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Acolyte

a Kill Team adventure game for 1-4 players


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

v0.5

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


INTRODUCTION ............................................... 2
RULE CHANGES .......................................... 3
ADDITIONS TO KILL TEAM LITE RULES .... 4
SCENARIO DECKS ........................................... 5
ENEMY BEHAVIOUR ........................................ 5
ENEMY DECISION TREES ........................... 6
ACOLYTE OPERATIVES .................................. 7
ACOLYTE PARTY ......................................... 7
WARGEAR AND EQUIPMENT ..................... 8
INJURY AND DEATH .................................... 9
EXPERIENCE AND LEVELS ...................... 10
STRATEGIC AND TACTICAL PLOYS ........ 11
BATTLE HONOURS .................................... 11
LATENT PSYKERS ..................................... 12
SCENARIO GENERATOR ................................... 13
SCENARIOS .................................................... 13
ACOLYTE PARTY OPERATIVES ............... 14
ENEMY OPERATIVES ................................ 14
ENVIRONMENTAL EFFECTS .................... 15
EVENT DECK .............................................. 16
ADVENTURE PROMPTS ................................ 17
SOMETHING ROTTEN IN THE UNDERHIVE ..... 18
CHAPTER I: RADIO SILENCE ........................ 19
CHAPTER II: DOWN THE DRAIN ................... 23
CHAPTER III: THE TOLLING BELL ................. 27
ADVENTURE REWARDS................................ 30
MINIATURES REQUIRED (SPOILERS) .......... 31
REFERENCE ....................................................... 32
ACOLYTE PARTY DATACARDS .................... 33
AUXILIARY DATACARDS ............................... 35
BASIC WARGEAR LIST .................................. 36
WARGEAR SPECIAL RULES ......................... 38
BASIC EQUIPMENT LIST ............................... 38
RARE EQUIPMENT LIST ................................ 41
CHARACTER SHEET ...................................... 42
REQUISITIONS AND STRATEGIC ASSETS .. 43
STRATEGIC AND TACTICAL PLOYS ............. 44
DESIGN NOTES .................................................. 45

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

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

These rules are primarily intended for use with


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

Adventures can be played as solo or co-


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

YOU WILL NEED

● Kill Team 2021 rules (the free KT: Lite


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

Alternately, willingness and ability to improvise.

2
RULE CHANGES

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

Rule Alteration
All Acolyte players are treated as constituting a single Kill Team for activation purposes.
Unless otherwise specified, the Acolyte team always begins the turn with Initiative. With
Activation Order multiple players, you can roll for priority within the Acolyte Party each turn but may have
more success working co-operatively.
Barricades are not deployed except as specified in the scenario instructions and the
Barricades Scouting alteration below.
Ballistic Skill and Weapon Skill are represented as fixed values for persistent
operatives, with weapon variance transferred to a BS or WS hit modifier (HM) on
BS/WS
weapon profiles. BS and WS can never be modified to better than 2+ or worse than 6+.
Characteristics Some weapons (e.g. Flamers) retain a fixed BS/WS regardless of Operative skill.
Penalties to BS/WS (e.g. from Injury or Overwatch) are applied as additional HMs.
Command Points The CP pool is shared across all players.
Replace the Fusillade special rule with the following:
Each time a friendly operative performs a Shoot action with this weapon, after resolving
Fusillade that shooting attack, you can immediately make another shooting attack against a
different valid target within 2" of the previous target using any dice that were retained
as misses in the previous attack. You may continue making additional shooting attacks
until all dice or targets are exhausted but no target may be selected more than once.
Friendly operatives with a GA characteristic of more than 1 may choose to group-
Group Activation activate regardless of operative type if they are within 3” of each other. Enemy
operatives group activate by type as normal.

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

The scouting phase is not used. One scouting benefit may be purchased during
Scouting scenario deployment for 1CP.
Unless otherwise specified, Acolyte operatives deploy after any Enemy operatives
Set-Up Operatives specified by the scenario instructions.
Tac-Ops Tac-Ops are not used. Primary objectives are specified by each scenario.

3
OVERWATCH & GUARD

Overwatch actions in ACOLYTE are only available via the altered Guard action, detailed below.

All operatives may make the following action in any scenario:

Guard (1AP)
The operative goes on guard (see below). An operative is on guard until its next activation or any of the following
are true:
• It performs a guard attack or any actions (excluding Pass).
• An enemy operative ends an action within Engagement Range of it and it does not make a guard
attack.
• Its order is changed to Conceal.
This action is treated as a Shoot action. An operative cannot perform this action if it has a Conceal order or while
within Engagement Range of an enemy operative.

On Guard
Once during each enemy operative’s activation, after that enemy operative performs an action, you can interrupt
that activation and select one friendly operative on guard to make one of the following guard attacks:
• Perform an Overwatch action.
• Perform a free Fight action.
• Perform point-blank overwatch.
If an operative performs point-blank overwatch, it performs an Overwatch action with the following additional
rules:
• It can perform an Overwatch action while within Engagement Range of an enemy operative, and the
enemy operative within its Engagement Range is the target, regardless of any other rules.
• Until the end of the interrupted enemy operative’s activation, each time that friendly operative fights in
combat, do not select melee weapons or roll attack dice for it during that combat.
These attacks may only be made against the interrupted Operative.
Note that it must be an enemy operative’s normal activation that is interrupted; it cannot be after an enemy
operative performs an action outside of their normal activation e.g. Overwatch. If an enemy operative has its
activation interrupted by a guard attack, would be incapacitated and is subsequently revived during its activation
(e.g. the Medic! ability), its activation immediately ends.

