Af'arkhant Dynasty of the Necrons
recorded its passage with a glyph meaning 'Spear Cast from
Change is among the abiding traits of anything touched by Death's Heart', while the Thengl of myth feared it as the
the warp, and space hulks are no different. They grow, fracture Thousand Maws. No army of scholars could ever successfully
and break apart, reforming in alternate combinations over account for the Gallowdark's long and meandering tale. Its
aeons. Thus, they may not even be recognised as the same history goes back millions of years, to a time before even the
agglomeration that has been witnessed before. Some are even Aeldari had struck out from the cradle of their origin.
translocated in time, and may be thrust out into realspace
long after they last vanished, or even before the moment of The very first ship that made up the Gallowdark was a funeral
their origin. vessel of a race that called themselves the S'koran'igsthi.
If it was ever possible to discover, let alone translate, the
ship's name, it would mean She Who Mourns Great Loss in
the Eternal Darkness Bleak. The vessel was lost with all its
crew and finery-draped cadavers on a ritual funerary journey
through the warp. The empyrean initially melded it with two
asteroids known to a forgotten ancient people as Kh'a'pahla
and Ghu'ruun, named for deities of hunting, fire, wisdom and
roaming. This was the first of countless such fusings.

L
By the Gallowdark's fifth appearance in realspace, it was
composed of several hundred ships and scores of voidborne
al asteroids. By this point, nothing whole remained of the vessel
that had formed the hulk's original kernel. The space hulk
-
had become home to a score of
different races - including those
the Imperium would later know as
the Fra'al and the Khrave - and
artificial species harbouring dark
intellects granted by their now
extinct creators, known in their
time by such names as the Larvae
of Silica and the Eclosions of the
Metal. These inhabitants formed
alliances, built settlements and
waged wars across the Gallowdark
for the sake of territory, resources,
fresh meat, ambitions, rituals or
merely survival.

Observers in the Era Indomitus


may recognise Human vessels
embedded in the Gallowdark's superstructure - both loyalist regions of wilderness space, bordering the Nemesys Sector.
and traitor - alongside the mangled scrap-ships of the Orks, Among the first vessels to reach it after its emergence was
the sweeping curves of Aeldari craft and even biological the Kroot warsphere Bak Varoyaw. The mercenaries of the
masses that appear to have begun their existence as Tyranid ship's Farstalker Kinbands descended on the hulk to plunder
bioships. Countless others are unidentifiable, having been it, and once aboard encountered chimeric rodents, arachnoid
warped into dark spirals and branching tracts that wind into scavengers, strange sentiences and unnatural entities that
the hulk's core like venom-laced veins. haunted their steps.

The Imperial Navy ships mangled into the hulk's morass Kroot are notorious carnivores, consuming the flesh of their 1
include the Vanquisher-class battleship Victoria Magnus, long victims to absorb advantageous genetic traits. However,
since reported lost in the warp, and the Exorcist-class grand even their bloodthirsty tastes did not run to the tainted flesh
cruiser Queen Imperia, drawn into a warp storm in M39. Other of worshippers of the Dark Cods. These inhabitants of the
Imperial ships include an infested reclamation craft with space hulk - their tribes coalescing in such grim places as
the cipher Everwatch, rumoured to have been employed by Voidhaven, the Shuddering Chasm and the Cibbetgarden
the Ordo Xenos, the cavernous Ecclesiarchal cathedrum-ship - were just one amongst many dangers facing the Kroot.
named Saint Bernidelph's Pride, and the claustrophobic penal Imperial warships belonging to Battlefleet Nemesys arrived,
transport barge known as the Boneshackle. The penal barge and their commander - Admiral Armenius Philo XVI -
is almost entirely embedded, save the brutalist towers atop its recognised the opportunity to prise archeotech from the space
bridge that poke through the hulk's skin like fungal growths. hulk's carcass. It was then that Admiral Philo officially gave
the abominable mass the name Gallowdark. His ships drove
Many of the heretic vessels of the Callowdark have seemingly the warsphere Bak Varoyaw off, but numerous Kroot remained
merged far more readily, appearing to have sunk into the in the space hulk. Teams of specialist Imperial Navy Breachers
superstructure as if it were a sucking mire. They include the were dispatched, accessing the Gallowdark via the wreck of an
battleship Death of Innocence and the Night Lords cruiser Imperial cruiser at its surface.
Prince of Despair, echoing still with the agonised screams of
the Heretic Astartes' long-dead victims. The Foeshredder, a The Gallowdark's labyrinth of twisting corridors, caverns,
World Eaters strike cruiser, remains the haunt of bloodthirsty ductways, chambers, armouries and crevasses reverberated
madmen, and gore flows in its gladiatorial pits each day. with increased activity. Many of its denizens had somehow
Daemonships have been fused into the Gallowdark by perceived the hulk's transition into realspace and sought the
the power of the immaterium, including the Hellspite and chance to either attempt escape, or prepare to prey upon the
Darkspawn. Only the most desperate or insane of the new intruders.
Gallowdark's inhabitants ever venture to those bestial reaches.
Not all of those seeking escape were tainted or insane.
While the space hulk grew within the timeless warp, in Elite soldiers of the Cadian 15th Kasrkin Regiment pulled
realspace, millennia wore on. On either side of the veil that themselves from warded crypts that had shielded them during
separated the two - through which it passed several times the Gallowdark's sojourn in the warp. Their ship had been just
- the Gallowdark changed. New occupants came and went. one more victim pulled into the space hulk's embrace, and
Some arrived by accident, their vessels consumed by the warp they had no way of knowing they were some four millennia
and melded with the space hulk. Others came with purpose, adrift from everything they knew. Far more ancient, but no
seeking to explore the vessel and plunder its riches. Aboard the less determined, a Circle of Necrons and their Cryptek master
Gallowdark, many inhabiting groups, tribes and species were were hunting the Kasrkin through the Gallowdark, their living
wiped out in their entirety, through war, hulk-quakes or cavern metal footsteps ringing from rusted transitways. The arrogant
collapses. Some were destroyed when the sections of the Cryptek - known as Hamanet the Relentless - saw little
Gallowdark they occupied were torn in two by warp currents, or difference between the mutated vermin he encountered and
crushed when another vessel was amalgamated with the hulk's the Humans he tracked through the mazes of corridors.
mass. Other individuals have been consumed by shadowy
horrors, been torn apart amidst daemonic incursions, or have In their attempts to discover a way off the Gallowdark, the
simply turned a corner and vanished without a sound. Kasrkin had trained their vox equipment on barely discernible
signals, catching faint transmissions and energy signatures
that might emanate from surviving ships' systems. The signals
INTERLOPERS IN THE DARR were interspersed with the whispers of malign spirits that
The Gallowdark was excreted from the warp most recently drifted in pockets of atmosphere and flowed through rivers
after an absence from realspace of four thousand years. of leaking fuels. Some of the whispers bypassed the Kasrkin's
It did so in one of the Segmentum Tempestus' numerous comms equipment, seemingly arriving directly in their minds.
*' *
7^^ I

HUNTERS AND HUNTED


The activity within the Gallowdark's depths was hidden from both mundane sight and arcane augurs, the tainted bulk of the
space hulk fouling the most esoteric of detectors. Yet it was obvious from the number of ships that dogged the space hulk's
lumbering trail that many interlopers were already hunting inside.

8
THE HAND OF MAIYS every port of call to seize any dregs they could. Alongside the
barge's crew was a garrison of Adeptus Arbites officers. The
The void-dark ships of the Kabal of the Poisoned Tongue had prison barge had departed the Nemesys Sector's capital system,
been among the first to reach the Gallowdark. The timing and Herold's Mete, six years before, its passage charting a circuit of
location of its emergence from the warp had been torn from three dozen worlds. Now it was two thirds full, laden with tens
the mind of a captive oracle in a Commorrite dungeon. Only of thousands of prisoners destined for the Arbites-controlled
R: a select handful of the Kabalites aboard the ships had been garrison world of Castrum Hargh. There, the majority of the
t
informed of the space hulk’s existence at their destination. On prisoners would be bound in a penal battalion and handed
1 encountering the Gallowdark, the ships had dampened and over for one final chance to serve the Emperor on a battlefront.
dispersed their energy signatures to avoid detection by other
species' craft in the vicinity. The Kabal's knife-like cruisers and The Dyad ofZaffre's last realspace translation had taken
escorts then trailed the space hulk from a distance. place in the Vergnachev System. There, Ramosett's impress
’ *
companies trawled through hive sumps and factorum shanties,
So it was that, unseen, Dracon Naezir of the Umbralific Venom searching for vagabonds, petty criminals and the destitute.
saw the comings and goings of many craft. Naezir's ship While she unleashed her brutal crew into the dark warrens
detected several that approached the Gallowdark only close of Humanity, the penal barge's Arbitrator teams drove bands

enough to plot its trajectory before escaping. Others grazed of far more dangerous prisoners from Vergnachev's precinct
the hulk's surface with teleportation technologies to filch gaols onto the Dyad ofZaffre.
portions of component vessels, never daring to actually set
foot upon the space hulk. The prison barge's permanent Arbitrators were not the only
officers of Imperial justice to board. From Vergnachev's
Naezir witnessed the arrival of the Rak Varoyaw, and several primary precinct, Proctor-exactant Daimon Kolkord marched
days later was aggravated by the appearance of a war group of onto the Dyad ofZaffre, his credentials of the highest sector
Imperial vessels. Lumbering as he knew them to be, the Dracon clearance. An Exaction Squad of Arbitrators followed him,
was not fool enough to discount the firepower Imperial ships surrounding a prisoner haltered in a heavy penitent's brace,
could disgorge. He exerted his influence on other Drukhari its misshapen head covered by an auto-penitent cowl. Captain
shipmasters to activate their mimic engines, replicating the Ramosett had no choice but to permit the Proctor-exactant,
energy signatures of Kroot ships. The ploy succeeded, and most his squad and their alpha-level prisoner aboard. Though not
of the Human warships were lured away to chase the phantom Arbitrators themselves, she and her officers were servants of
WK
emissions, leaving only a pair of escorts to extract the Imperial the sector's Lord Marshal just as Kolkord was, and she had
Navy Breachers left inside the Gallowdark. been ordered to extend passage to him without question.

Naezir was unconcerned for the fate of those who lured the Kolkord's charge - a dangerous psyker - was being
Human warships away. If they perished, that meant fewer incarcerated in a psy-containment chamber as the Dyad of
claims on the spoils. If they succeeded in declawing the Zaffre shuddered through a warp translation. Questioned
Imperial ships, the Human crews would provide diversions about the turbulent manoeuvre, Ramosett told the Proctor-
during his triumphant return to Commorragh. They were not exactant there had been some inconsequential empyric drifts
the primary prize, however. That would come straight to them, during their voyage. Concerned some weakness in the barge
already crippled - just as Lady Malys had planned. could be exploited by the witch he had brought aboard,
Kolkord requisitioned schematics, manifests and infoslates on

THE FIST OF JUSTICE every aspect of the barge's transit. He and his elite Exaction
Squad combed the barge's security protocols, corroborated
The Dyad ofZaffre was a vast prison barge under the prisoner identities and scoured hundreds of the vast ship's
command of Captain Ramosett. Amongst her crew were sections. It was during this that Kolkord discovered an arsenal
impress companies which - under the terms of a licence she of weapons in a desanctified cell deep in the barge's bowels -
held from the sector's Lord Marshal Venk - she unleashed at arms he realised the Captain meant to profit by.

. 'I
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>
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V’
I

The prison barge's own garrison of Arbitrators fully backed The jarring translation to realspace shorted a number of
Kolkord in his assessment of Captain Ramosett, and followed systems. This, combined with the warp's residual energies
him when he seized command of the Dyad of Zaffre. Kolkord fouling their augurs, meant the crew were blind to the fact
and his Arbitrators killed eight of Ramosett's bridge officers they had emerged near the Gallowdark and were on a direct
and shackled the remainder to their stations. He declared that collision course. The translation was swiftly followed by the
when they reached Castrum Hargh, he would grant them the screeching of klaxons, and the bridge officers could not keep

J
chance to earn redemption in a penal battalion in exchange up with the deluge of alerts that soon flooded their vox-
for their continued work at the ship's controls. None wished to feeds. These messages and damage reports were broken and
join Ramosett in one of the barge's cells. garbled, their contents barely discernible. Kolkord listened ..
carefully, piecing together evidence as it came up. While
the officers were still scrambling to understand what was -
REELING IN IRE PREY happening, Kolkord realised. They were under attack.
Had the Proctor-exactant delved deeper, he might have
discovered an increasing number of minute course anomalies. Through pools of darkness on a dozen decks, shadow-skinned
As the Dyad ofZaffre made warp away from the Vergnachev Drukhari Mandrakes had emerged from their nether-realm,
System, the ship's Navigator initiated the first in a series of using ice-cold blades to hack their way through terrified
subtle corrections. With her third eye she could perceive the Humans. Serving as mercenaries to Lady Malys, several of the
tides of the warp, and it was only through her skill that the Mandrakes activated polyhedral artefacts, opening webway
barge kept its course and evaded dangerous storms. With portals through which flooded large numbers of her Kabalite
faith in their Navigator, the crew under Kolkord implemented Warriors. Together, they scythed through panicking crew
her advised course for several months. No one had any inkling and stalwart Arbitrators alike. Kabalites planted haywire
they had drifted so far from their route. charges that tore through delicate systems, frying propulsion,
communication and security mechanisms. One by one, tens of
The Navigator evaded what she saw as dangers, believing she thousands of cells unlocked and prisoners rampaged on sprees
had then returned to her chartered route. In truth, her warp of murder and destruction. Some found Ramosett's arsenal
sight had been twisted without her knowledge. When at last and turned it on Arbitrators, crew, the xenos and each other.
the Navigator issued an alert, it was not a warning of their Its decks awash with blood and running battles, and its crew ■
position, but an urgent demand for an emergency translation incapable of averting disaster, the Dyad ofZaffre advanced on
due to a warp storm suddenly forming in their path. an inexorable collision course with the Gallowdark.

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THE DARK CITY’S KABALS
The Kabals of Commorragh resemble pirate bands, noble households and criminal cartels, and their numbers are made
of sadists, slavers, torturers, murderers and thieves. Kabals are in a state of constant conflict, their webs of alliances and
rivalries ever-shifting in Commorragh's brutally meritocratic and labyrinthine political landscape.

10 The Dark City of Commorragh is home to criminals, most Drukhari seek to join a Kabal, though competition
mercenaries, hedonistic gladiatorial cliques, gruesome is fierce and the initiation rites extremely bloody. Within
fleshcrafters, beasts out of nightmare and uncounted captives a Kabal there is the safety of numbers and a ladder of
in visceral torment. The temporal and spatial irregularities hierarchy they can climb. An attack on one Kabal member
within the webway have allowed Commorragh to spread. is seen as an attack on them all, and so a modicum of order
Pocket dimensions exist beneath layers of slums, and towering is maintained; Kabals will not make dangerous enemies
spires reach up towards captured suns orbited by shoals of unless they see their own position as being strong enough
stolen ships. A vast domain of torture and horror, the Dark to withstand the potential fallout. This does not mean,
City's mind-boggling form reflects the tainted Drukhari however, that particular individuals in a rival Kabal cannot,
character to whom it belongs. or should not, be eliminated, it just means that the way in
which they are removed has to be more subtle. Thus does
The appetite of the Drukhari for captives is insatiable. They this power structure incentivise murder by subterfuge and
inflict pain, misery and horror not only because they relish careful scheming.
such sadism - savouring the feel of other creatures' flesh
tearing as a gourmet relishes an exquisite sweetmeat - but
also because they are compelled to. All Drukhari suffer from KABALSATWAR
a gnawing hollowness within. As a result of the terrible Carrying out raids is the most important task for Kabalites
circumstances surrounding the Fall of the Aeldari, the and Kabals. Not only do they yield great bounties of captives
Drukhari's souls drain from their being over time and seep into and offer feasts of agony to delight in, there is also immense
the warp to be consumed by the Chaos God Slaanesh. They personal and political prestige to be gained in returning to
evade this soul debt, as some call it, by stringing out acts of Commorragh having successfully planned and carried out
cruelty and torment for as long as possible. In a way, Drukhari a pillaging assault. By impressing their fellow Commorrites,
feed upon the pain of others; imbibing it revitalises their souls, a Kabal asserts dominance over its rivals. Thus, the largest
granting a form of horrific immortality. Those who cannot Kabals are always raiding. Some may have scores happening
do this wither away into wretched simulacra of their former simultaneously, attacking world after hapless world and
selves, and are preyed upon in turn by their own kin. Towering winning political as well as military victories.
egotism and selfish advancement at the expense of others is a
part of everyday existence for the Drukhari. In the same way that they scheme to acquire power by
outmanoeuvring their rivals, Kabalite Archons plan their raids
The Kabals form Commorragh's primary military strength and to meticulous detail. They torture existing slaves and employ
the upper tiers of its hierarchy. It is from their realspace raids scouts and mercenaries to acquire as much knowledge as
that the majority of captives are procured. Even the smallest possible of the world they intend to strike. They also pay
of the Kabals number hundreds of Drukhari, with territory enormous sums for more esoteric means of surveillance,
spread over hideouts, safe houses and other hidden locations. such as whisperglass mirrors, flocks of invisible familiars and
The largest have millions in their ranks, control vast swathes parasitica I ly invested abductees. Though costly, the rewards
of Commorragh - along with weapons shops, arenas, toxin of a successful raid make the investment more than worth it.
distilleries and docks - and have galaxy-wide influence thanks
to their endless stream of raids and rampant piracy. In battle, Kabalites seek every advantage they can get over
the enemy, viewing concepts such as honour or valour as
weaknesses to be exploited. They attack where the enemy is
ORDER FRDM ANARCHY most vulnerable and retreat where they encounter organised
In the murderous society of the Dark City, Drukhari with resistance, striking hard and fast to cripple command and
aspirations for enormous power - which is the overwhelming control systems in order to spread confusion and terror.
majority - will easily make enemies and draw unwanted Ambush, hit and run tactics and trickery are as much a part
attention. This leaves them vulnerable, and makes reaching of their arsenal as advanced weapons, and they use them to
the heights they wish to achieve almost impossible. Thus, full effect.
‘CROSS THE EADY MAIYS, HOWEVER SLIGHT, AND YOU
WOULD BE ADVISED TO SLIT YOUR OWN THROAT WITH A
DLUNT DLADE. IT IS MORE PREFERABLE - AND FAR, FAR
QUICKER - THAN THE REPRISALS SHE CAN DREAM UP.’
- A whisper heard in the slums of Commorragh

*
THE LADY OF VENOM
Amongst the Kabals of the Drukhari, none rival the duplicitousness of the Kabal of the Poisoned Tongue. They are masters
of secrets and disinformation, distillers of some of the most inventive and potent toxins, and crafters of elaborate ploys.
Lady Malys - known to some as the Lady of Venom - is the Archon at the head of this serpentine institution. A dark genius,
her lethal reach is long indeed.

12 Even before the fateful events that led to her ascendancy, the During their realspace raids, the Poisoned Tongue put their
mind of Lady Aurelia Malys ran like an incredibly complex skills of deceit to deadly use. On worlds where the Kabal
and dangerous timepiece - a latticework of barbed cogs each have trained their eye, inhabitants are often supplied with
clicking away. She is consummately cunning, but at all times false signs of an impending attack, as well as fragmented
she conducts herself with poised decorum and even a frosty messages and fleeting signatures of Drukhari raiding craft.
politesse that masks her lethal intentions. Her hauteur and They position their defences as best they can to repel the
aloof manner is echoed throughout her court, and only the impending invasion, but when the Poisoned Tongue finally
quickest of wit survive long in her presence. strike, it is inevitably where their victims least expect. The
Kabal regularly employ infiltration tactics, assassinations
The accuracy with which Malys can predict her enemies' and massed poisonings to ravage their enemies before ever
moves borders on supernatural. Her detractors even dare meeting them on the field of battle. The result is that the
to imply that she has a degree of psychic ability - a slur raiding parties of the Poisoned Tongue are able to swiftly run
dangerous to utter, for all such powers are forbidden in through the disordered ranks of their prey before spiriting
Commorragh. Drukhari suppress their race's innate psychic back their captives to Commorragh.
talents for fear of permitting the warp's denizens access to
their city. Most believe Malys' uncanny prescience comes from
having a mind like a steel trap. Be it politically or physically, WEBS OF INTRIGUE
she has an astonishing ability to be elsewhere when her In the wake of a series of punitive massacres orchestrated by
foe's blade falls. In Malys, the natural athleticism and lithe Commorragh's Supreme Overlord, Asdrubael Vect, Malys and
strength of the Aeldari is honed to a razor's edge, to match her Kabal were nowhere to be seen within the Dark City. A
her intellect. One who sees Malys casually despatch a mob of few of the more arrogant survivors claimed with smirks that
howling Orks with her exotic blade and steel-edged fan is left she had finally been caught out. Many more believed she had
in no doubt that she is as lethal in action as she is in word. been party to Vect's scheme all along. In truth, Malys had seen
through the lures that had resulted in many of her rival Archons
Only Malys could have continued to corral such backstabbing falling to Vect's hired blades. Taking the Poisoned Tongue into
and scheming plotters as the Poisoned Tongue, but she would little known spars of the webway, Malys used her rivals' deaths
have it no other way. Such traits are natural means of progress to insinuate her reach into Commorragh from afar.
within Commorrite society, and under her direction the Kabal
have raised them to a peerless art form. Malys' agents dominate several highly profitable operations
throughout the Dark City. Many she controls openly, such as
the void-docks of Scarlet Harbour and the slums of NetherdelI.
THE VENOMOUS WORD OF MAEYS Others she dominates through puppet Kabals, whether they
The Kabalites of the Poisoned Tongue are universally sharp know it or not. Malys ensures her power is not centralised - if
of wit, with a flair for duplicity so pronounced that they can her many enemies gut one establishment, her others remain
4 tie their rivals in knots and dissect them with words alone. hidden or have enough warning for her agents to slink away
They have carved their own niche in the Dark City through in time. She has also established centres of information
constantly misleading and wrong-footing their rivals, ensuring gathering and toxin distillation in hidden parts of the webway.
their 'allies' bear the cost in blood whilst they plunge the knife These include a specialised manufactory said to work on
into the foe's delicate underbelly. They even use failure and substances with aid from a Grand Masque of Harlequins the
mischance as weapons, elegantly scapegoating and framing Lady of Venom has a relationship with. It is also rumoured
others to achieve their means. Many an opposing Archon that Malys is building a dossier of Haemonculi and their
has been torn to shreds by their own Kabalites due to the powerful clientele. Drukhari who can afford it pay Haemonculi
campaigns of misinformation spread by the Poisoned Tongue. to keep a sliver of their flesh so, should the client die, their
Nobody trusts the honeyed words of this sly Kabal, but seeing soul can be drawn back into a new vat-grown body extruded
as no Drukhari trusts another anyway, this is not much of from the guarded flesh. If the rumours are true, Malys would
M a handicap. hold the key to several individuals' very existence.

fc". M
ady Malys set aside three of her mental unlocked, their continent-cracking weapons will be in
calculations - ploys that would not come my control. Woe to Archon Urethisk when she raids
to fruition for many decades -as a pulse of Kesdimas. Her death will be painted an accident,
energy under a cuticle alerted her to the approach of perhaps. No, that the Humans were able to foresee her
an underling. attack and outmanoeuvre her. Yes, better!

Malys' chamber was protected by many guardians. Most Lady Malys made a graceful gesture with her hand and
were explicit, Trueborn elite or hired blades from the a miniature portal opened like an obscene flower in
Incubi shrines - obvious shows of power. Others were front of Archsybarite Veskine. He reached out his hand 13
concealed, their blades and barbs evaded only by and from the portal's black depths a crystalline soul
words, thoughts or scents gifted by Malys to a few of trap softly dropped into his palm. Its polyhedral surface
those craving her ear. Some of her guards could not be was scored with jagged runes of imprisonment.
evaded, only defeated through guile, wit or skill of arms,
such as packs of feral Ur-ghuls. Such wards served to 'There is one who accompanies your beloved comrade,
weed out those who were unworthy of her time. Kaerhyl: Vypos Nyqist, his whispering Skysplinter
Assassin. See that he comes to me. There is a
As one portion of Malys' mind brought to the fore the Haemonculus who speaks to him and I wish to avail
information she intended to impart to the visitor, with a myself of their conversations.'
separate portion she began to mentally revisit a similar
set of instructions given to another of her warriors. Veskine smiled cruelly as he closed his gauntlet around
the soul trap. Malys had no doubt that Veskine would
Archsybarite Kaerhyl, who affects the title ofVexator. savour such a hunt, and try to torture the information
He and his warriors - the Coils of Deceit - are to be the out of Nyqist before sealing his essence in the soul trap.
fifth to board the hulk. Others know to grant them this Veskine was known to prattle during torture, and she
position, believing I have singled them out for death. had prepared Nyqist to learn all he could in that time.

Malys heard the heavy breaths of recent exertion - Then there is the Crystal Gnomon of Ta th. Kaerhyl will
could almost detect the thudding of an apprehensive seek it out for me in the rotting hull of a ship from the
heart - as Archsybarite Veskine at last walked through Old Empire. It cost me dearly to wrest its location from
a silken veil to enter Malys' receiving chamber. She the Hrud, but it will be a worthy gift to Archon Urethisk,
could tell the warrior strove to give the impression displaying my hopes for her success and giving me a
of insouciance after passing her Ur-ghuls unscathed, stake in her enterprise. Kaerhyl's Elixicant will deliver it
adopting a slouching swagger intended to display under promise of peace. It will be destroyed along with
a balance of power and deference he hoped would the bearer and Urethisk, but I have other baubles.
endear him to her. Veskine bowed fractionally, never
taking his eyes from his Archon. 'In the event Nyqist proves too resilient - his
Haemonculus paymaster may have protected his 'asset'
'My lady,' he began, 'all proceeds by your word. Your last - take this.' Malys drew a slim vial of opaque crystal
cipher delivered by the Scourges spoke of additional from behind her razor-edged fan and placed it between
goals. I request the privilege of completing them. I and them. Veskine involuntarily drew back a fraction, but his
my warriors, your Hand, are superior to-' black eyes gleamed with anticipation.

'Dearest Veskine,' Malys smoothly interrupted as she 'Its effect, my lady?’


motioned with a razored fan, 'I am acquainted with
your skills. Every single one. Your use of them is the only 'It will seal the traitor's soul in his flesh and
reason you still draw breath.' stimulate his mind with sensations appropriate to 4
his transgressions. No soul will be released. His
Haemonculus cannot re-grow what has not died. He will
J
Kaerhyl will hunt and seize a prisoner of the Humans.
The prisoner will be unfit for the arenas, but Kaerhyl live through lifetimes of agony until he reaches me for u
will bring him to me, unspoiled. The prisoner's lineage, his punishment to truly begin.'
his blood, will open vaults on Kesdimas, vaults the
Humans believe are keyed to the blood of their Malys recalled the moment she had given Nyqist a
commander alone. They have forgotten the child he remote detonator for the vial. She hoped Veskine would
sired in his youth. And when their weapon vaults are survive its effects long enough for her to witness. k 1

'S J

HAND OF THE ARCHON KILL TEAMS


When the Dyad ofZaffre ploughed into the Callowdark, numerous bands of Kabalites eagerly made for it and
the bounty of potential captives it contained. Those that were already on board tore through the ship and its
crew while others sped through the void in assault boats. Some Kabalites even crept in from the hulk itself.

