KILL TEAM: ACOLYTE

< INDEX

A solo or co-operative Kill Team adventure game for 1-4 players, adaptation for 3rd edition of Kill Team

CONTENTS

CORE RULES

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

INTRODUCTION

ACOLYTE is a solo or co-operative narrative wargame, inspired by Rangers of Shadow Deep, the original Warhammer 40,000: Rogue Trader, and its narrative progeny. In ACOLYTE, all players are working together to further the goals of the Inquisition, with enemy behaviour guided by simple decision trees and events shaped by random draw. these rules can be used with both pre-written adventures and stock Kill Team missions, offering narrative objectives and party progression across multiple scenarios.

An ACOLYTE adventure module, Sector Carthagenica by Berimud is the intended module these Core Rules are adapted for. though this adaptation was tested standalone, as Berimud's campaign progresses, there may be certain additions to this document, as well as other additional modules published.

An original ACOLYTE by fodzilla adventure, Something Rotten in the Underhive, will be adapted in future and provided as an external link here.

You will need:

Alternately, willingness and ability to improvise.

You may want to use the following addons:

KILL TEAM FOR BEGINNERS

Kill Team may play a little differently to other systems you are familiar with. the following is an introduction to fundamental concepts as a supplement to the Lite or full KT rules; consult these for full detail of the below.

KT is a D6-based skirmish ruleset simulating combat between groups of individual operatives via alternating activations. All operatives have multiple wounds, inflict multiple points of damage, and have a range of actions they may perform each activation.

OPERATIVE STATS

KT operatives have a block of characteristics that determine their capabilities:
OPERATIVE NAME APL MOVE HIT SAVE WOUNDS
NARRATIVE DESCRIPTION 3 6" 4+ 6+ 8
Abilities
UNIQUE ACTIONS 1AP

Unique action effects

Unique action restrictions

KEYWORDS: ACOLYTE RETINUE, IMPERIUM, LEADER, ACOLYTE

  • Operative name: name that determines the operative
  • APL: action points per turn
  • Move: movement in inches
  • Hit: attack roll difficulty (lower is better)
  • Save: defence roll difficulty (lower is better)
  • Wounds: how much damage can the operative withstand
  • Abilities: passive abilities the operative has during Scenario
  • Unique actions: actions specific to this operative.
  • Keywords: words that refer to operative's faction and may be used by other rules.

WEAPON STATS

KT weapons are either Melee or Ranged, with impact determined as follows:
NAME ATK HIT DMG WR WP
Hot-shot laspistol 4 - 3/4 Range 8", Piercing Crits 1 2

  • Name: name that determines the weapon
  • Atk: quantity of the attack dice
  • Hit: modifier to hit; dash (-) means use raw operative Hit stat, positive modifiers (+X) mean add modifier to attack dice result, negative modifiers (-X) mean subtract modifier from dice result, specific dice roll (X+) means replace operative's hit stat with following for the attack
  • Dmg: quantity of damage inflicted when you resolve normal/critical hit respectively
  • WR: weapon rules; additional rules used when you attack with this weapon; mostly described in Kill Team Lite Rules, those marked with * described under the table that contains that weapon
  • WP: wargear points; specify relative cost of the weapon

ACTIONS

Each operative may perform a given number of actions (Move, Shoot, etc.) per turn, and can only perform each action once per turn, if there is no rule that states otherwise. Some operatives have access to unique actions.

All operatives start the Scenario with Conceal order. Operatives are given either Engage or Conceal orders at the start of each their activation. Operatives with Engage order may perform all actions; operatives with Conceal order are more limited but cannot be targeted by most ranged attacks while in cover.

COMBAT

Combat is resolved through comparison of dice pools. Critical hits and saves (normally rolls of a 6) are more powerful. A roll of 6 is always a critical hit. A roll of 1 is always fail.

In a ranged attack, the attacker rolls a given number of attack dice, retaining hits, and the defender attempts to avoid damage by rolling a given number of defence dice, retaining saves. Good save values can be overwhelmed by quantity of attacks or armour penetration, while poor save values can be reinforced by use of cover.

Melee is reciprocal, with each combatant taking turns to inflict damage or remove a die from their opponent's pool via parrying. with mutual damage and no armour saves, melee is quick and bloody.

COVER

Effective use and circumvention of terrain is key to success in KT. Where terrain intersects a potential ranged attack, targets may benefit. Operatives within 1” behind intervening cover can normally automatically retain one save without rolling.

Operatives in cover with a conceal order normally cannot be targeted, and operatives more than 1" behind intervening heavy/large terrain are normally considered to be obscured and are hard to hit.

Kill Team may be deadly but there is more to it than just killing, and securing your Master's objectives can often be better served by avoiding combat.

RULE CHANGES

ACOLYTE plays according to standard Kill Team (3rd edition) game rules, with alterations and suggestions as noted in-text and as follows.

GAME SEQUENCE

Use Scenario game sequence from this document.

SET UP OPERATIVES

Unless otherwise specified, Acolyte operatives deploy after any Enemy operatives specified by the scenario instructions.

COMMAND POINTS

the CP pool is shared across all players. If players lose the initiative, no second additional CP is added to the pool.

CRIT OPS, TAC OPS, KILL OP

Crit Ops, Tac Ops and Kill Op are not used. Primary objectives are specified by each scenario. For purposes of gaining experience, track a number of incapacitated enemy operatives separately for each friendly ACOLYTE or FOLLOWER operative. that number will be added to operative's XP at the end of the scenario.

EQUIPMENT

Do not use Universal or Faction equipment. Equipment is equipped on each operative individually. Use Wargear points (WP) to purchase additional wargear for operatives from the Wargear list of Acolyte Core Rules.

ACTIVATION ORDER

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

GROUP ACTIVATION

Friendly operatives with Group Activation special rule may choose to group-activate regardless of operative type if they are within 3" of each other. Enemy operatives group activate by type as normal.

SHOOT ACTION

Use a D6 to track how much ammo left in each operative's weapon, starting with 6 (or whatever defined by weapon rules) and decreasing value by 1 after each Shoot action that operative made with its weapon. When the counter reaches zero, weapon's ammo is Depleted and that operative cannot use this weapon until it is Reloaded.

If the operative got a Weapon Jam (as described in event table, it can shoot again with that weapon in that turning point after it performs a Reload action.

Some weapons listed in Acolyte have weapon rules related to this rule alteration.

Designer's note: This rule alteration is recommended when you play on Medium or Hard difficulty. When playing on Easy difficulty you can ignore all ammo-related rules.

WEAPON RULES

Devastating: Devastating weapon rule with range specified (e.g. 1" Devastating 2) does not inflict damage on the attacker, if it fights or retailiates with weapon with that rule.

INTERVENING TERRAIN

If an intervening terrain feature is within 1" of both operatives, it is not obscuring even if some parts of terrain feature are not within 1" of one of the operatives. E.g. this example from core rules is treated as following: Operative A and operative B are in cover from each other, but neither of them is obscured.

ADDITION TO LITE RULES

If using Kill Team Lite Rules, include the following additional rules:

ACCESSIBLE TERRAIN

Operatives can move through Accessible terrain, but it counts as additional 1" to do so. Only the centre of operative's base needs to move through Accessible terrain.

FIGHT ACTION

While a friendly operative is assisted by other friendly operatives, improve the Hit stat of its melee weapons by 1 for each doing so. For a friendly operative to assist them, it must be within control range of the enemy operative in that fight and not within control range of another enemy operative.

TERRAIN AND MOVEMENT

Operatives cannot move through terrain unless there is a rule stating otherwise - they must move around, climb over or jump/drop off it.

Climbing: An operative must be within 1" horizontally and 3" vertically from terrain that's visible to them to climb it. Each climb is treated as a minimum of 2" vertically (e.g. a distance of 1" is treated as 2").
Dropping: Operatives drop down when they move off terrain or after they've jumped. Ignore 2" of vertical distance that they drop during each action. this means a vertical drop of 2" or less is ignored. If they drop multiple times during action, only 2" total is ignored, not 2" from each drop.
Jumping: Operatives can jump from terrain when they move off it. You can move them up to 4" horizontally from the edge when they jump, done like any other move except in one straight-line increment. the operative must then drop or climb from there. When jumping to terrain feature, you can ignore its height difference of 1" or less, including its rampart (if any). However, when jumping from a terrain feature, if it has a rampart, you must climb it first.

VANTAGE TERRAIN

Vantage terrain is upper levels of terrain in the killzone. It is Light and has following additional features:

  • Whenever an operative on Vantage terrain is shooting an operative that has an Engage order, its ranged weapon has Accurate 1 weapon rule if the target is at least 2" lower than it, or Accurate 2 if the target is at least 4" lower than it.
  • Whenever you are selecting valid target for an operative on Vantage terrain, operatives at least 2" lower than that operative with Conceal order cannot use Light terrain for cover. It doesn't remove their cover save, and the defender can retain it as a critical success instead, or retain one additional cover save.
  • For the purposes of Obscured, ignore Heavy terrain connected to Vantage terrain the active operative or the intended target is on.

UNIVERSAL ACTIONS

The ACOLYTE RETINUE operatives, if not stated specificly, can perform following universal actions:

RELOAD 1AP

Select a Depleted weapon this operative is equipped with. That weapon is Reloaded, reset its ammo counter to its starting value.

This operative cannot perform this action while within control range of enemy operatives.


PICK UP OPERATIVE 1AP

SUPPORT. Pick up a friendly Incapacitated ACOLYTE RETINUE operative within control range of this operative, like it were a marker. While it is carrying that friendly operative, subtract 2" from its Move stat.

This operative cannot perform this action if that friendly operative's Wounds stat is greater than this operative's Wounds stat, and cannot carry more than one friendly operative.

This operative cannot perform this action while within control range of enemy operatives.

REANIMATE 1AP

SUPPORT. Select a friendly Incapacitated ACOLYTE RETINUE operative within control range of this operative. Roll a D6, subtracting 1 for each subsequent time that operative was reanimated in this scenario. On a roll of 4+, that friendly operative is no longer Incapacitated, set it up as close as possible to its previous location, and it regains D6 lost wounds.

After an operative was reanimated 3 subsequent times in scenario, next time it is incapacitated, it is slain. Do not roll Casualty tests for it. Reanimation is also no longer possible.

This operative cannot perform this action while within control range of enemy operatives.


INTERACT 1AP

MISSION. Select an object within control range of this operative. Claim what exactly your active operative should do with that object. Your Campaign Master then resolves the result.