ADDITIONS TO KILL TEAM LITE RULES


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

Rule Addition
Each time an operative fights in combat, for each other friendly operative that supports
them in that combat, improve the Weapon Skill characteristic of melee weapons they
Combat Support are equipped with by 1 for that combat. For a friendly operative to support them, it must
be within Engagement Range of the enemy operative in that combat and not within
Engagement Range of other enemy operatives.

Begin each scenario with two Command Points (CP) and add an additional CP at the
beginning of each turn. CP may be spent on learnt ploys or the universal Command
Command Points Re-Roll ploy: spend one CP to re-roll one attack or defence die. Note: no die can be
re-rolled more than once across all rules.

Terrain may be crossed, climbed or descended at a cost of the full vertical distance
Moving in Terrain travelled.

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

4
SCENARIO DECKS instructions. When activating an enemy
operative, consult the relevant decision tree
table below. Following each Action, return to
A range of events within scenarios are shaped
Step 1 if AP remain. If a specified action is
by random draw from decks of ordinary playing
unavailable, move to the next step. If an
cards. Each scenario will specify the decks
operative is unable to make any further actions,
required and when cards should be drawn.
it will Pass.
Follow the instructions immediately when
drawing each card. If a deck is exhausted,
Some mechanics require specific treatment:
shuffle the cards and start the deck over.

● Movement: Enemies will make Move


actions before Dash actions, unless a Dash
is sufficient to alter Visibility (e.g. clearing a
corner or wall) or establish Line of Sight, or
if they are carrying a weapon with the
Heavy trait. When Charging, enemies will
attempt to move into base contact.
● Hatchways: Enemies will make mid-move
Operate Hatch actions as possible and/or
required.
● Melee: Enemies will always elect to Strike
rather than Parry unless otherwise
specified.
● Orders: Enemies that can Charge or Shoot
from Conceal (e.g. Hidden Horror, Silent)
will have Conceal orders. Other enemies
will always have Engage orders unless
otherwise specified. New spawns are
Ready unless otherwise specified.
● Cover saves: Enemies will always auto-
retain cover saves, unless doing so is
useless (e.g. rolling to save against a single
AP2 critical hit).
● Re-rolls: Where possible, enemies will only
re-roll misses and failed saves rather than
ENEMY BEHAVIOUR seeking critical hits.
● Guard: Any enemy with Guard status will
Most enemies are controlled by the simple take the first opportunity to interrupt,
decision-tree below, which dictates how they subject to the constraints above.
move and fight during a scenario. Some
enemies will have specific behaviour, as Designer’s Note: This is intended to be a
detailed on their datacard or in the scenario. game of narrative fun rather than competitive
precision. If it is unclear which operative should
Within the Enemy team, operatives within be activated or targeted, or precisely how they
charge range activate first, followed by should act, roll a die or pick whichever option
operatives with line of sight, followed by makes for the best story.
enemies with visibility, followed by enemies
without visibility. Within these categories,
activate in descending order of Wounds
remaining.

Each enemy is assigned to a decision tree


based on their weaponry or the scenario

5
ENEMY DECISION TREES

Type Melee Offensive Defensive


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

3 Mission Move (LOS/Range)


4 Shoot Charge Move (Vantage)
5 Move (LOS/Range) Move (Cover)
6 Move (Target) Mission
7 Move (Objective) Guard

Action Test Behaviour


Is there a target within Yes: Make a Charge action directly towards the closest
Charge Charge range? target.
Is the Operative in Yes: Make a Fight action against the target with fewest
Fight Engagement range? wounds remaining.
Are all other options
Guard Yes: Make a Guard action.
exhausted?
Can the operative perform
Mission a Mission Action?
Yes: Make a Mission Action.

Is the Operative in Cover


No: Make a Move/Dash to attain the closest Cover
relative to the closest
Move (Cover) Objective or Acolyte
relative to the closest Objective or Acolyte operative,
unless doing so would result in leaving a Vantage Point.
operative?
Yes: Make a Move/Dash action to establish Range
Is there a target within
Move (LOS/Range) Visibility?
and/or Line of Sight against this target, preferring
Vantage and Cover where available.
Yes: Make a Move/Dash towards the closest Objective
Does the scenario feature not controlled by this team, preferring Cover where
Move (Objective) Objective markers? available, unless doing so would result in loss of control
of an Objective.
Does the scenario feature Yes: Make a Move/Dash action towards the closest
Move (Target) a Target Location? Target Location.
Yes: Make a Move/Dash to attain the closest Vantage
Does the scenario feature
Move (Vantage) a Vantage Point?
Point, preferring Cover relative to the closest Objective
or Acolyte operative.
Is there a target within Yes: Make a Shoot action with targets prioritised by
Shoot Range and Line of Sight? cover then proximity.

6
ACOLYTE OPERATIVES ACOLYTE PARTY

Your Acolyte Party consists of three types of Your starting Acolyte Party consists of the
operatives: Acolytes, Followers and following:
Auxiliaries:
• 1 Acolyte per player.
• You are an Acolyte. Acolytes gain
• 2 Followers per player, chosen from
experience and skills, and may accrue
the following list:
injuries or be killed. If your Acolyte dies
o Canid
your campaign is over.
o Hiver
• Followers are persistent operatives
o Servitor
who may be recruited between
scenarios. Followers gain experience
and learn skills, though at a slower rate Acolytes increase their Follower Capacity as
than Acolytes, and may accrue injuries they level up, allowing the recruitment of
or be killed. Followers may be additional persistent operatives.
dismissed at any time, at which point
they are removed from your roster. Each Acolyte must select one Background
• Auxiliaries are operatives and support from the Acolyte Backgrounds list, gaining the
assets temporarily seconded to the corresponding Primary Battle Honour
cause. Auxiliaries are made available Specialism and Ability. Hiver followers similarly
on a per-scenario basis. select a background from the Hiver list.