The Coils of Deceit were one of the elite groups of proclaimed to be secured against every conceivable
hunting Kabalites that had spent weeks aboard breach. Then there was the Whispering Blight of the
the Callowdark before the appearance of the Dyad Kabal of the Broken Sigil, who were said to have
ofZaffre. They had risen to their status as a Hand infiltrated the Human forge temple of Khoronis VII
of the Archon by being the most cunning, cruel and inserted a barb of data into its cogitator core.
and ambitious of their twisted kind, and held the This altered the temple's data-psalms, corrupting them
begrudged respect of others as reliable agents of the with malicious and contradictory logic anathema to
Kabal. As far as they were aware, they and the other the Adeptus Meehanicus. Instead of drawing strength
Hands alone had been gifted with advance notice of from their machine-faith when the Kabal attacked in
the space hulk's presence. They had deployed to the strength, the Tech-Priests and their cohorts were crippled
Callowdark via an Impaler assault module launched with religious terror.
from the prow of the Umbralific Venom. The large
boarding craft - holding enough Kabalites to storm Kaerhyl despised many of the Poisoned Tongue's
an ordinary ship - was lost amidst the immensity of warriors, but he knew the Kabal's Hands of the Archon
the Callowdark's bulk. Like a parasite, it bored its way to be more insidious, inventive and malicious than any
through the first hull-skin it reached, and Malys' Hands others. His own Coils of Deceit - thought to hold Malys'
flooded inside. fickle favour - considered themselves superior by far to
her other Hands, and a perverted form of pride lurked
While those Drukhari aboard their raiding craft awaited in Kaerhyl's black heart at their most infamous exploits,
the prison barge, suppressing their need to inflict pain feeding only his own ego.
upon every scavenging party that came and went, the
Coils of Deceit scouted a fraction of the Callowdark's Information - its acquisition, manipulation and
depths. Their midnight-hued armour - segmented and distortion - is at the heart of the Coils of Deceit's
supple like insectile carapace - enabled them to prowl notorious claims of supremacy, fuelling their most
with swift grace through debris strewn corridors, and its daring excesses. It is Vypos Nyqist, the team's
razor-sharp edges turned their bodies into living blades. rasp-voiced Skysplinter Assassin, who always seems
The kill team gauged the dangers within the space hulk, to know more than he should. None of the team,
charted alternate routes to the Gallowdarks surface, including Kaerhyl himself, can distinguish exactly
prepared dead ends, plotted insane labyrinths, laid where the knowledgeable Nyqist obtains all of his
elaborate traps and occasionally diverted to hunt hulk­ information. It is the primary reason he survives in their
denizens whose spoor they crossed. company; their hatred and paranoia that he may know
something he can use against them wars internally
Archsybarite Kaerhyl the Vexator ruled the Coils of with the prospect that his knowledge can be used to
Deceit with a mixture of cruel dominance and ruthless their profit.
manipulation. Those under his command comprised a
band of elite murderers, infiltrators, spies, saboteurs When an unequivocal message needs to be sent to
and deceivers, and were amongst the Kabal's most other Commorrites, Kaerhyl unleashes Thresyn Xosht,
skilled and ambitious warriors. his Crimson Duellist. The combat artist saturates herself
with the invigorating pain sculpted by the Flayer
Kaerhyl had heard whispers of the ostentatious deeds Khadylus Cynosian, using it to empower her blindingly
of Hands serving other Archons. The Fatescreed of quick attacks. Xosht's signature kills - and the sigils
the Kabal of the Obsidian Rose killed Human sentries she carves into her still-living victims - induce terror in
on Vardan so perfectly their rigid corpses stood those yet to be caught and serve as a boastful marker
sentinel long after their lines had been compromised. of skill to other Drukhari. The victims' screams echo to
The Splintered Crown, a Hand of Vect himself, was chill their comrades' souls, and the creative manners in
responsible for assassinating Dracon Thenatesh within which Xosht leaves their corpses make for a gruesome
his bedchamber - a room the Dracon had previously discovery for any that attempt to track the Hand.

,s<
5 ■■ *

15 <

more destructive weapon for such a purpose - the blaster is a


TOOLS OF TORMENT particular favourite, for it can cripple even large mechanisms
All of Lady Malys' Kabalite Warriors are well armed and with but a single squeeze of the trigger.
equipped, yet those who kill and maim for a place in a Hand
of the Archon wield a wider array of fiendish weapons. The Though all Kabalite Warriors are expert combatants at close
8
Coils of Deceit's Flayer, Khadylus Cynosian, carries a variety of quarters, few have the influence needed to ensure regeneration
heavy barbed blades, and is skilled at flensing skin in individual in the lairs of the Haemonculi. As a result, Heavy Gunners
layers. Hooking and prying apart even the most obdurate frequently employ powerful weaponry to slay the foe from afar.
ribcages and tendons, many believe he has somehow picked up The sightlinks built into their splinter cannons and dark lances
more than bribes amongst his Haemonculus contacts. Cynosian not only improve accuracy, but also allow the wielder to see the *
is so proficient at generating pain that he can unleash waves agony-wracked look on their victim's face when each salvo hits r■
of agony, which are greedily fed upon by his fellow Kabalites.
Many Hands of the Archon are known to employ such an
home. Enterprising operators use mnemonicscopes to record
such moments, replaying the resultant hologhosts upon their
I
®'. -

expert. Some are famed for their knowledge of alien biologies return and basking in the envy of their peers.
- eliciting the most pain from the least effort - while others are
feared to have a dangerous latent psychic intuition.
PLANS WITHIN PLANS
Many Kabalites of Hands of the Archon are just as eager to Other Hands of Drukhari in Malys' employ had plotted
inflict the sneering kill from afar, using deadly guns. Foremost numerous contingency plans to account for the Gallowdark's
amongst these are the dreaded splinter rifles - long-barrelled unfortunate proximity to the expected point of the prison
and elegant guns that fire a stream of jagged crystalline barge's emergence from the warp. One way or another, many
»
slivers. Each needle-shard is laced with a wide spectrum of of these schemes were crushed when the Dyad ofZaffre hit
virulent hypertoxins. A splinter rifle slays its targets over several the space hulk. Numerous Drukhari sent in to butcher the
excruciating seconds, allowing the grinning wielderto savour prison barge's defenders and sabotage its systems were killed
their agonising demise as a connoisseur savours a fine wine. instantly, along with thousands of the barge's prisoners and
Though the poisons of splinter weapons can bring down many of its Arbitrators. Kaerhyl and the Coils of Deceit had
even monstrous terrors, they are of limited use against heavy avoided the devastating impact, waiting for the right moment
armour. A squad of Kabalite Warriors will usually carry a far to begin their hunt.
....

Ml
W KVP05 Nyqist emitted a screech through his same. It is like wandering through the slums of the
surgically-modified throat. He pitched Cerulean Deeps.'
the artificial sound to carry through the
waning rumbles, groans, crashes and thunderous Nyqist feigned indifference at the close presence of
crunches that shuddered through the Callowdork. his dangerous lord I i ng, though every muscle in his
In a relative lull amidst the cacophony, he heard body tensed in apprehension. He made two swift
an answering caw from Vorqa - his razorwing motions with his short blade, easily cutting through
- and a thin scream. It echoed from the rusted the Human's Achilles tendons. The agonised mon-
16 decking, seepage-streaked bulkheads and rattling keigh would not get far; the Drukhari would be
pipework that led away from Nyqist's position in returning this way and he would see his agonised
several directions. prey again.

Nyqist, the Hand's Skysplinter Assassin, was 'Vorqa and I have been far ahead,' Nyqist told
scouting ahead for Archsybarite Kaerhyl, leading Kaerhyl. The Skysplinter Assassin rose and casually
the Coils of Deceit inexorably towards the impact moved a step further away from the Archsybarite.
site of the prison barge. It had taken them over an Kaerhyl's moods were whimsical. He was playing the
hour to traverse this lump of Human ship wreckage. disinterested noble for now, but Nyqist knew from
At least there had been opportunities for diversion, past experience how that could change to savage
such as the Human that made its noisy way beneath frenzy in a heartbeat.
him now.
'The warp has melded this wreck with another
The Human made so much noise shuffling through Human vessel, less fragmented but not far from
the detritus of the corridor, that Nyqist had here.' Nyqist continued. 'Through that we can access
what felt like an age to position himself behind a series of atmosphere pockets to reach the hulk's
an overhanging duct. As the mon-keigh passed surface, very close to the impact site of their crashed
underneath his perch, Nyqist pounced with his vessel.' Nyqist glanced up as the plumes implanted
blade drawn, pinning his prey to the deckplates in his cranium shivered in the minute downdraught
with the barbs covering his armoured feet. One caused by his razorwing. It landed on a bent lip of
precise incision into the reeking creature's throat bulkhead over a doorway, its talons scoring grooves
L severed its vocal chords, denying Nyqist the in the bare metal.
nourishment of its guttural squawks, but giving him
time to savour skinning it without alerting the rest 'Show us, and be quick,' Kaerhyl snapped. 'Those
the Hand. given the task of securing the vessel have no
appreciation of the prize the Archon wants. I wish
He had only begun to peel back the skin on the to give them no more time that necessary to carve
Human's chest - noting the brands of Chaos their way through those on board.' The Archsybarite
worship - when a subtle change in the random turned his helmet towards Nyqist, gifting him an
clinks and taps still echoing through the wreckage imperious stare. 'You said we were as close as we
made him pause. could be. You were correct, weren't you, Nyqist?'
Kaerhyl asked, slowly.
'For the triumphal return journey, of course,' Nyqist
murmured. He turned, carefully, to face a figure 'Of course, Kaerhyl,' Nyqist replied as he stepped
that was only a few yards behind him. Nyqist was through the doorway overlooked by Vorqa. There
impressed, Kaerhyl had somehow managed to was much that was uncertain about the Human
evade or override the Skysplinter Assassin's personal ship's orientation and speed, or the violence with
proximity alert embedded in his helmet. Only his which the warp spat it out. Not even the prophets of
surgically enhanced senses had managed to detect Malys could foresee exactly where it would end up.
the Archsybarite. 'We deployed as close as caution allowed.' Nyqist
continued. 'There were others as you know, lower in
'Stocking our larder with the likes of this filth is not the Lady's favour, who moved in closer. Now their
what you are employed for,' hissed Kaerhyl. The flesh is paste between one vessel and another, or
Archsybarite stalked past Nyqist and the terrified else they have been expelled into the void. I dare
form of the cultist. 'Are you certain we are close? say the Haemonculi will not have finished regrowing
The mazes of these creatures' wrecks all look the their flesh before we return to earn Malys' gratitude.'
Nyqist's proximity alert now silently informed him Nyqist reached a tangle of Human stairwells. Several
of the approach of the rest of Kaerhyl's Hand. He had been crushed together. He paused, looking
stepped through the doorway to lead them forward. down. He could hear Vorqa's plaintive cry echo
Vorqa obediently remained watching his back before up from far down the twists of bent steps below.
swooping through after him. Kaerhyl and the rest of Malys' elite hunters neared
his position.
For the next hour or so, Nyqist kept a healthy
distance ahead of the deadly team - partly out of 'What is it? Are you lost?' sneered Nyzarkis.
ingrained self-preservation and partly out of a hatred 17
for their company. Across swaying girders, over Nyqist gestured upwards.
black chasms and through breaches they forced in
crumbling bulkheads, the Skysplinter Assassin led 'The Humans' ship lies in that direction,' he replied,
them on towards the prison barge. 'but Vorqa has caught a trace of the prey below.'

Kaerhyl's desperation to reach it was 'Your pet is wrong, then,' crowed Nyzarkis.
understandable, Nyqist mused. There was a prisoner
the Archon desired, as unmarred as reasonably 'Never,' Nyqist snapped. 'The prize has escaped its
possible. Nyqist had been privileged to learn that confinement, that is all, and there is more.'
Lady Malys' Human agent on the ship had ensured
the prisoner's cell was deep within the mass of the Nyqist bent down, he saw numerous prints
barge - just one of many things he believed none from Human boots. Heavy, reinforced and
of the rest of the Hand knew. Far from the crumpled armoured boots.
prow where the Human ship had collided with the
space hulk, there was a chance the Human had 'The prize is hunted by others,' he crooned. And they
survived impact. are ahead of us.'

Hu# 5

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HANDS OF THE ARCHON
The Kahalites who serve the Archons of
Commorragh wear form-fitting bodysuits of
segmented plates, their unsettling silhouettes
serving to instil fear. Each Kabal maintains a
distinctive livery of hues and sigils chosen by
their ruling Archon. Many are dark and sinister,
18 reflecting the brooding atmosphere of the Dark
City. Some Kabals display brighter colours of
spilt blood or splintered bone, or heraldries
that echo some myth of the Dark Muses.
Kabalites often string their armour with barbed Kaba lite Archsybarite
chains and hooks. They may have bought the
skills of armourers to fashion blade-like spikes
and provide arrays of flensing blades, all the
better to rend and flay their prey. Beneath
their armour, - much of it hooked into their
flesh to sharpen their senses with constant
pain - the Kabalites' skin is often alabaster
pale or sickeningly sallow. Many wear strips
of flayed skin they themselves have torn from
their foes, whether it be Drukhari rivals in the
Kabalites' rise to power or those they consider
lesser species.
Kabalite Crimson Duellist Kabalite Elixicant Kaba lite Flayer

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Kabalite Gunner Kabalite Agents


NAMES AND DEMEANOURS


This section is a tool to help you determine the names of your Kabalite operatives, the title of your kill team and your
cruel band's quirks and background. If you wish to generate any of these randomly, roll the appropriate number of dice as
indicated by the table(s). Otherwise, choose whichever are your favourites, or use multiple quirks, names or background ideas
if you feel they work for your kill team.

OPERATIVE NAMES
If you wish to randomly generate a name for one of your Hand of the
Archon operatives, you can roll a D66 on one or both of the tables
below. To roll a D66, simply roll two D6, one after the other - the first
represents tens, and the second represents digits, giving you a result
between 11 and 66.

D66 TAKEN NAME D66 KABALITE NAME


11 Anarkyss 11 Sar'sel
12 Veth'va 12 Vorpex
13 Mayator 13 Kreen
14 Quaez 14 the Bloodbreather
15 Daisan 15 Maestros
16 Bekliel 16 Gaarsus
21 Orvak 21 Ehthrek
22 Narlek 22 Ghorghast
23 Monsatos 23 Ignyss
24 Vivithrax 24 Mohrkhar
25 Drevakh 25 Th res k
26 Kyzarkh 26 Scaur
31 Thresyn 31 the Pale
32 Shylas 32 Khadylus
33 Lythric 33 Phrel
34 Kylos 34 Vulkyriax
35 Theskril 35 Nul
36 Skythe 36 the Flenser
41 Akkhar 41 Poisonblade
42 Kharsac 42 Barbtongue
43 Nyktos 43 Xesh
44 Grevyth 44 the Ravening
45 Thraed 45 Draeven
46 Sykil 46 of the Obsidian Needle
51 Khaeyl 51 Vhrex
52 Madrax 52 Kaghmyr
53 Akhirion 53 Thrail
54 Vypus 54 Flickerblade
55 Ethriliac 55 Xosh
56 Kheraes 56 the Bleak
61 lyshak 61 Neverbreath
62 Khepres 62 Skahyl
63 Eldoriac 63 Verkosian
64 Vrekkus 64 Ulthurian
65 Thayd 65 Menesh
66 Xurul 66 the Cruel Mi W

K

; ..

Kill TEAM NAMES BACKGROUND


Hands of the Archon are known by all manner of names. Given D6 RISE TO POWER_____________
the unbridled egos Archsybarites possess, many name their 1 Trueborn: This arrogant kill team are all Trueborn,
kill team after themselves. This ensures none in Commorragh their sneering sense of superiority and entitlement
who hear of their exploits are in any doubt as to who deserves identifying them as among the Dark City's nobility.
the credit for their successes. Others encourage the few 2 Ascendant Murderers: Having risen from the
survivors they leave - or rival Hands of the Archon - to afford ganglands of the Dark City, the members of this kill
them sinister cognomens. Such titles sow seeds of terror that team now have much greater ambitions. 21 ◄
can grow over generations amongst the lesser races that are 3 Enemies of My Enemy: Though rivals in
commonly their prey, ready to surface as panic and confusion Commorragh, the members of this kill team work
when they inevitably descend on the survivors' heirs. Many together to slaughter the lesser races - yet always with
Hands of the Archon kill teams claim titles that speak to their a wary eye on their 'allies'.
superiority among other Drukhari and evoke their capacity to 4 Parasitic Compulsion: This kill team undertake
unleash abominable torment at the whim of their Archon. If secondary missions for a secret patron - a
you wish to randomly generate one of these kinds of titles, Haemonculus who implanted foul parasites in their
roll a D6 on each of the following tables and feel free to brains, ready to dispense neurochemical rewards...
arrange the results in whichever way feels most appropriate. or punishments.
For example, if you rolled a 1 on the Element of Promise table 5 One Shall Stand: Only one member of this kill team
and a 2 on the Element of Conceit table, that could be taken will return to Commorragh, taking with them the
as 'The Splintered Vein' or perhaps 'The Vein Splintered'. spoils of their dead allies.
Alternatively, use them as inspiration to come up with your 6 Desolators: The warriors of this kill team are bound
own monikers fit for the shadowy terrors of Commorragh. by their shared obsessions for the Dark City's most
destructive weaponry.
D6 ELEMENT OF D6 ELEMENT OF
PROMISE CONCEIT
1 Splintered 1 Rapture BASE OF OPERATIONS
2 Twisted 2 Vein D6 TERRITORY______________________________
SM
3 Inexorable 3 Fang 1 Blade-prowed Skycraft: The Kabalites of this kill
4 Unsated 4 Blade team store their cruel weapons and wargear upon
5 Void 5 Gauntlet anti-grav Venoms or Raiders. The swift and mobile
6 Shadowed

SOOAD OOIRN
6

2
transports enable them to reach almost any prey,
vaulting from their decks directly into battle.
Charnel Den: These Kabalites have created a horrific
i
lair within a seeping grotto or shell-pocked ruin,
D6 CRUEL PASSION___________________________ stringing it with bloody trophies so that it resembles a
1 Sinful Focus: This kill team is guided by the example nest of some monstrous predator.
of their chosen Dark Muse. 3 Slavebringer: This kill team have taken possession of
2 Swift and Deadly: These Kabalites revel in lightning one or more assault boats. These sleek and advanced
fast kills. Nothing holds as much pleasure for them as attack craft are capable of evading detection before
rapid slaughter. breaching voidship hulls at vital locations.
3 Reckless: Regardless of their mission, the members of 4 Shadowed Sub-realm: These haughty Kabalites
this kill team have their own hedonistic agendas that have managed to acquire a limited sub-realm of
they pursue with fearless daring. Commorragh, where they plot and scheme before
4 Territorial: These warriors garland killzones with the striking out through shimmering portals directly onto
flayed corpses of their enemies, marking them as the prey worlds.
domain of peerless hunters. 5 Enslaved Thralls: Whether gifts from an employer
5 Trophy Hunters: These Kabalites amass the most or captives wrested from other Drukhari, a coterie of
aesthetically pleasing heads, limbs, flayed skin or twisted alien servants attend this kill team, carrying
trinkets of their victims. their gear and fearfully obeying their every whim.
6 Consummate Provocateurs: Through sabotage and 6 Baited Trap: This kill team occupies a crippled
selective butchery, this band bait, lure and deceive vessel or vehicle of their prey, its crew butchered but
enemies into overcommitting in a place of the kill its comms singing a siren song of distress to lure
team's choosing. the unwary.

_____ ____
^proctor-exactant Daimon Kolkord pushed the 'EO-K94, this is our secure vox-net. All surviving
dead form of a deck officer off him. The Arbitrators to my position in the bridge. Our first
woman's neck ended in a ragged stump. priority is to seal this location. Calamor?'
Shackled to her post, her head had been ripped off
during the catastrophic impact with the space hulk. ‘Proctor/ came the immediate answer from the Vox-
signifier - Kolkord's senior Arbitrator in the squad.
Kolkord shook his head, taking deep breaths of air
tainted by the leak of some chemical that misted the Access confinement data from whatever damned
► 22 bridge. Most of the deck officers he could see looked cogitator still works. Give me the worst. Prioritise
dead. The chemical fog occluded most of the bridge's Cell Upsilon 9/3-Alpha.' Kolkord sent a brief prayer
extremities, however, and he now heard groans and to the Emperor. Let that filth still be there. I don't
screams from at least two throats in the murk. care if he's dead, just let the cursed witch be there.

The Proctor-exactant activated his comm-bead - a It was several apprehensive minutes before
vox pickup within his black helmet both transmitting Arbitrator Calamor reported back. Most of Kolkord's
his voice to all functioning Arbitrator receivers on squad - at least those who had been on the bridge
the ship and amplifying it throughout the bridge. with him at the time of impact - now surrounded
the Proctor-exactant. All nursed injuries, buttheir
All Arbitrators, this is Proctor Kolkord.' He paused to carapace armour had spared them from the worst.
spit a wad of blood upon the tilted decking of the The most injured was Smitz, with an arterial spray
command dais where he had been thrown. jetting from his leg that Arbitrator Bedu, the squad's
Chirurgant, was working hard to stem.
r* Arbitrators tied to the Dyad ofZaffre. Those of
you who survive. Enact your impact protocols. I ‘Proctor/ Calamor reported. ‘Corrupted data from a
hereby authorise emergency powers to second unit third of cells is unusable. I don't even know if those
commanders, guaranteeing full Proctorial powers.' decks still exist. Of the remainder whose spirits have
responded to logos-enquiry, seventy-three per cent
Kolkord grabbed a sparking console and used it are unbound. Many prisoners dead in their cells, but
to pull himself upright before switching channels most missing. I have thousands of ident-flashes from
to speak solely to the officers of his Exaction hundreds of decks. They've scattered everywhere.'
Squad, EO-K94.

E b

I
■ -

1
And the witch Flavian wants?' growled Kolkord.

‘Incoming, sir... yes, here: Cell Upsilon 9/3-Alpha -


unbound and void.' Calamor's voice stayed steady,
impressing Kolkord with his nerve. They both knew
what it meant. The witch was loose.

As Calamor reached the bridge with the remainder


of Kolkord's squad, many of the prison barge's
Arbitrators had already set to securing its primary
7 ' X*
access hatch to prevent any prisoner ingress.
Without control of the bridge, Kolkord had no
hope of moving them away from the space hulk
- if indeed that was still possible, for the damage
reports appeared terminal. The enginarium decks
told him the warp drives were beyond any capacity
to repair, and there was only silence from the
Astro path's chamber.

At Kolkord's request, Calamor managed to bring up


a schematic of the bridge's structural layout. There
was a hidden corridor behind the command dais, he
saw - a means of escape for the bridge crew should
the primary access hatch be compromised. Kolkord
dispatched Arbitrators Perdan and Skoll to check the
hidden exit route was still serviceable. The Proctor-
exactant handed temporary bridge command to the
most senior shipboard Arbitrator - a grizzled veteran
who had stood beside Kolkord during his seizure of
the ship from the larcenous captain. Kolkord straightened, and the pain of the movement
made him exhale audibly. Chirurgant Bedu glanced
Arbitrator Perdan reported that she and Skoll in the Proctor-exactant's direction, but knew
had accessed the escape shaft. Then, the prison better than to press the issue of Kolkord's injuries
barge finally gave up fragmented augury data to without request.
Calamor's delving. There was a bio-tracker signature
that matched the implant in the witch's subdermal 'Then that is our destination also,' Kolkord declared.
implant. It had taken Calamor several minutes to 'That prisoner is our charge EO-K94. If he has
calibrate the ship's sensors to filter it from the mass tried and failed to pass into the hulk, we'll have
of Human and xenos data, as well as numerous him cornered in the mess of those decks. If he got
gheist-signals washing through the damaged sensors. through, then we're damned well going after him. I
don't lose the Emperor's prisoners.'
'Proctor, I have a tentative trace. Projecting... route
appears direct, it's like he knows the prison barge by Arbitrator Karsonne had retrieved the Proctor-
heart. The trace tracks to the wrecked decks along exactant's shotgun and passed it to him. Kolkord
the starboard prow... it's gone, Proctor. Emanations took it without a word, racked the slide and strode
from beyond those decks is fouling the oracular towards the escape shaft. I
projectors,' Calamor finished.
'He was judged guilty,' Kolkord intoned.
J
'Emanations from beyond those decks?' questioned u
Kolkord. 'You mean from that Emperor-cursed thing The rest of EO-K94 marched after him, slamming
out there. He's gone straight in. Gone, or tried to their armoured fists once against their chestplates
and perished.' Kolkord's voice had dropped to a before chorusing the answering refrain.
whisper as he worked through the implications of
Calamor's evidence. And our judgement is final.' 1
w

THE EMPEROR’S JUSTICE


F The Adeptus Arbites enforce the Lex Imperialis - the Imperial Law. The institution's most visible officers, known
as Arbitrators, are utterly unforgiving of those who dare transgress the Law. They are swift to unleash brutal
punishment upon those guilty of threatening the Imperium's working, and no one is beyond their long reach.

24 The Imperium is a ruthless and autocratic empire, built imperil sub-sector economies or, worse, treat with xenos.
on the total obedience and compliance of its subjects. Planetary governors who evade their tithe payments can
Entire generations are worked to death in monolithic also find themselves under the Arbitrators' eyes.
manufactorums, populations are pressed into service
in the Emperor's constant wars and countless trillions There are far greater institutions still who threaten the
endure spirit-sapping servitude in the bowels of one safety of the Imperium from within, lurking high in its
of the Imperium's million worlds. Corruption, brutality, echelons. Officials of the Adeptus Terra weave plots to
poverty, disease and every imaginable torment are acquire more power, and even the High Lords can be
inflicted on the heaving masses of Humanity every day. tempted into the arms of corruption. If anything, the
Adeptus Arbites watch these lofty individuals with even
To the people of the Imperium, the officers of the greater attention.
Adeptus Arbites are instruments of repression. Visible
and feared enforcers of Imperial tyranny, the Arbitrators The Adeptus Arbites also monitor the Human side of
uphold the Emperor's justice, but the laws they ruthlessly the Imperial tithe, ever watchful for laxity in a world's
enforce have nothing to do with protecting the innocent duty to submit soldiers to the Astra Militarum, and
or the weak. The Lex I mperia I is exists to ensure the round up mutants and unsanctioned psykers. They
perpetuation of the despotic Imperial machine, for the shackle demagogues preaching rebellion and track
alternative is anarchy and the extinction of Mankind. down incursions of dangerous narcotics. An appearance
of the signature mirror-visored helms worn by Adeptus
The justice meted out by the Adeptus Arbites does not Arbites officers are also feared by void-merchants,
concern itself with low-level transgressions. Murder, chartist captains and even rogue traders. Arbitrators
theft, enslavement and a whole raft of abuses of have been known to board ships mid-route, searching for
individuals and groups are far beneath their notice. Even forbidden cargoes.
planetary coups are merely monitored dispassionately,
albeit very closely. As long as the incoming ruler fulfils In all such ways, the Adeptus Arbites may come into
their duties to the Imperium, such power grabs are seen contact with other organisations who wield authority to
as a natural excision of a weak ruler. punish the guilty. To name but a few, the Ecclesiarchy
and the Adeptus Mechanicus hunt down varied
Imperial worlds or systems commonly have their own set blasphemers and hereteks, the Sisters of Silence pursue
of local ordinances that can vary considerably from one witches and the authority of the Inquisition brooks
to another. The penal code of the agri world of Treskin, no superior. Still, justice under an all-encompassing
for example, is referred to as the LexTreskina. What Law must often be seen to be done, and the Adeptus
constitutes planetary laws and how they are enforced Arbites' experiences within and without their fortified
are the responsibility of the planetary governors courthouses mean Arbitrators are petitioned for aid
appointed to rule the world. These powerful individuals by Imperial organisations far more often than they
use organised Enforcers, private armies, hired thugs or instigate confrontations with them.
any means they deem fit to maintain order.
Some Arbitrator operations may well be random acts
By contrast, the primary duty of the Adeptus Arbites is to keep the fear of such searches at the forefront of
to make sure that the Imperial tithe is paid in full and citizens' minds. Many more are the final stage in a long
on time. They are concerned with crimes that affect trail of evidence procured through torture, intimidation
the running of entire systems and sub-sectors. Their or more esoteric techniques. A great many precincts
squads of armoured officers put down industrial riots of the Adeptus Arbites employ oracular engines to
that would endanger a world's production quotas, close discern crimes before they have even been committed.
down traffickers bleeding useful workers away from their Though known by the catch-all term 'The Emperor's
rightful position and break up illicit trading cartels that Gaze', no two devices are the same. Some are towering

....... ft. Th .