This operative cannot perform this action while within control range of enemy operatives.

FALLING

When damage is inflicted on an operative that is on top of and within 1" of the edge of a terrain feature, after fully resolving that combat, shooting attack or effect, that operative must make a Falling test by rolling one D6. On a 1, that operative Falls directly downwards from the nearest edge of that terrain feature. Operative may also select to Fall any distance (instead of Dropping) as part of a Move, Dash or Fall Back action at no movement cost.

Whenever an operative makes an action in which it is Falling, if the vertical distance in inches it moves is greater than its APL stat, it suffers 1 damage per each additional 1" of vertical distance, rounding up. If any falling damage is inflicted during a movement action, that action immediately ends.

FLYING

Some operative datacards have the FLY keyword. Whenever such operative performs an action in which it moves, it can FLY. If it does so, it does do not climb/drop/fall/jump as normal. Instead, when this operative makes movement, measure its distance diagonally, directly to the point it should reach. However, if the operative selects to Fly, when it performs the Charge action, it can only move a distance up to its Move stat. Note that if you use VESPID STINGWING operatives in your scenario, this rule overrides the faction rule.

COUNTERACT AND GUARD

In Acolyte scenarios, operatives that have Engage order may Counteract as normal if all ACOLYTE RETINUE operatives are Expended, and it is their turn to activate. In addition, ACOLYTE RETINUE with an Engage order can perform the Guard action in any Killzone, like if it were Killzone: Gallowdark

GUARD 1AP

the operative goes on guard until any of the following are true:

  • It performs any action.
  • An enemy operative ends action within its control range and you don't interrupt that activation.
  • Its order is changed.
  • Start of the next turning point.

this action is treated as Shoot action. An operative cannot perform this action while it has a Conceal order, or while it's within control range of an enemy operative.

On Guard

During each enemy operative's activation, after that enemy operative performs an action, you can interrupt that activation and select one friendly operative on guard to perform the Fight or Shoot action for free (including actions that are treated as such).

that friendly operative can even perform the Shoot action while within control range of an enemy operative (this takes preceedence over normal Shoot action conditions). this is known as a point-blank shot, and has the following additional rules while your operative is doing it:

  • Target the enemy operatie within your control range (even if it wouldn't normally be a valid target).
  • Worsen Hit stat of your operative's weapons by 1
  • Until the end of the interrupted operative's activation, your operative cannot retailiate.

SCENARIO GAME SEQUENCE

1. GENERATE SCENARIO

  • Generate a scenario using Scenario Generator.
  • Select Attacker or Defender side for Acolytes, if both available in scenario.
OR
  • Your Campaign Master manually constructs a scenario

2. SET UP THE BATTLE

  • Determine the killzone and set up terrain features. Ensure terrain types are specified.
  • Set up all the objective markers and interactive objects.

3. SELECT WARGEAR AND FOLLOWERS

  • Each player selects their followers, wargear and equipment for the battle, up to a DV given in step 1.
  • Acolytes gain 1CP.

4. SET UP THE OPERATIVES

  • If defined in scenario, players or Campaign Master set up enemy operatives where specified.
  • Players set up their operatives in any order. The operatives must be wholly within Acolytes' drop zone.

5. PLAY THE BATTLE

  • If not stated otherwise, players roll the initiative beginning from first turning point. On a roll of 1, enemy operatives have the initiative.
  • Each turning point after the first, as a strategy gambit, roll an event roll and apply the corresponding effect.

6. END THE BATTLE

  • The game continues until the primary objective described in scenario is completed or until friendly operatives are no longer able to complete the primary objective (all ACOLYTE RETINUE operatives are incapacitated, or the primary objective object is no longer accessible).
  • Some scenarios may have fixed number of turning points.

7. RESOLVE CASUALTIES

  • Make a casualty roll for each ACOLYTE RETINUE operative that is incapacitated at the end of scenario, as described in Injury and Death section.
  • Make a recovery roll for each operative with Battle Scars.

8. EARN EXPERIENCE

  • All ACOLYTE RETINUE operativs that are not Slain, gain experience as described in mission briefing.
  • All operatives then gain 1 experience for each enemy operative they have incapacitated during the scenario.
Note that the operatives may have effects preventing them from gaining experience or limiting that gained experience.

SCENARIO DECKS

A range of events within scenarios are shaped by random draw from decks of ordinary playing cards (French-suited cards). Each scenario will specify the decks required and when cards should be drawn, generally using Hearts for pre-scenario investigation, ♠Spades for events, Diamonds for objectives and ♣Clubs for loot.

Follow the instructions immediately when drawing each card. If a card would have no effect on the target operative (e.g. APL modification on a Servitor), select the next eligible operative. If a deck is exhausted, shuffle the cards and start the deck over.

ENEMY BEHAVIOUR

Since Kill Team Core Rules (3rd edition) provide pre-built NPO Behaviour table, you may use it for enemy operatives, with several additions:

  • Brawler operatives are those operatives, whose melee weapons' Dmg stat is more than their ranged weapons Dmg stat, or who doesn't have ranged weapons.
  • Marksman operatives are those operatives, whose ranged weapons' Dmg stat is more than their melee weapons Dmg stat, or who doesn't have melee weapons.
  • If a Marksman operative has expended its weapons with Limited weapon rule (e.g. grenades), it then acts as a Brawler operative.
  • If a Bruiser operative APL stat of 3 and more, and no opportunity to Fight multiple times that activation, it attempts to Shoot if able.
  • If an enemy operative has unique actions on their datacard, it uses them at first opportunity, following that action's conditions.
  • If no ACOLYTE RETINUE operatives are valid targets for enemy operatives, they perform patrol - roll a Scatter dice and make the Move action in that direction. LEADER operatives instead make the Move action to have Cover; if they already are in Cover, they remain stationary. In scenario logic, though, if enemy operatives are aware of ACOLYTE threat or alerted in some way, ignore this rule.
  • On the Killzone: Gallowdark, enemy operatives perform the Operate Hatch action both to provide Line of Sight to another enemy operatives or to protect them from possible attacks with Blast weapons from ACOLYTE RETINUE operatives.

Instead of threat Principle, as described in Core Book, follow the Narrative Principle: this is intended to be a game of narrative fun rather than competitive precision. If it is unclear which operative should be activated or targeted, or precisely how they should act, roll a dice, or pick whichever option makes for the best story.

If playing with a Master, the best experience is to let Master freely control enemy operatives, following the Narrative Principle provided above.

Alternatively, you can use the adapted behaviour table below, though it's rather random:

Activation priority Charge Range > LOS > Visibility > Other; Most Wounds > Fewest Wounds
Type Melee Offensive Defensive
Test Melee damage > Ranged damage Basic (< 3/4 Dmg) and/or Range-limited Special (> 3/4 Dmg), Heavy, Silent and/or Concealed Position
Activation priority
1 Fight
2 Charge Shoot
3 Mission Move (Carry)
4 Shoot Move (Carry) Move (LOS/Range)
5 Move (Carry) Charge Move (Vantage)
6 Move (LOS/Range) Move (Cover)
7 Move (Location) Mission
8 Move (Objective) Guard
9 End activation

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

ACOLYTE OPERATIVES

Your Acolyte Retinue consists of three types of operatives: Acolytes, Followers and Auxiliaries:

ACOLYTE RETINUE

Your starting ACOLYTE RETINUE consists of the following:

  • 1 ACOLYTE per player
  • 3 Followers per player, chosen from the following options:
    • Canid
    • Hiver
    • Off-Worlder*
    • Ogryn*
    • Serviceman*
    • Servitor
    • Servo-skull
    *Counts as 2 selections.

Acolytes begin with a Follower Capacity of 3 which increases as they level up, allowing the recruitment of additional Followers.

Each Acolyte must select one Background from the Acolyte Backgrounds list, gaining the corresponding starting Ability and Primary Battle Honour Specialism. Hiver followers similarly select a background from the Hiver list. Serviceman followers select a background from the Serviceman list. Off-Worlders select Battle Honour Specialisms and a starting Battle Honour.

All followers gain one Stat increase of choice on recruitment: Move, Hit or Wounds.

WARGEAR AND EQUIPMENT

the Inquisition may have limitless resources, but they are granted only to those who prove themselves worthy. As Acolytes progress, they will earn the trust of their Master and with it greater access to the resources necessary to complete their tasks.

Each persistent operative has a given Wargear Capacity, noted on their datacard, and increasing as the operative gains in experience. Unless otherwise specified, on recruitment and ahead of each adventure, you may always equip your operatives with items from the Basic Wargear List at the WP cost specified, up to each operative's Wargear Capacity.

Unless otherwise specified, ahead of each scenario you may always equip your operatives with items from the Basic Equipment List at the EP cost specified, up to the EP limit specified. Some scenarios will also feature scenario-specific equipment choices.

Persistent operatives with free wargear capacity may carry additional equipment beyond this limit, at a cost of 1 WP per 1 EP of additional equipment.

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

DEPLOYMENT VALUE

Deployment Value (DV) is the sum of your Acolyte Retinue and Auxiliaries and reflects the resources your Master is willing to assign to a given objective. Each operative has a DV specified either on their datacard or in the scenario instructions. Scenarios are either balanced for a given DV, or scale in difficulty relative to the ACOLYTE RETINUE's total DV, as specified in the scenario instructions.

INJURY AND DEATH

the universe is a dangerous place. For each Acolyte or Follower incapacitated during a scenario, make a Casualty Test and, as necessary, a Battle Scar and Permanent Injury test.

Unless the Casualty result is a natural 6, subtract 1 from the result for each Battle Scar or Permanent Injury that operative already has, then consult the tables opposite. If the result corresponds to a Battle Scar or Permanent Injury that operative already has, re-roll until a new Battle Scar or Permanent Injury is determined.

If a Permanent Injury test results in death for a Follower, remove that operative from your Retinue. If a Permanent Injury test results in death for an Acolyte, you may create a new Acolyte or promote an existing Follower, carrying their characteristics and skills over to Level 0 on the Acolyte progression table.

Recovery tests: After each scenario, make a Recovery test for each operative with at least one pre-existing Battle Scar by rolling one D6.

For Acolytes, on a 4+ remove one pre-existing Battle Scar of your choice. For Followers, add 1 to your result for each cumulative scenario in which that operative was not deployed, and on a 5+ remove one pre-existing Battle Scar of your choice.

Add an additional 1 to your result when rolling after the final scenario of a multi-scenario adventure.