Acolyte Backgrounds
Primary
Background Ability
Specialism
Slippery: This operative can perform the Fall Back action for one fewer AP (to
Criminal Scout
a minimum of 1).
Frateris Zealous: Each time this operative would lose a wound, roll one D6: on a 6+,
Combat
Militia that wound is not lost.
Prescient: Once per scenario, when a shooting attack is made against this
Latent
Psyker operative, in the Roll Defence Dice step of that shooting attack, you can re-roll
Psyker
any or all of your defence dice.

Commanding: Each time this operative is activated you can select one other
ready friendly ACOLYTE PARTY operative within 6" of and Visible to it. After
Military Marksman
this operative’s activation ends, activate that operative, and treat its Group
Activation characteristic as 1 for that activation.

Curious: Once per turning point this operative may perform a Mission Action
Tech-Adept Staunch
for one fewer AP, to a minimum of 0 AP.

Hiver Backgrounds
Background Specialism Ability – or choose one Battle Honour from Specialism
Enforcer Staunch I am the Law!: This operative can ignore any modifier to its APL, BS and WS.
Nimble: Each time this operative climbs, drops or traverses, you can ignore
Hive Ganger Scout
the first distance of 2” it travels for that climb, drop or traverse.
Ardent: Each time this operative fights in combat, in the Resolve Successful
Imperial
Combat Hits step of that combat, if you did not retain any critical hits, you can strike
Cultist
with one normal hit as if it were a critical hit.
Planetary Well-drilled: This operative can perform two Shoot actions during its activation
Marksman
Militia if an Autogun or Lasgun is selected for both of those shooting attacks.

7
WARGEAR AND EQUIPMENT Unless otherwise specified, ahead of each
scenario you may always equip your
operatives with items from the Basic
The Inquisition has limitless resources, but they
Equipment List at the EP cost specified, up to
are granted only to those who prove
the EP limit specified. Some scenarios will also
themselves worthy. As Acolytes progress, they
feature scenario-specific equipment choices.
will earn the trust of their Master and with it
Persistent operatives with free wargear
greater access to the resources necessary to
capacity may carry additional equipment
complete their tasks.
beyond this limit, at a cost of 1 WP per 1 EP of
additional equipment.
Each persistent operative has a given Wargear
Capacity, noted on their datacard, and
You may at times gain access to advanced or
increasing as the operative gains in experience.
rare weapons or equipment. Sometimes these
Unless otherwise specified, on recruitment and
may be added to your Stash and freely chosen
ahead of each adventure, you may always
at the WP/EP cost specified ahead of each
equip your operatives with items from the Basic
scenario. At other times they may be assigned
Wargear List at the WP cost specified, up to
permanently to specific operatives, in which
each operative’s Wargear Capacity.
case they have no cost but are lost if that
operative is killed or otherwise released from
service.

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

9
EXPERIENCE AND LEVELS

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

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

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

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

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

10
STRATEGIC AND TACTICAL PLOYS

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

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

BATTLE HONOURS

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

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

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

ACOLYTE
D8 Battle Honour
Cautious: This Operative can perform Guard actions for one fewer AP, to a minimum of
1
0AP.
2 Fervent: Each time this operative makes a Charge action, it can move an additional 1".
Gunfighter: This operative can perform two Shoot actions during its activation if a pistol is
3 selected for both of those shooting attacks. This operative’s pistol weapons cannot benefit
from the Dual-Wield special rule in the same turn that it shoots twice.
Relentless: Each time this operative fights in combat, if it is not within Engagement Range
of an enemy operative, it can make a free move of up to 3" following the same rules as a
4
Charge action, even if it has already performed a Charge action and without preventing its
later use within that activation.
Stealthy: While this operative has a Conceal order, it is always treated as having a
5
Conceal order, regardless of any other rules.
Stubborn: You can ignore any or all modifiers to this operative’s APL and Movement
6
characteristics and it is not affected by the Stun critical hit rule.
Tough: You can re-roll Recovery tests taken for this operative. In addition, each time this
7
operative gains a Battle Scar, you can roll an extra D6 and select which result to use.
Well-Prepared: In the Select Equipment step, this operative can Select one additional EP
8
of Equipment above the scenario limit.

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

11
LATENT PSYKERS

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

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

MANIFEST PSYCHIC POWER (1AP)