■'f i

YOU HAVE BEEN JUDGED GUIETY DE VIOLATING THE LEX


IMPERIAUS. THIS IS THE LAW OF THE EMPEROR S REALM.
IT IS HIS LAW. IF, AS YOU LOUDLY CLAIM, I HAVE ERRED
IN MY JUDGEMENT, HE WOULD STRIKE ME DOWN WHERE
I STAND. IF YOU WERE INNOCENT, HE WOULD HAVE
INTERCEDED TO SHIELD YOUR FLESH FROM MY SHOTGUN
SHELL... BUT THEN YOU WOULD STAND GUILTY OF
WASTING MY AMMUNITION. BE THANKFUL I HAVE SAVED 25
YOU FROM COMMITTING SUCH A CRIME.’
- Arbitrator Leskanza, Sth Precinct, Colaran Hive,
addressing the adjudged
^<TT
/ -x

bio-mechanical contrivances in which suspected seers, rule their fiefdom with an iron fist, operating an effective
prophets and oracles are wired to impart their foresight, while one-person monopoly on justice for the countless trillions of
others are clanking monstrosities resembling massive scales Imperial citizens subject to their whim.
I* *

that weigh the entrails of specially bred caniforms. The Lower
Thulost precinct in particular employs a baited and trapped The enormous number of laws, edicts, precedents and
maze the size of a city suburb, in which swarms of rats doused decrees that make up the Lex Imperialis grow more byzantine
in holy unguents are released. The pattern of their messy ends with each passing year. They are collected into the Book of
or the routes they take are then tallied for judicial insight. Judgement - the physical embodiment of the Law - but no
26 single tome could ever contain the millennia worth of legal
The Adeptus Arbites consider themselves superior to other proscription. Representations of the Book of Judgement exist
agencies enforcing their own edicts, for Arbitrators judge in stone, adamantine or some stranger material in precincts
and punish to a set of laws whose origins - like that of the throughout the galaxy. Their proportions range from miniature
organisation itself - is thought to predate the foundation of sigils worked into chains of office to mundane tomes upon
the Imperium. Unlike any other known writ, the Lex Imperials pedestals, or sculptures that loom over those before them.
is enforced the Imperium over. Its collation is thought to have The physical Book of Judgement is kept within the Adeptus
been instigated by Malcador the Sigillite. Legend portrays Arbites' fortified library on Terra, the Bibliocrypt Judicorum.
Malcador as the most trusted of the Emperor's servants, and
many of the Law's most ancient decrees are believed to be Overseen by the Warden-judge of the Adeptus Arbites, this vast
transcriptions of the Emperor's own voice. Such provenance library is said to have never stopped growing. Teams of delver-
carries huge weight, and those privileged enough to enforce servitors sent to expand its cavernous space miles underground
the Law's tenets are zealous crusaders in the name of justice. are reputed to haunt forgotten tunnels, their bio-patterning
malfunctioning and their digging ceaseless. Half-glimpsed
creatures and artificial climates to preserve crumbling records
PRECINCTS are amongst the dangers of this repository. For instance,
The precinct fortresses of the Adeptus Arbites are present Bi bl iovyrms - serpentine predators - haunt the lesser used
on most Imperial worlds. Only forge worlds in the grip of passages, feeding on the carbonaceous mould of rotting
the Adeptus Mechanicus, the home world fiefdoms of Space lexicons, as well as on unwary archivists.
Marine Chapters and cardinal worlds of the Ecclesiarchy have
the power to refuse an Arbitrator's presence. Other worlds
harbour at least one precinct fortress and the majority boast ARBITRATORS
many. These fortified installations perform the roles of bastion, The fighting forces of the Adeptus Arbites are the Arbitrators.
barracks, fortified courthouse, gaol and torture chamber. They are warriors of Imperial justice and the militant arm of
Their glowering presence is an unmistakeable symbol of the Lord Marshals and Judges. Exempt from any prohibitions
Imperial authority, meaning many uprisings, rebellions, coups on operating warp-capable craft - such as planetary governors
and invasions target them out of hatred, fear or strategic must abide by - the Adeptus Arbites are capable of deploying
prudence. The Arbitrators are therefore often the first line of in force to a planet, void station or ship upon which their
defence against the corruption of an Imperial world. intelligence has revealed the taint of criminal activities, or
the inaction that allowed it. Some precinct fortresses have the
Arbitrators on a world owe no allegiance to its planetary numbers and equipment to fight entire wars if need be.
governor, hereditary Imperial commander or whichever title
its ruler assumes. The Arbitrators of a given precinct fortress The men and women who dispense justice as Arbitrators are
identify the guilty and mete out the verdict in the precinct they grim and uncompromising individuals. Many are products
oversee. This may be a section of a single hive city, a portion of the Schola Progenium, an Imperial institution that raises
of an inhabited continent or even an entire planet. Within its the orphan sons and daughters of fallen Imperial servants.
bounds there may be one precinct fortress or several. Smaller Those who pass through one of the organisation's scholams
precinct houses supplement the larger bastions, or are the only and survive its merciless drill abbots are honed in mind, body
secure building in sparsely populated precincts. and spirit. They are indoctrinated into the Imperial Creed and
forged into unwavering zealots fit to undertake a number of
Each precinct is ruled over by a Marshal of Court, though roles to serve the Emperor. It is often those who have risen to
some are large enough to host several. Typically, at sector dominate their fellow progena - as the youth of the Schola
level stands a Lord Marshal, to whom all the precincts in their Progenium are known - through force of will or strength who
sphere of influence report to. Some Lord Marshals grant the prove ideal for a role with the Adeptus Arbites. Arbitrators
- precincts under them huge autonomy: procedures, uniforms, must be harsh in the execution of their duty; mercy is a
titles and priorities delegated to Marshals of Court. Others weakness unbecoming of an officer of the Lex Imperialis.

Jil
' * ■

EXACTION SQUAD KILL TEAMS


Precincts of the Adeptus Arbites, or highly placed overseers of the Lex I mperia I is, authorise a number of different specialist
operations that are carried out by highly experienced Arbitrators. Exaction Squads are amongst the most highly skilled of
those dispatched, for their missions to hunt down heinous criminals require them to secure their target alive.

All Arbitrators, even those who go on to specialise in far more investigation, they may find that at the end of each is a highly
esoteric or scholarly skills, are trained principally in martial dangerous threat. To secure these targets, the Inquisitor may 27
matters. Arbitrators are taught to crush the opposition where requisition an Exaction Squad. Only select Arbitrators have
they stand, and to keep on striking until there is no chance the level of ruthless determination required to face the risk of
of them standing again. Those Arbitrators identified by their xenos contamination or alpha-level psykers such missions may
superiors as possessing the potential to learn additional skills involve. Furthermore, given that the Arbitrators may have to
are put through exhaustive training in specialist techniques. hold such dangerous enemies in custody until the Inquisitor or
Some of these techniques are devised to counter specific one of their agents can collect them, officers with great force
threats, while others cover the general use of complex of will and discipline are absolutely necessary. More rarely,
equipment, technical skills under fire, counter-intelligence of the Adeptus Arbites may agree concordats with the Adeptus
criminal enterprises and more. Mechanicus, Adeptus Ministorum, a house of the Navis
Nobilite, or some other body who wishes to bring in a target
The most experienced and level-headed Arbitrators are drilled with outstanding grievances under their own codes. Such
in methods to focus their efforts and momentum on one agreements are usually to a Lord Marshal's benefit, granting
target above all others. These men and women form Exaction their precincts and officers additional resources and assets, and
Squads when widespread punitive brutality and executions are access to locations or information they would not usually enjoy.
deemed insufficient, or could even hinder efforts to confront a
greater threat. It is the role of Exaction Squads to hunt down When a target has been identified that must be seized
and seize individual transgressors without killing them, so as alive, a Marshal of Court, Judge or Lord Marshal appoints
to enable their incarceration, interrogation or some other dire a Proctor-exactant to the case. These veteran Proctors move
fate. Such Arbitrators ruthlessly bludgeon aside any who come from mission to mission. After handing over one prisoner -
between them and their target, or cut them down in sweeps perhaps broken, probably bruised, but undoubtedly alive - for
of heavy, short-ranged firepower. It makes no difference to the whatever fate awaits them, the Proctor-exactant is handed
Arbitrators dispatched on a mission whether such obstructions their next case. For this, they select the Arbitrators best
are actively working against them, or are simply unwitting placed for the task at hand. Some Proctors-exactant restrict
pawns thrust in the Exaction Squad's way to slow them down. themselves to Arbitrators from one or two precincts, while
All are crushed to clear a path to the one they have come for.

The individuals Exaction Squads seek are sought for capture


others review personnel data-crystals from dozens under the
remit of their Lord Marshal. It is commonly left entirely to
the Proctor-exactant's judgement which Arbitrators to select
#1
rather than immediate execution for a number of reasons. For for their Exaction Squad. Those they choose are relieved from
example, some targets may be links in a chain of corruption, their duties and assigned to the Proctor-exactant's authority
and information they provide through painfully extracted for as long as the mission takes.
confessions can lead to more highly placed transgressors.
Even given the Arbitrators' wide-ranging authority, and the On the hunt, the Proctor-exactant's experience enables
assuredness of their quarry's guilt, justice must sometimes them to make excellent use of the skills of their hand-picked
be seen to be carried out. High ranking adepts, nobility, officers. The criminal's methods and contacts are studied,
military leaders and others with wealth, influence or power the better to predict the miscreant's movements and likely
may warrant the privilege of a trial. These ostentatious tactics. Exaction Squads can detect the merest genetic trace
proceedings, layered in ceremony of archaic origin, serve to using advanced bio-samplers and track their quarry using
legitimise the guilty party's punishment and assuage their specialised Cyber-mastiffs. They wield heavy-gauge combat
supporters from rising to rebellion in their defence. shotguns and oversized shotpistols capable of firing rare shell
types only issued to elite squads, blowing away the fugitive's
Some targets may be wanted by agents outside of the Adeptus minions. Finally, a flurry of blows from coruscating shock
Arbites' organisation. Exaction Squads of the Adeptus Arbites mauls is commonly enough to render the most threatening
are acknowledged as being extremely reliable hunters and criminal compliant enough to suffer the agonising clasp of a
trappers, and their skills are highly prized. For example, penitent's brace, and begin their extended stay at the Marshal
when an Inquisitor pulls together the strands of a complex of Court's pleasure.

••5 «. If

.. I
________
NOTABLE ARREST RECDROS OF E0-KS4
The Exaction Squad known by the designation EO-K94 was only one of the teams of Arbitrators that followed Kolkord's lead
into the Gallowdark. He assumed emergency authority to order the formation of other Exaction Squads to hunt escaping
prisoners in the space hulk, but few could hope to match the trail of arrests already made by EO-K94 in pursuit of its prey.

PRISONER: 1 MA ARAKOS’ CaLiasJ PRISONER: SHEN, Thaymas D.S.T.


PRISONER REFERENCE: KC91I/LPX PRISONER REFERENCE: KV48M/QNU

During EO-K94's mission to hunt down a witch at the Answers prised from a number of sources - informants
request of Inquisitor Flavian, the squad's investigations and contacts identified by the squad's Revelatum -
led them to Hive Threst on the mining world of Girvan were followed to the agri world Droggan, which was
Yaddra. Ma Arakos was one of four kingpins who in the midst of a coup orchestrated by Thaymas, scion
controlled production in the hive city, their efficiency (or Khirzak) of the Shen Lineage. EO-K94 suspected
meaning they were of little interest to the Exaction Inquisitor Flavian's target witch had taken refuge
Squad. She came to EO-K94's attention, however, when
the squad discovered she was behind the 'disappearance'
of thousands of mutants, overseeing their shipment
DO SEND YOUR MEAT-FISTED COMRADE IN AGAIN AT
off-world. As far as culpable adepts in her pay knew, the YOUR EARLIEST CONVENIENCE. HER RIOTOUS STENCH
intent was to reduce the numbers of mutants rounded OFFERS MORE ELOQUENT CONVERSATION TRAN YOU.’
up by the planetary governors, and thereby evade purges - Khirzak Thaymas Dio Savn Thu, of the Shen Lineage
that would have disrupted her operations. Yet EO-K94
identified Ma Arakos as a vital link in a much wider
conspiracy of illegal labour movement that damaged amongst the courtiers and servants of the scion's court.
production rates in a number of systems. Bio-sampling The arrogant nobleman dared to decry the Arbitrators'
by the squad's Malocator damned her when xenos taint intrusion, which led Kolkord to look more closely at
was discovered; the 'mutants' she was moving from Thaymas' activities. EO-K94's Vox-signifier unearthed
world to world were spreading the Genestealer curse. EO- comms traffic that condemned the nobleman. It
K94 stormed Arakos' fortified manse, and executed her revealed that he had been the paymaster behind
lieutenants. The crime lord was shackled and dragged increased piracy under his predecessor in a ploy to
away for interrogation, to discover how much higher the tarnish the failing government while diverting Imperial
corruption went. arms to his own private armies.
KOLKORD, SEIZE ME THIS ADOMINATION. SEAL ITS WITCH’S VISAGE IN THE COWL. ORING IT TO ME IN CHAINS, SURDUED,
COWED, REPENTANT... PLIANT. ITS CONFESSION WILL OE THE FINAL CONDEMNATION OF A SINNER.’
- Inquisitor Koristanos Flavian, Ordo Hereticus

29

PRISONER: CID uncorroborated] PRISONER: RAMOSETT, Kara E.


PRISONER REFERENCE: ZHOOX/_I_ PRISONER REFERENCE: XR78D/EER

The arrest of Thaymas had been bloody and violent. EO-K94's primary mission was almost complete upon
Kolkord's Arbitrators acted upon the convention of Guilt making contact with the Dyad ofZaffre's commander,
by Indenture, unleashing Imperial justice upon the Captain Ramosett. The prison barge's route, while
Khirzak's inner circle. Excruciation was overseen there meandering, would eventually pass through Kolkord's
by EO-K94's medical specialist, who brought the guilty destined system. His discovery of the weapons cache
back from the brink of death time and again. Through complicated matters. Ramosett had seized them over
the half-truths and screamed confessions, a trail was
unpicked back to Thaymas' holdings on Vergnachev.
Inquisitor Flavian's target witch operated there under
YOU WORTHLESS MAGGOT. I HAVE CONTACTS, I’LL
Thaymas' protection, using its powers of domination SEE Y00 SOFEER FOR TAKING MY SHIP. DO YOU THINK
and flesh-shaping to further the nobleman's influence MARSHAL VENK DIDN’T KNOW, KOLKORD? DO YOU?!’
- though who was really in control was unknown. - Kara E. Ramosett, former Captain, Dyad ofZaffre
EO-K94's Gunner scythed down a mob under the
mutant's mastery with a storm of fire. Three of Kolkord's
officers were killed before the unsanctioned psyker months, taking them from the low life dregs her crew
was subdued, struck with repeated blows from shock legally abducted. With her intention to sell them on to
mauls and immobilised in the chemical discharge of black markets and underworld contacts along her route,
a webber. With their charge bound and shackled in a who knew how many uprisings they would arm, or
psy-suppressing cranial baffle, Kolkord sent a summons how many tithe quotas would be unmet thanks to her
for secure transport. He eventually received word back and her crew's greed. At least one of her deck officers
that the ship arranged by Flavian had been attacked by was killed by the squad's R-VR Cyber-mastiff before it
unknown assailants. However, a prison barge was en reached Ramosett and dragged her by the throat before
route that could house the witch. a glowering Kolkord.
EXACTION SQUADS
The Arbitrators who uphold Imperial justice wear thick
mantles of carapace armour over flexible undersuits,
and many wear the signature mirror-visored helm -
open at the mouth to facilitate shouted commands.
These armoured suits usually incorporate the gauntlet
and scales icon of the Adeptus Arbites. They are ideal
30 for close-quarters suppression, affording protection
against their prey's illegal weapons and the mobility
required to negotiate twisted underhives. Many
precincts maintain the intimidating black armour that
is common in Imperial sectors. Across the Imperium,
however, the uniforms of Arbitrators can vary greatly Arbites Proctor-exactant
in colour. In the Sokram Sector, for example, where
the Lord Marshal Yulantis affords her precincts virtual
autonomy, Arbitrators serving in the dark ash wastes
of Tshaden III wear bright orange armour intended to
be visible from a distance. Conversely, those serving
within the hives cities of a neighbouring precinct
wear carapace of a drab green that shrouds them in
the algae-strewn passages. Arbitrators typically bear
numeric signifiers that identify their precinct and
squad number, but these are similarly subject to local
ordinances. Elite or temporary formations, such as
Exaction Squads, often instead bear sigils that mark Arbites Malocator Arbites Castigator
their special duties.

eg?

3I

t niir
. .. • • "’J :
!
31

Arbites Revelatum Arbites Chirurgant Arbites Subductor Arbites Vox-signifier Arbites Marksman

R-VR Cyber-mastiff Arbites Leashmaster Arbites Gunners

I ; I

=,
to ,
,■ .

.'■' ^,.0 -: •

- " .•'V -
MR 1 . g il i
- '• * ............. ./<’

1 '
NAMES AND DEMEANOURS
This section is a tool to help you determine the names of your Arbitrators, the title or designation of your kill team and
your kill team's quirks and background. If you wish to generate any of these randomly, roll the appropriate number of dice
as indicated by the appropriate table(s). Otherwise, choose whichever are your favourites, or use multiple quirks, names or
background ideas if you feel they work for your kill team.
32
OPERATIVE NAMES Arbitrators carry out their duties with a fierce
If you wish to randomly generate a name for one of your Exaction sincerity. They understand the calamitous
Squad officers, you can roll a D66 on one or both of the tables below. repercussions of allowing transgressors to
To roll a D66, simply roll two D6, one after the other - the first escape their rightful sentence, and view the
represents tens, and the second represents digits, giving you a result countless expressions of the Lex Imperialis
between 11 and 66. with an almost religious zeal. Scholarly
study of the laws they enforce forms a part
D66 FIRST NAME D66 LAST NAME of Arbitrators' duties. Although they can
11 Mergen 11 Conderssen never be expected to memorise more than a
12 Izmal 12 Drestein fraction of them, some are so foundational
13 Katriona 13 Bekker and intrinsic that all Arbitrators know them
14 Ferenz 14 Klombas by heart. These principal laws are the Injuncta
15 Amellise 15 Tonnag Cardinal. They are chiselled into the looming
16 Sebastian 16 van Haydn frontages of precinct fortresses and etched
21 Jinan 21 Decascion into shotgun casings, they are quoted as
22 Umberto 22 Lofflin general truths and recited like battle psalms
23 Chula 23 Brawos as the officers unleash the Emperor's justice,
24 Nyls 24 Strolke and they are often the last thing heard by
25 Thaeda 25 Smitz those privileged few allowed a trial before
26 Peytr 26 Mahon their execution. Each Injunctum Cardinal is a
31 Alyss 31 Calamor core facet of the Adeptus Arbites, known by
32 Sembert 32 Koni its officers the Imperium over.
I 33 Cethad 33 Vorne
34 Dimas 34 Tekkord
35 Mirrad 35 Dolas
36 Hendrych 36 Karyet
41 Kirhan 41 Bedu
42 Karlas 42 Zirongo
43 Adjen 43 Cagnas
44 Stepan 44 Sablik
45 Chengaz 45 Belk
46 Thorren 46 Cerantus
51 Vey 51 Karsonne
52 Josef 52 Sepkos
53 Luzia 53 Kozski
54 Herzog 54 Kalladan
55 Kirse 55 Karta
56 Danel 56 Falksberg
61 Ceska 61 Perdan
62 Jacob 62 Varrus
63 Odorna 63 Kron
64 Berthold 64 Sontal
65 Denah 65 Skoll
66 Maximillian 66 Walheim

ill

3
KILL TEAM NAMES BACKGROUND
Arbitrators of many precincts often bear numerical sigils D6 FORMATIVE DUTIES_______________________
that identify their precinct and their team. Exaction Squads, 1 Bibliocrypt Wardens: This kill team's members
with their unique selection processes and temporary mission have each undertaken an extended patrol in the most
parameters, are named along countless different conventions. dangerous of the Adeptus Arbites' fortified libraries -
These can depend on which precinct their officers originally the Bibliocrypt Judicorum on Terra. This marks them as
hailed from, how autocratic the sector's Lord Marshal is, the especially determined survivalists.
type of target their mission is aimed at or the individual who 2 Progena Bonds: The Arbitrators of this Exaction 33
authorised or selected the team. Many Exaction Squads are Squad are bonded by the harsh discipline they
accorded an alphanumeric designation. It may be as simple received and meted out as progena of the
as EO-X962, standing for the 962nd exaction operation of Schola Progenium.
whatever recording method their precinct employs. Others, 3 True Believers in the Lex: With a pious devotion to 1
where there is a risk of their prey unearthing some information seeing the Lex Imperialis enforced, this kill team are
on them, employ ever more ambiguous or changing signifiers fervent acclamators of justice.
to elude identification. 4 Haunted by Guilt: Shaken by seeing the depths to
which Humanity can stoop in its wrongdoing, these
Exaction Squads authorised by especially ostentatious Arbitrators have vowed to punish guilt without mercy.
superiors or commanders steeped in fervent belief in the 5 Recalled to Hunt: Selected together for numerous
Imperium's Law may have equally effusive titles. The Emperor's Exaction Squad missions, these officers are familiar
Retribution, for example, tracked narcotic trading families in with their teammates, having run countless criminals
the Shoshali Spiral for the Lord Marshal Zeetha von Ghent, to ground alongside each other.
who had promised a unique and inventive sentence to 6 Officers of the Judge: This kill team operate with
excruciate every sense of a stimm-runner. the authority of one of the feared Judges.

SOUAD QUIRK BASE BE OPERATIONS


D6 JUDGEMENT_____________________________ _ D6 STATION________________________________
1 Deafening Declamation: With roaring oration, this 1 Frontier Watch-house: Swiftly deployed from orbit,
kill team annunciate the primary tenets of the Lex this kill team operate from a fortified forward watch- ■
Imperialis before issuing judgement. house erected by servitor menials.
2 Talismans of Judgement: With varieties of small 2 Riot Control Vehicles: Within a convoy of armoured
carved icons, engraved sigils, embellished shackles
or other talismans, this kill team steel their faith
pacification engines, this kill team travel with all of
the weapons and specialist detention gear they need.
JU
JI
in the supremacy of Imperial Law. 3 Repurposed Gang Lair: Purged of its former,
3 By the Lexf I am Witness: This Exaction Squad criminal tenants, this hideout and its secret tunnels
never waver from their highly ritualised form of are an ideal base in which to await the creeping
bearing witness to each others' deeds when carrying return of any perpetrators who originally escaped.
out sentences. 4 Drop off Stakeout: Classified information w!
4 Excruciators: Each of these Arbitrators is talented in demanded from local Enforcers has revealed an
a form of information extraction, complementing each abandoned hab-shelter or hidden cave used as a dead
others' gifts of torture to ensure no clue evades them. drop by off-world gangs. The Arbitrators are in the
5 Absolutists: This kill team rarely stop once they have perfect position to gain access to their network.
their quarry, punishing all who aided the guilty. 5 Commandeered Transports: Whether redoubtable
6 Clandestine Insertion: This Exaction Squad employ land-crawlers, dune skiffs or atmospheric shuttles, this
all manner of underhanded tactics to approach their kill team have brutally commandeered a collection
target unseen, then the extraction is fast, brutal of transports from local merchants, nobility or
and efficient. suspiciously wealthy community leaders.
6 Requisitioned Chambers: Resentful but fearful,
local hive nobility, regional politicians or barracked
Astra Militarum officers have supplied this kill team
with well-equipped chambers, ideally placed to
monitor the workings of the powerful.

___
*

t pen it,' growled Proctor-exactant Daimon sweeping weapons and stablights into the dark
■ ■ Kolkord, glaring at the hatch facing them. while alternating their advances. Kolkord turned
W EO-K94's muscled Gunner, Arbitrator back from watching their movements to monitor
Keel, fired a krak grenade straight at the inoperable the rest of the Exaction squad, noting the speed
locking mechanism on the hatch that was barring and efficiency with which they took positions
the Exaction Squad's route. Primed to detonate and implemented his orders. Arbitrator Machter
on impact, the grenade's deafening explosion effortlessly panned her heavy Subjugation-pattern
echoed around the tight confines surrounding assault shield, partnering Karsonne who moved
34 Kolkord's squad. quickly up the other side of the corridor - combat
shotgun held rigid against her shoulder. Kolkord
I In the smoky aftermath, the reek of burning metal
filled the Proctor-exactant's nostrils and he saw the
marched in the squad's midst, shotgun held at
his hip.
glow of cooling plasteel around the fist-sized hole
Keel had created. Kolkord smiled; numerous fugitives The light reflected back from the grimy and dusty
had thought themselves safe from EO-K94 over the surfaces enclosing them and Kolkord saw chips
past months, until Keel 'knocked' on their doors. and scrapes in the Arbitrators' armour. A couple
suppressed minor injuries sustained during the
At Kolkord's command, Arbitrators Skoll and Perdan Dyad ofZaffre's impact - he saw Smitz favouring his
threw their weight against the damaged hatch. After left leg.
a few impacts, the hatch gave way in a cloud of
metallic flakes and clanged against the inner wall Kolkord wondered how the witch had navigated its
of the chamber beyond. Stablights shining from way through the twisted mass of wreckage between
the Arbitrators' breastplates swept over the corridor the Dyad ofZaffre and the space hulk. EO-K94 had
section it led into. discovered a route only by following the signal from
the psyker's auto-penitent cowl. That the witch was
Kolkord was the first to advance through, and the still shackled by it gave Kolkord hope of finding the
squad followed closely. Just behind him was a mutant. They had tracked the cowl's signal down a
hovering nuncio-aquila that floated on thrumming smashed set of stairwells, but the Arbitrators had
anti-grav suspensors. Its sculpted head seemed to discovered this alternate route, enabling them to
stare with imperious disdain at all before it. intercept their quarry.