Casualty Test
D6 Result
1 Battle Scar: Make a Battle Scar test.
Acolytes only earn half XP for this scenario. Followers earn a maximum of 1 XP.
2-5 Full Recovery: No further effects.
6 Lesson Learnt: Acolytes gain D10 XP. Followers gain 1 XP.
Battle Scar Test
D6 Result
1 Acolyte: Make a Permanent Injury test.
Follower: Slain. this operative can no longer be used. Remove it from your Kill Team.
2 Critical Impairment: this operative cannot move further than its Move stat during activation, and its APL stat cannot be increased.
3-4 Micro-motorics Disruption: this operative always suffers the penalty to the Hit stat as if it were injured.
5 Lingering Ailment: this operative always suffers the penalty to its Move stat as if it were injured.
6 Cerebral Affliction: this operative does not gain a Battle Scar but does not gain any experience from this battle.
Permanent Injury Test
D6 Result
1 Slain: Your story is over.
Please note: the Inquisition disclaims any and all knowledge of your service.
2 Pushed to the Limit: this operative's APL stat cannot be temporarily increased.
3-4 Slow Reaction: Decrease this operative's Hit stat by 1
5 Maimed Leg: Decrease this operative's Move stat by 1.
6 Constitutional Flaw: Decrease this operative's Wounds stat by 1.

OPERATIVE BACKGROUNDS

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

Acolyte Backgrounds
Background Primary Specialism Ability
Criminal Scout Slippery: this operative can perform the Fall Back action for one fewer AP (to a minimum of 1).
Frateris Militia Combat Zealous: Each time normal Dmg is inflicted on this operative, roll a D6. On a 6, reduce that Dmg by 1.
Latent Psyker Psyker Prescient: Once per scenario, when you draw a card from any scenario deck, you may draw a second card and shuffle the original back into the deck. You may determine the location or target of a card's effect prior to deciding, but may not resolve its impact.
Pariah Any except Psyker

Creeping Dread: While any other operative without the MACHINE keyword is within 3" of this operative, worsen the Hit stat of that operative (or its weapons, if they have fixed Hit stat) as if it were injured, regardless of any other rules.

Psychic Abomination: While an operative is within 6" of this operative, it cannot perform psychic actions. this operative cannot be targeted or affected by psychic actions.

Untouchable: Followers without the MACHINE keyword require one additional Follower Cap.

Military Marksman Commanding: Each time this operative is activated you can select one other ready friendly ACOLYTE RETINUE operative within 6" of and Visible to it. After this operative's activation ends, activate that operative. After that friendly operative is activated, enemy operative is activated as normal.
Tech-Adept Staunch Curious: Once per turning point this operative may perform a mission action for one fewer AP, to a minimum of 0 AP.

Hiver Backgrounds
Background Primary Specialism Ability
Enforcer Staunch I am the Law!: this operative can ignore negative modifiers to its APL.
Hive Ganger Scout Nimble: Each time this operative climbs, drops or traverses, you can ignore the first distance of 2” it travels for that climb, drop or traverse.
Imperial Cultist Combat Ardent: Each time this operative fights in combat, its melee weapons gain Severe weapon rule.
Planetary Militia Marksman Well-drilled: this operative can perform two Shoot actions during its activation if an Autogun or Lasgun is selected for both of those shooting attacks.

Serviceman Backgrounds
Background Primary Specialism Ability
Navy Staunch, Imperial Navy Breacher Brace: First time during turning point, normal Dmg is inflicted on this operative, halve that Dmg rounding up.
Militarum Stormtrooper Marksman, Kasrkin Lit em up: When this operative is equipped with Las-weapon, improve that weapon's Hit modifier by 1, to a maximum of +2
Militarum Sapper Scout, Death Korps Careful movement: When this moves through traps or Proximity weapons range, that traps or weapons' activation conditions are never triggered.
Arbites Combat, Exaction Squad Arrest: After this operatives performs Fight action, or Fight action is performed against this operative, if enemy operative, that was target or initiator of that action, has 1 wound left, it is immediately incapacitated.

EXPERIENCE AND LEVELS

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

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

Acolyte Progression
Rank Level XP Benefit
Acolyte 0 0 +3 Follower Cap
1 25 +1 Firefight Ploy of choice
2 50 +1 Hit stat
3 100 +1 Follower Cap
Agent 4 150 +1 random Battle Honour (Primary Specialism)
+1 Wargear Cap
5 200 +1 Strategic Ploy of choice
6 275 +1 Wounds stat
7 350 +1 Follower Cap
Prime 8 425 +1 random Battle Honour (random Specialism)
+1 Wargear Cap
9 500 +1 Firefight Ploy of choice
10 600 +1 Move stat
+1 Wounds stat
11 700 +1 Follower Cap
Investigator 12 800 +1 random Battle Honour (Specialism of choice)
+1 Wargear Cap
13 900 +1 Strategic Ploy of choice
14 100 +1 Wounds stat
15 1100 +1 Follower Cap
Explicator 16 1350 +1 Battle Honour of choice (Primary Specialism)
+1 Wargear Cap
17 1500 +1 Strategic or Firefight Ploy of choice
18 1650 +1 Hit stat
19 1800 +1 Follower Cap
Interrogator 20+ 2000 +1 APL
+1 Wargear Cap

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

Follower Progression
Level XP Benefit
0 0 +1 stat: Hit, Move or Wounds
1 5 +1 Wounds stat
2 10 +1 Wargear Cap
3 20 +1 Hit stat
4 30 +1 random Battle Honour (Primary Specialism)
5 40 Group Activation ability
6 50 +1 Wounds stat
7 60 +1 Wargear Cap
8 70 +1 Hit stat
9 85 +1 Battle Honour of choice (Primary Specialism)
10 100 +1 stat: Move or Wounds
+1 Wargear Cap

STRATEGIC AND FIREFIGHT PLOYS

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

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

BATTLE HONOURS

Battle Honour specialisms are similar to the 2nd edition Narrative Spec-Ops and can be found in Reference. Only Latent Psyker operatives may gain abilities from the additional Psyker specialism, detailed in the following section. Some Followers may choose from multiple Battle Honour specialisms; the first time they gain a Battle Honour, choose their Primary Specialism.

Each time an ACOLYTE RETINUE operative gains a Battle Honour, instead of determining one from the specialism indicated by the progression table, you can determine one from the Acolyte table below. Each time an OFF-WORLDER operative gains a Battle Honour, you can determine one from the Off-Worlder Specialisms (see Reference).

An operative cannot have the same Battle Honour more than once.

Acolyte Battle Honours
D8 Battle Honour
1 Cautious: this Operative can perform Guard actions for one fewer AP, to a minimum of 0AP.
2 Fervent: Each time this operative makes a Charge action, it can move an additional 1".
3 Gunfighter: this operative can perform two Shoot actions during its activation if a pistol is selected for both of those shooting attacks.
4 Pile In: Each time after this operative fights in combat, if it is not within control range of an enemy operative, it can make a free Charge action, but with maximum distance of 3", even if it has already performed the Charge action and without preventing its later use within that activation.
5 stealthy: While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules.
6 Stubborn: You can ignore any or all modifiers to this operative's APL and Movement characteristics and it is not affected by the Shock and Stun weapon rules.
7 Tough: You can re-roll Recovery tests taken for this operative. In addition, each time this operative gains a Battle Scar, you can roll an extra D6 and select which result to use.
8 Well-Prepared: In the Select Equipment step, this operative can Select two additional EP of Equipment above the scenario limit.

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

LATENT PSYKERS

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

On character creation, Latent Psykers gain the PSYKER keyword. When determining a Battle Honour in the Psychic discipline, the Operative gains access to one of the following ACOLYTE psychic powers:

Psyker Battle Honours
D6 Psychic Power
1 Unerring Aim: Select one friendly ACOLYTE RETINUE operative Visible to this operative. Until the end of the Turning Point, ranged weapons that operative is equipped with gain the Seek weapon rule, and targets cannot be obscured.
2 Bloodlust: Select one friendly ACOLYTE RETINUE operative Visible to this operative. Until the end of its current or next activation, whichever comes first, each time this operative fights or retailiates, in the Resolve Successful Hits step of that combat, you can resolve one successful hit before the Attacker.
3 Explosive Decompression: Perform a free Shoot action using the following profile:
NAME ATK HIT DMG WR
Explosive Decompression 4 - 4/5 PSYCHIC, Piercing 1, Saturate
4 Spontaneous Combustion: Perform a free Shoot action using the following profile:
NAME ATK HIT DMG WR
Spontaneous Combustion 4 - 3/4 PSYCHIC, Blast 2", 1" Devastating 1, Saturate, Blaze
5 Feet of Lead: Select one enemy operative Visible to this operative. Until the end of the Turning Point, subtract 2" from that enemy operative's Movement characteristic and it cannot perform the Dash action.
6 Temporal Blip: Select one friendly ACOLYTE RETINUE operative Visible to this operative. Add 1 to its APL.

When a Latent Psyker gains their first Psychic Power, they gain the following Unique Action:

MANIFEST PSYCHIC POWER 1AP

PSYCHIC. Roll a D6. On a 2+, resolve an ACOLYTE psychic power available to this operative. On a 1, roll on the Perils of the Warp table instead.

This action may be performed more than once, but for each subsequent attempt during the operative's activation subtract 2 from the roll.

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

Perils of Warp
D6 Peril
1 Isolation: The psyker instinctively recoils from some foul entity reaching out from the void. This operative may not perform the Manifest Psychic Power action for the remainder of the scenario.
2 Trauma: The psyker doubles over under the weight of a massive psychic shock. This operative immediately inflicts D3 damage to self.
3 Feedback: The psyker momentarily loses control of their powers. This operative immediately inflicts 1 damage to self.
4 Confusion: The psyker is overwhelmed by a flood of sensory information. Subtract 1 APL until the end this operative's next activation.
5 Flux: The ground under the psyker's feet suddenly seem less real. Until this operative's next activation, treat its Move stat as 2" less, and when it performs the Dash action, it can only move up to 1".
6 Whispers: Ethereal voices uttering profane threats and foul promises fill the air. Until this operative's next activation, all operatives within 6" suffer a -1 penalty to Hit stat.

SCENARIO GENERATOR

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

Designer's Note: This generator uses missions from 2nd edition of Kill Team. As a quick reference to these missions you may use Wahapedia.