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

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

PSYKER

D6 Psychic Power

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

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

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

3 Weapon A HM D Special Rules !

◎ Explosive Decompression 4 - 4/5 AP1 -

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

4 Weapon A HM D Special Rules !

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

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

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

12
Scenario Generator
To generate a standalone ACOLYTE scenario, select or randomly determine from the tables below.

Acolyte
SCENARIOS Role
Special Rules

Octarius 2.1: Eliminate Target Defender Priority Target: Commander; Target Location: Target Zone
Octarius 2.2: Saboteurs Attacker Target Location: Vital Installation
Attacker starts with initiative; Disregard Concealed Setup rules;
Octarius 3.1: Ambush Defender Priority Target: closest Acolyte Team operative to Escape board
edge
Enemies will make a Reload action only when a Shoot or Guard
Octarius 3.2: Evac Inbound Either
action is prompted
Chalnath 1.1: Secure the Relics Defender Priority Target: objective carriers
Chalnath 1.2: Defend the Position Defender
Chalnath 1.3: Escort Defender Priority Target: objective carrier
Chalnath 2.1: Retrieve Information Attacker
Priority Target: Exemplar; Target Location: Central Objective
Chalnath 3.3: Exemplar Either (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 3.2: Reactivate Defence
Defender
Grid
Nachmund 3.3: Destroy the
Attacker Target Location: Power Relay Substation
Substation
Target Location (operatives with >6” range): Antenna Vantage
Moroch 1.1: Plunder Attacker
Point, if not occupied by friendly operative
Moroch 1.3: Compound Assault Either
Sentries; Priority Target: closest Acolyte Party operative to
Moroch 3.2: Infiltrate Landing Pad Attacker
Landing Pad
Moroch 3.3: Stealth Offensive Attacker Sentries
Priority Target: closest Acolyte Team operative to Breakout board
Into the Dark 2.3: Maze Breakout Attacker
edge.
Into the Dark 3.3: Contact Lost Attacker Priority Target: objective carrier
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

Designer’s Note: The enemy behaviour AI is primitive but able to play scenarios with no greater complexity than
fixed objectives and Mission Actions relating to these. The simpler the objective, the better it will play – and the
simplest objective of all is trying to kill an Acolyte Party. The missions suggested here are a subset representing
asymmetric, narratively-interesting scenarios with objectives the enemy can pursue effectively.

13
SCENARIO SPECIAL RULES
Scouting & Initiative: Select and resolve one Operative DV
Scouting option. Roll for initiative every turn.
Acolyte 2
Priority Target: Where a priority target is
Follower 1
designated, enemies will make Charge, Fight
and Shoot actions against that target in Auxiliary: Planetary Militia, armed
preference to others regardless of cover and with one of the following options:
distance. • Autogun, Gun Butt. 1
• Shotgun, Gun Butt.
Sentries: Roll a D6 for each Sentry move: • Autopistol, Combat Blade
• 1-2: Move sentry directly towards the Auxiliary: Planetary Militia, armed
nearest Acolyte Party operative. with a Gun Butt and one of the
• 3: Move in a random direction. following options:
• 4: Pass. • Boltgun 2
• 5-6: Sentry movement controlled by • Flamer
Acolyte player. • Grenade Launcher
• Heavy Stubber
Infiltration: Deploy detection tokens on
Each ten levels of Progression
randomly determined objectives. Move tokens 1
across Acolyte Party
directly towards the nearest Acolyte Party
operative.
Hatchway Jammers: Randomly determine the WARGEAR & EQUIPMENT
jammed hatchways during deployment, or
Each player may equip their Acolyte and
construct a deck to determine jammed status
Followers from the Basic Wargear List and
on first opening attempt.
their Stash up to each operative’s Wargear
Capacity, and may equip their Acolyte,
Followers and Auxiliaries from the Basic
DIFFICULTY MULTIPLIER
Equipment List and their Stash to a total EP
Select a Difficulty Multiplier to increase or equivalent to the number of operatives fielded
decrease the challenge. This will alter the by that player.
opposing forces and the experience gained.
Easy: 1x; Normal: 1.5x; Hard: 2x.
ENEMY OPERATIVES
Select the opposing force and its constituent
ACOLYTE PARTY OPERATIVES operatives from the tables in the Bestiary, to a
Select your party from the following operatives DV equivalent to your Acolyte Party DV
and tally up your Deployment Value (DV). multiplied by your Difficulty Multiplier.

Designer’s Note: Kill Team functions best with


between 6 and 14 operatives per side, and the MISSION EXPERIENCE
scenarios above are balanced accordingly. A
Acolytes gain experience for the following
Deployment Value of 10-20 is appropriate.
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.

14
ENVIRONMENTAL EFFECTS

D66 Result
11-46 No special rules.
51-55 Low Light: Apply a -1 hit modifier to all shooting attacks at a range greater than 6”
56 Acid Rain: Reduce all operatives DF characteristic by 1 for the duration of the scenario.
Pitch Black:
• During each Turning Point, the first time each operative makes a shooting attack, it gains a
61 Light token until the end of the Turning Point.
• For an operative to be Visible, it must have a Light token or be within 6” of the active
operative.
Sandstorm:
• After setting up the scenario, randomly determine one board edge to be the sandstorm
board edge.
• Each time an operative fights in combat or makes a shooting attack, unless it is in shelter,
it is treated as being injured for that combat or shooting attack, regardless of any rules that
say it cannot be injured.
• Each time an operative performs an action in which it moves, unless it starts that move
62 within shelter, it is treated as being injured for that move, regardless of any rules that say it
cannot be injured.
• To determine if an operative is in shelter, draw imaginary perpendicular lines 1 mm wide
from the sandstorm board edge to the operative’s base. If the operative is within 1" of a
point at which one or more of those lines crosses a terrain feature that provides Cover, it is
within shelter. Note that an operative on a Vantage Point cannot use the floor of a Vantage
Point as Cover.
• Where enemies would prefer cover, treat them as preferring shelter instead.
Subsidence:
• Each time an operative performs an action in which it moves during its activation, if it does
63 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.
Thin Atmosphere:
• Operatives cannot perform Dash actions.
64 • Operatives cannot move more than their Movement characteristic for Charge actions.
• Subtract 2” from the Rng of ranged weapons that have both the Rng X and Torrent X
special rules e.g. Rng 6” becomes Rng 4”.
Unstable Structure:
• Subtract 1” from the Movement characteristic of operatives.
• In the Ready Operatives step of the second Turning Point, roll one D6: on a 1-4, repeat
65 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.
Local Wildlife:
• Select one Xenos threat from the following list: Ambull and D6 Borewyrms; Catachan Devil
66 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.

