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ASHES OF FAITH
KILL TEAM: ASHES OF FAITH
In the 41 st Millennium, war rages not only in the light of alien suns, but also
in the shadows. There are battles of Agents and insurrectionists, of faith and
heresy. Even the holy word of the God-Emperor does not reach the darkest
corners, or is drowned out by the promises of vile demagogues and their devoted
Cults. If the Imperium is to defeat these forces, it must have warriors willing and
able to pierce the darkness and defeat the malevolent denizens there.

h
1

CONTENTS
Introduction .3 Pistolier Agent 42 Chaos Cult Spec Ops Rules 63
Sister of Silence Prosecutor.... 44 Battle Honours .63
THE SECRET WAR .4 Sister of Silence Vigilator 44 Rare Equipment .64
The Inquisition ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ 7 Sister of Silence Witchseeker 45 Strategic Assets .65
Agents of the Inquisition .7 Tempestus Scion Comms 46 Requisitions .66
By the Authority of the Emperor. 10 Tempestus Scion Gunner 46 Spec Ops .66
Showcase.................................. 12 Tempestus Scion Medic 47
Names and Demeanours........... 16 Tempestus Scion Trooper 47 DATASLATES AND DATACARDS 68
The Chaos Cults ... ■■■■■■a 1 8 Equipment 48 Inquisitorial Agents Matched Roster. 68
The Hidden Canker................... 18 Inquisitorial Agent Chaos Cult Matched Roster 69
Cults Varies and Myriad 22 Spec Ops Rules ............ 49 Inquisitorial Agents Dataslate 70
Showcase.................................. 24 Battle Honours 49 Chaos Cult Dataslate............. 71
Names and Demeanours........... 26 Rare Equipment 50 Inquisitorial Agents Datacard. 72
Strategic Assets 51 Chaos Cult Datacard............. 72
THE RULES 30 Requisitions 52
Inquisitorial Agent Kill Team 32 Spec Ops 52
Ancillary Support 33 Chaos Cult Kill Team 54
Tac Ops 35 Tac Ops 55
Ability 35 Abilities 56
Strategic Ploys 36 Strategic Ploys 57
Tactical Ploys 36 Tactical Ploys 57
Datacards 37 Datacards 58
Interrogator Agent 37 Cult Demagogue 58
Tome-skull 37 Blessed Blade 58
Autosavant Agent 38 Iconarch 59
Questkeeper Agent 38 Mindwitch 59
Death World Veteran Agent 39 Chaos Devotee 60
Enlightener Agent 39 Chaos Mutant 60
Gun Servitor 40 Chaos Torment 61
Hexorcist Agent 40 Equipment 62
Mystic Agent 41
Penal Legionnaire Agent 42

PRODUCED BY THE WARHAMMER STUDIO


With thanks to First Claw for their additional playtesting services.
Kill Team: Ashes of Faith © Copyright Games Workshop Limited 2023. Kill Team: Ashes of Faith, GW, Games Workshop, Space Marine, 40K, Warhammer, Warhammer 40,000, the Aquila' Double­
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INTRODUCTION
Welcome to Kill Team: Ashes of Faith. The tome you have risked damnation to open is replete with tales of the shadow wars
fought between selfish and mutated cells of Chaos Cultists, the cursed Demagogues who lead them and the Agents of the
Inquisition who hunt them down. These wars are fought not only for material gain, but for the soul of Humanity itself.

Many times in its past have the Spread thinly throughout the Imperium, you develop their unique quirks and
Imperium's worlds been threatened the Inquisition is as determined as background. These tools give you a
with system-wide insurrections, Heretic it is ruthless, and its investigators fantastic way to begin your kill team's
Astartes fleets and legions of daemonic leave no stone unturned in their story and develop its character. You
abominations that threaten entire hunt for heretics. The spread of can even choose to let these narrative
sub-sectors. Since the opening of the corrupting Chaos worship is a canker elements affect your games as you
Great Rift the threat of Chaos has raised in the Imperium, and the Inquisition's consider how your operatives might
its many heads more frequently, and hidden adepts ever fight against this deal with the tactical situation in any
vast Imperial armies must be brought growing evil. given mission.
to bear to withstand its rampages. Yet
Chaos is insidious, worming its way Kill Team: Ashes of Faith thrusts you Throughout this book, you can pore over
into the cracks of Mankind's faith in into the midst of this war and its stunning photographs of beautifully
countless surreptitious ways. countless hidden battlefronts. This painted miniatures, depicting the
book includes faction army lists for two cramped, squalid and hidden confines
For every massed uprising or hellish brand new kill teams: the exceptional in which the Inquisition's secret war
invasion, there are a hundred hidden Inquisitorial Agents and the mutated against Chaos takes place. You will see
plots. Scheming covens of Cultists worshippers of the Chaos Cults. the highly detailed and characterful
worship the dread Chaos Gods. Lusting Alongside datacards you will find ploys, Inquisitorial Agents and the ragged
after power, terrible boons or merely equipment, Tac Ops and abilities, plus and deformed followers that make
liberation from want, they enact insane unique traits and upgrades to equip up Chaos Cults in all their glory. To
rites to draw the abhorrent gifts of these kill teams for narrative Spec inspire the look and story of your own
the Dark Powers into their mortal Ops campaigns. collections, action-packed illustrations
forms. Foremost amongst those who depict the fanatical zealots that make
investigate these subversive creeds are Also included are tables to help you up both of these factions amidst the
the specialised Agents of a shadowy generate names for your operatives seedy underbelly of the supposedly
organisation: the Inquisition. and kill teams, as well as to help civilised Imperium.
THE SECRET WAR
True understanding of the malefic power within the warp is beyond any mortal race. Yet the fragments of lore that
individuals have tentatively collated show its infinite forms to be corruptive, corrosive and relentlessly fixed on tormenting
and enslaving the races of the galaxy. Such insights are why knowledge of Chaos is forbidden to most of Mankind.