SCENARIO TEMPLATES

Killzone rules: Unspecified
SCENARIOS ACOLYTE ROLE SPECIAL RULES
Octarius 1.2: Search and Retrieve Either Priority Target: objective carrier
Octarius 2.1: Eliminate Target Defender Priority Target: Commander; Target Location: Target Zone
Octarius 2.2: Saboteurs Attacker Target Location: Vital Installation
Octarius 3.1: Ambush Defender Attacker starts with initiative; Disregard Concealed Setup rules; Priority Target: closest Acolyte Team operative to Escape board edge
Octarius 3.2: Evac Inbound Either Enemies will make a Reload action only when a Shoot or Guard action is prompted
Chalnath 1.1: Secure the Relics Defender Priority Target: objective carriers
Chalnath 1.2: Defend the Position Defender -
Chalnath 1.3: Escort Defender Priority Target: objective carrier
Chalnath 2.1: Retrieve Information Attacker -
Chalnath 3.3: Exemplar Either Priority Target: Exemplar; Target Location: Central Objective (Exemplar only); Highest DV enemy is Exemplar and is equipped with Personal Forcefield (4+ inv.)
Nachmund 1.1: Steal the Ciphers Attacker Target Location: Exhaust Vents until closed, then Hatches
Nachmund 1.2: Scavenging the Wreckage Either Priority Target: objective carrier
Nachmund 1.3: Recover Wreckage Attacker Priority Target: objective carrier
Nachmund 3.1: Counter-Attack Either Priority Target: obj. carriers, enemies in Target Location. Target Location: Defender’s Drop Zone
Nachmund 3.2: Reactivate Defence Grid Defender -
Nachmund 3.3: Destroy the Substation Attacker Target Location: Power Relay Substation
Moroch 1.1: Plunder Attacker Target Location (operatives with >6” range): Antenna Vantage Point, if not occupied by friendly operative
Moroch 1.3: Compound Assault Either -
Moroch 2.3: Smoking Ruin Either Priority Target: objective carrier
Moroch 3.2: Infiltrate Landing Pad Attacker Sentries; Priority Target: closest ACOLYTE RETINUE operative to Landing Pad
Moroch 3.3: Stealth Offensive Attacker Sentries
Killzone rules: Gallowdark
SCENARIOS ACOLYTE ROLE SPECIAL RULES
Into the Dark 2.3: Maze Breakout Attacker Priority Target: closest Acolyte Team operative to Breakout board edge.
Into the Dark 3.1: Power Overload Either Into the Dark 3.3: Contact Lost
Into the Dark 3.3: Contact Lost Either Priority Target: objective carrier
The Lure 1.2: Dank Hold Either Scatter 6 Hideous Growths D6” from Objectives
The Lure 1.3: Perilous Morass Defender
Shadowvaults 2.2: Storm the Vault Either Target Location: defender deployment zone
Shadowvaults 3.1: Secure Base Either Infiltration
Soulshackle 2.2: Bridge Assault Attacker Hatchway Jammers
Soulshackle 3.1: Service Tunnels Attacker Hatchway Jammers
Soulshackle 3.3: Recover Archives Attacker Hatchway Jammers; Roll for Archived Data on action
Gallowfall 1.5: Critical Surgery Defender Priority Target: token carrier; Target Location: token; Priority Action: Eliminate Target
Ashes of Faith 1.1: The Cult Revealed Inquisition Objective: Prisoner Token; Priority Action: Pick Up
Ashes of Faith 2.1: Immaterial Shields Inquisition
Ashes of Faith 2.2: Malignant Ley Line Inquisition Priority Action: Initiate Ritual. Enemy can perform this action on any Objective.

SCENARIO RULES

SPECIAL RULES

Hatchway Jammers: Randomly determine the jammed hatchways during deployment, or construct a deck to determine jammed status on first opening attempt.

Infiltration: Deploy detection tokens on randomly determined objectives. Move tokens directly towards the nearest Acolyte Retinue operative.

Priority Action: Enemies will perform this mission action in preference to any other action.

Priority Target: Enemies will make Charge, Fight and Shoot actions against this target in preference to others regardless of cover and distance.

Sentries: Roll a D6 for each Sentry move:

  • 1-2: Move Sentry directly towards the nearest Acolyte Retinue operative.
  • 3: Move in a random direction.
  • 4: Pass.
  • 5-6: Movement controlled by Acolyte player.

ACOLYTE RETINUE OPERATIVES

Select your Retinue from the following options and tally up your Deployment Value (DV).

Operative DV
Acolytes and Followers As listed
1 EP per DV of Acolytes and Followers Free
Each 10 levels of Progression across Acolyte Retinue 1
4 additional EP 1
Auxiliary: Planetary Militia,
armed with one of the following options:
  • Autogun, Gun butt
  • Shotgun, Gun butt
  • Autopistol, Combat blade
1
Auxiliary: Planetary Militia,
armed with a Gun butt and one of the following options:
  • Boltgun
  • Flamer
  • Grenade launcher
  • Heavy stubber
2

WARGEAR & EQUIPMENT

Each player may equip their Acolyte and Followers from the Basic Wargear List and their Stash up to each operative’s Wargear Capacity, and may equip their Acolytes and Followers from the Basic Equipment List and their Stash to a total EP equivalent to the total DV of Acolyte and Follower operatives plus any additional EP purchased.

DIFFICULTY MULTIPLIER

Select a Difficulty Multiplier to increase or decrease the challenge. This will alter the opposing forces and the experience gained.

Easy: 1x; Normal: 1,5x; Hard: 2x

ENEMY OPERATIVES

Select the opposing force and its constituent operatives from the tables in the Bestiary, to a DV equivalent to your Acolyte Retinue DV multiplied by your Difficulty Multiplier.

Unless otherwise specified, deploy enemy operatives evenly across the deployment zone, in cover and with Engage orders.

MISSION EXPERIENCE

Acolytes gain experience for the following collective achievements:

  • +x XP, equal to the Deployment Value of enemies slain.
  • +y XP, equal to VP achieved in the Scenario multiplied by the difficulty multiplier
Followers gain experience as normal.

Designer’s Note: Kill Team functions best with 5-15 operatives on each side and the stock scenarios are balanced accordingly. A DV of 10-20 is appropriate, with higher difficulty multipliers working better with lower Acolyte DV due to increased quantity of enemies.

ENVIRONMENTAL EFFECTS

D66 Result
11-16 Cache:
  • Place a Loot token in the enemy deployment zone, within 1” of a random piece of large/heavy terrain.
  • Acolyte operatives within control range of the token may perform the Pick Up Marker action.
  • If they do so, remove the Loot token and draw from the standard Loot deck.
21-46 No special rules.
51-55 Low Light: Apply a -1 hit modifier to all shooting attacks at a range greater than 6".
56 Acid Rain: During the scenario, all operatives must discard one Defense dice when being shot.
61 Pitch Black:
  • During each Turning Point, the first time each operative makes a shooting attack, it gains a Light token until the end of the turning point.
  • For an operative to be Visible, it must have a Light token or be within 6" of the active operative.
62 Sandstorm:
  • After setting up the scenario, randomly determine one board edge to be the sandstorm board edge.
  • Each time an operative fights in combat or makes a shooting attack, unless it is in shelter, it is treated as being injured for that combat or shooting attack, regardless of any rules that say it cannot be injured.
  • Each time an operative performs an action in which it moves, unless it starts that move within shelter, it is treated as being injured for that move, regardless of any rules that say it cannot be injured.
  • To determine if an operative is in shelter, draw imaginary perpendicular lines 1 mm wide from the sandstorm board edge to the operative’s base. If the operative is within 1" of a point at which one or more of those lines crosses a terrain feature that provides Cover, it is within shelter. Note that an operative on a Vantage Point cannot use the floor of a Vantage Point as Cover.
  • Where enemies would prefer cover, treat them as preferring shelter instead.
63 Subsidence:
  • Each time an operative performs an action in which it moves during its activation, if it does not finish that move within 1” of a terrain feature, roll one D6: on a 1-3, that operative is treated as being injured until the end of its activation, regardless of any rules that say it cannot be injured.
  • Where enemies would prefer cover, treat them as preferring stability instead.
64 Thin Atmosphere:
  • Operatives cannot perform Dash actions.
  • Operatives cannot move more than their Move stat for Charge actions.
  • Subtract 2" from the Range of weapons that have both the Range and Torrent special rules e.g. Range 8" becomes Range 6".
65 Unstable Structure:
  • Subtract 1" from the Move stat of operatives.
  • In the Ready Operatives step of the second turning point, roll one D6: on a 1-4, repeat this process in the subsequent turning point; on a 5+, the structure subsides (note that the structure can only subside once).
  • If the structure subsides, roll one D6 for each operative: if the result is greater than their unmodified APL, subtract 1 from their APL.
66 Local Wildlife:
  • Select one Xenos threat from the following list: Ambull and D6 Borewyrms; Catachan Devil and D6 Devilspawn; Clawed Fiend; Enslaver and D6 Enslaved Crew; D6 Genestealers.
  • Place them on a random non-deployment board midpoint or in the centre of the board.
  • Play them as a third force, hostile to both sides, via the standard decision trees but ignoring objectives, mission actions and target locations.

CARD DECKS

INVESTIGATION DECK

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

Card Event Description
A♥ Acquisition You may immediately draw from the standard Loot deck. Treat a K♣ draw as a K♥ draw from this deck.
2♥ Intelligence The Acolyte Retinue begins the upcoming scenario with one additional CP.
3♥ Swift Recovery Randomly determine one operative with at least one battle scar; that operative may remove one battle scar.
4♥ Portent Once during the upcoming scenario, when you draw a card from any scenario deck, you may draw a second card and shuffle the original back into the deck. You may determine the location or target of a card’s effect prior to deciding, but may not resolve its impact.
5♥ Bodyguard You may select 1 DV of additional Followers in the upcoming scenario
6♥ Requisition You may temporarily gain the benefit from one Strategic Asset of your choice for the upcoming scenario.
7♥ Practical Experience Randomly select one Follower; that Follower immediately gains 1 XP.
8♥ Lucky Score Randomly select one Follower; that Follower may select one 1 EP of additional equipment in the upcoming scenario at no EP cost.
9♥ Reconnaissance You may select and resolve one Scouting option at no CP cost in the upcoming scenario.
10♥ Local Contact You may select 1 DV of additional Auxiliaries in the upcoming scenario.
J♥ Tactical Blunder The Acolyte Retinue begins the upcoming scenario with one fewer CP.
Q♥ Enemy Forewarned In the upcoming scenario, the Enemy receives D6 DV of reinforcements on a random board edge at the end of the turn in which combat commences.
K♥ Misadventure Randomly select one Follower and make an immediate Injury roll. That Follower may not be deployed in the upcoming scenario.