'Perdan, Vaegerssen, recce ahead. Karsonne, 'Update, Vaegerssen,' Kolkord voxed the squad's
escort. Smitz, Bedu, left ten yards and stand. Revelatum. 'Do we have a clear orientation
Skoll, rearguard,' the Proctor-exactant emphasised and proximity?'
directions with swift jabs of his armoured fingers.
'The rest of you, with me. Calamor, keep checking Down the corridor, near the limit of his stablight's
for identifiable transmissions as well as the witch's effective range, he saw Arbitrator Vaegerssen point
signal. If there is any chance of locating a secure further on in the direction she had been scouting.
relay to contact command, I want it found.' A series
of curt responses and vox-bead clicks signified his 'We saved time breaching that hatch,' Vaegerssen
squad's understanding and compliance. responded. 'We should close on the target within
thirty chronosegments. Sir, we're gaining.'
Harsh light from Kolkord's chest-mounted stablight,
and above from the hovering nuncio-aquila's strobe­ Vaegerssen advanced forward in the lee of Perdan -
lumens, revealed the corridor EO-K94 had emerged the squad's Subductor - who shielded her from the
into. Shadows jumped with every step the Arbitrators front. She indicated the arrangement of overhead
took. Cables as broad as Kolkord's shoulders and ducts as Kolkord kept pace, pointing to bracket
r
twisting wires snaked between brackets barely above arrays and small metal plates bearing almost
head height. Kolkord caught darting movement on invisible technical referents.
the periphery of his vision between piles of detritus;
he hoped it was merely vermin. ‘I'm becoming more certain a5 we progress, Proctor,
that this is - was - some variant of the Peshent-
As the squad advanced down the corridor, Smitz, class of system fringe-trawler. The decking inside the
Bedu and Skoll covered their rear and flanks, hatch was the clue, and the array of power and data

____________ ____________ _______


ST .
> r> ’

transfers confirm it. If we continue, we should reach Directly opposite the hatch they had entered from
a service hatch that intersects with where we think was a large black gash, a rupture in the wall. He
those stairwells emerge,' Vaegerssen concluded. saw twisted lengths of metal and torn deckplate at
the entrance. As Kolkord glanced back to check on
< 'Understood officer,' Kolkord voxed in reply. 'You and his squad, he noticed another hatch further along
Perdan continue mapping our route.' He turned to the same wall they had entered by. It stood ajar, the
face the Vox-signifier. 'Calamor, anything?' chamber behind in darkness.

He saw Arbitrator Calamor's head was cocked, his Ahead, crouched next to one of the large columns,
mouth set in concentration, but his lips twisted in was Vaegerssen. She looked to be examining
disgust occasionally. Kolkord's second in command something on the ground while Perdan braced her
was listening intently to his vox-relay, making minute shield next to her and scanned for threats.
calibrations to his equipment.
Kolkord approached, the nuncio-aquila following in
'Several gheistings, Proctor,' Calamor reported. 'Plus his wake. Its piercing spotlight made Vaegerssen's
fragments of possible Imperial signals. Sir, there's shadow grow and shrink against the column. The
other... things. Voices, whispering words I can't make rest of the squad spread out.
out. But there's something familiar. It's close to a
precinct signal pattern. Carrier signal only, no data, 'What have you found?' Kolkord asked. He could
but the waveform appears genuine.' smell burned flesh with an accompanying odour of
spoiled fat.
'Could it be from the systems aboard the
Dyad ofZaffre?' Kolkord asked. 'I thought they Vaegerssen gestured to the ruptured wall section
were wrecked.' ahead and indicated that it was where the morass of
stairwells finally came to an end. Still crouched, she
'Definitely not, Proctor,' Calamor was emphatic. turned, holding up something ragged and broken.
'Whatever this is, /fit's a precinct signal, it's ancient.' Even with the light from her scanner headset
illuminating it, it took Kolkord a moment to realise
'Keep trying to pin the location down,' Kolkord he was looking at the remains of the auto-penitent
ordered. The Proctor-exactant moved to join Arbitrator cowl. Blackened flesh clung to where it had been
Vaegerssen, ordering the rest of the Exaction squad ripped free of the witch's head. Kolkord's hopes of
to follow while maintaining watch around their securing the witch again dropped at the sight of it,
positions. Weapons and stablights swept slowly but were not snuffed out.
across shadowy alcoves and ceiling voids.
The mutant was not only loose, Kolkord now had to
EO-K94 followed the corridor's twists and turns. assume it was also in full possession of its unholy
Vaegerssen regularly called out instructions, powers again. He glanced at the black flesh and
warning of deadfalls and leaking conduits, as well hoped it was in pain.
as areas of potential ambush. Kolkord and the
rest of the squad followed Vaegerssen's directions, We got you once, he thought. We will do it again.
moving into a series of connected chambers,
through rents in bulkheads or dropping down half­ 'Nillson, set Breaker loose,' he ordered. The bio­
levels. Kolkord felt their route was corkscrewing mechanical Cyber-mastiff was not as accurate
madly, but he trusted the Revelatum. Calamor as following the cowl's signal, but Kolkord was
reported that the potential precinct signal was confident it would still lead them to their quarry.
marginally stronger. He nearly had a direction for it, The Cyber-mastiff bent to the remains of the cowl
amidst the wash of half-voices. that Nillson held before it, then turned its head
and barked.
After moving single file down a cramped passage,
Kolkord led most of the squad through a hatch into 'Breaker has a trace, Proctor,' Nillson informed him. V
a wide chamber. The low ceiling was supported by The Leashmaster gave the caniform servitor a verbal
squat columns, each of which bore a rectangular command and the Cyber-mastiff lurched in pursuit,
fleshy nose to the ground. It wove between the I
control panel. Some had flickering lights that
enabled Kolkord to pick out the room's dimensions. columns, Nillson at its heels.

'Proctor, I have a stronger trace on the transmission and giving Perdan the seconds she needed to slam
signal now,' Calamor reported. The Vox-signifier her shield into its ribs and drive it back. There was
turned and nodded towards the half-open hatch. precious little cover, and Machter and Skoll took hits
from the sprinting xenos in the shadows, doubling
'Check it, Calamor. Von Plius, Bedu, Karsonne, up in agony. Kolkord realised this was a killing
you're with Calamor. Find a route to where that ground - he had orchestrated many himself - and
signal's coming from. The rest of you, with me,' without the rest of the squad they would not survive.
Kolkord ordered.
'Back!' he voxed. 'Follow me. Nillson, help Machter.'
The Proctor-exactant caught up with Nillson and
Breaker. As they moved further in, following Breaker's Kolkord himself fired two shells at a shadow he had
hunt, Kolkord saw what looked like twisted rags witnessed fire coming from. He was rewarded with
strung between several of the columns high above a spray of blood. He slung his shotgun's strap over
the Arbitrators. His pace slowed and he stared more his shoulder, drew his pistol and grabbed Skoll under
closely at the nearest. Magnification by his mirror- his arm. Vaegerssen issued target priorities as the
visored helm sharpened its outline and it resolved Arbitrators fell back. Kolkord and Nillson fired their
into a body, the skin flayed from head to toe. He heavy-duty shotpistols as they dragged the injured
detected a drip of blood; the corpse was fresh. along. The xenos were held back long enough for
Kolkord to enable an ordered withdrawal. As he ran,
'Potential threats. Stay on guard. Stay together!' he voxed Calamor on their situation, informing him
Kolkord warned the Arbitrators. He saw Vaegerssen they were on their way.
stare at the corpses in turn. Suddenly, she stiffened.
Weaving between the wide columns, Kolkord led
'Threat prioris!'Vaegerssen shouted. 75 92!' his demi-team towards the hatch through which
Calamor had gone. More enemy fire came from the
Her shouted warning was crystal clear and several direction of the ruptured wall and the stairwells.
Arbitrators aimed as one at the critical spatial A blur near the ceiling caught Kolkord's eye as he
reference she had provided. They opened fire, one of reached the hatch and hauled Skoll through. He
the flayed corpses in their sights. threw his pistol hand up instinctively, in time to
ward off a screeching creature that disappeared too
The 'corpse' suddenly dropped. One shotgun blast quickly for him to target. The last Arbitrator made it
clipped it as it fell, but it twisted in mid-air. The through and Nillson heaved the hatch shut.
creature spun and landed, cat-like, near Arbitrator
Perdan. It rose and sprinted straight at her. 'Secure that hatch!' Kolkord snapped. 'See those filth
don't get in here. Smitz, execution position on this
Kolkord recovered from seeing the dead seemingly hatch. Be ready to pull back on my word.'
rise and finally recognised the creature. Aeldari,
he thought with a scowl. The xenos wore dark Kolkord realised he was in an entirely different
armour hung with strips of flayed skin. It whipped ship as he followed directions from Calamor to
out a long serrated blade, seeming to twist and the Vox-signifier's position. On his way, Kolkord
flick it before it reached Perdan and attacked. Only saw a panel bearing the scales and fist icon of the
desperate skill with her assault shield saved the Adeptus Arbites. Beneath the sigil, he made out the
Arbitrator from evisceration. name Boneshackle in worn script. The name meant
nothing to him, but the sigil showed this was a ship
Before Kolkord and the others could intervene, that had served the Lex.
a blizzard of fire flew at them from at least
two directions ahead. The Proctor-exactant saw Kolkord led all but Arbitrator Smitz deeper into
two - no, four - near-black figures appear. They the Boneshackle. The Chirurgant, Bedu, met them
sprinted between pools of shadow, firing long­ halfway and took charge of Skoll and Machter. From
barrelled weapons. the familiar layout - reminiscent of numerous prison
barges the Proctor-exactant had served aboard -
The Cyber-mastiff, Breaker, leapt for the xenos Kolkord guessed he was in an annexe deck of a
attacking Perdan, clamping its metal jaws onto the multi-level bridge. As he made his way to Calamor,
Aeldari's leg. The xenos screamed, rearing back he directed Arbitrator von Plius to an overlooking

1 V
.I/"*

_____
balcony, and installed Karsonne and Vaegerssen join Karsonne and Vaegerssen, seeing Millson not far
in cover. away. Two of the Aeldari leapt a barricade, closing
the distance rapidly, but Kolkord was ready. He
The remaining Arbitrators built up a defence among thumbed an activation rune on his armoured cuff; the
the connecting chambers. They jammed hatches nuncio-aquila rose swiftly and sped in the Aeldari's
shut and set up fire lanes and killzones. There were direction, blindingly bright lights shining out from
still too many points of ingress to the bridge's it. Kolkord spoke into his mouthpiece. His indignant
annexe deck, Kolkord realised; all he could hope voice boomed out from the nuncio-aquila's emitters.
for was to slow the xenos enough that they could
be shot. Yet the open nature of the Boneshackle's 'Lay down your arms and beg for swift deaths for
layout - intended to make it easy for Arbitrators your crimes against the chosen instrument of the
to swarm various sections of the ship - would also galaxy's master!'
serve Kolkord if he needed an extraction route.
The xenos reeled as if physically struck. One almost
Kolkord found Calamor in what he recognised as dropped its rifle. They staggered, presenting easier
the control chapel for a monolithic vodor shrine. targets. From his balcony position, von Plius fired at
The shrine was a vast engine of communication, the first xenos, killing it explosively. The second fell
its workings stretching up through several decks. to Breaker and Millson as they burst from cover; the
Kolkord had only once before seen a vodor engine. Leashmaster stunned the Aeldari with a baton blow
They were said to contain the stasis-bound remains of to the head before Breaker tore its throat out.
Astropaths - psychic messengers capable of forcing
encrypted messages through the warp. Calamor was 'Calamor, is the message sent?' Kolkord vexed.
hunched over a gnomonic augur console.
There was no response but a wash of static. Kolkord
'There's power,' Calamor reported, turning to heard a scream from behind a side chamber and
Kolkord. 'I don't know where from. This barge's turned to see one of the xenos jump through a hatch
reactors are void-cold.' and run in his direction, fresh blood dripping from
its armour. The xenos carried a cleaver-like weapon
'Can you tell our location? Who can we contact, in each hand, and its faceless mask bore down on
anybody?' Kolkord demanded. Kolkord as it bounded effortlessly over obstacles.

'Proctor, no other system is operational. This is all 'Calamor, is it sent?' Kolkord shouted into the vox.
the Boneshackle has to give. I can transmit, I think.
I can't tell you for how long or which region the An avian screech cut through the tumult of shellfire.
message will reach, if any.' The dual-bladed Aeldari stopped and turned. So did
Kolkord. Two of the jagged-armoured xenos stood
There was a distant bang, followed by a screech of on the overhead gantry. One bore a bird-like crest
metal and a series of shotgun blasts. Kolkord turned and was pointing directly at the Proctor-exactant.
to go, the nuncio-aquila moving to follow. The other, imperious, made a small gesture with its
hand. The Aeldari before Kolkord hissed, but turned
'Send as much about us as you can, Calamor,' he and leapt away before he could react.
said, as he moved to join the others. 'Let somebody
know we're here with escaped prisoners. Then we're For a moment, the thought that the capricious
moving out. We have the witch still to find!' creatures had spared him flashed through Kolkord's
mind. He was quickly disabused of the notion as
Kolkord returned to the initial line of defences. He the imperious Aeldari on the balcony drew a curved
burst into an open area of decking in the midst of blade, vaulted the balustrade and bore down upon
a firefight. Three Aeldari, Smitz' corpse just behind him. The creature wanted the kill for itself, it seemed.
them, traded shots with Karsonne and Vaegerssen.
Kolkord was gratified to see that one of Smitz' killers 'Proctor, it is sent. I've done all I can.' Calamor's
already bled freely from a horrific wound. voice sounded in Kolkord's vox-bead.

'By the Lex, I am witness to your judgement, Smitz,' 'EO-K94/ Kolkord voxed. 'Immediate extraction.
Kolkord quietly intoned. The Proctor-exactant ran to Converge on my position, now!'

_____
4^.
* f
J
<

THE RULES
Welcome to the rules section of Kill Team: Soulshackle. Over the following pages, you will find all the rules content
for this expansion of Warhammer 40,000: Kill Team.

38 r
ARMY LISTS KILLZDNE: GALIOWDARK
On pages 39-50 and 56-67, you will find army lists for
I HAND OF THE ARCHON® and EXACTION SQUAD® kill AND CLOSE QUARTERS
teams respectively, providing you with new rules to bring On pages 73-81, you will find all the rules for
these elite kill teams to the killzone and wage skirmish Killzone: Gallowdark and its supplement, detailing the
itJ: co warfare against your enemies, no matter your preferred terrain features it includes and all the relevant traits each
* way to play. In each of the army lists, you will find the terrain feature has. You will also find the Close Quarters
GO
following content: rules, which are mission rules for fighting in deadly indoor
n environments such as a space hulk. On pages 82-85 you
Kill Team Selection Requirements: The operatives will find instructions and a Killzone Key for setting up
required to build the faction's kill team. terrain in your missions.
—< Tac Ops: Additional Tac Ops available to you when
a
IRrt
using that kill team.
39
Abilities: Any important abilities that kill team has. MISSION PACKS
CO Strategic Ploys: Bespoke Strategic Ploys available to On pages 86-105, you will find a new Shadow Operations

pg you when using that kill team.


• Tactical Ploys: Bespoke Tactical Ploys available to you
mission pack, including nine exciting missions for your
games of Warhammer 40,000: Kill Team. On pages 1 OS-
when using that kill team. 117, you will find the Critical Operations mission pack,
• Datacards: The rules for each operative that can be containing the 9 core missions for Killzone: Gallowdark.
selected in that kill team. Both of these mission packs can be used with any mission
• Equipment: A selection of equipment that operatives sequence, meaning they are suitable for any of the three
from that kill team can be equipped with. ways to play.

SPEC OPS 5
On pages 51-55 and 68-72, you will find Spec
Ops rules for HAND OF THE ARCHON® and
EXACTION SQUADS kill teams respectively, providing you
with new narrative play rules for these kill teams in Spec
Ops campaigns. In each of the sections, you will find the
following content:

Battle Honours: Unique Battle Honours available WE ARE THE BARBS Of MALICIOUS SPITE t
I to operatives from that kill team that gain a rank, no THAT CBIL IN THE EAR; WE ABE THE PATIENT
matter their chosen specialism. LISTENER OFFERING SAGE COUNSEL.
Rare Equipment: A collection of rare equipment you - a Hollow Truth of the Kabal of the
can add to that kill team's stash. Poisoned Tongue
Strategic Assets: Unique strategic assets you can
add to that kill team's base of operations.
Requisitions: Specific Requisitions you can use to
further support that kill team on their Spec Ops journey.
Spec Ops: Bespoke Spec Ops you can assign to that
kill team.

a fe ■ ■

*

W' A*’
ARCHETYPE: RECON I SECURITY I SEEK AND DESTROY

Below you will find a list of the operatives that make up a kill team, including, where relevant,
any wargear those operatives must be equipped with.
39
x=»

OPERATIVES
1 KABALITE ARCHSYBARITE operative equipped
with one of the following options:
Blast pistol; venom blade
Splinter pistol; venom blade
Splinter pistol; agoniser I
Splinter pistol; power weapon
Splinter rifle; array of blades

8 operatives selected from GO


the following list:
KABALITE AGENT
KABALITE CRIMSON DUELLIST
KABALITE DISCIPLE OF YAELINDRA
KABALITE ELIXICANT
KABALITE FLAYER
KABALITE GUNNER equipped with an array of
blades and one of the following options:
Blaster or shredder
KABALITE HEAVY GUNNER equipped with an
array of blades and one of the following options:
Dark lance or splinter cannon
KABALITE SKYSPLINTER ASSASSIN

Other than KABALITE AGENT operatives, your kill


team can only include each operative above once.

Your kill team can only include up to two darklight


weapons (blast pistol, blaster and dark lance).

THE MOST DELICIOUS MOMENT IS THE FIRST TREMULOUS STEP


UF THE PREY AS THEY CREEP INTO PLACE. All THE PLANNING
THAT HAS BROUGHT US TOGETHER IN THIS MOMENT, All THE
PREPARATION TO ENSURE THEY ARE ALREADY TERRIFIED BEFORE
THEY EVEN SET EYES UPON US, MESHES LIKE TALONS INTO
FLESH. YOU CAN TASTE THE FEAR AS IT SEEPS FROM THEM, NO
MORE CONTROLLABLE THAN THEIR BREATH.’
- Nyvarkh Szentar, on the Ecstasies of Entrapment
W''

TAG DPS
' ■
HAND OF THE ARCHON
If your faction is HAND OF THE ARCHON®, you can use the Hand of the Archon Tac Ops listed below, as specified in the
40 mission sequence.

PAY THE SOUL DEBT CONTEMPTUOUS SLAUGHTER


Hand of the Archon - Faction Tac Op 1 Hand of the Archon - Faction Tac Op 3
Reveal this Tac Op the first time a friendly HAND OF THE You can reveal this Tac Op at the end of any Turning Point.
■■WR ARCHON® operative gains a Pain token. Start a Soul Debt
tally, adding one to the tally each time a friendly HAND OF • At the end of any Turning Point, if one or more enemy
C3
=E THE ARCHON® operative gains a Pain token (including the operatives were incapacitated during that Turning Point
G3
Z first time). and no friendly HAND OF THE ARCHON® operatives were,
you score 1VP.
* If your Soul Debt tally is seven or more, you score 1VP. • If you achieve the first condition at the end of any
• If your Soul Debt tally is nine or more, you score 1 VP. subsequent Turning Points, you score 1VP.
co
You cannot score these conditions in a Turning Point in
SLAVE RUN which no friendly HAND OF THE ARCHON® operatives are in
Hand of the Archon - Faction Tac Op 2 the killzone.
Reveal this Tac Op the first time an enemy operative is
incapacitated. Each time an enemy operative is incapacitated,
before it is removed from the killzone, place one of your
Slave tokens underneath the operative as close as possible
to the centre of its base. Friendly HAND OF THE ARCHON®
operatives can perform the Pick Up action on that token
while not within Engagement Range of an enemy operative.
Subtract Q from their Movement characteristic while they are
carrying it. At the end of the battle:

• If two or more of your Slave tokens are being carried


by friendly HAND OF THE ARCHON® operatives, you

I score 1VP.
If four or more of your Slave tokens are being carried
by friendly HAND OF THE ARCHON® operatives, you
score 1VP.

s I
A
i

B* ■ .

I
i

ABILITY *. <
Below, you will find a common ability of the HAND OF THE ARCHONS kill team.
I

POWER FROM PAIN


Inflicting physical pain, sowing misery and witnessing the
terror in their victims' eyes first hand invigorates the withered
Invigoration When Effect 41
soul of a Drukhari. Thus renewed, they are made potent and Dark When the operative Add 1 to the
vital, already hungering for more and filled with a dark energy Animus is activated. operative's API.

Each time a friendly HAND OF THE ARCHONS operative Perform a free Dash
incapacitates an enemy operative with a Wounds After incapacitating action, even if it has
Vitalised
characteristic of 5 or more, it gains a Pain token. If that enemy an enemy operative performed a Charge
Surge
operative had a Wounds characteristic of 11 or more, it gains with the operative. action during
the activation. n
two pain tokens instead.
After rolling one of
You can spend friendly operatives' Pain tokens on the
your attack or defence
Invigorations opposite when the 'When' condition is met. For Stimulated 09
dice for a combat or Re-roll that dice.
each Pain token you spend, remove it from the operative. With Senses
shooting attack with
the exception of Stimulated Senses, each Invigoration can only
the operative.
be used once per activation.

pH i

"Wp
k]

’ | Ji

Bi


_________

■ /

IF I

'r
42

z
03
STRATEGIC PLOYS TACTICAL PLOYS
If your faction is HAND OF THE ARCHONS, you can use the If your faction is HAND OF THE ARCHONS, you can use the
S3 following Strategic Ploys during a game. following Tactical Ploys during a game.
n
-o
BLADE ARTISTS 1CP CRUEL DECEPTION 1CP
co
Until the end of the Turning Point, melee weapons friendly Use this Tactical Ploy when a friendly HAND OF THE ARCHONS
HAND OF THE ARCHONS operatives are equipped with gain operative is activated. Until the end of its activation, that
ra the Rending critical hit rule. operative can perform the Fall Back action for one less action
C3 point (to a minimum of GAP).

FLEET OF FOOT 1CP


Until the end of the Turning Point, each time a friendly DEVIOUS SCHEME 1CP
GO
HAND OF THE ARCHONS operative performs a Fall Back Use this Tactical Ploy after an opponent uses a Tactical Ploy
or Normal Move action, it can immediately perform a free or Strategic Ploy. The next time they would use that ploy, they
Dash action after that action, or vice versa. must spend 1 additional Command point to do so (at which
point this effect ends). You cannot use this Tactical Ploy again
during the battle until its effect has ended.
FROM DARKNESS, DEATH 1CP
Until the end of the Turning Point, each time a friendly HAND
OF THE ARCHON® operative is activated, you can select one HEINOUS ARROGANCE 1CP
enemy operative that friendly operative is not in Line of Sight Use this Tactical Ploy when it is your turn to activate a ready
of. Until the end of the activation, the first time that friendly friendly operative. You can skip on that activation.
operative fights in combat or makes a shooting attack against
that enemy operative, in the Roll Attack Dice step of that
combat or shooting attack, you can retain one successful PREY ON THE WOUNDED 1CP
normal hit as a critical hit instead. Use this Tactical Ploy after rolling attack dice for a combat or
shooting attack made by a friendly HAND OF THE ARCHONS
operative. If the target of that attack has half or fewer of
DENIZENS OF NIGHT 1CP its wounds remaining, in the Roll Attack Dice step of that
Until the end of the Turning Point, while a friendly HAND OF combat or shooting attack, you can re-roll any or all of your
THE ARCHONS operative has a Conceal order, is within H of attack dice.
your drop zone and is more than I from the active operative,
it's always treated as having a Conceal order, regardless of
any other rules (e.g. Vantage Point).

I
Rm. •. ,
____ _____
■i
JI

KABALITE ARCHSYBARITE
Those who wield superiority among their Archon's
elite have risen to power through ruthlessness
and manipulative scheming. They are also dread
combatants, for expert bladework and athletic
strength are required to maintain authority.
A 1^/ IF
/ 3
2 3
SV
4+
API
2

9
GA
1

43
NAME A BS/WS D SR i
<’,> Blast pistol 4 3+ 4/5 Rng ♦, AP2
C> Splinter pistol 4 2+ 2/4 Rng W, Lethal 5+
C> Splinter rifle 4 2+ 2/4 Lethal 5+
X Agoniser 4 2+ 3/6 Brutal, Lethal 5+ Reap 1
X Array of blades 3 2+ 3/4 FRFI

X Power weapon 4 2+ 4/6 Lethal 5+


C-3
X Venom blade 4 2+ 4/4 Lethal 4+

ABILITIES UNIQUE ACTIONS


Cunning: In the Play Strategic Ploys step of each Strategy phase, Take Aim (1AP): Until the end of the activation, the splinter rifle
if you pass at the first opportunity, you gain 1 CP. this operative is equipped with (if any) gains the Balanced special
CT)
rule. This operative cannot perform this action while within B of
an enemy operative.
cs
oo

*- HAND OF THE ARCHONS, AELDARI, DRUKHARI, LEADER, KABALITE, ARCHSYBARITE

KABALITE AGENT M APL GA


Well equipped and with murderous talents honed by
survival in Commorragh, Agents of Hand of the Archon
2 1
kill teams are malevolent enforcers. Any prey they cannot
painfully cut down with their splinter rifles, they slice
, DF SV W
apart with graceful sweeps of their numerous blades.
3 4+ 8

NAME A BS/WS D SR i
Si
Splinter rifle 4 3+ 2/4 Lethal 5+ fl
X Array of blades 3 3+ 3/4

ABILITIES UNIQUE ACTIONS


Take Aim (1AP): Until the end of the activation, the splinter rifle
this operative is equipped with gains the Balanced special rule.
This operative cannot perform this action while within H of an
enemy operative.