15
EVENT DECK

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

Card Event Description

The friendly operative with the fewest wounds remaining is


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

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

One friendly operative may immediately make a free Fight or Shoot


3♠ Opportunistic Strike action.

Randomly determine 1DV of additional enemies to deploy on a


4♠ Enemy Reinforcements random board edge midpoint or corner.

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

Randomly determine 2DV of additional enemies to deploy on a


6♠ Enemy Reinforcements random board edge midpoint or corner.

One major terrain piece or board section, determined randomly,


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

Randomly determine 3DV of additional enemies to deploy on a


8♠ Enemy Reinforcements random board edge midpoint or corner.

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

The friendly operative with the fewest wounds remaining is overcome


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

16
ADVENTURE PROMPTS
Complete the suggested chain of sequential scenarios to earn an additional reward.

Adventure Narrative Scenarios Reward


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

Your Master has obtained 1. Stealth Offensive (A)


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

Desirable information has


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

Your Master has identified an


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

17
Something Rotten
in the Underhive
an Acolyte adventure for new characters

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

OPERATIVES

One Acolyte per player.

Players Operatives Equipment

1 Five additional operatives 6 EP

2 Two additional operatives per player 3 EP per player

3 One additional operative per player 2 EP per player

4 One Drone Strike tactical asset 2 EP per player

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

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

Tactical Asset – Drone Strike


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

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

19
he hab block appears deserted. As your servo-drone circles overhead a
figure looms suddenly out of the darkness, ignoring the militia’s challenge.
Further figures rise from the rubble, and you draw your weapons.

Example Board

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

20
Operatives may perform the following mission
action:

INVESTIGATE (1AP)

An operative can perform this action while


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

ENDING THE SCENARIO

Operatives may voluntarily leave the field of


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

Acolytes gain experience points for the


following collective achievements:

● +1XP for each enemy killed.


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

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


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

21
CLUE DECK
Card Clue Description

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

The operative finds a mutilated corpse. As they lean in to inspect it, the
2♦ Zombie corpse stirs. Place a Zombie in base contact with the operative; it will not
activate until next turn.

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


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

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

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


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

The operative finds a mutilated corpse. As they lean in to inspect it, the
corpse lunges for their throat. Place a Zombie in base contact with the
6♦ Zombie operative. The Zombie immediately makes a fight action but will not
otherwise activate until next turn.

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

EVENT DECK
Card Clue Description

The friendly operative with the fewest wounds remaining is emboldened


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

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

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

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

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

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


6♠ Zombies board edges.

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


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

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

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

The friendly operative with the fewest wounds remaining is overcome


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

22
Chapter II: Down the Drain

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

OPERATIVES

One Acolyte per player.

Players Operatives Equipment

1 Three additional operatives 4 EP

2 One additional operative per player 2 EP per player

3 No additional operatives 3 EP per player

4 No additional operatives 2 EP per player

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

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

Each player may equip their Acolyte, Followers and Auxiliaries from the Basic Equipment List and
their Stash up to the EP limit specified above.

23
he sewer stinks. As you pick your way along narrow ledges snaking above
torrents of effluent, you hear the now-familiar shuffle of zombies, as well
as other, still-human sounds.

Example Board

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

24
The sewer is blocked at various points by fixed Acolytes gain experience points for the
grates. Enemies may move under these freely following collective achievements:
by submerging themselves in the effluent.
• +1XP for each enemy killed.
Acolyte operatives may perform the following • +3XP for each room card drawn.
mission action: • +10XP if the downward passage is
discovered.
FORCE GRATE (1AP)
If a Follower located the downward passage,
An operative can perform this action while they gain an additional +1XP.
within 1” of a sewer grate. Open the grate
and if an objective is revealed, flip the
objective marker and draw a card from the
Objective deck.

An operative can perform this action during


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

Acolyte operatives gain the following ability:

BREACH AND CLEAR

When an operative performs the Force


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

After this operative’s activation ends,


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

ENDING THE SCENARIO

Operatives may voluntarily leave the field of


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

25
OBJECTIVE DECK
Card Clue Description

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


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

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

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

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

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

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


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

EVENT DECK
Card Clue Description

The friendly operative with the fewest wounds remaining is emboldened


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

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

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

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

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


5♠ Zombies operative visibility.

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


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

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

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


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

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

The friendly operative with the fewest wounds remaining is overcome


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

26
Chapter III: The Tolling Bell
ith the cult centre located you must act quickly. The local militia are
engaged in a frontal assault. Your Master orders you to accompany them
to ensure the cult is extinguished.

OPERATIVES

One Acolyte per player.

Players Operatives Equipment

1 Seven additional operatives 8 EP

2 Three additional operatives per player 4 EP per player

3 Two additional operatives per player 2 EP per player

4 One additional operative per player 2 EP per player

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

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

Each player may equip their Acolyte, Followers and Auxiliaries from the Basic Equipment List and
their Stash up to the EP limit specified above.

27
s you burst into the chamber a hooded figure strikes a foul note from a
huge rusting bell and cultists scramble to defend their leader. You dive for
cover as gunfire barks and the bell tolls ever louder.