EVENT DECK

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

Card Event Description
A♠ Emperor's Light! The friendly operative with the fewest wounds remaining is emboldened by faith. Add 1 APL for their next activation.
2♠ Tactical Insight Gain one additional CP at the beginning of the next turn.
3♠ Opportunistic Strike One friendly operative may immediately make a free Fight or Shoot action.
4♠ Enemy Reinforcements Randomly determine 1DV of additional enemies to deploy on a random board edge midpoint or corner.
5♠ Changed Conditions Roll again on the Environmental Effects table.
6♠ Enemy Reinforcements Randomly determine 2DV of additional enemies to deploy on a random board edge midpoint or corner.
7♠ Collapse One major terrain piece or board section, determined randomly, collapses. Immediately make a shooting attack against any operative within 1" of the terrain piece or within the board section using the following profile: Atk 4 Hit 2+ Dmg 1/2.
8♠ Enemy Reinforcements Randomly determine 3DV of additional enemies to deploy on a random board edge midpoint or corner.
9♠ Overheat! Randomly select one ranged weapon on one operative. That weapon gains the Hot weapon rule until it is not used for a full activation.
10♠ Local Contact You may select 1 DV of additional Auxiliaries in the upcoming scenario.
J♠ Terror! The friendly operative with the fewest wounds remaining is overcome with fear. Subtract 1 APL for their next activation.

LOOT DECK

Prepare and shuffle a deck of ordinary playing cards, A-K♣. If a scenario requires you to draw from a Loot Deck, consult the table below.

Card Item
A♣ Rare equipment
2♣ Frag grenade
3♣ Krak grenade
4♣ Incendiary grenade
5♣ Smoke grenade
6♣ Stun grenade
7♣ Demolition charge
8♣ Hot-shot capacitor
9♣ Drum magazine
10♣ Rebreather
J♣ Medkit
Q♣ Stimm
K♣ Booby trap

Where a Booby Trap is triggered, the operative immediately suffers D3 damage.

Where an item of equipment is discovered, the operative who discovered it is considered to be carrying that item.

Basic Equipment may be immediately equipped. If it is not used in the scenario in which it was found and the operative carrying it survives, it may be equipped in the following scenario at no EP cost. If it is not equipped, your Master assigns it elsewhere.

Rare Equipment must be removed from the field for further examination. If the operative carrying it survives the scenario, the player may roll on the Rare Equipment table of their choice as normal.

Per the Pick Up Marker action rules, items may be dropped within 1" at no cost and picked up within 1" for 1AP. Additionally, items may be transferred to a friendly operative within 2" for 1AP. Note that this means Place Marker action is obsolete with items - they're small enough to be just carelessly dropped.

REFERENCE

ACOLYTE RETINUE DATACARDS

BASE SIZES

It is strongly recommended to use the following guide for operative base sizes:

  • OGRYN operative: 40mm round base.
  • SERVITOR operative: 32mm round base.
  • Other operatives with Save stat of 4+: 28.5mm round base.
  • Any other operatives: 25mm round base.

However, you may use your operatives with bases they were packaged with.

ACOLYTE

ACOLYTE APL MOVE HIT SAVE WOUNDS
Raised from obscurity by your master, you serve their interests above all others, for the interests of the Inquisitor are the interests of the Imperium 2 6" 4+ 6+ 8
SEE BACKGROUND
Specialisms See Background
Wargear capacity 4
Deployment value 2

ACOLYTE RETINUE, IMPERIUM, ACOLYTE, [LEADER], <BACKGROUND>

FOLLOWERS

CANID APL MOVE HIT SAVE WOUNDS
Bred - or engineered - for aggression and loyalty, Canids often accompany Acolytes on their tasks. 2 7" 4+ 6+ 6
NAME ATK HIT DMG WR
Vicious Bite 4 - 3/4 -
Canid: This operative cannot perform mission actions and cannot be equipped with equipment or wargear unless otherwise specified
Loyal Companion: Each time an enemy operative performs the Fight action, if this operative is a valid target, you can select this operative as the target instead. Each time an enemy operative finishes the Charge action within control range of another friendly ACOLYTE RETINUE operative within 3" of this operative, if this operative is not within Engagement Range of an enemy operative, this operative can perform a free Charge action, but must finish that move within Engagement Range of that enemy operative.
Gather 1AP
Perform a free Dash, Fall Back or Reposition action with this operative. At any point during that move, you can perform the Pick Up Marker action for free with this operative, and any remaining increments of movement can be used after it does so.
Specialisms Combat, Scout
Wargear capacity 0
Deployment value 1

ACOLYTE RETINUE, IMPERIUM, FOLLOWER, CANID
HIVER APL MOVE HIT SAVE WOUNDS
Most hivers live out their lives never seeing sun or sky. Given the horrors beyond, they are the lucky ones. 2 6" 5+ 6+ 7
SEE BACKGROUND
Specialisms See background
Wargear capacity 3
Deployment value 1

ACOLYTE RETINUE, IMPERIUM, FOLLOWER, HIVER
OGRYN APL MOVE HIT SAVE WOUNDS
Ogryns may not be bright, but their brute strength and unwavering faith makes valuable servants to the cause. 2 6" 5+ 6+ 12
Strong, Not Smart: Each time this operative would perform a mission action, you must subtract one additional AP to do so. This operative can only be equipped with wargear from the Ogryn wargear list, and unless otherwise specified cannot be equipped with equipment.
Avalanche of Muscle: Each time this operative finishes a Charge action, select one enemy operative within control range of it to inflict D3 damage.
Specialisms Combat, Staunch
Wargear capacity 2
Deployment value 2

ACOLYTE RETINUE, IMPERIUM, FOLLOWER, OGRYN
OFF-WORLDER APL MOVE HIT SAVE WOUNDS
Whether promising initiates, seasoned veterans or cynical mercenaries, Inquisitors can find a use for seasoned fighters. 2 6" 5+ 6+ 7
Specialist: On recruitment, this operative may select:
  • One Normal (e.g. Marksman) and one Faction (e.g. Kasrkin) Battle Honour specialism.
  • One Battle Honour from these specialisms.
  • A second different stat advancement.
  • A third different stat advancement if the fourth stat is reduced.
Specialisms See abilities
Wargear capacity 3
Deployment value 2

ACOLYTE RETINUE, IMPERIUM, FOLLOWER, OFF-WORLDER, <FACTION>
SERVICEMAN APL MOVE HIT SAVE WOUNDS
Retired ex-military are often serving along Inquisitors, preferring to end life KIA rather then struggle reintegrating into civil life of Imperium. 2 6" 5+ 6+ 7
Arch-Militant: On recruitment, select a weapon this opeative is specialized on. It gains Balanced weapon rule when used by this operative. If that weapon already has Balanced weapon rule, it gains Ceaseless weapon rule instead.
Specialisms See Background
Wargear capacity 4
Deployment value 2

ACOLYTE RETINUE, IMPERIUM, FOLLOWER, SERVICEMAN
SERVITOR APL MOVE HIT SAVE WOUNDS
Mindless drones of flesh and metal, servitors are engineered to carry out simple, manual tasks, and occasionally equipped with weapons. 2 5" 5+ 6+ 8
Mindless: This operative's APL cannot be modified.
Weapons Platform:Servitors may Dual-Wield pairs of any weapon except Fists and Gun Butts. Servitors treat the Heavy weapon rule as if it were Heavy (Dash only), the Heavy (dash only) weapon rule as if it were Heavy (Reposition only), and ignore Heavy (Reposition only) weapon rule.
Specialisms See abilities
Wargear capacity 3
Deployment value 1

ACOLYTE RETINUE, IMPERIUM, FOLLOWER, SERVITOR, BIONIC, MACHINE
SERVO-SKULL APL MOVE HIT SAVE WOUNDS
Devoted Acolytes may serve the Inquisition beyond death, their skulls augmented with a rudimentary machine spirit and a range of tools. 2 6" - 5+ 5
Support Unit: This operative cannot:
  • Have its APL modified.
  • Perform the Pick Up Marker action.
  • Fight in combat or provide combat support.
  • Be equipped with wargear or grenades.
Machine: This operative cannot earn experience points and automatically passes Casualty tests.
Specialisms N/A
Wargear capacity 2
Deployment value 1

ACOLYTE RETINUE, IMPERIUM, FOLLOWER, SERVO-SKULL, FLY, MACHINE

AUXILIARY DATACARDS

PLANETARY MILITIA APL MOVE SAVE WOUNDS
Local militia keep the Emperor's peace across a million human worlds, and are easily commandeered by anyone carrying Inquisitorial authority. 2 6" 5+ 5
NAME ATK HIT DMG WR
Autogun 4 4+ 2/3 -
Boltgun 4 4+ 3/4 -
Flamer 5 2+ 3/3 Range 8", Saturate, Torrent 2"
Grenade launcher (Frag) 4 4+ 2/4 Blast 2"
Grenade launcher (Krak) 4 4+ 4/5 Piercing 1
Heavy stubber (focused) 5 4+ 3/4 Heavy (Dash only), Ceaseless
Heavy stubber (sweeping) 4 4+ 3/4 Heavy (Dash only), Torrent 1"
Shotgun 4 3+ 3/3 Range 8"
Autopistol 4 3+ 2/3 Range 8"
Combat blade 4 4+ 3/4 -
Gun butt 3 5+ 2/3 -
 
ACOLYTE RETINUE, IMPERIUM, AUXILIARY, MILITIA

TACTICAL ASSETS

Once during the scenario, when you would activate a Ready friendly operative, you can perform the Shoot action using the ranged weapon below instead.

For the purposes of Line of Sight, draw Visibility and Cover lines from a friendly ACOLYTE RETINUE operative. For the purposes of this weapon's special rules, treat that friendly operative as performing the action.

NAME ATK HIT DMG WR
Drone Strike 5 4+ 3/4 Blast 2", Barrage*

*Barrage: The target of the attack made with this weapon cannot retain Cover saves, unless any part of its base is underneath Vantage terrain.