■- HAND OF THE ARCHONS, AELDARI, DRUKHARI, KABALITE, AGENT


Q

_____ £__
KABALITE CRIMSON DUELLIST 3m API GA
Crimson Duellists are vicious murder-artists who work with
a gory palette of their enemies' viscera. Masters of various
2 1
weapons, many hunt with the ostentatious razorflail,
performing signature kills when their Archon requires a
DF SV W
highly visible display of power.
3 4+ 8
44
NAME A BS/WS D SR i
<> Splinter pistol 4 3+ 2/4 Rng W, Lethal 5+
X Razorflail 4 2+ 4/5 Brutal Flail*

ABILITIES UNIQUE ACTIUNS


Brutal Display: Each time this operative incapacitates an enemy Crimson Assault (1AP): Perform a free Fight action with this
operative in combat, select one other enemy operative Visible operative. After completing that action's fight sequence, if this
era to and within W of this operative or the incapacitated enemy operative is still within Engagement Range of an enemy operative,
operative. Until the start of the next Turning Point, that other you can immediately fight in combat with this operative again (you
enemy operative cannot perform mission actions or the Pick Up do not have to select the same target).
a action, or control objective markers.
*Flail: Each time this operative fights in combat with this weapon,
n in the Resolve Successful Hits step of that combat, each time
30 it parries, two of your opponent's successful hits are discarded
a (instead of one).
co

HAND OF THE ARCHON*, AELDARI, DRUKHARI KABALITE, CRIMSON DUELLIST

it
iBU:
■t

__
KABALITE DISCIPLE DE YAELINDRA SM API GA
Yaelindra founded an infamous cult of poisoners, said to
concoct the most potent toxins known to the Dark City.
1
2
Her adepts weaponise deadly venoms, lacing them into
SV
torment grenades or delivering them via hollow slivers
fired by stinger pistols with horrific results. J 3 4+
45
NAME A BS/WS D SR i
-O Stinger pistol 5 * 0/0 Rng ♦, Stinger*
X Array of blades 3 3+ 3/4

ABILITIES RNIQBI ACTIONS


as
*Stinger Pistol's BS: Each time this operative makes a shooting Torment Grenade (1AP): Select one point in the killzone within W
attack with this weapon, in the Roll Attack Dice step of that of this operative. Roll one D6 for each other operative within O of 30
shooting attack: that point. For each roll: C-3

• Attack dice results (excluding 1) that are less than the target's • Add 1 to the result if that other operative has a Save
Save characteristic inflict 1 mortal wound on the target. characteristic of 4+ or worse.
• Attack dice results of 1 inflict 3 mortal wounds on the • Subtract 1 from the result if that other operative is not Visible to
target instead. this operative. aS
• At the end of the Roll Attack Dice step, that shooting attack ends n
On a 3+, that other operative is poisoned until the end of the battle
(no defence dice are rolled and no further damage is inflicted). so
(operatives can only be poisoned once): a
Note that it is the target's Save characteristic, not an co
invulnerable save. • At the end of each Turning Point, poisoned operatives suffer 2
mortal wounds.
*Stinger: Each time an enemy operative is incapacitated by this • Poisoned operatives are treated as being injured, regardless of
weapon, before it is removed from the killzone, each operative any rules that say they cannot be injured.
Visible to and within O of it suffers D3 mortal wounds. Note that
each operative subsequently incapacitated as a result of this
special rule will cause this to happen again.

« HAND OF THE ARCHONS, AELDARI, DRUKHARI, KABALITE, DISCIPLE OF YAELINDRA

____
/
■I

KABALITE EUNICANT API GA


Elixicants are expert applicators of the various products
2 1
of their Kabul's biochemical industries. Such stimulants,
virulent narcotics and arcane synthetic hormones
invigorate their fellow Kabalites in varying ways. To the
1 IF SV w
enemy, however, they offer only slow and painful death.
3 4+ 8
4G v
NAME A BS/WS D SR i
<> Splinter rifle 4 3+ 2/4 Lethal 5+
<> Stimm-needler 4 3+ 0/0 Rng ■, Lethal 3+ Stun
X Array of blades 3 3+ 3/4
SB
ABILITIES UNIQUE ACTIUNS
Combat Drugs: If this operative is selected for deployment, select Administer Drug (1AP): Select one friendly HAND OF THE
n
one of the following abilities for friendly HAND OF THE ARCHONS ARCHONS operative Visible to and within ■ of this operative.
operatives to gain until the end of the battle: Then select one of the following:
• Painbringer: Each time this operative would lose a wound as a • That operative regains D3+1 lost wounds.
result of an attack dice that inflicts damage, roll one D6: on a 6, • Select a different Combat Drugs ability (see left) for that
that wound is not lost. operative to gain until the end of the battle (this replaces its
era • Hypex: Add A to this operative's Movement characteristic. previous Combat Drugs ability).
a
co

g HAND OF THE ARCHONS, AELDARI, DRUKHARI, KABALITE, ELIXICANT

________ f _ 1*

* ~

KABALITE FLAYER M API GA


Drukhari hunger for others' pain, and Flayers are
2 1
gruesomely adept at generating it in their victims.
Their murders are neither swift nor clean, and with
61
I
SV W
every pleasing scream they elicit from their foes,
they unleash waves of empowering agony.
w i DF3 4+ 8
' A
■■■ 47
NAME A BS/WS D SR
X Pain sculptors 4 3+ 3/5 Relentless
a
ABILITIES UNIQUE ACTIUNS
Insensible to Pain: 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 (to a minimum of 1).
*Flay: Each time this operative fights in combat with this weapon,
in the Resolve Successful Hits step of that combat, the first time
it strikes with a critical hit, you can select one friendly HAND OF
THE ARCHON® operative within W of this operative to gain 1
Pain token.
n
a
M

L- HAND OF THE ARCHON#, AELDARI, DRUKHARI, KABALITE, FLAYER


*
fgjgl
J

KABALITE GUNNER M API GA


From the darklight caress of blasters to the mesh of
monofilament barbs unleashed by shredders, specialist
2 1
Gunners of the Kabals revel in unleashing torment on
the move. Such warriors may earn these potent weapons
DF SV W
through skill, or kill their way to the position.
3 4+ 8

NAME A BS/WS D SR !
O Blaster 4 3+ 5/6 AP2
Shredder 5 3+ 3/4 Blast O Rending
X Array of blades 3 3+ 3/4
fl
ABILITIES UNIQUE ACTIUNS


* ?

*- HAND OF THE ARCHON#, AELDARI, DRUKHARI, KABALITE, GUNNER


oV
£

X'' "*

^^2

M API GA
r
»- ■

KABALITE HEAVY GUNNER


o
fe,
Drukhari weapons technology is far in advance of most \ Wo**-* * • 'll 2 1
races' capabilities, and Kabalite Heavy Gunners wield
armaments of hellish power. Dark lances fire midnight IDF SV W
beams that can vaporise foes, while splinter cannons
scythe through the enemy with poisoned shards. 3 4+ 8
48
NAME A BS/WS D SR I
C> Dark lance 4 3+ 6/7 AP2, Heavy, Unwieldy
Splinter cannon 5 3+ 3/5 Fusillade, Heavy, Lethal 5+
X Array of blades 3 3+ 3/4

ABIUTIES UNIQUE ACTIUNS


n

o
si
n
39
93
03

■r.
*- HAND OF THE ARCHON®, AELDARI, DRUKHARI, KABALITE, HEAVY GUNNER □
- -
. I 1 ■

- ■
• X •

.. ;
'-
■® ’ -jjw._____
z. -t' ■■

,. Ci 0^' ..... -...........

■ • V. -
■(

lit..,.
,7 „

I . .J ... ’ - ? 7, „ 'vR'-l
■ ■

\ x

I
______
KABALITE SKYSPLINTER ASSASSIN API GA
Used to scouting ahead, these operatives stand apart
2 1
from their comrades and are seen os harbouring secret
agendas. Such paranoia is a tool they know how to
use in their favour, and the ominous sight of their
DF SV W
razorwings haunts both foes and so-called 'allies' alike.
3 4+ 8
49
NAME A BS/WS D SR i
O Razorwing 55 4+ 1/2 Indirect, No Cover, Silent
<> Shardcarbine 4 3+ 2/2 Ceaseless, Lethal 5+ MW2 a
X Array of blades 3 3+ 3/4 ■•S
MIUIIES UNIQUE ACTIONS S

Omen: In the Select Equipment step, you can select one enemy Mark (1AP): Select one enemy operative Visible to this operative 3»
n
operative or one other friendly HAND OF THE ARCHON? operative that is not more than O higher than them. Until the end of the
(reveal your selection when you reveal equipment). Each time Turning Point, while that enemy operative is not in Cover from z
attack or defence dice are rolled for that operative: Heavy terrain, this operative treats it as having an Engage order.
I This operative cannot perform this action while within Engagement
• If it is an enemy operative, your opponent must re-roll dice Range of an enemy operative, or in an activation in which it makes
results of 6. a shooting attack with a razorwing. C-3
• If it is a friendly operative, you can re-roll dice results of 1.
Hunter: So long as this operative does not perform a Mark action
C/3
(see right) during its activation, it can perform two Shoot actions
during its activation if a razorwing is selected for one (and only
one) of those shooting attacks.

L- HAND OF THE ARCHONS, AELDARI, DRUKHARI, KABALITE, SKYSPLINTER ASSASSIN


aQv
______
EQUIPMENT
operatives in your kill team can be equipped with equipment from this list, as specified in the mission
sequence. Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no
more than one of each item.

CHAIN SNARE LIEF] PLASMA GRENADE E3EP1


The operative gains the following ability for the battle: The operative is equipped with the following ranged weapon
for the battle:
Chain Snare: While only one enemy operative is within
Engagement Range of this operative, that enemy operative is Name A BS 0
snared. Each time a snared enemy operative would perform Plasma grenade 4 3+ 3/4
a Fall Back action, roll one D6, subtracting 1 if that enemy
operative has a higher Wounds characteristic than this
30 operative, and adding 1 if that enemy operative is injured. On Rng , Blast •, Indirect, Limited
era
a 4+, that enemy operative cannot perform that action, but no
action points are subtracted. PHANTASM GRENADE LAUNCHER" C3EP]
The operative can perform the following action during
WICKED BLADE El ER] the battle:
-a Operative equipped with an array of blades only. Add 1 to
a that weapon's Attacks characteristic for the battle. PHANTASM GRENADE 1AP
Select one point on the killzone within of this operative,
TOXIN COATING E1/2EPJ Roll one D6 for each operative within of that point,
Select one melee weapon the operative is equipped with. That subtracting 1 from the result if that operative is not Visible to
weapon gains the Lethal 5+ special rule for the battle. If you this operative. On a 4+, subtract 1 from that operative's ARE.
selected array of blades, this equipment costs 1 EP; otherwise, This operative can only perform this action once, and cannot
it costs 2ER perform this action while within Engagement Range of an
enemy operative.
REFINED POISON C2/3EPJ
Select one shardcarbine, splinter cannon, splinter pistol or KABALITE BANNER* L2EPD
splinter rifle the operative is equipped with. Add 1 to the This operative gains the following ability for the battle:
Normal Damage characteristic of that weapon for the battle.
If you selected a splinter pistol or splinter rifle, this equipment Kabalite Banner: While a friendly IAND OF TOE ARCHONS
costs 2ER; otherwise, it costs 3ER operative is Visible to and within of this operative, when
determining control of an objective marker, treat that friendly
operative's ARE characteristic as being 1 higher. Note that this
is not a modifier.

HAND OF THE ARCHON


SPEC OPS ROLES
Over the following pages you will find a selection of rules for Spec Ops campaigns in which you have
selected HAND OF THE ARCHONS as your Faction keyword.

BATTLE HONOURS
Each time a HAND OF THE A operative
gains a Battle Honour, instead of determining one
from its specialism, you can determine one from the
Hand of the Archon Specialist table below. You can
either roll one D6 to randomly determine the Battle
Honour (re-rolling if it isn't suitable), or you can
select an appropriate one. As with any Battle Honour,
an operative cannot have the same one more than
once (if a duplicate result is rolled, roll again until a
different result is rolled).

Epicurean of Suffering: The first time you would spend a Pain token
1 (pq 41) to re-roll one of your attack or defence dice for this operative in
each battle, the effect takes place but that Pain token is not spent.
GO

Pain Artist: If this operative incapacitates an enemy operative while


2
fighting in combat, it gains 1 additional Pain token (pg 41).

Shadow Hunter: Each time a shooting attack is made against this


operative, in the Roll Defence Dice step of that shooting attack, before
3 rolling your defence dice, if it is in Cover and more than W from the
active operative, you can retain one additional dice as a successful normal
save as a result of Cover.
Spire Stalker: Each time this operative climbs, drops or traverses, you
4
can ignore the first distance of Q it travels for that climb, drop or traverse.

Conniving: Each time this operative is activated, you can use the
5 Cruel Deception Tactical Ploy (pg 42) for it without spending any
Command points.

Patient Predator: Each time this operative fights in combat or makes


6 a shooting attack against an enemy operative that is not ready, your
opponent cannot re-roll their attack or defence dice.

_____________ ____
I? w-
r*

RARE EQUIPMENT
Each time you would determine an item of rare equipment to add to your stash, if your faction is HAND OF THE
r ARCHON®, you can determine one from the table below instead of determining one from another source. To do so,
you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn't suitable), or you can select
an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a
duplicate result is rolled, roll again until a different result is rolled).
52
1. GHOSTPLATE ARMOUR E2ER] 4. PAIN CASKET E2EP1
The operative has a Save characteristic of 3+ for The operative gains the following ability for the battle:
the battle.
Pain Casket: Each time a friendly HAND OF THE
2. TORMENTED SOULSTONE C2ER] ARCHON® operative within W of this operative would
gain a Pain token (pg 41), you can select another
The operative gains the following ability for the battle:
friendly HAND OF THE ARCHON® operative within W
30
GO Tormented Soulstone: Once during the battle, when of this operative to gain it instead.
(39 this operative is activated, you can use this ability. If
2 you do so, this operative regains D3+3 lost wounds. 5. LIVING TROPHY C3ER]
GO The operative gains 1 Pain token (pg 41) for
-Q 3. CLONE FIELD E3ER] the battle.
c-a The operative gains the following ability for the battle:
-a 6. SOUL-SCENT BARB E2EP1
GO Clone Field: Once during the battle, when this
The operative gains the following ability for the battle:
operative is selected as the target of a combat or
shooting attack, you can use this ability. If you do so, Soul-scent Barb: When you select this item of
CO
this operative can immediately perform a free Dash equipment, also select one enemy operative. Until the
=o action as though it can FLY (and can do so even if it is end of the battle, each time this operative fights in
within Engagement Range of an enemy operative). If combat with or makes a shooting attack against that
it is no longer a valid target, that combat or shooting enemy operative, in the Roll Attack Dice step of that
attack immediately ends (the action points subtracted combat or shooting attack, you can re-roll any or all of
are not refunded). your attack dice.

ji <

. I1i J*- fv- if


kI .. .
0

Z ‘.I
I ■'t : ; vI
111
-<■ i i
?

..

___
——
V

STRATEGIC ASSETS
i
Each time you would add a strategic asset to your base of operations, if your faction is HAND OF THE
ARCHONS, you can select one from the list below instead of selecting one from another source. As with any
strategic asset, you can never have more than one of each.

SHRINE OF SUFFERING 53
Hi

and psychotropic brain-barbs - even a *


provide hours of invigorating suffering.

In the Select a Kill Team step, you can


GO
“C

Pain token (pg 41) for the battle. G-3

03

PAIN-ADEPT lABORATORY
CO
an age
access
ii
CT3

03
CO

Once after each battle, you can CO

can remove one it gamed tror


be Rested in your next game.

TRAIN CRYO-mSTIUERY

s
attack with a shardcarbine, splinter
pistol or splinter rifle, at the end of

any critical hits, you can


normal hits to a critical I
rules accordingly).
/

REQUISITIONS
In a Spec Ops campaign, if your faction is HAND OF THE ARCHONS, you can use the following Requisitions in
addition to those presented in other sources.

■ RUTHLESS COMPETITION 1RP DARK REGENERATION_______ 2RP


54 Drukhari are self-serving schemers, developing rivalries If the fell price can be paid, a Haemo nailus can
that many a Kaba lite leader is happy to let play employ its eldritch science to fully regenerate a fallen
out. Such contests not only allow the Archsybarite to Drukhari from just a single piece of flesh.
assess the ambitions of potential usurpers to their own
position, but also serve to elicit greater acts of ruthless Purchase this Requisition when a friendly HAND OF
violence amongst their underlings. THE ARCHON operative is slain. That operative is not
slain, but must be Rested for the next two battles.
30 Purchase this Requisition before or after a game, if
era
=c your kill team is currently conducting a Spec Op. Select
co
z two friendly HAND OF THE ARCHONS operatives. AMBITIOUS ADVANCEMENT 1RP
• Until that Spec Op ends: Power amongst the Kabals is viciously fought for. Once
co
11 gained, this superiority must be jealously defended.
R • You cannot purchase this Requisition again.
• Keep an Ambition tally for each of those operatives, Purchase this Requisition after a battle. Select one
OO
adding 1 to their tally each time they incapacitate friendly HAND OF Tl operative that
an enemy operative. earned more experience points than another friendly
• At the end of the Select a Kill Team step, if the HAND OF THE ARCHONS operative of a higher rank
friendly operative with an Ambition tally lower than from that battle. That selected friendly operative earns
the other is selected for deployment, they gain 1 a number of experience points equal to the difference
Pain token (pg 41) for the battle. between those operatives in ranks. For example, if
an operative of Adept rank earned more experience
points than an operative of Ace rank, that first
operative would earn 2XP.

SPEC OPS

Each time you would select a Spec Op for your kill


team to be assigned to, if your faction is
,you can select one from those found
on the following page instead of selecting one from
another source.

I

Il
a ■

SLAVE RAIR
Commorragh demands endless slaves for use in its gladiatorial arenas,
ingredients in sickening narcotics or as playthings for the powerful. Securing
them is one of a Kabal's key routes to power and wealth. The kill team has been
deployed to capture what the Dark City demands and escape with its bounty.

OPERATION 1: CORRAL FLESH-HARVEST COMMENDATION


Suitably terrified captives must be secured alive, although You gain three Requisition points.
a-
they need not be unspoiled. After the battle, all friendly operatives pass Casualty
■ and Recovery tests. a
Complete five games in which you scored victory points
from the 'Slave Run', 'Rob and Ransack' and/or 'Capture
Hostage & Infiltrate' Tac Op.
SPEC OPS BONUS
For the purposes of a mission's Spec Ops bonus, this Spec

OPERATION 2: DELIVERING THE QUARRY
Op is considered an 'Extraction' Spec Op.
g
Their living bounty captured, the team must signal

the sinister barques that will extract both them and
their quarry.
CT

Complete a game in which you scored victory points from


the 'Plant Signal Beacon' Tac Op.
s


!

REMOVE RIVAL PS
eg
cza
A rival to one in power is rising to prominence within the Kabal. After
ensuring their assignment to a Hand of the Archon, a devious plot is prepared
— to take the rival on a daring mission, but ensure they never return.

OPERATION 1: EMBED RIVAL COMMENDATION


The premature fall of the rival will invite suspicion. The The rival automatically fails a Casualty test and
marked operative must be embedded into the kill team so suffers the Slain Battle Scar (you cannot use the Dark
their eventual demise isn't questioned. Regeneration Requisition, page 54).
Your LEADER operative earns 5XP.
Select one friendly operative You can distribute up to 5XP across the other operatives
(excluding a LEADER or SKYSPLINTER ASSASSIN on your dataslate.
operative) on your dataslate to be the rival. Complete five You can add one item of rare equipment to your stash,
games with the rival. or you can increase your asset capacity by one.
You can use the Operative Assigned Requisition once
OPERATION 2: ’ACCIDENTAL’ ELIMINATION without spending any Requisition points.
Through good fortune, courtesy of the enemy and
a medical mishap after the battle, the rival is Designer's Note: A premature death will raise suspicion,
permanently removed. therefore if the rival is removed from your dataslate before
you complete operation 2 (e.g. if it suffers the Slain Battle
Complete one game in which the rival is incapacitated Scar during operation 1), the Spec Op is aborted. I
SPEC OPS BONUS
For the purposes of a mission's Spec Ops bonus, this Spec
Op is considered an 'Honour-Bound' Spec Op. I
ARCHETYPE: SECURITY I SEEK AND DESTROY
nil 11 h
|UAI
Below you will find a list of the operatives that make up an kill team, including, where relevant, any
56 wargear those operatives must be equipped with.
ITW
X INNOCENCE IS IRRELEVANT. YOU HAVE REEN JUDGED
n

Z
OPERATIVES GUILTY Of TRANSGRESSING THE LEX IMPERIALIS. DO
NOT COMPOUND YOUR GUILT UY EVAUING PUNISHMENT;
CO
1 ARBITES PROCTOR-EXACTANT operative equipped
AS THERE ARE GREATER CRIMES, SHARE THERE
with one of the following options:
GREATER SENTENCES.’
a
Combat shotgun; repression baton - Arbitrator Mallox, Precinct 9 Reclamator
Dominator maul & assault shield
sa
39b
10 EXACTION SOU AC operatives selected from the
following list:
CO ARBITES CASTIGATOR
ARBITES CHIRURGANT
ARBITES GUNNER equipped with one of the
following options:
Grenade launcher (max one per kill team);
repression baton
Heavy stubber (max one per kill team);
repression baton
Webber (max one per kill team); repression baton
ARBITES LEASHMASTER
ARBITES MAL0CAT0R
ARBITES MARKSMAN
ARBITES REVELATUM
ARBITES SUBDUCTOR
ARBITES VIGILANT
ARBITES VOX-SIGNIFIER
R-VR CYBER-MASTIFF

Your kill team can only include up to two ARBITES


GUNNER operatives and up to four ARBITES
SUBDUCTOR operatives. Other than ARBITES
GUNNER, ARBITES SUBDUCTOR and ARBITES
VIGILANT operatives, your kill team can only include
each operative above once.

4 ■

■ ■*, «

TAG DPS
EXACTION SQUAD ♦

I
If your faction is EXACTION SQUADS, you can use the Exaction Squad Tac Ops listed below, as specified in the
mission sequence.
57

SEIZE OR INCAPACITATE GATHER EVIDENCE *


Exaction Squad - Faction Tac Op 1 Exaction Squad - Faction Tac Op 3
Reveal this Tac Op in the Target Reveal step of the You can reveal this Tac Op the first time a friendly
first Turning Point. Select one enemy operative to be operative performs the Gather Evidence action
the criminal. If that operative is incapacitated, before (below). At the end of the battle:
it is removed from the killzone, place one of your
Criminal tokens underneath the operative as close as • If one or more friendly operatives that have
possible to the centre of its base. Friendly EXACTION performed the Gather Evidence action have
SQUADS operatives (excluding R-VR CYBER­ not been incapacitated during the battle, you
MASTIFF operatives) can perform the Pick Up action score 1VP.
on that token while not within Engagement Range of • If two or more friendly operatives that have
an enemy operative. Subtract O from their Movement performed the Gather Evidence action have
characteristic while they are carrying it. not been incapacitated during the battle, you
score 1VP.
• If that enemy operative is incapacitated, you
score 1VP. Friendly MALOCATOR, REVELATUM and R-VR
• At the end of the battle, if friendly operatives CYBER-MASTIFF operatives can perform the
control your Criminal token, you score 1 VP. following mission action:

GATHER EVIDENCE 1AP


CONTAIN THREAT An operative can perform this action while it controls
Exaction Squad - Faction Tac Op 2 an objective marker that has not been examined by
Reveal this Tac Op in the Target Reveal step of any your kill team. If it does so, until the end of the battle,
Turning Point. that objective marker has been examined by your kill
team. An operative cannot perform this action while
• At the end of any Turning Point, if every enemy within Engagement Range of an enemy operative.
operative in the killzone is within W of your
opponent's drop zone and/or within O of one of
your operatives, you score 1 VP.
• If you achieve the first condition at the end of any
subsequent Turning Points, you score 1VP.

■ ti, ■ii 'fl*-*


, -3
B *
ABILITY
Below, you will find a common ability of the EXACTION SQUADS kill team.


RUTHLESS EFFICIENCY
Arbitrators have long experience in claustrophobic
58 confrontations and synchronise their tactics to
eliminate foes. With chilling precision, they open fire
I on the guilty even in the press of combat.

Each time a friendly operative with this ability makes


a shooting attack with a weapon that doesn't have
1 the Blast special rule or the word 'grenade' in its
I name, in the Select Valid Target step of that shooting
attack, enemy operatives within of it can have
other friendly operatives within Engagement Range
and still be selected as a valid target (they must still
be a valid target by all other means).

■-
r.

.mF
STRATEGIC PLOYS TACTICAL PLOYS
If your faction is EXACTION SQUADS, you can use the if your faction is EXACTION SQUADS, you can use the
following Strategic Ploys during a game. following Tactical Ploys during a game.

GUILT REVEALS ITSELF 1CP LONG ARM OF THE EMPEROR'S LAW 1CP
Until the end of the Turning Point, each time a friendly Use this Tactical Ploy in the Scouting step, when your opponent 59
EXACTION SQUADS operative makes a shooting attack, reveals their selection. They cannot resolve that selection.
enemy operatives must be more than 2Q (instead of O)
from it to be in Cover.
Initiative is still determined as normal, and this Tactical Ploy
has no effect on additional or different scouting options your
opponent could perform (e.g. Pursuers, HUNTER CLADES).
I
co
INVIOLATE JURISDICTION 1CP
Until the end of the Turning Point, each time a shooting EXACT PUNISHMENT 1CP
attack is made against a friendly EXACTION SQUADS Use this Tactical Ploy after an enemy operative fights in
operative that's within Q of an objective marker or enemy combat or makes a shooting attack against a friendly GO
operative, in the Roll Defence Dice step of that shooting Exaction squad# operative within | of it, and that
attack, you can re-roll one of your defence dice. friendly operative is not incapacitated as a result. That
friendly operative can immediately perform a free Fight or
Overwatch action, but can only target that enemy operative,
DISPENSE JUSTICE 1CP and only if it's a valid target. a
Each time a friendly EXACTION SQUADS operative fights co
in combat in an activation (including an enemy activation)
in which it has not moved more than its Movement BRUTAL BACKUP 1CP C73
characteristic, in the Roll Attack Dice step of that combat, you Use this Tactical Ploy after a friendly EXACTION SQUADS
can re-roll one of your attack dice. operative performs a Fight action with combat support. One
of the friendly EXACTION SQUADS operatives that provided "O
combat support can immediately perform a free Fight action,
TERMINAL DECREE 1CP but can only target the enemy operative from that previous CO

Until the end of the Turning Point, each time a friendly Fight action, and only if it's a valid target.
EXACTION SQUADS operative makes a shooting attack
against an enemy operative within 20 of it, in the Roll
Attack Dice step of that shooting attack, you can re-roll one of EXECUTION ORDER 1CP
your attack dice. Use this Tactical Ploy when a friendly PROCTOR-EXACTANT .
operative is activated. Select one enemy operative in its Line
of Sight. Until the end of the battle, each time a friendly
EXACTION SQUADS operative fights in combat or makes
a shooting attack against that enemy operative, in the Roll
Attack Dice step of that combat or shooting attack, you can
re-roll any or all of your attack dice. You can only use this
Tactical Ploy once.

.