Example Board

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

Place the Cult Leader with a conceal order


behind the altar. Place the Cultist Gunner with
Heavy Stubber on the vantage point. Place the
Cultist Icon Bearer and 4 Cultist Fighters

28
Until the Ritual is complete, the Cult Leader has Place one Plagueridden where the Cult Leader
the following special rules: was standing. Remove the A♠ card from the
Ritual deck.
• This operative will remain in cover with
a Conceal order behind the Altar. ENDING THE SCENARIO
• This operative may make the following
action: Operatives may voluntarily leave the field of
battle via the deployment edge. If so, they take
no further part in the scenario. The scenario
BLIND FIRE (1AP)
ends when all Acolyte Party operatives are
Make a Shoot attack with unlimited range and incapacitated or have left the field of battle, or
the following hit modifiers: the cult leader and all daemons have been
• Beyond 6”, -2 incapacitated.
• Without LOS, -1
This action can be performed with a Conceal Acolytes gain experience points for the
order.
following collective achievements:
• +1 XP per enemy killed.
If the Cult Leader is killed before the Ritual is • +10 XP if the ritual is averted.
completed, read the following passage: • +5 XP per daemon killed.

s the Cult Leader is struck Grant an additional 1XP to each follower who
down he explodes in a burst averted the ritual or killed a daemon.

of putrescent ichor. In his


place is a foul being of rotting flesh,
with an expression on his daemonic
visage that somehow conveys deep
disappointment.

29
RITUAL DECK
Card Clue Description

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


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

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

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


chambers.

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


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

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

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

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

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


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

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

If all daemons were killed, each surviving Acolyte receives the following rewards:
• Several militiamen saw a little too much, and yet served with a distinction that leaves your
Master loathe to squander their talents. Grant an additional +5XP to one current or future
Planetary Militia follower.
• Your Master grants you increased access to the Inquisition’s resources. Choose one
Requisition from the Acolyte Requisitions list.

30
MINIATURES REQUIRED (SPOILERS)

Chapter I: Radio Silence

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

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

Chapter II: Down the Drain

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

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

Chapter III: The Tolling Bell

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

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

31
Reference
Acolyte party operatives and equipment

32
ACOLYTE PARTY DATACARDS
ACOLYTE

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

ABILITIES UNIQUE ACTIONS

SEE BACKGROUND -

Specialisms: SEE BACKGROUND Wargear Capacity: 4

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

FOLLOWERS

Canid M APL GA BS WS DF SV W

Bred – or engineered – for aggression and loyalty,


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

Weapons A HM D Special Rules !

⚔ Vicious Bite 4 - 3/4 - -

ABILITIES UNIQUE ACTIONS

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

Specialisms: COMBAT, SCOUT Wargear Capacity: 0

Keywords: ACOLYTE PARTY, FOLLOWER, CANID

33
Servitor M APL GA BS WS DF SV W
Mindless drones of flesh and metal, servitors are
engineered to carry out simple, manual tasks, and
occasionally equipped with weapons.
5” 2 1 5+ 5+ 3 4+ 8

ABILITIES UNIQUE ACTIONS

Mindless: This operative cannot be injured and -


ignores all negative modifiers to its APL.

Specialisms: STAUNCH Wargear Capacity: 2

Keywords: ACOLYTE PARTY, FOLLOWER, SERVITOR

Hiver M APL GA BS WS DF SV W
Most hivers live out their lives never seeing sun or
sky. Given the horrors that lie beyond, they are
perhaps the lucky ones. 6” 2 1 5+ 5+ 3 6+ 7

ABILITIES UNIQUE ACTIONS

SEE BACKGROUND -

Specialisms: SEE BACKGROUND Wargear Capacity: 3

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

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AUXILIARY DATACARDS

Planetary Militia M APL GA DF SV W

Local militia keep the Emperor’s peace across a


million human worlds, and are easily commandeered 6” 2 1 3 5+ 7
by anyone carrying Inquisitorial authority.

Weapon A BS/WS D Special Rules !

◎ Autogun 4 4+ 2/3

◎ Boltgun 4 4+ 3/4 - -

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

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

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

◎ Shotgun 4 3+ 3/3 Rng 6”

◎ Autopistol 4 4+ 2/3 Rng 6”

⚔ Combat Blade 4 4+ 3/4

⚔ Gun Butt 3 5+ 2/3

ABILITIES UNIQUE ACTIONS

- -

Keywords: ACOLYTE PARTY, AUXILIARY, MILITIA

35
BASIC WARGEAR LIST
ARMOUR

Armour Special Rules WP

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

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

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

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

MELEE WEAPONS

Weapon A HM D Special Rules ! WP

⚔ Chainsword 4 - 4/5 Ceaseless - 2

⚔ Combat Blade 4 - 3/4 - - 1

⚔ Gun Butt 3 - 2/3 - - -

⚔ Power Axe 4 - 4/6 - Reap 2 3

⚔ Power Fist 4 -1 5/7 Brutal - 3

⚔ Power Maul 4 - 4/6 - Stun 3

⚔ Power Pick 4 - 4/6 - Rending 3

⚔ Power Sword 4 - 4/6 Lethal 5+ - 3

⚔ Shock Baton 4 - 3/3 - Stun 1

⚔ Unarmed 3 - 1/2 - - -

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

PISTOLS

Weapon A HM D Special Rules ! WP

◎ Autopistol 4 - 2/3 Rng 6” - 1

◎ Bolt Pistol 4 - 3/4 Rng 6” - 2

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

◎ Laspistol 4 - 2/3 Rng 6” - 1

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

- Standard 4 - 5/6 Rng 6”, AP1 - -

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

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

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RANGED WEAPONS

Weapon A HM D Special Rules ! WP

◎ Autogun 4 - 2/3 - - 2

◎ Boltgun 4 - 3/4 - - 3

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

- Boltgun 4 - 3/4 - -

Select one of the following profiles on Weapon purchase:

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

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

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

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

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

- Frag 4 - 2/4 Blast 2” - -

- Krak 4 - 4/5 AP1 - -

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

◎ Lasgun 4 - 2/3 - - 2

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

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

- Snap-shot 4 - 2/3 AP1 -

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

◎ Meltagun 4 - 6/3 Rng 6”, AP2 MW4 5

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

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

- Standard 4 - 5/6 AP1 - -

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

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

- Close Range 4 +1 3/3 Rng 6” -

- Long Range 4 -1 1/2 - -

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

All Rifles have the Gun Butt special rule.