SPECIALISM BATTLE HONOURS

GENERIC SPECIALISMS

Combat Battle Honours
D6 Battle Honour
1 Inexorable: Whenever this operative fights or retailiates, the enemy operative in combat cannot be supported.
2 Bladework: Whenever this operative fights or retailiates, its melee weapons gain Balanced weapon rule.
3 Dirty Fighter: Whenever this operative fights or retailiates, if any friendly operative support them, add 1 to its melee weapons' Atk.
4 Vicious: Add 1 to this operative's melee weapons critical Dmg.
5 Duellist: Whenever this operative fights or retailiates, worsen the Hit stat of enemy operative in combat by 1.
6 Savage: Whenever this operative fights or retailiates, if you retain any critical hits, inflict 1 damage to the enemy operative in that combat in addition to any other weapon rules.
Marksman Battle Honours
D6 Battle Honour
1 Gun Ace: Whenever this operative shoots, its ranged weapns gain Balanced weapon rule.
2 Crack Shot: Whenever this operative shoots, if you retain any critical hits, inflict 1 damage to the enemy operative in that combat in addition to any other weapon rules.
3 Calculated: When this operative is counteracting, if it performs Shoot action, it can then perform Dash action.
4 Careful Aim: Whenever this operative shoots, its target cannot gain Cover from other operatives' bases.
5 Sharpshooter: Whenever this operative shoots, if it did not perform Reposition, Fall Back or Charge actions in current activation, its ranged weapons gain Lethal 5+ weapon rule.
6 Death from Above: Once per turning point, if this operative shoots from Vantage point and no damage was inflicted to its target, repeat that Shoot action.
Scout Battle Honours
D6 Battle Honour
1 Runner: This operative can perform Dash action for 1AP less, as long as it did not Shoot or Fight.
2 Swift: This operative can perform Dash action more than once per activation. In addition, whenever it climbs, ignore first 2" of vertical distance.
3 Covert: This operative can change its order for 1AP during its activation.
4 Picket: This operative can be set up wholly within 3" of the Drop zone.
5 Evasive: Whenever the Shoot action is made against this operative, if it is in Cover, you can re-roll one Defense dice.
6 Dodge: This operative can move within control range of enemy operatives, but must finish its Reposition or Dash without control range of any enemy operatives.
Staunch Battle Honours
D6 Battle Honour
1 Resilient: Add 2 to this operative's Wounds stat.
2 Shrug Off: Whenever the Shoot action is made against this operative, you can change one of your opponent's critical hits to normal hit.
3 Focused: For the purposes of mission, treat this operative's APL stat as 1 more.
4 Stalwart: This operative is never injured.
5 Invulnerable: Whenever the Shoot action is made against this operative, ignore Piercing 1 and Piercing Crits 1 weapon rules.
6 Indomitable: Each time normal Dmg is inflicted on this operative, roll a D6. On a roll of 5+, reduce that Dmg by 1.

FACTION SPECIALISMS

Here are represented the adapted specialisms from 2nd edition of Kill Team. For certain reasons, number of available faction Battle Honours is reduced - both to reduce paperwork and to stimulate players building character with diverse talents.

Death Korps Battle Honours
D3 Battle Honour
1 Capable Under Fire: If this operative has a Conceal order and is in Cover provided by Light terrain, enemy operatives cannot treat it as being in LoS as a result of a Vantage Point.
2 Siege Specialist: Select one of this operative's ranged weapons. It gains Saturate weapon rule.
3 Final Litany: When this operative is incapacitated, if it's Ready, it is not removed from the killzone until the end of its activation or until the end of next friendly operative activation (whichever comes first). It is treated as being Injured.
Exaction Squad Battle Honours
D3 Battle Honour
1 Rigid Determination: You can ignore any or all modifiers to this operative's Move and Hit stats.
2 No Lenience: Whenever this operative is shooting an enemy operative that is not in Cover, its ranged weapons gain Lethal 5+ weapon rule.
3 Priority Endowment: In the Select Equipment Step, when selecting 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 0EP).
Hunter Clade Battle Honours
D3 Battle Honour
1 Fixated: First time this operative fights, retailiates or shoots during the scenario, its weapons gain Severe weapon rule for that attack.
2 Enhanced bionics: Whenever normal or critical Dmg is inflicted on this operative, subtract 1 from that Dmg.
3 Autonomic cortex: This operative can use DOCTRINA IMPERATIVES (see Hunter Clade Rules) on MACHINE Followers.
Imperial Navy Breacher Battle Honours
D3 Battle Honour
1 Gutsy: Whenever this operative is shooting. an enemy operative within 3" of it, its ranged weapons gain Punishing weapon rule.
2 Deckhand: This operative performs Operate Hatch action for 1 less AP to a minimum of 0AP.
3 Gallant: Whenever this operative fights or shoots, if it's within 6" of Target area or Killzone edge that is furthest from Drop zone, its weapons gain Balanced weapon rule.
Inquisitorial Agent Battle Honours
D3 Battle Honour
1 Inspector: Enemy operatives must be more than 3" (instead of 2") from this operative to be in Cover.
2 Firm Resolve: You can ignore any modifiers to this operative's APL and Move stats, and it's not affected by Stun weapon rule.
3 Ruthless Persecutor: Whenever this operative shoots at enemy operative, that is not in cover, its weapons gain Accurate 1 weapon rule.
Kasrkin Battle Honours
D3 Battle Honour
1 War-hardened: First time in scenario this operative incapacitates an enemy operative, its ranged weapons gain Severe rule for the next turning point.
2 Kill Shot: Select one of the ranged weapons this operative is equipped with. If that weapon has more then one profile, select one of these profiles. Add 1 to its critical Dmg.
3 Sharp instincts: Enemy operatives must be more than 4" (instead of 2") from this operative to be in Cover.
Sister Novitiate Battle Honours
D3 Battle Honour
1 Devout: During the first turning point, this operative can exchange 1AP it has not used to 1CP.
2 Righteous Purpose: Each time an attack dice would inflict critical Dmg on this operative, you can choose for that attack dice to inflict normal Dmg instead.
3 Glare of Condemnation: Whenever an enemy operative would perform a PSYCHIC action or a Shoot action with PSYCHIC weapon, if it is within 3" of this operative, that action costs 1AP more.

BASIC WARGEAR & EQUIPMENT

BASIC WARGEAR

Armour
NAME SPECIAL RULES WP
Assault Shield The operative gains the Shield* special rule. 1
Carapace Change this operative's Save stat to 4+ 3
Flak Armour Change this operative's Save stat to 5+ 1
Flakweave Defense rolls of 5+ are critical successes 1
Melee Weapons
NAME ATK HIT DMG WR WP
Chainsword 4 - 4/5 - 2
Combat blade 4 - 3/4 - 1
Eviscerator 4 -1 5/6 Ceaseless, 1" Devastating 2 3
Gun butt 3 - 2/3 - -
Power Fist 4 -1 5/7 Brutal 3
Power Knife 4 - 3/5 Lethal 5+ 2
Power Weapon 4 - 4/6 Power* 3
Shock Baton 4 - 3/3 Shock, Stun 1
Unarmed 3 - 1/2 - -
Pistols
NAME ATK HIT DMG WR WP
Autopistol 4 - 2/3 Range 8", Ammo* 3 1
Bolt pistol 4 - 3/4 Range 8", Ammo* 3 2
Hand Flamer 4 +2 3/3 Range 8", Ammo* 3, Saturate, Torrent 1" 1
Hot-shot laspistol 4 - 3/4 Range 8", Ammo* ∞ 2
Inferno pistol 4 - 5/3 Range 3", Ammo* 3, Devastating 3, Piercing 2 1
Laspistol 4 - 2/3 Range 8", Ammo* 3 1
Plasma pistol 3
- Standard 4 - 3/5 Range 8", Ammo* 3, Natural Reload*, Piercing 1
- Overcharge 4 - 4/5 Range 8", Ammo* 3, Hot, Lethal 5+, Natural Reload*, Piercing 1
Ranged Weapons
NAME ATK HIT DMG WR WP
Autogun 4 - 2/3 - 2
Boltgun 4 - 3/4 - 3
Flamer 5 +2 3/3 Range 8", Ammo* ∞, Saturate, Torrent 2" 3
Grenade launcher 4
- Frag 4 - 2/4 Blast 2"
- Krak 4 - 4/5 Piercing 1
Heavy stakethrower 4 - 3/3 Heavy, Piercing Crits 1, Silent 3
Heavy bolter 4
- Focused 5 - 4/5 Ammo 12, Ceaseless, Heavy, Piercing Crits 1
- Sweeping 4 - 4/5 Ammo 12, Heavy, Piercing Crits 1, Torrent 1"
Heavy stubber 3
- Focused 5 - 3/4 Ammo* 12, Ceaseless, Heavy (Dash only)
- Sweeping 4 - 3/4 Ammo* 12, Heavy (Dash only), Torrent 1"
Hot-shot lasgun 4 - 3/4 Ammo* ∞ 3
Las-carbine 2
- Close Range 4 +1 2/3 Range 8" -
- Long Range 4 -1 2/3 -
Lasgun 4 - 2/3 - 2
Las-volley 5
- Focused 5 - 4/5 Ammo* ∞, Heavy (Dash only), Rending
- Sweeping 4 - 4/5 Ammo* ∞, Heavy (Dash only), Rending, Torrent 1"
Long-las 4
- Stationary 4 +1 3/3 Ammo* 3, Devastating 3, Heavy, Silent
- Mobile 4 - 3/4 Ammo* 3
Meltagun 4 - 6/3 Ammo* 6, Range 6", Devastating 4, Piercing 2 5
Missile launcher 4
- Frag 4 - 3/5 Ammo* 1, Blast 2", Heavy
- Krak 4 - 5/7 Ammo* 1, Heavy, Piercing 1
Multi-melta 4 - 6/3 Range 12", Devastating 4, Heavy (Dash only), Piercing 2 5
Needle rifle 4 +1 2/2 Ammo* 12, Lethal 5+, Silent, Toxin* 3
Plasma cannon 5
- Standard 4 - 4/5 Ammo* 3, Blast 2", Heavy (Dash only), Piercing 1
- Supercharge 4 - 5/6 Ammo* 3, Blast 2", Heavy (Dash only), Hot, Lethal 5+, Piercing 1
Plasma gun 4
- Standard 4 - 4/5 Natural Reload*, Piercing 1
- Supercharge 4 - 5/6 Hot, Lethal 5+, Natural Reload*, Piercing 1
Shotgun 3
- Close range 4 +1 3/3 Range 8"
- Long range 4 -1 1/2 -
Stakethrower 4 - 2/2 No Reload*, Piercing Crits 1, Silent 2
Webber 5 +1 2/2 Range 6", Ammo* 3, Lethal 5+, Stun 3

OGRYN WARGEAR

Armour
NAME SPECIAL RULES WP
Assault shield The operative gains the Shield* special rule; cannot be equipped with Ripper Gun or Bigger Club 1
Carapace Change the operative's Save stat to 4+ 3
Flak armour Change the operative's Save stat to 5+ 1
Melee Weapons
NAME ATK HIT DMG WR WP
Ripper gun butt 4 - 3/4 - -
Bigger club 4 - 5/6 1" Devastating 2, Stun 3
Big knife 4 - 4/5 - 1
Unarmed (Ogryn) 4 - 2/3 - -
Ranged Weapons
NAME ATK HIT DMG WR WP
Grenade harness 4 4+ 2/4 Range 6", Limited 1, Blast 2" 3
Hand cannon 4 - 3/4 Range 8", Ammo* 4 1
Ripper gun 5 +2 3/4 Range 8", Ammo* 8, Torrent 1" 3

BASIC EQUIPMENT

AUSPEX 2EP

The operative gains the Auspex Scan ability for the battle:
Once per turning point, when a friendly ANGEL OF DEATH operative performs the Shoot action and you're selecting a valid target, you can use this rule. If you do, until the end of the activation/counteraction, enemy operatives within 8" of that friendly operative cannot be obscured.