■ 5 '";
• J)

ARBITES PROCTOR-EXACTANT M API GA


■V
Exaction Squads are selected and led by Proctors-exactant.
These experienced Arbitrators are ruthless tacticians and
2 1
T savvy fighters. They are also intimidating embodiments of
Imperial justice and employ nuncio-aquilas to broadcast
DF SV W
deafening orations that cow the guilty into submission.
3 4+ 8
60
NAME A BS/WS 0 SR !
FRFI
<> Combat shotgun Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
C-3 - Close range 4 2+ 4/4 Rng#
- Long range 4 4+ 2/2
z X Repression baton 3 4+ 2/2
09
<C3 X Dominator maul & Each time this weapon is selected to fight in combat with, select one of the profiles below to use:
assault shield
- Offensive 4 3+ 4/4 Lethal 5+ Stun
- Defensive 4 3+ 4/4 Repress*, Shield*
C3 ABILITIES UNIQUE ACTIUNS
Ruthless Efficiency (pg 58) Deploy Nuncio-aquila (1AP): The first time this operative performs
03 this action during a battle, place one of your Nuncio-aquila tokens
Assault Shield: If this operative is equipped with a dominator maul &
within W horizontally and any distance vertically of this operative.
assault shield, it has a 3+ Save characteristic.
Each time this operative performs this action thereafter, you can move
*Repress: Each time this operative fights in combat with this weapon, that Nuncio-aquila token up to W horizontally and up to any distance
you are the Attacker (i.e. even if this operative is not the active vertically. This operative cannot perform this action while within
operative). If both operatives have this special rule, it has no effect. Engagement Range of an enemy operative.
W,.
^Shield: Each time this operative fights in combat with this weapon, in
the Resolve Successful Hits step of that combat, each time it parries,
two of your opponent's successful hits are discarded (instead of one).
Nuncio-aquila:
• Each time an enemy operative would perform a mission action or
the Pick Up action, if that enemy operative is within H of your
Nuncio-aquila token (or this operative if that token has not been
placed), one additional action point must be subtracted to perform
that action. See the Deploy Nuncio-aquila action opposite for how
that token is placed.
• When determining control of an objective marker your Nuncio-
aquila token (or this operative if that token has not been placed) is
within H of, treat enemy operatives' total APL as being 1 less. Note
that this is not a modifier.

- H EXACTION SQUADS, IMPERIUM, ADEPTUS ARBITES, LEADER, ARBITES, PROCTOR-EXACTANT

I
w
• >
ha ___
—---
• 3

------------- -----------------

ARRITES CASTIGATOR API GA


It is the Castigator's role to ensure that the guilty receive
due punishment, their hood-like helms steeling their
2 1
resolve against curses and pleas alike. Once the quarry is
located, the Castigotor is charged with their subdual by
SV W
any means - a task they perform with zealous dedication.
3 4+ 7
61
NAME A BS/WS D SR i
-0- Combat shotgun Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: sc
- Close range 4 3+ 4/4 4/4 Rng* n
- Long range 4 5+ 2/2
X Excruciator maul 4 3+ 4/4 Rending, Stun
co
ABILITIES UNIQUE ACTIUNS
Ruthless Efficiency (pg 58) Castigator's Arrest (1AP): Perform a free Fight action with this
operative against a valid target with a Wounds characteristic
Engendered Focus: You can ignore any or all modifiers to this of 10 or less. At the end of that combat, if neither operative has
operative's characteristics (including modifiers to the weapons it been incapacitated, the target is arrested until the end of the S
n
is equipped with). battle. While a friendly EXACTION SQUAD® operative is within
Engagement Range of no more than one arrested enemy operative so
Zealous Dedication: Each time this operative would lose a wound, co
and no other enemy operatives, that arrested enemy operative
roll one D6: on a 6, that wound is not lost.
cannot perform any actions other than Pass. Operatives that can
perform this action cannot themselves be arrested.

L- EXACTION SQUADS, IMPERIUM, ADEPTUS ARBITES, ARBITES, CASTIGATOR

K 7 '.SB
ARBITES CHIRURGANT M API GA
ii
These Arbitrators are highly skilled medical specialists, 2
used to treating debilitating wounds inflicted by those
resisting detention. They are also skilled in the tactical
questioning of prisoners and have studied the limits to
DF SV
which the body con be pushed to elicit answers.
3 4+
NAME A BS/WS 0 SR i
Combat shotgun Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
- Close range 4 3+ 4/4 4/4 Rng#
- Long range 4 5+ 2/2
X Repression baton 3 4+ 2/2
HIUIIIS ■HIBIIHi UNIQUE ACTIONS
Ruthless Efficiency (pg 58) Medikit (1AP): Select one friendly operative
Visible to and within Jk of this operative. That friendly operative
Medic!: Once per Turning Point, the first time another friendly
EXACTION SQUAD operative would be incapacitated while Visible regains 2D3 lost wounds. An operative cannot be selected for this
action if it was revived using the Medic! ability during the same
to and within H of this operative and not within Engagement Range
Turning Point. This operative cannot perform this action while within
of an enemy operative, if this operative is not within Engagement
Engagement Range of an enemy operative.
Range of an enemy operative, this operative can revive it. That friendly
operative is not incapacitated, has 1 wound remaining, and if it was a
shooting attack, any remaining attack dice are discarded. That friendly
operative can then perform a free Dash action, but must finish that
move within of this operative. Subtract 1 from both operatives' API.

h- EXACTION SQUAD®, IMPERIUM, ADEPTUS ARBITES, MEDIC, ARBITES, CHIRURGANT

_____

ARRITES GUNNER M API GA


Gunners provide substantial firepower to Exaction Squad
operations using weapons such as heavy stubbers - rapid-
3 2 1
firing cannons whose solid shot can scythe through mobs.
DF SV W
Ar
More specialist weapons may fire chemicals that paralyse,
or grenades that crack open doors and armour alike.
3 4+ 7
62
NAME A BS/WS SR I
mfli
v Grenade launcher 4 4+ 4/6 API
n Heavy stubber 5 4+ 3/4 Ceaseless, Fusillade, Heavy
—H
v Webber 5 3+ 2/2 Rng #, Lethal 5+ Stun
CZ9
X Repression baton 3 4+ 2/2

ABILITIES UNIQUE ACTIONS


a
Ruthless Efficiency (pg 58)

n
so
a
GO

H EXACTION SQUAOe, IMPERIUM, ADEPTUS ARBITES, ARBITES, GUNNER

ARBITES LEASHMASTER A'


M API GA

Leash masters are specialists who command the


coniform servitors known as Cyber-mastiffs. They direct
2 1
override the construct's basic protocols with advanced
commands, and broadcast shouted orders to their guilt-
DF SV W
ridden prey via the Cyber-mastiff's emitters. i 3 4+ 7
v
NAME A BS/WS SR i
-0- Combat shotgun Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
- Close range 4 3+ 4/4 Rng#
- Long range 4 5+ 2/2
X Repression baton 3 4+ 2/2

ABILITIES
Ruthless Efficiency (pg 58) • Aggressive: Melee weapons it is equipped with gain the
Relentless special rule.
Handler: Each time this operative is activated, you can also
• Swift: Add Oto its Movement characteristic.
activate a ready friendly R-VR CYBER-MASTIFF operative at the
• Defensive: Improve its Save characteristic by 1.
same time. Complete their actions in any order.
Attack Pattern: When this operative is selected for deployment, UNIQUE ACTIUNS
select one of the following attack patterns for a friendly R-VR Command (OAP): Select one friendly R-VR CYBER-MASTIFF
CYBER-MASTIFF operative to have for the battle: operative within # of this operative and change its attack pattern.

u EXACTION SQUAD®, IMPERIUM, ADEPTUS ARBITES, ARBITES, LEASHMASTER

it1?; 1 A
I .. .
-- —

R VR CYRER MASTIFF M API GA


Arbitrators employ many servo-constructs for intimidation, ▼ ? I?
2 1
security and pursuit. The Ranta l-class Venatus Redamotor *
is an advanced Cyber-mastiff used by Exaction Squads.
DF SV W
Ji
The R-VR's detectors enable them to track their prey, while
their iron jaws can break bones or kill on command.
3 4+ 7 i
63 ''Xi '

NAM! A BS/WS 0 SB i ■I
X Mechanical bite 4 4+ 3/5
era
ABILITIES UNIQUE ACTIONS
Beast: Other than the Gather Evidence mission action (pg 57), this Apprehend (1AP): Select one enemy operative within this z
co
operative cannot perform mission actions and cannot be equipped operative's Engagement Range. That enemy operative suffers
with equipment 03 mortal wounds, and until it's no longer within this operative's
Engagement Range, it's apprehended. Each time an apprehended
enemy operative would perform a Fall Back action, your opponent
must roll one 06, adding 1 to the result for each wound it has C=3
remaining that's greater than this operative's remaining wounds.
If the result is less than this operative's remaining wounds, that n
enemy operative cannot perform that action (the action points =X3
are refunded). C=3
GO

u EXACTION SQUADS, IMPERIUM, ADEPTUS ARBITES, R-VR CYBER-MASTIFF

i
ARBITES MALOCATOR M API GA
Technically gifted, Malocators carry bio-sample
extractors to gather trace evidence on their team's
2 1
quarry They operate with an icy calm under fire,
scrutinising evidence via their veriscant multi-lens
DF SV W
array and informing their team of enemy weaknesses.
3 4+ 7
64
NAME A BS/WS D SI i
X <:> Combat shotgun Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
n - Close range 4 3+ 4/4 Rng#
C=3
- Long range 4 5+ 2/2
X Repression baton 3 4+ 2/2
CO

ABILITIES UNIQUE ACTIONS


Ruthless Efficiency (pg 58) Veriscant (1AP): Select one enemy operative in this operative's
a Line of Sight. Until the end of the Turning Point, each time a
Acute Focus: Once per Turning Point, during this operative's
—4 friendly EXACTION SQUADS operative fights in combat or makes
activation, it can perform a mission action or the Pick Up action
n a shooting attack against that enemy operative, in the Roll Attack
for one less action point (to a minimum of OAR).
30
Dice step of that combat or shooting attack, you can retain one of
your successful normal hits as a critical hit instead. This operative
C/9
cannot perform this action while within Engagement Range of an
enemy operative.

L“ EXACTION SQUADS, IMPERIUM, ADEPTUS ARBITES, ARBITES, MALOCATOR

ARRITES MARKSMAN W M API GA


The rabble-rouser lurking behind those they incite, the
heavily armed bodyguard or the fleeing criminal about to
escape - such are the targets of the Marksman. Their long­
x« DF SV
2
W
1
barrelled shotguns fire shells so powerful that they leave
wounds more akin to gory craters than bullet holes.
3 4+ 7
NAME A BS/WS D SR i
<> Executioner shotgun 4 3+ 4/1 Heavy, Silent MW3
X Repression baton 3 4+ 2/2

ABILITIES UNIQUE ACTIONS


Ruthless Efficiency (pg 58) Take Aim (1AP): Until the end of the activation, the executioner
shotgun this operative is equipped with gains the Balanced and
No Cover special rules. This operative cannot perform this action
while within H of an enemy operative.

*- EXACTION SQUADS, IMPERIUM, ADEPTUS ARBITES, ARBITES, MARKSMAN

A: ■-'
ARBITES REVELATUM M API GA
Revelatums reconnoitre their target's movements in 2 1
advance of the rest of the team, scouting hideouts and
ascertaining criminal contacts. They then lead other
Arbitrators straight to the guilty, using their soulguilt
DF SV W
scanners to identify threats to their fellow officers.
3 4+ 7
65
NAME A BS/WS D SR i
Scoped shotpistol 4 3+ 3/1 MW2 se
xa-
X Repression baton 3 4+ 2/2 n

ABILITIES UNIQUE ACTIUNS


CO
Ruthless Efficiency (pg 58) Soulguilt Scan (1 AR): Select one enemy operative Visible to and
within # of this operative. Until the end of the Turning Point,
First in the Field: At the end of the Initiative phase of the first friendly operatives Visible to and within
Turning Point, if this operative is wholly within your drop zone, it ■ of this operative treat that enemy operative as if it has an
can perform a free Normal Move action as if it can FLY.
Engage order. —4
n

a
co

L- EXACTION SQUAD®, IMPERIUM, ADEPTUS ARBITES, ARBITES, REVELATUM

r ■

<
ARBITES SUBBUCTBR API SA
" ■
Subductors possess one of the most recognisable - 2
and feared - silhouettes to the Imperium's criminal
classes. Bearing Subjugation-pattern assault shields ■ J- DF SV
and crackling shock mauls, they are brutal front line
brawlers capable ofcrushing the most stubborn dissent. 3 3+ J

NAME A BS/WS D SR i
X Shock maul & Each time this weapon is selected to fight in combat with, select one of the profiles below to use:
assault shield
- Offensive 4 4+ 4/4 Stun
- Defensive 4 4+ 4/4 Repress*, Shield*

ABILITIES UNIQUE ACTIONS


Ruthless Efficiency (pg 58)
*Repress: Each time this operative fights in combat with this weapon,
you are the Attacker (i.e. even if this operative is not the active
operative). If both operatives have this special rule, it has no effect.
^Shield: Each time this operative fights in combat with this
weapon, in the Resolve Successful Hits step of that combat,
each time it parries, two of your opponent's successful hits are
discarded (instead of one).

L- EXACTION SQUAD®, IMPERIUM, ADEPTUS ARBITES, ARBITES, SUBDUCTOR

_

r ARRUES VIGILANT
Vigilants brutally sweep the guilty from existence
with the signature combat shotgun oftheAdeptus
■ 0

F
ly'
|T~ /
M API
2
GA
1
Arbites. These grim men and women are ever-alert
to malfeasance and unwavering in its punishment,
SV W
unleashing devastating blasts at close range.
3 4+ 7
B6 ▼

NAME A BS/WS D Sil !


<> Combat shotgun Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
era - Close range 4 3+ 4/4 4/4 Rng#
- Long range 4 5+ 2/2
X Repression baton 3 4+ 2/2
co
ABILITIES UNIQUE ACTIONS
Ruthless Efficiency (pg 58)
a

F3
3=»
=X3
a
co

L-| EXACTION SQUAD®, IMPERIUM, ADEPTUS ARBITES, ARBITES, VIGILANT

ARBITES VOX-SIGNIFIER M APL GA



The team's Vox-signifier listens for coded missives from
mission command on their powerful precinct vox-relay.
2 1
r ■■
They issue updates to the rest of the Exaction Squad
arising from changes to mission priorities and new
DF SV W
intelligence - likely painfully extracted from prisoners.
3 4+ 7

NAME A BS/WS D SR I
C> Combat shotgun Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
- Close range 4 3+ 4/4 Rng#
- Long range 4 5+ 2/2
X Repression baton 3 4+ 2/2

ABILITIES UNIQUE ACTIONS ___________


Ruthless Efficiency (pg 58) Precinct Vox-relay (1AP): Select one friendly EXACTION SQUADS
operative (excluding R-VR CYBER-MASTIFF operatives) Visible to
this operative. Add 1 to its APL This operative cannot perform this
action while within Engagement Range of an enemy operative.

EXACTION SQUAD®, IMPERIUM, ADEPTUS ARBITES, ARBITES, VOX-SIGNIFIER


EQUIPMENT
EXACTION SQUAT operatives in your kill team can be equipped with equipment from this list, as specified in the mission
sequence. Each operative can be equipped with no more than one of each item.

SHOTPISTOL C1EP1 FRAG GRENADE E2ER]


The operative is equipped with the following ranged weapon The operative is equipped with the following ranged weapon
for the battle: for the battle:
67
Name A BS e “X' A BS D
Shotpistol 4 4+ 3/3 Frag grenade 4 3+ 2/3
Special Rules Special Rules
cn
Rng Rng , Blast Indirect, Limited
REINFORCED MIRROR-VISOR LIEP] KRAK GRENADE E3ER]
The operative gains the following ability for the battle: The operative is equipped with the following ranged weapon
for the battle. It cannot make a shooting attack with this
-a
Reinforced Mirror-visor: You can ignore any or all modifiers weapon by performing an Overwatch action:
to this operative's APL and it is not affected by the Stun
critical hit rule. Name A BS B
Krak grenade 4 3+ 4/5
MANACLES C2ER]
The operative can perform the following action during
the battle: Rng , API, Indirect, Limited

ARREST 1AP STUN GRENADE E3ER]


Perform a free Fight action with this operative against a valid The operative can perform the following action during
target with a Wounds characteristic of 7 or less. At the end of the battle:
that combat, if neither operative has been incapacitated, the
target is arrested until the end of the battle. While a friendly STUN GRENADE 1AP
EXACTION SQUAD operative is within Engagement Range Select one point in the killzone within of this operative.
of no more than one arrested enemy operative and no other Roll one D6 for each operative within 0 of that point,
enemy operatives, that arrested enemy operative cannot subtracting 1 from the result if that operative is not Visible to
perform any actions other than Pass. Operatives that can this operative. On a 4+, subtract 1 from that operative's APL.
perform this action cannot themselves be arrested. This operative can only perform this action once, and cannot
perform this action while within Engagement Range of an
STROBING PHOSPHOR-LUMEN L1EPJ enemy operative.
The operative gains the following ability for the battle:

Strobing Phosphor-lumen: Each time an enemy operative


Visible to and within of this operative fights in combat
or makes a shooting attack against a friendly EXACTION
SQUAD1 operative within 0 of this operative, in the Roll
Attack Dice step of that combat or shooting attack, your
opponent cannot re-roll their attack dice.
>* 1
B*9 VIR

EXACTION SQUAD
SPEC OPS RULES
Over the following pages you will find a selection of rules for Spec Ops campaigns in which you have
08 selected EXACTION SQUADS as your Faction keyword.

BATTLE HONOURS
Each time an EXACTION SQUADS operative gains
CO
a Battle Honour, instead of determining one from its
specialism, you can determine one from the Exaction
Squad Specialist table below. You can either roll
GO one D6 to randomly determine the Battle Honour
"D
^Rl
G-3
(re-rolling if it isn't suitable), or you can select an
appropriate one. As with any Battle Honour, an
GO operative cannot have the same one more than
once (if a duplicate result is rolled, roll again until a
different result is rolled).
GO

co
EXACTION SQUAD SPECIALIST
D6 Battle Honour

as Obstinate: Defence dice results of 5+ rolled for this operative that are
co 1
successful saves are critical saves.

Precinct Champion: Improve the Weapon Skill characteristic of melee


2
weapons this operative is equipped with by 1 (to a maximum of 2+).

Rigid Determination: You can ignore any or all modifiers to this


3 operative's Movement characteristics and to the Ballistic Skill and Weapon
Skill characteristics of weapons it is equipped with.

No Lenience: Each time this operative makes a shooting attack against


4 an enemy operative that is not in Cover, ranged weapons it is equipped
with have the Lethal 5+ special rule for that shooting attack.

Judicious Efficiency: For the purposes of the Ruthless Efficiency ability


5
(pg 58), enemy operatives do not need to be within of this operative.

Priority Endowment: In the Select Equipment Step, when selecting


6 equipment from your stash, you can select one item of equipment to equip
this operative with for one less equipment point (to a minimum of OEP).

RARE EQUIPMENT
Each time you would determine an item of rare equipment to add to your stash, if your faction is EXACTION
SQUAD®, you can determine one from the table below instead of determining one from another source. To do
so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn't suitable), or you can
select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each
item (if a duplicate result is rolled, roll again until a different result is rolled).
69
1. FLAK-WEAVE GREATCOAT E2EPJ 3. RELIC SILENCER L2/3EP3
PROCTOR-EXACTANT operative only. Each time Select a shotpistol or scoped shotpistol the operative
this operative fights in combat or a shooting attack is equipped with. That weapon gains the Silent special
is made against it, subtract 1 from both Damage rule for the battle. If you selected a scoped shotpistol,
characteristics of weapons the enemy operative is this equipment costs 3EP; otherwise, it costs 2EP.
equipped with for that combat or shooting attack.
4. 'LAST BREATH' GAS BOMB C2EP]
2. EXECUTIONER ROUNDS E1EPJ The operative is equipped with the following ranged
Operative equipped with a combat shotgun only. weapon for the battle:
In the Set Up Operatives step, select a type of
ammunition for this operative to have loaded into ■e A BS D
its combat shotgun for the battle: cartridges or 'Last Breath' gas bomb 4 3+ 1/3
executioner rounds. If it has loaded cartridges, it uses
either profile of its combat shotgun as normal. If it has
Special Rules
loaded executioner rounds, it can only use the long Rng Blast I, Indirect, Lethal 5+,
range profile of its combat shotgun, but it gains the Limited
following benefits for the battle:
5. VOLITION INHIBITOR L3EP3
• Its Damage characteristics are 3/4. The operative gains the following ability for the battle:
• It gains the No Cover special rule.
• Improve its Ballistic Skill characteristic by 1. Volition Inhibitor: While an enemy operative is
within | of this operative, worsen the Ballistic Skill
The operative can perform the following action during and Weapon Skill characteristics of weapons that
the battle: enemy operative is equipped with by 1.

LOAD SHOTGUN 1AP 6. CX-19 WEB AGENT HEP]


Change the type of ammunition loaded into the Select a webber the operative is equipped with. That
combat shotgun this operative is equipped with weapon gains the Torrent O special rule for the battle.
(see above).

(OU Will SEI IHE TRUE FACE 01 HUMANITTf DORINO YOUR SERVICE, CADETS IN THESE ROniNG, TWISTED
INTESTINES RE THE HIVE'S GUT VUU Will UNO THIEVES WHO HIVE STOIEH (ROM IHE EMPERRR, (HU Will
HNCRVER MUMS WHS POHUTE HIS REAINN, ANO (OU Will DETHRONE IDEOIDGIES PDDMUIGATING HERESY
AGAINST HIS STRICTURES. HUI THEY IRE HUI THE UNIV ONES. THE STAIN OF CRIMINAUTV CAN SEEP RHWN
FROM THE TOPS OF THE SPIRES ANS THE NO DIES WHO ACCRETE THERE. IT CAN ARRIVE UN RUIN FREIGHTERS,
SPREAD ACROSS THE STIRS RV THOSE WHO BEER OF GOUT. IT IS OUR TASK TO PUNISH THE AMORPHOUS
WER OF TRANSGRESSION, ANO THE IEH IS OUR GUIOE TO DO SO.’
Proctor Kyziah Grefton
i

J**-'-* ■~iit

KL * /

STRATEGIC ASSETS
Each time you would add a strategic asset to your base of operations, if your faction is EXACTION SQUADS, you
can select one from the list below instead of selecting one from another source. As with any strategic asset, you
can never have more than one of each.

70 WRIT DF JUDGEMENT SCRIITINEER-GIASS DETECTION SUITE


This authorisation is held with seals of high office in a The Exaction Squad has installed an array of augurs,
cryo-stasis data-casket. Issued by a Marshal of Court, scry-spies, data-informants and comms interception
n Judge or even the sector's Lord Marshal themselves, devices in a web around its base of operations. Enemy
this writ gives the kill team the right to arrogate movements, communications and the subtle energy
additional assets as they see fit for their mission. signatures that tell of specialist equipment can all be
CO
detected over long distances. No secret is beyond the
After each game, roll one D6, adding 2 to the result if reach of the Emperor's Law.
you won: on a 6+, you gain 1 Requisition point.
03 If you are the Defender, and/or you select the Fortify
option in the Scouting step, you gain 1CR
079
O
TG
PORTABLE BIBEIOGRYPT
03 The kill team maintains a small data-shrine at which
30 meditative study of the Lex Imperia Iis' primary legal
mandates and precedents can be studied. Arbitrators
GO
are reinvigorated by their analyses, and rededicated in
CO
—H
soul and spirit to mercilessly punish all transgressors.
=X3
In the Update Dataslates step of each game, you can
ga roll one D6. You can select up to a number of friendly
G-3
EXACTION SOU/ operatives equal to the result
CO
CO that have Battle Scars. Add 1 to Recovery tests made
for those operatives after that game.
CO

i
I ■ <1
•<

REQUISITIONS
In a Spec Ops campaign, if your faction is EXACTION SQUAD , you can use the following Requisitions in
r addition to those presented in other sources.

FOCUSED ADAPTATION______ 1RP TERMINUS WARRANT________ 1RP


Exaction Squads are capable of slipping seamlessly An individual has been identified and priority orders
into different roles to serve the pursuit of their target. have been issued. There is nothing the precinct needs
from them now except their immediate removal as an
Purchase this Requisition before or after a game.
Remove one ARBITES SUBDUCTOR or ARBITES
VIGILANT operative from your dataslate, then add
obstacle to the squad's primary target.

Purchase this Requisition before or after a game, if


i
co
a different EXACTION SQUADS operative to your your kill team is currently conducting a Spec Op. Select
dataslate (excluding an R-VR CYBER-MASTIFF one enemy operative on an opponent's dataslate.
operative). That new operative has a number of Until the Spec Op is completed or aborted, friendly
experience points equal to the lowest experience EXACTION SQUADS operatives always treat the CO
“O
fWt
points of the removed operative's rank (select its Battle Execution Order Tactical Ploy (pg 59) as having been C-3
Honours accordingly). For example, if you removed used and that enemy operative as being selected for
an operative that had 20XP, the new operative would it (this does not prevent you from using the Execution co
have 16XP. It also has the same Battle Scars (if any) of Order Tactical Ploy during battles as normal). While
the removed operative. conducting a Spec Op, you can only purchase this r-n
GO
Requisition once.
FW
MONOPOLY ON JUSTICE 1RP
CCS
The Adeptus Arbites can use the Law to create co
justification as they see fit, to establish the 'truths'
they require. S
GO

Purchase this Requisition after a game, if your kill


team is currently conducting Operation 1 of a Spec
Op, and you did not score victory points from one or
more of the operation's specified Tac Ops. Select one
of those Tac Ops; you are treated as having scored
victory points from it for the purposes of completing
that operation.

SPEC OPS
Each time you would select a Spec Op
for your kill team to be assigned to, if
your faction is XACTION SQUADS, you
can select one from those found on the
following page instead of selecting one from
another source.
■ ■Mlto
■Il
I
SEIZE LAWBREAKER
The Book of Judgement has cubic miles of volumes dedicated to the acquisition
of suspects, abetters and transgressors, and all other categories of the Human
element of justice enactment. Few manage to flee far from the Adeptus Arbites.

OPERATION 1: INVESTIGATE LEADS COMMENDATION


The kill team must follow leads on an individual crucial You can select one friendly operative that scored you
to their mission, gathering evidence, planting scry-sensors victory points from the 'Seize or Incapacitate' Tac Op to
and hacking data systems for revelatory condemnation. earn 5XP. This is not affected by a passed Casualty test.
You can distribute up to 5XP across the other operatives
Complete five games in which you scored victory points on your dataslate.
from the 'Gather Evidence', 'Upload Viral Code' and/or You can add one item of rare equipment to your stash,
'Plant Signal Beacon' Tac Op. or you can increase your asset capacity by one.

OPERATION 2: CAPTURE OR KILL SPEC OPS BONUS ■


With information uncovered and an opportunity revealed, For the purposes of a mission's Spec Ops bonus, this Spec
the kill team has put together an operation to seize the Op is considered an 'Elimination' Spec Op.
individual, whether for questioning or elimination.

Complete a game in which you scored victory points from


the 'Seize or Incapacitate' Tac Op.

■ll®l

CRUSH DISSENT
A rebellion, uprising or invasion has been incited — as determined by the
*h ■
T/

Emperor's Gaze — to camouflage a suspect's operations and impede pursuit. The

■ Arbitrators have deployed to suppress the threat and flush out their prey.

OPERATION 1: TAKE CONTROL COMMENDATION


Through the showing of absolute authority and by You gain one Requisition point.
overrunning the foe's every haunt, the kill team must After the battle, all friendly operatives pass Casualty
dominate any bolthole their quarry could use to escape. and Recovery tests.
You can add one item of rare equipment to your stash, ■
Complete five games in which you scored victory points or you can increase your asset capacity by one.
from the 'Contain Threat', 'Protect Assets' and/or 'Central
Control' Tac Op. SPEC OPS BONUS
For the purposes of a mission's Spec Ops bonus, this Spec
OPERATION 2: IMPLEMENT THE LEX Op is considered a 'Secure District' Spec Op.
With enemy cohesion and momentum faltering, the kill
team advances to crush their spirits, offering the mercy of
a just execution to those who identify the target's location.
I
Complete a game in which you scored victory points from
the 'Execution' and/or 'Rout' Tac Op.