37
WARGEAR SPECIAL RULES
*Dual-Wield: Melee Weapons and Pistols gain the Relentless special rule when a second weapon
with the same profile is equipped. Gun Butt and Unarmed weapon profiles are not eligible for this rule.
*Gun Butt: where an Operative is equipped with a Ranged Weapon, that Operative is also equipped
with the Gun Butt Melee Weapon.
*Shield: Each time this operative fights in combat, in the Resolve Successful Hits step of that combat,
each time it parries, two of its opponent’s successful hits are discarded. Each time a shooting attack is
made against this operative, if the ranged weapon has the Blast, Splash or Torrent special rule, in the
Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
*Toxin: For the remainder of the scenario treat the target operative as being Injured.
*Unarmed: where an Operative has no Melee Weapons on its datacard and is not equipped with any
weapons, it gained the Unarmed Melee Weapon.

BASIC EQUIPMENT LIST

EQUIPMENT
AUSPEX 2EP
The operative can perform the following action during the scenario:
AUSPEX SCAN [1AP]: Select one enemy operative Visible to or within 6” of this operative. Until the end of
the Turning Point:
• That enemy operative is not Obscured.
• Defence dice cannot be automatically retained as a result of Cover for that enemy operative.
This operative cannot perform this action while within Engagement Range of an enemy operative.
CLIMBING EQUIPMENT 1EP
The operative gains the Climbing Equipment ability for the scenario:
• Each time this operative ascends or descends a terrain feature while climbing, the first vertical
distance of up to 6” it travels are counted as 2” for that climb.
• This operative does not need to be within 1” of a physical and climbable part of a terrain feature in
order to climb it.
• Each time this operative drops, the intended location can be any vertical distance from the level it
occupies.
• Each time this operative drops, it counts any vertical distance it travels as half for that drop.

EXPLOSIVE HARNESS 1EP

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

Weapon A BS/WS D Special Rules !

◎ Explosive Harness 4 3+ 5/6 AP1 P2

FRENZON COLLAR 1EP

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

MEDIKIT 1EP

38
The operative can perform the following action during the scenario:
Medikit [1AP]: Select one friendly ACOLYTE PARTY operative within 1” of and Visible to this operative. That
operative regains 2D3 lost wounds. This operative can only perform this action once, and cannot perform this
action while within Engagement Range of an enemy operative.

OPTIMISED GAIT 1EP

CANID, SERVITOR or TECH-ADEPT ACOYTE operative only. The operative gains the Optimised Gait ability
for the scenario: Each time this operative is activated, it can ignore the first distance of 2” it travels for a climb,
drop or traverse during that activation.

REBREATHER 1EP

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

ROSARY 2EP

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

VOX-CASTER 2EP

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

GRENADES

DEMOLITION CHARGE 3EP

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

Weapon A BS/WS D Special Rules !


Rng 6”, Limited, Blast 2”, AP1, Indirect,
◎ Demolition charge 4 3+ 5/6 -
Unwieldy
FRAG GRENADE 1EP

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

Weapon A BS/WS D Special Rules !

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

KRAK GRENADE 2EP


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

Weapon A BS/WS D Special Rules !

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

SMOKE GRENADE 1EP

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

STUN GRENADE 1EP

39
The operative can perform the following action during the scenario:
STUN GRENADE [1AP]: Select one point on the board within 6" of this operative. Roll one D6 for each
operative within 2" of that point, subtracting 1 from the result if that operative is not Visible to this operative. On
a 3+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot
perform this action while within Engagement Range of an enemy operative.

WEAPON ATTACHMENTS

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

AUXILIARY GRENADE LAUNCHERABLS 1EP


Each time the operative performs a Shoot action, if a grenade is selected as the ranged weapon, an auxiliary
grenade launcher can also be selected. If it is, for that action’s shooting attack(s), grenades are treated as not
having the Rng 6” and Indirect special rules. Demolition Charges are not eligible for use with this equipment.
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.

DRUM MAGAZINEAPS 1EP

Select one eligible weapon the operative is equipped with. That weapon gains the Ceaseless special rule for
the scenario.
HOTSHOT PACKLP 1EP

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

LAS-PROJECTORABLP 1EP
Select one eligible weapon this operative is equipped with. Each time this operative performs an Overwatch
action with that weapon, for that action’s shooting attack, do not worsen the operative’s Ballistic Skill
characteristic as a result of performing an Overwatch action.
RECOIL COMPENSATORALP 1EP
Select one eligible weapon the operative is equipped with. The operative can perform the following action with
that weapon during the scenario:
RUN AND GUN [1AP]: Mak a free Dash action and a free Shoot action with a -1 Hit Modifer with this
operative in any order. You can only select the assigned weapon for this shooting attack.
TELESCOPIC SIGHTAL 1EP
Select one eligible weapon the operative is equipped with. The operative can perform the following action with
that weapon during the scenario:
TAKE AIM [2AP]: Make a free Shoot action with a +1 Hit Modifier at a range greater than 6”. You can only
select the assigned weapon for this shooting attack. This operative cannot perform this action if it is within 3"
of an enemy operative.

40
RARE EQUIPMENT LIST
Each time an Acolyte Party earns an item of Rare Equipment, you can choose from which table the
item is determined – the Ranged or Melee equipment tables from the Spec Ops Narrative Play rules,
or the Acolyte specific table below. Roll one D6 to randomly determine the rare equipment (re-rolling if
it isn’t suitable). Your stash cannot include more than one of each item (if a duplicate result is rolled, roll
again until a different result is rolled).