AUTOSAVANT ARRAY 3EP

SERVITOR operative only. The operative gains the following abilities for the scenario:

Chronicle: If this operative was deployed but not incapacitated, you can select one other friendly ACOLYTE RETINUE operative that was in that scenario to gain D10 (if an Acolyte) or 1 (if a Follower) experience points.

Irrefutable Documentation: While this operative is within 2" of an objective marker and not within control range of an enemy operative, it controls that objective regardless of any other rules or the APL of enemy operatives within the required distance of it. If an enemy operative has the similar ability, control is determined as normal.

Scrivener: After the Set Up Operatives step, gain 1 CP each time additional enemy operatives are placed in the Killzone.

CLIMBING EQUIPMENT 1EP

The operative gains the Climbing Equipment ability for the scenario:
  • Whenever this operative climbs, first 6" it travels is counted as 2". Note that this enables the operative to climb up to 10" vertical distance.
  • This operative does not need to be within 1" of a terrain feature in order to climb it.
  • Each time this operative drops, the intended location can be any vertical distance from the level it occupies
  • Each time this operative drops, it counts any vertical distance it travels as half for that drop.

GRAV CHUTE 2EP

The operative gains the Grav-chute ability for the battle:
  • During scenario setup, if this operative is wholly within your drop zone, it can perform a Grav-chute insertion. If it does so, you can perform a free Normal Move action with this operative. For that action, it has a Movement characteristic of 4" and can FLY.
  • Each time this operative moves off a Vantage Point, for that move, it can move as though it can FLY, so long as it does not move higher than that Vantage Point and ends that move lower than that Vantage Point.

EXPLOSIVE HARNESS 1EP

CANID or SERVO-SKULL operative only. This operative can perform the Shoot action with the below profile. Make a shooting attack against each other operative Visible to and within 2" of it with this weapon - each of them is a valid target and cannot be in Cover. After all of those shooting attacks have been made, this operative is incapacitated and killed - remove it from your roster without making a Casualty test. If this operative is incapacitated in any other circumstances, roll one D6: on a 4+, it makes a shooting attack as above.
NAME ATK HIT DMG WR
Explosive Harness 4 3+ 5/6 Piercing 1, Piercing Crits 2

FRENZON COLLAR 1EP

CANID operative only. The operative gains the Frenzied ability for the scenario: You can ignore any or all modifiers to this operative's Move stat. In addition, the Vicious Bite this operative is equipped with gains the Ceaseless weapon rule for the scenario.

LUCKY CHARM 2EP

OGRYN operative only. The operative gains the Lucky Charm ability for the scenario: Once per scenario, when this operative is fighting, retailiating, or a shooting attack is being made against it, you can use the Command Re-roll Tactical Ploy for 0CP.

MEDKIT 1EP

The operative can perform the following action during the scenario:
MEDKIT 1AP

Select one friendly ACOLYTE RETINUE operative within 1" of and Visible to this operative. That operative regains 2D3 lost wounds.

This operative can only perform this action once, and cannot perform this action while within control range of an enemy operative.

OPTIMISED GAIT 1EP

CANID, SERVITOR or TECH-ADEPT ACOLYTE operative only. The operative gains the Optimised Gait ability for the scenario: Each time this operative is climbing or dropping, it can ignore first 2" of vertical distance it travels.

PROVISIONS 1EP

OGRYN operative only. The operative can perform the following action during the scenario:
EAT PROVISIONS 1AP

This operative regains 2D3 lost wounds.

This operative can only perform this action once, and cannot perform this action while within control range of an enemy operative.

REBREATHER 1EP

The operative gains the Rebreather ability for the scenario: You can ignore any or all modifiers to this operative's APL stat and it is not affected by the Stun weapon rule.

ROSARY 2EP

The operative gains the Rosary ability for the scenario: Once per scenario, when normal Dmg is inflcted on this operative, you can ignore that Dmg.

STIMM 1EP

Add 1 to Wounds stat of this operative for the scenario.

UPLIFTING PRIMER 1EP

The operative can perform the following action during the scenario:
UPLIFTING PRIMER 1AP

Until the end of the turning point, while a friendly ACOLYTE RETINUE operative is within 3" of this operative, that friendly operative is uplifted. While an operative is uplifted, each time it fights, retailiates or shoots, in the Roll Attack Dice step of that combat or shooting attack, you can retain one result of 5+ as a critical hit.

VOX-CASTER 2EP

The operative can perform the following action during the scenario:
SIGNAL 1AP

Select one friendly ACOLYTE RETINUE operative within 6” of this operative. Add 1 to its APL.

This operative cannot perform this action while within control range of enemy operatives.

AMMUNITION

Each weapon can be equipped with 1 ammunition type.

DRUM MAGAZINE 1EP

Autogun, Autopistol

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

ENRICHED PROMETHIUM 2EP

Flamer, Hand flamer

Select one eligible weapon the operative is equipped with. That weapon gains the Lethal 5+ weapon rule for the scenario.

HEXAGRAMMATIC BOLTS 1EP

Heavy stakethrower, Stakethrower

Select one eligible weapon the operative is equipped with. That weapon gains the Warded* weapon rule for the scenario.

HOT-SHOT CAPACITOR 1EP

Hot-shot lasgun, Hot-shot laspistol, Hot-shot volleygun, Las-carabine, Lasgun, Laspistol

Select one eligible weapon the operative is equipped with. That weapon gains the Piercing Crits 1 weapon rule for the scenario. If that weapon already has that rule, it gains Piercing 1 weapon rule instead.

INFERNO ROUNDS 1EP

Autogun, Autopistol

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

RAD ROUNDS 1EP

Autogun, Autopistol

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

GRENADES

COMBAT GRENADES 2+EP

The operative is equipped with 2 grenades from the following list (you can select similar item twice). This equipment's cost is equal to the total cost of selected items.

NAME ATK HIT DMG WR EP
Demolition charge 4 4+ 5/6 Range 6", Blast 2", Heavy (Reposition only), Limited, Piercing 1 3
Frag grenade 4 4+ 2/3 Range 6", Blast 2", Limited 1
Incendiary grenade 4 4+ 2/2 Range 6", Blast 2", Blaze, Limited 2
Krak grenade 4 4+ 4/5 Range 6", Limited, Piercing 1 2

TANGLE GRENADE 2EP

This operative can perform the following action once during the scenario:
TANGLE GRENADE 1AP

Select one enemy operative Visible to and within 6" of this operative, then roll one D6, adding 1 to the result if that enemy operative is in this operative's Line of Sight. On a 3+, that enemy operative is Tangled until it performs the Pass action or the battle ends (whichever comes first). A Tangled operative cannot perform any actions other than Pass.

An operative cannot perform this action while within control range of an enemy operative.

UTILITY GRENADES 2EP

The operative is equipped with either 2 smoke grenades, or 2 stun grenades, or 1 smoke grenade and 1 stun grenade. Each grenade equipped allows the operative to perform the respective action once per scenario:
SMOKE GRENADE 1AP

Place one of your Smoke Grenade markers within 6" and visible of this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it. While an operative is wholly within an area of smoke, it's obscured and ignores Piercing weapon rule, unless the operative shooting at it is within 2" of its target.

In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first). Note that group activation counts as one activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.


STUN GRENADE 1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

WEAPON ACCESSORIES

Each weapon can be equipped with 1 accessory.

AUXILIARY GRENADE LAUNCHER 1EP

Autogun, Boltgun, Lasgun or Shotgun

Each time the operative performs a Shoot action, if a Frag grenade or Krak grenade is selected as the ranged weapon, it can be selected to fire through Auxiliary grenade launcher. If it does so, remove Range 6" weapon rule.

Each time the operative performs Smoke Grenade or Stun Grenade action, the nominated location can be any surface within this operative's line of sight.

EXTERMINATOR 1EP

Autogun, Boltgun, Eviscerator, Lasgun or Shotgun

Once per scenario, when this operative makes a shooting attack, it may select the Hand flamer weapon profile for that shooting attack.

FOREGRIP 1EP

Any ranged weapon except having Heavy weapon rule (or its variations) and pistols

Select one eligible weapon the operative is equipped with. Whenever the operative is shooting at target that is within 3" of it, that weapon has the Accurate 1 weapon rule.

INFRA-SIGHT 1EP

Autogun, Boltgun, Hot-shot Lasgun, Las-carabine, Lasgun or Laspistol

Select one eligible weapon the operative is equipped with. This weapon has the Saturate weapon rule.

LAS-PROJECTOR 1EP

Autogun, Hot-shot lasgun, Boltgun, Lasgun

Select one eligible weapon the operative is equipped with. While this operative is Ready, it can interrupt enemy activation as if it were On Guard.

LAS-PROJECTOR 1EP

Autogun, Autopistol, Las Carbine, Lasgun, Laspistol

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

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

TELESCOPIC SIGHT 1EP

Autogun, Lasgun

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

TAKE AIM 2AP
Make a free Shoot action at a target more than 6" from this operative with a +1 Hit stat. You can only select the assigned weapon for this shooting attack.

RARE WARGEAR & EQUIPMENT

Each time an Acolyte earns an item of Rare Equipment, you can choose from which table the item is determined – the Ranged or Melee equipment tables from the Spec Ops Narrative Play rules, or the Acolyte-specific Rare Equipment or Rare Wargear tables below. Your Stash cannot include more than one of each item, except results 1-7 on the Acolyte Rare Wargear list. At any time you may permanently assign an item of Rare Equipment (but not Rare Wargear) to a Follower. It may thereafter be equipped at no EP cost but is lost if that Follower is killed or dismissed.