A

a *

KILLZONE: GALLOWDARK
Killzone: Gallowdark is a killzone played on a 607mm by 704mm area that uses the Close Quarters rules (pg 79-81). It is an
indoor killzone with Walls and Hatchways, creating tightly packed rooms and corridors. There are no Vantage Points in the
killzone; rather, operatives must move carefully, battle over key fire lanes and time their forward pushes appropriately.

73
WALL
All parts of a Wall terrain feature have the Heavy and Wall traits. Some Walls include a Hatchway, which is a separate terrain
feature explained on pages 75-76. ■
rr
era

IJ
m
so

h
i
Hatchway
fgg

CZ9

Wall:
• Operatives cannot move over or through Wall terrain • Range cannot be measured over or through Wall terrain;
regardless of any other rules, other than as a result of you must measure around it using the shortest possible
the Accessible trait (pg 75). route (as shown in the diagram below).
• Visibility lines cannot be drawn over or through • In order for Wall terrain to provide Cover or be
Wall terrain. Obscuring, a Cover line must cross a corner or end
• An operative is never a valid target if every Cover line of that terrain feature (as shown in the diagrams on
drawn to it crosses Wall terrain. page 74).
_J

WALL: RANGE EXAMPLE


■TIJiWliL
1
The Arbites Vigilant would usually be within | of the
Arbites Gunner, but as range cannot be measured over or
through the Wall, it must be measured around the Wall.
»
This would make the Arbites Vigilant more than | from the
Arbites Gunner.

~ -

? fl

:__ —___
* .
7
wr''
/

I
WALL: COVER EXAMPLE
'■ w I
A Cover line does not cross a corner or end of the Wall,
I therefore the Kabalite Agent is not in Cover. Note that
minor parts of the Wall that protrude do not make a
it w

corner or end alone; it must be the main structure of


the Wall that turns a corner or ends, as shown in the
74 diagrams below.

I 1*^1

A Cover line crosses a corner of the Wall, therefore the


Kabalite Agent is in Cover.

^0323

Arbites 111

A Cover line does not cross a corner of the Wall, as 9^ Il «


Il 1
the Arbites Vigilant has passed the corner of the Wall,
therefore the Kabalite Agent is not in Cover. Note that
if the Arbites Vigilant was wholly on the left side of the
orange line, the Kabalite Agent would be in Cover.

ii«
«« -■?<7 I ill
I am*
A Cover line crosses an end of the Wall, therefore the
Kabalite Agent is in Cover.

Bl X

A Cover line crosses an end of the Wall (note that the


open Hatchway does not have the Wall trait). The
Kabalite Agent is more than Q from the point at which
the Cover line crosses the Wall, therefore the Kabalite
Agent is Obscured.

wife

B
‘■:. . ■ 7,
A *,
__ ________ ________ Ip ____

.4 B
«
il

HATCHWAY
A Hatchway terrain feature has two statuses: closed and open. It has two parts - an access point and a hatch - and their
traits depend upon the Hatchway's status. Operatives can perform the Operate Hatch mission action to change its status.

CLOSED HATCHWAY OPEN HATCHWAY e»

75

Access Point and Hatch Hatch Access Point

Closed Open —«
Hatchways begin the battle closed. While a Hatchway While a Hatchway is open:
is closed:
• Its hatch must be fully open (it cannot be ajar).
90
• Its hatch must be fully within its access point. • Its access point has the Accessible trait.
• All parts of it have the Heavy and Wall (pg 73) traits. • Its hatch has the Wall trait (pg 73). I—Ft
03

OPERATE HATCH 1AP Accessible: An operative can move through the Walls
An operative can perform this action while within A of up to A adjacent to this access point as if they were
a Hatchway's access point. Open or close that Hatchway. not there, so long as at least part of its base would move
An operative cannot perform this action while within through this access point when it does so (as shown in the
Engagement Range of an enemy operative, or if that diagrams on page 76). An operative cannot finish a move
Hatchway is open and an enemy operative is within A of in or on an access point. As an operative must finish a
its access point. move in a location it can be placed, it must finish the move
wholly on one side or the other of this terrain feature.
An operative can perform this action during a Dash or
Normal Move action, and any remaining increments of Designer's Note: An open Hatchway's access point does
movement can be used after it does so. Note, however, that not provide Cover, nor is it Obscuring. The Walls either
opening a Hatchway can cause the operative to be within side of the access point, or its hatch, must be used for
Engagement Range of an enemy operative, in which case this instead.
that Dash or Normal Move action would immediately
end (unless the operative has any rules that allow it to RK * j-.
move within Engagement Range of an enemy operative,
e.g. FLY).

Designer's Note: If a Hatchway's status is changed


and operative placement would prevent the hatch from
fully opening or closing, temporarily remove the necessary
operatives from the killzone, fully open or close the hatch
as appropriate, then return the operatives to the killzone as
close as possible to their original location. If an operative
is within an enemy operative's Engagement Range before
a hatch is opened, it must be returned within Engagement
Range of that enemy operative after the hatch is opened.

KI

_____ ___ i___


H.

HATCHWAY: ACCESSIBLE EXAMPIE


if'

76
The Arbites Vigilant's base is wider than the
open Hatchway's access point. It can move
through the Wall terrain up to A either side
of the open access point so long as a part of
its base moves through the open Hatchway's
J#l a

access point.
r*^i

03
X» a ?..
Another friendly operative is potentially j Rsfce
impeding the Arbites Gunner. It can move Is
J
through the Wall terrain up to A to the
l
right of the open Hatchway's access point so
I
long as a part of its base moves through that
access point and does not move through the
impeding operative.
/-fe
Ml V®rflhin8 ©IEEH?
_________
03
GW3
r</...:.A>L -----------
fe•
Two other friendly operatives are potentially <■.

impeding the Arbites Subductor. As it cannot


move through the open Hatchway's access
point without moving through friendly
i
operatives, it cannot make the move. i !

The Arbites Vigilant wants to charge, but the


I Kabalite Agent is impeding its move through Kabalite
the middle of the open Hatchway. It can
> A. *
\
move through the Wall terrain up to A to the
left of the open Hatchway's access point so
long as a part of its base moves through that
access point and does not move through the
Wit X
WeC 1
Kabalite Agent.

life

•W

KILLZONE: SOULSHACKLE
Killzone: Soulshackle is a supplement to Killzone: Gallowdark. Focusing the battle on key strategic command stations aboard
the Gallowdark, it includes Breach Points - allowing certain operatives to create access points in the walls of the space hulk.

BREACH POINT
A Breach Point terrain feature has two statuses: closed and open. It has two parts - an access point and a breach wall - and 77
their traits depend upon the Breach Point's status.

Opening tie Breach hint


CLOSED BREACH POINT The mission will specify which operatives can perform the Plant Charge
and Detonate Charge mission actions to change a Breach Point's
CO
status from closed to open. e
CO

Access Point PLANT CHARGE 1AP n


and Breach Wall An operative can perform this action while within of a Breach Point's
breach wall. That side of the breach wall now has a friendly charge
Clnsed planted on it. An operative cannot perform this action while within 39
Breach Points begin the battle closed. Engagement Range of an enemy operative, or if that side of the breach 30

While a Breach Point is closed: wall already has a friendly charge planted on it.

• Its breach wall must be fully within its


DETONATE CHARGE 1AP co
access point.
• All parts of it have the Heavy and Wall An operative can perform this action if the side of a breach wall that
(pg 73) traits. has a friendly charge on it is Visible to the operative. That Breach Point
is now open; roll one D6 for each operative on the other side and within
I of its access point (note that the results are cumulative):
OPEN BREACH POINT
• On a 3+, that operative suffers D3 mortal wounds.
On a 5+, subtract 1 from that operative's API.
• On a 6, that operative suffers D3 mortal wounds.

Access Point An operative cannot perform this action while within Engagement
and Breach Wall Range of an enemy operative.

Open In addition, any operative can attempt to change a Breach Point's status
Once a Breach Point is open, it cannot be from closed to open by making a shooting attack against its breach wall
closed again during the battle. While a using a weapon with the AP2 special rule. If it does so:
Breach Point is open:
In the Select Valid Target step, a breach wall is a valid target for
-.W
• Its breach wall must be removed from shooting attacks if its Visible to the active operative, and no friendly is
the killzone. operatives are both within of that breach wall and on the same
Its access point has the Accessible side of it as the active operative.
• For any weapons that make an attack against each operative within

trait (pg 75).
range of a specified point (e.g. remote mine, melta mine, Blast X
Designer's Note: An open Breach Point's special rule, etc.), the breach wall is a valid target.
access point does not provide Cover, nor is • In the Roll Attack Dice step, if two or more successful hits are
it Obscuring. The Walls either side of the retained, the Breach Point is open.
access point must be used for this instead. At the end of the Roll Attack Dice step, the attack sequence ends.
I *
: r*
. ....
I

_____ —
CONSOLE
A Console terrain feature has the Light and Traversable traits.

78

Augur Display Control Lectern

GO

CO

30 Relay Station Hololith Dais

Some missions require operatives to control Console terrain features, and some will even specify certain types, e.g. Augur
Display. In such missions, those terrain features are treated as objective markers, except that a friendly operative controls it
CO
while within Jk of it and if the total APL characteristic of friendly operatives within of it is greater than that of enemy
operatives within Jk of it. If an operative must perform an action at a Console terrain feature it controls and it controls
more than one, you must select one for that action.

HATCHWAY JAMMER
A Hatchway Jammer terrain feature has the Traversable trait. It has no other traits, so it does not provide Cover. The mission
will specify who sets up the Hatchway Jammers. They must be set up against a Hatchway, paying careful attention to which
side as they apply the Jammed trait to it.

Jammed: While a Hatchway is jammed, it cannot be opened unless


an operative performs the Operate Hatch action (pg 75) on the
same side of the Hatchway as its Hatchway Jammer. If it does so,
remove that Hatchway Jammer from the killzone.

i"'

JI
CLOSE QUARTERS
If a Kill Team battle uses the Close Quarters rules, the following rules are in effect for the battle:
tr’-l

ACTIONS 79
Operatives can perform the following actions:
%I
GUARD 1AP *

The operative goes on guard (see below). An operative


is on guard until 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.
It is the end of the Turning Point.

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, Until the end of the interrupted enemy
after that enemy operative performs an action, operative's activation, each time that friendly
you can interrupt that activation and select one operative fights in combat, do not select
friendly operative on guard to make one of the melee weapons or roll attack dice for it during
following guard attacks: that combat.

Perform an Overwatch action. Note that it must be an enemy operative's normal


Perform a free Fight action. activation that is interrupted; it cannot be after
Perform point-blank overwatch. an enemy operative performs an action outside
of their normal activation e.g. Overwatch. If an
If an operative performs point-blank overwatch, enemy operative has its activation interrupted
it performs an Overwatch action with the by a guard attack, would be incapacitated and
following additional rules: is subsequently revived during its activation
(e.g. the Medic! ability), its activation
It can perform an Overwatch action while immediately ends.
within Engagement Range of an enemy
operative, and the enemy operative within its
Engagement Range is the target, regardless of
any other rules.

* ’ ’T-

W'f. t

_
HATCHWAY FIGHT 1AP
This action is treated as a Fight action. An operative can
perform this action if all of the following is true:

It is not within Engagement Range of an


enemy operative.
00 • Its base is touching an open Hatchway's access point.
• An enemy operative is blocking that access point (an
9S
enemy operative is blocking that access point if it is on
o
the other side and within O of that access point, as
shown in the diagram opposite).

co
Fight in combat with the active operative against an
enemy operative blocking that access point. In the Select
co
=E Valid Target step of that combat, that enemy operative is a
3=»
n valid target. The Arbites Vigilant is not within Engagement Range
of an enemy operative and its base is touching an
open Hatchway's access point. Two enemy operatives
n
are blocking that access point, so the Arbites Vigilant
e
co performs a Hatchway Fight action to fight in combat
against one of them.

—4
Fn

Oi SO
co

CZ3

s' ■

"■ !|i
; ns
\ T J-
I

«■1 Vp’"
Ki- A
IhL -Ml *
*

ADDITIONAL DOLES I
* •* r
«*•
CONDENSER ENVIRONMENT
Close Quarters amplifies the impact of certain
IBuellilS ■»

W . ? z J. w*. ? Ii «I 1
weapons, but the low ceilings and level floors _ _ ■. i \ :’s I ‘ * to • i!:
mean targeting enemy operatives must be I* A
more direct: The Arbites Vigilant is making a shooting attack against the Kabalite ■1 <

Crimson Duellist. As a Cover line crosses the Kabalite Agent (which


• Weapons with the Blast X, Splash X and/or has an Engage order) one less attack dice is rolled. 3
Torrent X special or critical hit rules gain the
Lethal 5+ special rule.
§
• Each time a friendly operative makes a rr1
kabalite.
shooting attack with a weapon that has the
Indirect special rule, you must choose whether i
or not to use that special rule. If you choose to
use it, that weapon gains the Rng | special
Xs*** tytu & .t'

s
rule for that shooting attack. > MB M

• Each time a friendly operative makes a


CT3
shooting attack against an enemy operative, fl i i'PMTl

if a Cover line drawn to that enemy operative GO


crosses one or more operatives with an -
Engage order (excluding operatives with a The Arbites Vigilant is making a shooting attack against the Kabalite
90
Wounds characteristic of 5 or less, and friendly Crimson Duellist. A Cover line crosses the friendly Arbites Gunner
operatives whose bases are touching the (which has an Engage order), but as its base is touching the Arbites
active operative's), in the Roll Attack Dice step Vigilant, it is ignored. A Cover line also crosses the Kabalite Agent,
of that shooting attack, roll one less attack but it has a Conceal order, therefore the shooting attack is unaffected.
dice (as shown in the diagrams opposite).

BARRICADES
When using the Close Quarters rules, barricades are
set up differently. They can be set up anywhere in the
killzone that is:

• More than w from your opponent's drop zone.


• More than O from access points.
• More than O from other barricades. 9
• Not on a terrain feature (unless it has the
Insignificant trait).

TAG OPS
When using the Close Quarters rules, the following ’ J
Tac Ops are not in use: Seize Ground; Hold the Line;
Sabotage; Vantage. If this would mean you cannot build
a six-card Tac Ops deck (i.e. you do not have any faction
Tac Ops), you can select the number of cards required
to complete your deck from one of the other archetypes
your kill team has access to (in matched play, if they
do not have any other archetypes, you can select the
required number of cards from any one other archetype).

' *
SETTING UP TERRAIN - -wt
Killzone: Gallowdark (and the Killzone: Soulshackle m^b «ut«« - |

88 1
supplement) is a modular terrain set that allows you to
construct a large variety of different killzones. The mission swws
packs presented in this publication (pages 86-105 and g UKWkU
a .——
(3

82 108-117) both use this killzone, and will specify the location of i ® UMMW
. «... . . I
......IBM
■*
B
Q
(jj aMimiunnH™"1"
terrain features using a key and grid system. When setting up I
terrain features in such a killzone, use the key system on pages UIKIHWS •u I
q swimiiw«waMjubruui
" £3
84-85 to identify the relevant terrain feature, then place it in uM«miwnM,twH

the specific location on the gameboard using its grid.


j
CTO
Shown on the following page is the mission map of a specific U3»
mission, as well as an example of that mission set up with its L ■ 1
terrain features. I tobSb (3 •uniitfur B 4

=30 I a- O
Hj
sm: As a handy note, you can paint or write the relevant key on | Sr ■

CO
the bottom edge of each terrain feature. This will help you set WMS
hhtmu q

up terrain features without having to compare each terrain ar™ q wunnf&iis f4 i


—H mt
feature to the key on pages 84-85. We have also included a xr o HUM NW Win nius I

key inside the back cover for quick and easy reference.
S3
1
X_L_5n
* B3 - -.“t
■ ■

z/ < -1
■ r r'l
.. I
- 1. 1

-I
■ ' :

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■ ■ . . ; . *

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I
Player A's Killzone Edge
I
Player A's Drop Zone
Sector 1 1
'C
B3
83

*
A*
Centre Line

55
13
03
fRR

era
Player B's Drop Zone —H
MR
30
SB
Player B's Killzone Edge

4 H

H IB
/

KILLZDNE KEY
Over the following pages, you will find a reference for each terrain feature in Killzone: Gallowdark and the Killzone:
Soulshackle supplement, noting its relevant key for the mission maps on pages 86-105 and 108-117.

LONG WALLS SHORT WALLS


LONG WALL Al SHORT WAIL

LONG WALL WITH PILLARS A2 SHORT WALL WITH HATCHWAY i2

LONG WAIL WITH HATCHWAY SHOOT WAIL WITH HATCHWAY AND PULAOS EJ

LONG WALL WITH HATCHWAY AND PILLARS O


HATCHWAY POSITIONS
The locations of Hatchways on the
mission map are specified by the
symbols to the right. This will help
you identify the orientation of
long walls with Hatchways.

I

w
PILLAR ■>^B WALL END o
85

SOULSHACKLE TERRAIN r“““a

G3
Z
AUGUR OISPLAY El RELAY STATION

CONTROL LECTERN HOLOLITH DAIS

RREACH POINT WITH PILLARS I RREACH POINT WITHOUT PILLARS ===


1 3
tfili
SHADOW OPERATIONS:
SOULSHACKLE MISSION PACK
On pages 88-105, you will find nine missions from the terrain sets, each tailored to enhance the mission at hand. The
86 Shadow Operations: Soulshackle mission pack. These are scoring parameters of the mission objectives vary across the
missions themed around breaching command stations aboard mission pack, therefore having an expansive roster will allow
C/3
the Gallowdark. you to select the right operatives for the mission. They have
been designed to focus on the Breach Point terrain features,
The first four missions have more symmetric mission rules and offering you a new way to interact with a Close Quarters
objectives, meaning both players will be attempting to achieve killzone. They can be used with any of the three ways to play,
-a the same thing. The final five missions are asymmetric, where but have bonuses for those using them as part of a Spec
30
the Attacker and Defender have different goals to achieve Ops campaign.
G9 and different strategies to achieve them. In these missions
CO the Attacker must utilise an aggressive strategy to breach the To randomly determine a Shadow Operations: Soulshackle
GO Defender's prepared position. mission, one player rolls one D3 to determine one of the
a tables opposite, then the other player rolls one D3 to
03 All of the missions use a specified arrangement of terrain, determine the mission from that table.
using the Killzone: Gallowdark and Killzone: Soulshackle
n

GO

THE VERMIN 01 THE GAUXT SEE THESE SIHGANWAN VESSELS AS CANKERS - CYSTS 01EOULNESS TO HE SHONNED,
EEAREO AND OESTRDYED. YET THEY ADE 01IND TO THEIR VIRTUES THE DARKNESS, THE PERU, THE OPPORTUNITIES TO
HONT AND TORMENT. THERE IS NOWHERE EIRE THEM ROT THE DARN CITY IISE1F!'
- Archsybarite Q’aresnyt Vhule, Kabal of the Black Heart *•

87
GO
TABLE 1 TABLE 2 TABLE 3
D3 Mission D3 Mission D3 Mission s
1 Inload Data-gheist 1 Reignite Comms 1 Service Tunnels as

a
2 Awaken Control Cores 2 Bridge Assault 2 Hasty Defence z
co
GO
Command Centre
3 Cryptogrammic Raid 3 3 Recover Archives
Surrounded

3
GO
GO
a

■ SI n . '•
MISSION 1.1

INLOAD DATA-GHEIST
The enemy are accessing a functioning data control system. Whether it be
a corruptive machine spirit, a security override or the transmission of
military secrets, their information must be stopped at all costs!

MISSION RULES MISSION OBJECTIVE


Operatives can perform the Plant Charge and At the end of each Turning Point, for each Console
Detonate Charge mission actions (pg 77), as well as terrain feature that is uploading your program, you
the following mission actions: score 1VP.

INLOAD DATA-GHEIST 1AP


An operative can perform this action while it controls
a Console terrain feature (pg 78) that is not uploading
a player's program. That terrain feature is now
uploading your program.

EXORCISE INLOAD
An operative can perform this action while it controls
a Console terrain feature that is uploading a player's
program. That terrain feature is no longer uploading a
player's program.

‘ ■■ ■

: fO
s
-

! - ■

‘ -
4 SPEC OPS CAMPAIGN
If you are playing this mission as part of a Spec Ops campaign, the following mission rules also apply:

MISSION BONUS SPEC OPS BONUS


If you are victorious and at the end of the Program Uploaded: If you are victorious and are 8S
battle four or more Console terrain features currently undertaking the Perform Ritual Spec Op,
GO
were uploading your program, you gain 1 then reduce by 1 the number of games required to
Requisition point. complete that Spec Op's Operation 1.
eg

-a

For the key to this map, see pages 84-85, or the inside back cover. co
=
Player A's Killzone Edge 3=»
GO
SBC

3
GO
CO

GO

3
GO
GO

se

Player B’s Killzone Edge


MISSION 1.2

AWAKEN CONTROL CORES


They are already accessing active systems. Soon they will divert enough
energy to awaken even those quiescent systems that have lain dormant for
millennia. We must sever their access or the ancient data will be lost.
C/3
S
a
C=3 MISSION RULES MISSION OBJECTIVE
Operatives can perform the Plant Charge and Each time a friendly operative performs the Access
Detonate Charge mission actions (pg 77), as well as Dormant Console mission action, you score 1VP.

i
the following mission actions:
At the end of each Turning Point:

AWAKEN CONTROL CORES 1AP • If friendly operatives control more Augur Display
An operative can perform this action while it controls (El) Console terrain features than enemy operatives
CO a Relay Station (E3) or Hololith Dais (E4) Console do, you score 1 VP.
=C
terrain feature (pg 78) that has not been accessed • If friendly operatives control more Control Lectern
F3
sac during this Turning Point. Until the start of the next (E2) Console terrain features than enemy operatives
Turning Point, that terrain feature has been accessed. do, you score 1 VP.
Select one Augur Display (El) or Control Lectern (E2)
co
co Console terrain feature to be online until the start of
the next Turning Point.
-a
3=»
CT3
ACCESS DORMANT CONSOLE 1AP
An operative can perform this action while it controls
co an online Augur Display (El) or Control Lectern (E2)
co
a Console terrain feature that has not been accessed
during this Turning Point. Until the start of the next
N) Turning Point, that terrain feature has been accessed.

SIR, I BELIEVE THE TRANSNAVIGATIONAL LECTERN IS RECEIVING POWER. NO... I CANNOT DETERMINE
WHERE IT IS DRAWING POWER FROM, THE ENGINARIUM IS DESTROYED. WAIT, THIS CAN’T BE
CORRECT. IT IS ACTIVELY SCANNING 00R LOCATION. THE LECTERN IS DEMANDING TO KNOW WHO WE
ARE. IT IS WATCHING OS!’
- Malocator Vehrdyk, Exaction Squad EO-39Y
I
♦J! -'
I SPEC OPS CAMPAIGN
If you are playing this mission as part of a Spec Ops campaign, the following mission rules also apply:

MISSION BONUS SPEC OPS BONUS


If you were victorious and friendly operatives Information Gathered: If you are victorious and 01
performed the Access Dormant Console mission are currently undertaking the Recover Archeotech
03
action at three or more Console terrain features, Spec Op, then reduce by 1 the number of games
you gain 1 Requisition point. required to complete that Spec Op's Operation 1.
S=

For the key to this map, see pages 84-85, or the inside back cover. GO
GS
Player A’s Killzone Edge 3E»
C-3
s*:

Player A's Player A's GO


Drop Zone Drop Zone CO

~C3
3=»
n

3
GO
GO
C=3
2

Player B's Player B's


Drop Zone Drop Zone
* .• i
MISSION 1.3
• J

CRYPTDGRAMMIC RAID *
<
7 *

Coiled helices of data-heavy code are stored within the bowels of this
ship fragment, accessible at a handful of controls. Some fear the code's
cryptic nature: is it xenos, is it corrupt, is it aware? There are also
those who would pay for it, with information or far darker commodities.

MISSION RULES MISSION OBJECTIVE


Operatives can perform the Plant Charge and Each time a friendly operative performs the Raid
Detonate Charge mission actions (pg 77), as well as Data mission action, you score 1 VP. You can score
the following mission action: additional victory points, determined by the terrain
feature your friendly operative is performing that
mission action at:
RAID DATA 1AP
An operative can perform this action while it • If an enemy operative was the last operative to
controls a Control Lectern (E2) or Hololith Dais (E4) perform the mission action at that terrain feature,
Console terrain feature (pg 78), or the Relay Station you score an additional 1VP.
(E3) Console terrain feature that is closest to your • If it is the Relay Station (E3) Console terrain feature
opponent's drop zone. In either case, those terrain that is closest to your opponent's drop zone, you
features cannot have been accessed during this score an additional 2VPs.
Turning Point. Until the start of the next Turning Point,
that terrain feature has been accessed.

Data Limit: For the purposes of the Raid Data


mission action, each Console terrain feature can be
accessed a maximum of three times by each player's
kill team during the battle (we recommend placing a
dice on each terrain feature to remind you how many
times it can still be accessed).

Q -’"V

' •

^1.
■> " 15 ■

-
*
' SPEC OPS CAMPAIGN
If you are playing this mission as part of a Spec Ops campaign, the following mission rules also apply:

MISSION BONUS SPEC OPS BONUS


If you were victorious, each friendly operative that Data Haul: If you are victorious and are currently 93
performed the Raid Data mission action on the undertaking the Recover Archeotech Spec Op,
03
Relay Station (E3) Console terrain feature that was then reduce by 1 the number of games required to
x=»
closest to your opponent's drop zone gains 4XP complete that Spec Op's Operation 1. a
a
(this is not affected by a passed Casualty Test).
£
-a

F?

For the key to this map, see pages 84-85, or the inside back cover. 03

n

co
co
D

co
co
0) TJ
cn
s QJ

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c
co
s oo
w

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CD
MISSION 2.1

REIGNITE COMMS 7 /
Aj r

Deep in the bowels of the space hulk, a functioning transmission relay


has been located. Kill teams race to re-establish broken communications
in order to relay key information, arrange rendezvous or lure the unwary.

I MISSION RULES
Operatives can perform the Plant Charge and
MISSION OBJECTIVE
Each time a friendly operative performs the Transmit

1 Detonate Charge mission actions (pg 77), as well as


the following mission action:
mission action, you score 1 VP.