D6 RESULT

BLESSED MANTLE 2EP

1 The operative gains the Blessed Mantle ability for the scenario: Each time this operative
fights in combat, in the Resolve Successful Hits step of that combat, you can change one of
your opponent’s critical hits into a normal hit.
CAMELEOLINE CLOAK 3EP
2
The operative gains the Cameleoline Cloak ability for the scenario: While this Operative
has a Conceal order and is in Cover, it is not Visible to enemy operatives.
HOLY ICON 3EP
3
The operative gains the Holy Icon ability for the scenario: While this operative is visible to
them, friendly ACOLYTE PARTY operatives cannot be injured.
PSYCHIC HOOD* 2EP
4 The operative gains the Psychic Hood ability for the scenario: The first time each scenario
this Operative fails a Manifest Psychic Power roll, ignore any Mortal Wounds suffered.
OCULAR AUGMENT 2EP

5 The operative gains the Ocular Augment ability for the scenario: Each time this operative
makes a shooting attack, in the Select Valid Target step of that shooting attack, enemy
operatives are not Obscured.
SERVO-SKULL 2EP

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

*You may re-roll this result if no operatives have the PSYKER keyword.

41
CHARACTER SHEET

NAME:
Level: XP:

CLASS:
M APL GA BS WS DF SV W

Weapon A HM D Special Rules !

BATTLE HONOURS: EQUIPMENT:

ABILITIES UNIQUE ACTIONS

. -

Keywords:

Primary Specialism: Wargear Capacity:

Battle Scars & Injuries: Rested Tally:

42
REQUISITIONS AND STRATEGIC ASSETS
Acolytes may earn access to increased Inquisition resources in the form of Requisitions. When you
are granted a Requisition choose one option from the list below.

REQUISITIONS

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

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

STRATEGIC ASSETS
Expanded Armoury
You may select 50% more EP of equipment, rounding up, than is specified in the scenario details.
Indoctrination Shrine
Each time you recruit a new Follower, grant them XP equal to the Acolyte's current level and
immediately apply any corresponding advancements.
Med-Bay
One Battle Scar test may be re-rolled following each scenario. This is in addition to any other Battle
Scar test re-rolls.
Rehabilitation Tank
Each time you take a Recovery test, you can re-roll unmodified results of 1.
Servo-Drone Relay
Once per scenario, when you would activate a Ready friendly operative, you can activate the
following tactical asset instead:

Tactical Asset – Drone Strike

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

Weapon A BS D Special Rules !


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

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

43
STRATEGIC AND TACTICAL PLOYS

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

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

TEMPERANCE 1CP

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

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

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

44
Design Notes
Why ACOLYTE? campaign, with enemies and events controlled
by the GM. Finally, the ‘Secret War’ and the
Like many, I returned to wargaming as an adult machinations of individual Inquisitors raise the
after long period out of the game. Three things possibility of Acolyte Parties at cross-purposes
drew me back to the hobby: co-operative coming into conflict with one another – any
narrative wargaming, the 2021 Warhammer standard Kill Team mission can work in this
40,000: Kill Team ruleset, and the people I play respect.
with. This game is an attempt to combine these
inspirations and demonstrate how a solo/co- Scenario Design
operative adventure game can work on the Kill
Team 2021 ruleset. The scenarios in the starter adventure,
Something Rotten…, are simple articulations
Why Kill Team? intended to test the core mechanics of decision-
tree and random-draw across three differing
Kill Team offers a well-balanced and relatively- contexts: objective play against the clock, a
succinct skirmish ruleset appropriate for games linear dungeon-crawl and a set-piece battle with
of this scale, with modern features like a surprise or two. The randomness inherent in
alternating activation and reciprocal melee the design means every game will play
which prompt more nuanced decision-making, differently but does have implications for
and provides an extant selection of characters difficulty. Some games will see you swamped,
and equipment native to the setting. while others in others you may find things easy.
This is your game, so embrace the variance or
All units having multiple wounds and attacks is adjust as you see fit.
apt for a character-driven narrative game,
increasing granularity between characters and The possibilities are very broad, and I hope
levels and lessening the arbitrariness inherent others are as interested as I am in seeing how
in both classic Warhammer combat mechanics far these rules can be stretched. The only
and D20-based systems. While the line-of-sight fundamental constraints are board size and
system is the most challenging element of the head-count. Kill Team works best with board
ruleset, it also offers intriguing possibilities for edges of around 24-36” due to character
terrain-oriented and stealth-based play. movement distances, the short range of pistols,
unlimited range of other weapons and the
Modes of Play lethality of melee. As a function of this scale,
and the need to track status and wounds, teams
ACOLYTE can be played in multiple ways. of 5-15 per side are appropriate.
These rules are primarily intended for use with
pre-written adventures, offering narrative So, what’s next?
objectives and party progression for solo or co-
operative play across multiple scenarios. They More followers, more enemies and more
can also be used in one-off scenarios based on adventures to thrust upon your Acolyte. In the
a range of existing Kill Team missions, and the meantime, I hope you enjoy the game.
Scenario Generator included here provides
such a framework.

These rules can also function as a set of


suggested modifications for using Kill team as
a combat system within a traditional GM-driven

45
DESIGN, TEXT & MAPS
Discord: fodzilla#7520
Instagram: @f_dzilla
Reddit: u/f_dzilla

ILLUSTRATIONS:
Midjourney, licenced under CC BY 4.0

Everything GW remains the property of GW, etc.

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