The number before equipment item name is D12 roll result.

RARE EQUIPMENT

(1) BLESSED MANTLE 1EP

The operative gains the Blessed Mantle ability for the scenario: Each time this operative fights or retailiates, before attack dice are resolved, you can change one of your opponent's critical hits into a normal hit.

(2) CAMELEOLINE CLOAK 1EP

The operative gains the Cameleoline Cloak ability for the scenario: While this Operative has a Conceal order and is in Cover, it is always treated as having a Conceal order regardless of any other rules, and is not Visible to enemy operatives more than 6” away.

(3) DIGITAL WEAPON 2EP

The operative gains the the following weapon for the scenario:

NAME ATK HIT DMG WR
Digital weapon 4 +1 0/0 Range 3", Devastating 2, Lethal 3+, Limited, Seek Light

(4) ICON OF HOLY TERRA 3EP

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

(5) NULL STONE 3EP

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

(6) PSYCHIC HOOD 2EP

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

(7) OCULAR AUGMENT 2EP

The operative gains the Ocular Augment ability for the scenario: Each time this operative shoots, enemy operatives are not Obscured for it, and its weapons gain the Saturate weapon rule.

(8) REFRACTOR FIELD 3EP

The operative gains the Refractor Field ability for the scenario: Each time this operative fights or retailiates, subtract 1 from both Dmg stats of its opponent's weapon (to a minimum of 2).

(9) SERVO-CHERUB 2EP

The operative gains the Servo-Cherub ability for the scenario: This operative can perform mission actions and Pick Up Marker action while within 2" (rather than 1") of objective.

(10) SUSPENSOR HARNESS 2EP

The operative gains the Suspensor Harness ability for the scenario: This operative treats Heavy weapon rule as Heavy (Dash only), and Heavy (Dash only) as Heavy (Reposition only).

(11) TOME OF DENUNCIATION 2EP

The operative gains the Denunciation ability for the scenario: Whenever a friendly ACOLYTE RETINUE operative is shooting against, fighting against or retaliating against an enemy operative within 2" of this operative, add 1 to the Atk stat of that friendly operative's weapons.

(12) TOME OF SANCTIFICATION 2EP

The operative gains the Sanctification ability for the scenario: Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly ACOLYTE RETINUE operative within 2" of this operative, subtract 1 from the Atk stat of that enemy operative's weapons.

RARE WARGEAR

D12 NAME ATK HIT DMG WR WP
1-3 Relic Sidearm Select one item of Basic Wargear worth up to 1WP and permanently apply one Rare Equipment effect at no EP cost. This weapon may be further modified. 1
4-5 Relic Weapon Select one item of Basic Wargear worth up to 2WP and permanently apply one Rare Equipment effect at no EP cost. This weapon may be further modified. 2
6 Master-crafted Weapon Select one item of Basic Wargear worth up to 3WP and permanently apply one Rare Equipment effect at no EP cost. This weapon may be further modified. 3
7 Null-rod 4 - 4/6 Null*, Stun, Warded* 3
8 Sling gun 4 - 3/4 Balanced, Rending 3
9 Arc rifle 4 - 4/5 Piercing 1, Stun 4
10 Archeotech pistol 4 - 4/5 Range 8", Ammo* 3, Lethal 5+, Rending 4
11 Force weapon 4 - 4/6 Letal 5+, Force* 4
12 Combi-weapon Select Boltgun and one of the profiles below on purchase: 5
- Boltgun 4 - 3/4 -
- Combi-flamer 5 +2 3/3 Range 8", Ammo* 3, Saturate, Torrent 2"
- Combi-Grav 4 - 4/5 Range 8", Ammo* 3, Grav*, Piercing 1
- Combi-Melta 4 - 5/3 Range 6", Ammo* 3, Devastating 3, Piercing 2
- Combi-Plasma 4 - 4/5 Range 8", Ammo* 3, Piercing 1

WEAPON RULES

*Ammo: This weapon can be used for X shooting attacks (instead of 6) until it's Depleted. Ammo ∞ means that weapon can never be Depleted, do not track its ammo.

*Barrage: The target of the attack made with this weapon cannot retain Cover saves, unless any part of its base is underneath Vantage terrain.

*Blaze: Each time a friendly operative fights, retailiates or shoots with this weapon, if you retain any critical hits, the target gains one Blaze token. An operative may remove Blaze tokens during its activation at a cost of one AP per token. At the end of each turning point, inflict 1 damage per Blaze token then remove all tokens.

*Dual-Weild: When at least two Melee Weapons or two Pistols are equipped, excluding Gun Butt and Unarmed, weapons of equal or lesser WP value within that pair gain the Relentless weapon rule.

*Field: Only one item with this special rule may be equipped by each operative.

*Force: If the operative using this weapon is PSYKER, this weapon gains Devastating 1 weapon rule. If the target is PSYKER or DAEMON, this weapon gains Devastating 3 weapon rule instead.

*Grav: Each time this operative makes a shooting attack with this weapon, this weapon gains the Lethal special rule equivalent to the target's unmodified Save stat.

*Gun Butt: where an Operative is equipped with a Ranged Weapon, that Operative is also equipped with the Gun Butt Melee Weapon.

*Natural Reload: If this weapon is Depleted for a whole turning point, at start of the turning point after that, in Ready Operatives step, this weapon is Reloaded to its full capacity.

*No Reload: This weapon cannot be Reloaded during the scenario.

*Null: Each time an operative would perform a PSYCHIC action, if it is within 6" of this operative, that action costs 1 additional AP.

*Power: Choose one of the following weapon rules at purchase: Balanced, 1" Devastating 2, Lethal 5+, Rending, Stun.

*Shield: Whenever this operative fights or retailiates, each time it parries, two of its opponent's successful hits are discarded. This operative is unaffected by the Devastating weapon rule with distance specified (e.g. 1" Devastating 2) unless it is the target of the shooting attack. Each time a shooting attack is made against this operative, if the ranged weapon has the Blast or Torrent special rule, you can re-roll one of your defence dice.

*Toxin: If you have resolved any hits when attacking with this weapon, until the end of the scenario treat the target operative as being Injured.

*Unarmed: where an Operative has no Melee Weapons on its datacard and is not equipped with any weapons, it gained the Unarmed Melee Weapon.

*Warded: Each time an operative fights or retailiates with this weapon, if the target is PSYKER or DAEMON, this weapon gains the Lethal 5+ weapon rule. Each time an operative shoots with this weapon, if the target is PSYKER or DAEMON, this weapon gains the Devastating 2 and Lethal 5+ weapon rules.

BASE OF OPERATIONS

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

REQUISITIONS

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

Bionic Augmentations: Remove one Permanent Injury from an Operative. This Operative gains the BIONIC keyword

Rare Equipment: Randomly determine one item from the Rare Equipment table of your choice and add it to your Stash. Each item may only be obtained once per Acolyte; re-roll as necessary.

STRATEGIC ASSETS

EXPANDED ARMOURY

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

INDOCTRINATION SHRINE

Each time you recruit a new Follower, grant them XP equal to the Acolyte's current level and immediately apply any corresponding advancements.

MED-BAY

One Battle Scar test may be re-rolled following each scenario. This is in addition to any other Battle Scar test re-rolls.

REHABILITATION TANK

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

SERVO-DRONE RELAY

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

NAME ATK HIT DMG WR
Drone strike 5 4+ 3/4 Barrage*, Blast 2"

SPY NETWORK

When you draw a card from the Investigation Deck, you may discard your first card and re-draw, but must accept the second card.

TACTICAL UPLINK

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

PLOYS

STRATEGIC PLOYS

ACCUSATION

Select one enemy operative visible to an ACOLYTE operative and roll one D6. That enemy is treated as having a GA characteristic of 1, and cannot be activated or perform actions until one of the following is true.

  • D6 enemy operatives have been activated.
  • It is the last enemy operative to be activated.
Each enemy operative can only be targeted by this ability once per turn.

FORTITUDE

Until the end of the turning point, whenever friendly ACOLYTE RETINUE operatives fight or retailiate, you can re-roll one of your attack dice.

JUSTICE

Until the end of the Turning Point, each time a shooting attack is made against a friendly ACOLYTE RETINUE operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.

PRUDENCE

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

TEMPERANCE

Select the Pick Up Marker action or mission action. Until the end of the Turning Point, each time a friendly ACOLYTE RETINUE operative is activated, it can perform that action for one less AP (to a minimum of 0AP). Note that the selected action still costs its AP, if the operaive is counteracting.

FIREFIGHT PLOYS

ATONEMENT

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

CHARITY

Use this Firefight Ploy at the end of the Firefight phase. Select one friendly ACOLYTE RETINUE operative. It can perform a free Fight action.

FAITH

Use this Firefight Ploy in the Resolve Successful Hits step of a combat or shooting attack, when an attack dice would inflict normal Dmg on a friendly ACOLYTE RETINUE operative. Ignore that damage.

HOPE

Use this Firefight Ploy after a friendly ACOLYTE RETINUE operative shoots. Until the end of the turning point, each time another friendly ACOLYTE RETINUE shoots against the same target, its weapons gain Relentless weapon rule.

REPRIMAND

Use this Firefight Ploy at any point in a friendly ACOLYTE RETINUE operative's activation. Select one enemy operative visible to this operative, then select one unique ability that operative has. Until the end of that enemy operative's next activation, it is treated as not having that unique ability.

SACRIFICE

Use this Tactical Ploy when a friendly ACOLYTE RETINUE operative is the target of a shooting or combat attack. You may immediately swap that operative's position with another friendly ACOLYTE RETINUE operative within 2" who becomes the target of the subsequent attack. The initial operative is not a valid target for any attack for the remainder of the activation.

BLANK CHARACTER SHEET

NAME:                                APL MOVE HIT SAVE WOUNDS
CLASS:                                                        
Weapons:
NAME ATK HIT DMG WR
                                                               
                                                               
                                                               
                                                               
                                                               
                                                               
BATTLE HONOURS:

Primary Specialism:






EQUIPMENT:






ABILITIES:












UNIQUE ACTIONS:












FOLLOWER CAP:     
WARGEAR CAP:     
BATTLE SCARS & INJURIES:






RESTED TALLY:     
KEYWORDS: ACOLYTE RETINUE,