At the end of the battle, add up the number of times


enemy operatives performed the Transmit mission
F? TRANSMIT 1AP action. Subtract the result from 8. You score victory
An operative can perform this action while it points equal to the total.
GO controls a Console terrain feature (pg 78). Your kill
=Z=
team can only perform this action at each Console
era
terrain feature once, other than the Hololith Dais
(C4) Console terrain feature, at which it can perform
it twice.
co
co
s
R

3
co
co
c=>
z
r*o

*
4
1

SPEC OPS CAMPAIGN


If you are playing this mission as part of a Spec Ops campaign, the following mission rules also apply:

MISSION BONUS SPEC OPS BONUS


If you were victorious, in the Update Dataslates Comms Online: If you are victorious and are 95
step of this game, for each different type of currently undertaking the Breakout Spec Op, then
CO
Console terrain feature (Augur Display, Control reduce by 1 the number of games required to =z=
Lectern, Relay Station and Hololith Dais) friendly complete that Spec Op's Operation 1. a
operatives performed the Transmit mission action a
S
at, you can re-roll one Casualty or Recovery test.

co

For the key to this map, see pages 84-85, or the inside back cover. CZ3
s=
C73

3
Player A's Player B's co
Drop Zone Drop Zone co
e

3
co
co
0)
cn
TJ CS3
ID
3 3 l\3
0)

CD
2 in

V)
N

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X
CD
in
CD

Player A’s Player B's


Drop Zone Drop Zone
* H
MISSION 2.2 V..
• )

BRIDGE ASSAULT i
V
<
) -

We've got the drop on them, but they're dug in. Whatever systems they've
got up and running in that semi-operationaI bridge need to be shut down.
It'll take an all-out assault; breaching charges at the ready. If we
can't access those systems, then neither will they.

MISSION HUIES MISSION OBJECTIVE


Breach Mission (Defender): At the end of the battle:
• In the Set Up Barricades step, the Defender can
additionally set up to four Hatchway Jammers up • For each Augur Display (El) Console terrain feature
(pg 78), but they cannot be against the Hatchway that is sabotaged, the Attacker scores 1 VP. For each
labelled + (see mission map). that isn't, the Defender scores 1 VP.
• For each Relay Station (E3) Console terrain feature
Breach Mission (Attacker): that is sabotaged, the Attacker scores 2VPs. For
• The Attacker cannot set up barricades. each that isn't, the Defender scores 2VPs.
• The Attacker always has the initiative. • If the Hololith Dais (E4) Console terrain feature is
• The Attacker's operatives can perform the Plant sabotaged, the Attacker scores 6VPs. If it isn't, the
Charge and Detonate Charge mission actions Defender scores 6VPs.
03
03 (pg 77), as well as the following mission action:
e

n SABOTAGE CONSOLE 1AP


An operative the Attacker controls can perform this
action while it controls a non-sabotaged Console
co terrain feature (pg 78). That Console is now sabotaged.
co
e
1X3 <
rss

AS THE GUIIT or THF CRIMINAL FESTERS IN


ITS MIND, SO ROES THE CONTROL OF THIS
SECTION LIE WITH THE BRIDGE. THERE ARE
TRANSGRESSRRS THERE AWAITING OUR J /p
JUDGEMENT, CRAVING THE PUNISHMENT THEY RpJw OO
RICHLY DESERVE FUR THEIR VIOLATIONS. LET US
NOT DISAPPUINT THEM.’
- Proctor-exactant Forgrandt
*
SPEC OPS CAMPAIGN
If you are playing this mission as part of a Spec Ops campaign, the following mission rules also apply:

MISSION BONUS SPEC OPS BONUS


If you are victorious and scored 7 or more victory Bridge Secure: If you are victorious and are S7
points from the mission objective, you gain 1 currently undertaking the Secure District Spec Op,
CO
Requisition point. then reduce by 1 the number of games required to
complete that Spec Op's Operation 1.
C3
S
T3
FRFi
39

I
GO

For the key to this map, see pages 84-85, or the inside back cover. CO
=E
n
3>C

CO
CO
G3

3
co
co
<D
cn
> C3
3 CD
rs3
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MISSION 2.3

COMMAND CENTRE SURROUNDED


A kill team has been pushed back to their command centre and will fight
98 hard to defend the relic systems they can control from there. Their
executioners have them surrounded, intent on routing them entirely and
09
crippling what systems they have been able to rekindle.
3=»

MISSION RULES MISSION OBJECTIVE


Breach Mission (Defender): At the end of the third and fourth Turning Points, and
• The Defender does not have a killzone edge. at the end of the battle:
• In the Set Up Barricades step, the Defender can
additionally set up to four Hatchway Jammers • If friendly operatives control more Augur Display
F?
03 up (pg 78). (El) Console terrain features (pg 78) than enemy
operatives do, you score 1 VP.
03 Breach Mission (Attacker): • If friendly operatives control more Control Lectern
=r= • The Attacker does not have a killzone edge. (E2) Console terrain features than enemy operatives
n • The Attacker cannot set up barricades. do, you score 1 VP.
•. The Attacker always has the initiative. • If friendly operatives control more Relay Station
3 • The Attacker's operatives can perform the (E3) Console terrain features than enemy operatives
03
03 Plant Charge and Detonate Charge mission do, you score 1 VP.
e actions (pg 77). • If friendly operatives control the Hololith Dais (E4)
Console terrain feature, you score 1VP.

03
03
C33
se
IM
U
, ■u n < -5 -
7 >

-
M/- a - \ ■ ...

L. -u- - ---- i
. ■ ■ ' “

.• V
I

t''
SPEC OPS CAMPAIGN
If you are playing this mission as part of a Spec Ops campaign, the following mission rules also apply:

MISSION BONUS SPEC OPS BONUS


If you are the Defender and scored 8 or more Command Centre Held: If you are the Defender, 99
victory points from the mission objective, in the are victorious and are currently undertaking the
03
Update Dataslates step of this game, friendly Extraction Spec Op, then reduce by 1 the number S
operatives pass all Casualty tests. of games required to complete that Spec Op's cs
Operation 1. a
S
If you are the Attacker and scored 8 or more victory
points from the mission objective, each friendly Command Centre Routed: If you are the
operative that incapacitated one or more enemy Attacker, are victorious and are currently
operatives during the battle gains 1XP (this is not
affected by a passed Casualty test).
undertaking the Purge Order Spec Op, then reduce
by 1 the number of games required to complete
that Spec Op's Operation 1.
i
03

For the key to this map, see pages 84-85, or the inside back cover. GO
S
G-3

3
Attacker's Attacker's 03
Drop Zone Drop Zone 03
O
A3

a
03
03

N3
03

Attacker's
Drop Zone

Defender' s
Drop Zone

Attacker ’ s
Drop Zone
MISSION 3.1

SERVICE TUNNELS
Within this wreck fragment's lower decks, broad servo-ducts and bilge
100 tunnels provide hidden access to maintenance control stations, and
invaders have infiltrated them. The occupiers can hear them, they know
CO
S they're coming, but they won't relinquish their lair without a fight.
a
a
K MISSION RULES MISSION OBJECTIVE
-a Breach Mission (Defender): At the end of the battle:
• In the Set Up Barricades step, the Defender can
additionally set up to four Hatchway Jammers up • For each Augur Display (El) or Control Lectern
(pg 78), but they cannot be against the Hatchway (E2) Console terrain feature (pg 78) that friendly
F?
co labelled + (see mission map). operatives control, you score 1 VP.
• If friendly operatives control the Hololith Dais (E4)
co Breach Mission (Attacker): Console terrain feature, you score 1 VP.
• The Attacker cannot set up barricades. • If friendly operatives control the Relay Station
R
• The Attacker always has the initiative. (E3) Console terrain feature, you score 1 VP. Note
• The Attacker's operatives can perform the that the Relay Station Consoles are treated as one
se Plant Charge and Detonate Charge mission connected terrain feature in this mission.
GO
CO actions (pg 77).

"O
n ■ !- ' • •

3SC!
y f I ?,
3 -M * *
GO
CO

/ 1
i
co
'

A. ■.
■ ' \

^■-1.


- ' /

4 SPEC OPS CAMPAIGN


If you are playing this mission as part of a Spec Ops campaign, the following mission rules also apply:

MISSION BONUS SPEC OPS BONUS


At the end of the battle, if you are victorious, Attack Repelled: If you are the Defender, are
101
determine each Console terrain feature friendly victorious and are currently undertaking the Secure
GO
operatives control that has no enemy operatives District Spec Op, then reduce by 1 the number
within of it. For each one, select one friendly of games required to complete that Spec Op's a
operative that controls it to gain 1XP (this is not Operation 1. s
affected by a passed Casualty test).
Infiltration Successful: If you are the Attacker,

are victorious and are currently undertaking the
Infiltrate the Enemy Spec Op, then reduce by 1 the
number of games required to complete that Spec
F?
Op's Operation 1.

For the key to this map, see pages 84-85, or the inside back cover. co
Defender's Killzone Edge
n
mm

CO
CO
s
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n

co
co
OJ g
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2 co
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Defender’s Killzone Edge


MISSION 3.2
<• J

HASTY DEFENCE I
*
J - V
-
'. • <
/ -

They're right on our tails! Secure that hatch. Watch that junction. We
102 haven't much time but we can't abandon this control hub. Hold them back;
don't Let them overwhelm our positions!
co
s
E3
C=>
s
MISSION RULES MISSION 00 JECTIVE
Breach Mission (Defender): At the end of each Turning Point after the second, add
"O
fTI • The Defender does not have a killzone edge. up the Wounds characteristics of friendly operatives
as
• In the Set Up Barricades step, the Defender can wholly within the Defender's drop zone. Score
—H
O additionally set up to two Hatchway Jammers cumulative victory points as follows:
se
co up (pg 78).
co • If your total is higher than your opponent's, you
Breach Mission (Attacker): score 2VPs.
CO • The Attacker cannot set up barricades. • If your total is twice as high as your opponent's,
• The Attacker always has the initiative. you score 2VPs.
era
• The Attacker's operatives can perform the
Plant Charge and Detonate Charge mission At the end of the battle, for each Console terrain
3 actions (pg 77). feature (pg 78) wholly within the Defender's drop
co
co zone that friendly operatives control, you score 2VPs.

n
ssc:

3
co
co
SEE
' SPEC OPS CAMPAIGN
If you are playing this mission as part of a Spec Ops campaign, the following mission rules also apply:

MISSION BONUS SPEC OPS BONUS


If you were victorious, one friendly operative that Ground Held: If you are the Defender, are 103
incapacitated the most enemy operatives gains victorious and are currently undertaking the
03
4XP (this is not affected by a passed Casualty Test). Honour-bound Spec Op, then reduce by 1 the
X=»
number of games required to complete that Spec CO
cs
Op's Operation 1. S
D
"O
Enemy Routed: If you are the Attacker, are
victorious and are currently undertaking the Purge »=■

Order Spec Op, then reduce by 1 the number


of games required to complete that Spec Op's
F?
Operation 1.

For the key to this map, see pages 84-85, or the inside back cover. 03
=E
CT3

3
03
03
e
-o
era

=S
03
03

U
rxs

Attacker's Killzone Edge


v/
• '■ •« . ♦ <
MISSION 3.3
T
RECOVER ARCHIVES
A tantalising spoor of archaic data-webs has led to a hub of indexing
104 chambers above a vast bibliovault that extends far below the rusted
decking. The chambers are watched, and though their sentinels do not know
co what the invaders seek, they have vowed to deny it all the same.
=3=
3=»
C3
CSS

MISSION RULES MISSION OBJECTIVE


"Q
fWl Archived Data: At the end of the Select Drop Zone At the end of the battle, each player scores victory
3S
»=■ step, the Attacker secretly selects one Augur Display points as follows:
O (El), one Control Lectern (E2) and one Relay Station
(E3) Console terrain feature (i.e. or [B) to be the Recover Archives
CO Attacker's Defender's
location of archived data. Note that we recommend Mission Action
co VPs VPs
G3
writing it down somewhere, but don't show your Performed
co opponent each selection until it is revealed by the 0 0 12
Recover Archives mission action below.
n 1 4 8
Breach Mission (Defender): 2 8 4
3 • In the Set Up Barricades step, the Defender can
co 3 12 0
co additionally set up to two Hatchway Jammers
UP (pg 78).
-a
era Breach Mission (Attacker):
• The Attacker cannot set up barricades.
• The Attacker always has the initiative.
GO • The Attacker's operatives can perform the Plant
GO
C=9 Charge and Detonate Charge mission actions
(pg 77), as well as the following mission action:
u
co

RECOVER ARCHIVES 1AP


An operative the Attacker controls can perform this
action while it controls a Console terrain feature (pg
78) that is the location of archived data (reveal your
secret selection of that terrain feature to do so). The
Attacker's operatives can only perform this action at
each relevant terrain feature once.
V
'AV* V'4
- KV 1 r VV '
SPEC OPS CAMPAIGN
If you are playing this mission as part of a Spec Ops campaign, the following mission rules also apply:

MISSION BONUS SPEC OPS BONUS


If you are the Defender and were victorious, for Raid Repelled: If you are the Defender, are 105
every 4VPs you scored from the mission objective, victorious and are currently undertaking the Secure
in the Update Dataslates step of this game, you District Spec Op, then reduce by 1 the number
can re-roll one Casualty or Recovery test. of games required to complete that Spec Op's
Operation 1.
If you are the Attacker and were victorious, each
“C
friendly operative that performed the Recover Archives Recovered: If you are the Attacker,
Archives mission action gains 1XP (this is not are victorious and are currently undertaking the
affected by a passed Casualty test). Recover Archeotech Spec Op, then reduce by 1 the
number of games required to complete that Spec
Op's Operation 1. co

For the key to this map, see pages 84-85, or the inside back cover. co
Attacker's Killzone Edge
C-3

co
co

3
co
co

u
co

Defender's KilLzone Edge


The Gallowdark is such a large vessel that it
would take many lifetimes for a Human being
to explore even a fraction of its haunted decks,
creaking corridors and blood-splattered halls.
106 ? L
An endless number of beings prowl its spaces,
fighting to stay alive, seeking out riches, hunting
I
J . •;
down prey or desperately hoping to find a way *
to escape. They come from dozens of races and Phobos Strike Team Infiltrator Warrior
factions, and hold to just as many creeds, faiths
and ideologies.

When these forces encounter each other, the


result is rarely something other than bloodshed.
Within the Gallowdark, it is kill or be killed.
For many denizens, slaughter is their only goal.
Those with other aims have little choice but to
follow suit, eliminating scores of foes in order to
be successful. Alliances are rare and short-lived,
often broken by one or many parties if they see
greater advantage in stabbing their would-be
allies in the back. Farstalker Kinband Kroot Cut-skin

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Imperial Navy Breather Navis Hatchcutter

Marksman Pathfinder
CRITICAL DPERATIDNS:
i
GALLOWDARK
108 . MISSION PACK
On pages 109-117, you will find nine missions from The missions use Killzone: Gallowdark only (do
the Critical Operations: Gallowdark mission pack. not use any supplement killzones such as Killzone:
These are symmetrical missions, meaning that both Soulshackle, page 77). The location of terrain
players have matching mission rules and mission features are specified using a key system, as
objectives. The scoring parameters of the mission described on page 82.
objectives vary across the mission pack, therefore
having an expansive roster will allow you to select To randomly determine a Critical Operations:
the right operatives for the mission at hand. They Gallowdark mission, one player rolls one D3 to
have been designed so that tactical play is rewarded. determine one of the tables below, then the other
As such, they are suited to matched play, but can be player rolls one D3 to determine the mission from
used with any of the three ways to play. that table.

TABLE 1 TABLE 2 TABLE 3


D3 Mission D3 Mission D3 Mission
a
Command Station
1 1 Junction Assault 1 Forge Stronghold
G-3 Control

2 Power Surge 2 Full-scale Attack 2 Vault Plunder

3 Supply Raid 3 Mysterious Signature 3 Exposed Trove

^5 0
MISSION 1.1 A key command station has been discovered. Capturing

COMMAND it will allow a kill team to engage various systems


across the region, putting them in a commanding
position and giving them a significant strategic
STATION CONTROL advantage to dominate this part of the space hulk.

MISSION OBJECTIVE 109


At the end of each Turning Point, for each objective
G-3
marker friendly operatives control, you score 1 VP.

era
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-o
FRFI
SX3

—<
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ze
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era
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S
C=3

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era
era
e
3E
T3
For the key to this map, see pages 84-85, or the inside back cover. »=■
era

a
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MISSION 1.2 Power is returning to this part of the space hulk.
Two kill teams rush to a relay station to divert

POWER SURGE energy for their own use and siphon as much as they
can from the surge.

110 MISSION HUIES MISSION OBJECTIVE


Power Surge: At the start of the first Turning Point, the Each time a friendly operative performs the Siphon
era Defender selects one of the specified objective markers Power mission action, you score 1VP.
shown on the deployment map to be the start of the
CT3
power surge; label that objective marker as 1. Each At the end of each Turning Point:
a objective marker along the centre line thereafter is then
-a numbered in sequential order, resulting in the objective • If friendly operatives control one or more objective
SB
markers being numbered 1-4. During each Turning Point, markers, you score 1 VP.
the objective marker with the number that corresponds • If friendly operatives control more objective markers
to the current Turning Point is the power surge. than enemy operatives control, you score 1 VP.

s Operatives can perform the following mission action:

SIPHON POWER 1AP


SB An operative can perform this action while within
X of an objective marker it controls that is the power
surge and has not been siphoned during this Turning
GO
CO Point. If it does so, that objective marker has been
siphoned this Turning Point.
-a
era For the key to this map, see pages 84-85, or the inside back cover.
Player A's Killzone Edge

co
co oa
N3

Centre Line
Start Of Start Of
Power Surge Power Surge

B3

Player B's Killzone Edge


MISSION 1.3
A kill team is raiding an enemy's supply store.

SUPPLY RAID Both players fight to secure the goods within.

MISSION RULES Ill


Secure Supplies: The Pick Up action can be
performed upon objective markers. While an operative
is carrying an objective marker, it cannot perform
n
Dash actions.
C3
-ra
MISSION OBJECTIVE =X3

The first time a Pick Up action is performed upon


each objective marker, that operative's player
scores 1VR
5
At the end of the battle: C=3
s
a
• For each objective marker friendly operatives 30
control, you score 1 VP.
• For each objective marker friendly operatives are 3
GO
carrying, you score 1VR GO
C=9
Z
-a
For the key to this map, see pages 84-85, or the inside back cover. x=»
n

s
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CO

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A

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This junction is vital for quick and relatively
MISSION 2.1 safe access to a number of areas of the space hulk.

JUNCTION ASSAULT Controlling it will help the kill team assert


dominance across a wider area and carry out their
operations much more efficiently.

MISSION RULES
Sector Control: For the purposes of determining
victory points for the mission objective, for each
friendly operative that would be within two different
sectors, you must select one of those sectors for that
operative to be treated as being within.

MISSION OBJECTIVE
At the end of each Turning Point after the first, you
score victory points as follows (to a maximum of 4VPs
per player per Turning Point):

• For each sector in which no enemy operatives are


on your drop zone’s side of the centre line, you
score 1VR
• For each sector in which you have friendly
operatives within | of your opponent's drop zone,
you score 1VP

For the key to this map, see pages 84-85, or the inside back cover.
Player A's Killzone Edge
3
co Player A's Drop
GO Sector 1

Zone
The time has come to completely destroy the enemy
MISSION 2.2 presence in this part of the space hulk. For too
long have they attempted to thwart your plans,
FULL-SCALE ATTACK steal your kill team’s supplies and recover
precious archeotech that your kill team has sought
for itself.

MISSION OBJECTIVE 113


At the end of each Turning Point:
n
• For each Beta objective marker friendly operatives
control, you score 1 VP. s
• For each Alpha objective marker within your C=3
T3
opponent's drop zone that friendly operatives
control, you score 2VPs.
—<

P?
CT3
3=»

C3
56
a
3SB
=O

a
GO
GO
G=3
Z
"O
For the key to this map, see pages 84-85, or the inside back cover. 3=»
GO
Player A’s Killzone Edge 5C

3
GO
GO
G=3
Z
rss
ko
tr

MISSION 2.3
We have identified a strange and sizeable signature
MYSTERIOUS on our scanners. Whatever it is, we must pinpoint
its exact location and investigate. Undoubtedly it

SIGNATURE will have attracted the attention of our enemies.

Secure Mysterious Item: The Pick Up action can be


114 MISSION RULES performed upon the objective marker that is the source.
Operatives can perform the following mission action: The first time the Pick Up action would be performed
n upon that objective marker, one additional action point
30
SCAN 1AP must be subtracted. Each time thereafter, subtract
C-3
An operative can perform this action while within action points as normal. While an operative is carrying
O of an objective marker it controls. Roll one D6, that objective marker, it cannot perform Dash actions.
adding 1 to the result for each objective marker that
has been removed from the killzone. On a 1-5, remove
that objective marker from the killzone. On a 6+, MISSION OBJECTIVE
that objective marker is the source; remove all other Each time a friendly operative performs the Scan
objective markers from the killzone. An operative mission action, you score 1 VP.
3 cannot perform this action if the source objective
marker has been determined. Each kill team can only At the end of the battle:
s
a perform this action once per Turning Point.
30
• If friendly operatives control the source objective 4.

marker, you score SVPs.


• If a friendly operative is carrying the source
CO
co objective marker, you score SVPs. I

For the key to this map, see pages 84-85, or the inside back cover.

co
co

0)
CD
3 3
(D
CD
2 CD
7S

CD
N
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MISSION 3.1 We have discovered a small region of the hulk in a

FORGE strategically viable location that has been Left


undisturbed for some time. There is a plethora of
salvageable equipment there, perfect for us to
STRONGHOLD establish a new base of operations.

MISSION RULES 115


Secure: At the end of each Turning Point, each
objective marker friendly operatives control is secured
by your kill team. While an objective marker is secured
*■ I era
by your kill team, it stays under their control, even if
no friendly operatives are within Q of it. If any enemy C=3
"O
operatives control that objective marker following the
normal rules for controlling objective markers, it is no
longer secured by your kill team.
B
MISSION OBJECTIVE 5
At the end of each Turning Point after the first, for
each objective marker friendly operatives control,

you score 1VP (to a maximum of 4VPs per player per sa
Turning Point).
R
CZ9

-ra
For the key to this map, see pages 84-85, or the inside back cover.
R

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Two small stasis vaults have been discovered,
MISSION 3.2 both of which contain and preserve powerful

VAULT PLUNDER items. Operatives must power down the vaults


by disconnecting their conduits to claim the
valuable contents.

116 MISSION RULES MISSION OBJECTIVE


Operatives can perform the following mission action: Each time a friendly operative performs the Power
n Down mission action, you score 1VR
30
POWER DOWN 1AP
n An operative can perform this action while within ▲ At the end of the battle, for each Vault objective
ca of a Conduit objective marker it controls. Remove that marker friendly operatives control, you score 2VPs
"a objective marker from the killzone. for each of its Conduit objective markers that have
FRRI
SO
3=» been removed from the killzone. Note that if none
of its Conduit objective markers have been removed

i from the killzone, you score OVRs for that Vault


objective marker.
s
cs
SO

3
GO
CO
G3

"Cl
For the key to this map, see pages 84-85, or the inside back cover.
R
S9C

3
GO Player A's
CO
Drop Zone

m
(Q

Player B's
Drop Zone
A hulk-quake has made a previously closed off area
MISSION 3.3 of the space hulk accessible. Whenever such an

EXPOSED TROVE event occurs, there is much opportunity for the


claiming of wealth, technology and weapons. The
fighting for such potential gains is fierce indeed.

MISSION HOLES 117


Operatives can perform the following mission action:
C-9
BO
CLAIM LOOT
n
An operative can perform this action while within 3=>
of an objective marker it controls that has not been CO
looted during this Turning Point. If it does so, that -o
BO
objective marker has been looted this Turning Point.
5
MISSION OBJECTIVE U:;
Each time a friendly operative performs the Claim 5
Loot mission action, you score 1 VP (to a maximum of \ .1 a
3VPs per player per Turning Point). S
a
BD
OC
At the end of the battle, for each Alpha objective
3
marker friendly operatives control, you score 2VPs.
co
co
GO

-a
For the key to this map, see pages 84-85, or the inside back cover. CTO

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NARRATIVE DATACARD
Rested Tally Experience Points
Operative

Specialism
120 Operative Type
XIOV
Battle Honours

Battle Scars

Notes

NARRATIVE DATACARD
Rested Tally Experience Points
Operative

Specialism
Operative Type
XI QV
i

Battle Honours
V £

B
Battle Scars
£
Notes

i V

♦ Permissipn tijjqhotocopy for personal use only. © Games Workshop) Ltd 2023
KILLZDNE KEY REFERENCE
10NG WALES SOULSHACKLE TERRAIN
LONG WALL
AUGUR DISPLAY El
LONG WALL
WITH PILLARS

LONG WALL WITH


HATCHWAY CONTROL
LECTERN
LONG WALL
WITH HATCHWAY El
AND PILLARS

SHORT WALLS RELAY STATION

SHORT WALL O
SHORT WALL WITH HOLOLITH DAIS
HATCHWAY
SHORT WALL
WITH HATCHWAY GJ
AND PILLARS

HATCHWAY POSITIONS
The locations of Hatchways on the
mission map are specified by the symbols
to the right. This will help you identify the
orientation of long walls with Hatchways.
F

PILLAR WALL ENO BREACH POINT WITHOUT PILLARS ■■■

ffl
KILLZONE KEY
REFERENCE OVERLEAF
3
h

•* ■ <
W.J
0
■ 4 <", .> f—---. h
f/ (X .,X: h

■ *
t|

ii
A H
1 'i
ii
II
■ >■
11

II

... - II
H
h
/ ■

- f t7 1 :
iA
'
Ii

II

h
h
| x
'•J'- li

l!

if

ii

Ii

Ii
IN THE SINISTER GLOOM OF THE GALLOWDARK, HUNTER AND Ii

HUNTED FIGHT THROUGH THE NIGHTMARISH LABYRINTH. II


ii

ii

A DEVIANT HUNTED THROUGH THE DARK. Inside you will find: i:

The space hulk Gallowdark has emerged into realspace A guilt-ridden tome of lore regarding space hulks,
l|
on the edge of the Nemesys Sector. It is a terrifying the Gallowdark and the intensifying war between
snare for some and a gruesome larder for others. The those fighting for control of its dormant systems. II
11
size of a moon, it is made up of thousands of voidships
Background on the elite Exaction Squads of the
belonging to countless races. Melded together over H
Adeptus Arbites, the malicious Hands of the Archon
millennia, it has become a maze-like warren in which
of the Drukhari Kabalites and their kill teams.
the predatory can hunt, and the desperate can hide.
Rules for fielding kill teams of determined Exaction •I
An Imperial prison barge carrying a highly dangerous
Squads and cruel Hands of the Archon. Included are li
captive witch is forced into a cataclysmic collision
datacards and a host of rules for each of these kill
with the space hulk as sinister warriors of the Drukhari
teams. Alongside these are 18 missions - including
materialise on board. Running battles with the prison
Critical Ops and Shadow Ops - as well as a suite of ii
barge's Arbitrators result in many prisoners escaping
new rules for breach points and activating control
into the deadly confines of the Gallowdark - including
consoles. ii
the witch. Proctor-exactant Kolkord, who caught
the psyker once, leads an elite team in the race to Stunning miniatures photography showcasing Si

recapture it. But he is not the only one seeking the expertly painted examples of the Adeptus Arbites ii

psyker. Kabalites in the service of the inscrutable Lady Exaction Squads and Drukhari Hands of the Archon II

Malys are hunting it too, as part of a serpentine plot. miniatures kits, as well as atmospheric artwork. Ii

Ii
ii
h
is
11
I*
You will need a copy of the
DESIGNED h
Games Workshop Limited. Kill Team Core Book in order to
IN THE UK
Willow Road, Nottingham, use the contents of this book.
PRINTED BY NG7 2WS, UK I’
C&C IN CHINA
warhammer.com II
I
|l

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