4 To know of the dread power that dwells within the empyrean Bone had spread. Dorlen dispatched dozens of Agents to
and of the sentiences that swim there - which Humanity hunt down and assassinate the Cult Demagogue, but in
ignorantly names daemons and Dark Cods - is to risk insanity doing so they only destroyed the host shell of a daemon. It
and damnation. Even a strong mind can become corrupted, emerged and tore apart all but one Agent, whose screams
weakening the barrier between realspace and the warp. Where during the following debrief-cum-interrogation sealed the agri
such weaknesses tear open and become rifts, the spawn of world's doom. Dorlen was forced to declare Exterminatus,
the Chaos Gods can pour through. By the actions of one sending virus bombs and tempest warheads to obliterate all
incautious individual, entire worlds can drown in blood and life from the planet. Eighty billion humans on Dherio were
terror, while billions of citizens become the living playthings of atomised to curb the threat, four war zones suffered through
cackling daemons. Beyond the careless, there are those who the disruption to food logistics, and Dherio itself was excised
actively seek to know Chaos, lured by the prospect of personal from local cartographs, its name removed from all records.
power. Of these, greatest in number are the hidden cabals of
Chaos Cultists, who go as far as to worship the denizens of
the warp in the hope of winning their favour. Purgation Root anil Branch
The Many Splintered Cult was identified on the macrodendric
To combat these varied threats, investigators of the Inquisition world of Tahlcred by Cell 232-OZi, in the service of an
burn or confiscate daemonic texts, cast down heretical idols Inquisitor whose name remains under seal. Tahlcred's half-
and hunt anyone who dabbles in such knowledge. The mile tall trees were a source of rare timbers, and it was the
guilty are subjected to torture, interrogation and execution, world's importance that set it on a watch list of planets.
all conducted in utmost secrecy lest any enquiring minds The Inquisitor's multitude of Autosavants alerted her to
ask the reason for such drastic actions. All these measures aberrations in the planet's import records. Suggestions of
are undeniably harsh, but the fallen worlds that have illicit narcotics and bio-salves were enough to rouse her
subsequently been suppressed from records are testaments to suspicions, and she sent Cell 232-OZi to investigate without
when such tactics were waived. informing Tahlcred's planetary governor. The Agents infiltrated
the fortified treetop chalets of the logging ventures' ruling
Secretive Chaos Cults lurk beneath the skin of Imperial families. There they uncovered a Chaos-tainted pleasure cult
society on countless worlds. Their taint has been fought and initiated a purge of its members. This operation revealed
against in a war that has gone unseen and unhonoured a hitherto hidden under-society amid city-sized root networks.
for thousands of years. In triple-warded stasis vaults, secret The culls took years to complete.
dossiers describe the deeds of the Inquisition. For those
permitted entry to these repositories, and that are able
to unpick the ciphers and textual misdirections, a history The Grind of Kranscha
terrifying in its span is hinted at: a secret war fought for the Fierce competition between the Stone Consortia of Kranscha
soul of Humanity that most will never know anything about. was backed for years by the quarry world's planetary governor
in a bid to improve productivity. What began as petty
sabotage and the bribing of officials has escalated into a
The Excision of Dherio race for power at any cost, and it has emerged that several
Dherio was an agri world, its high output maintained by Consortia have resorted to funding occult rituals in the search
a brutal regimen of quotas. The millions-strong workforce for any advantage over their rivals. Hundreds of Agents in
toiled in misery within giga-factorums, where Human service to Inquisitor Thorggen have spent months tracking
lifespans were cut short by ravaging diseases. Whispered mobile Cults spread throughout the planet's macrodelver
rumours of clandestine gatherings were all it took to prompt communities. Dozens have so far been purged, yet their
an investigation. Exactly when the labourers' desperation means of coordination - and any proof of their links to the
turned to worship of the unclean, not even the scrutinising Consortia - remain elusive. A grinding war of ambush and
Inquisitor Dorlen knew. By the time the signs were strong counter-ambush has evolved deep beneath the crust, with no
enough, what had become known as the Cult of the Twisted end yet in sight.
V.'l
SCOUR EVERY RftT HOLE, PRESSURE EVERY OFFICIAL, ROOT
OUT EVERY WEAKNESS AND TWIST UNTIL THEY SCREAM THE
CONFESSION WE NEED. XENDENARIUS, I WANT THE CITY’S
COGITATOR-SCREED PICKED CLEAN. GHREEN, SEE WHAT SKULLS
YOU CAN CRACK AMONG THE ENFORCERS. SKHAREN, GO AND PLAY
WITH THE SYNDICATES, CARTELS AND GOTTER CREWS THAT THE
WORSHIPFUL ADEPT TELLS US DO NOT EXIST - SEE WHAT TROTHS
YOUR SKIN-PEELER CAN ELICIT. WE MUST MISS NOTHING. OOR
MASTER DEMANDS AS MUCH, AND HIS PATIENCE HAS LIMITS.’
- Jerran Dynaskus, Interrogator serving Lord Inquisitor Dezah
! AGENTS OF THE INQUISITION
The Inquisition is the most widespread, powerful and feared institution within the Imperium of Mankind. Those who
comprise its scattered membership seek out the deadliest of transgressors. Yet the Imperium is vast, and though Inquisitors
wield immense power, they are but individuals. In their service, therefore, are diverse and highly talented Agents.

The Inquisition holds a unique remit - limitless in its authority through a variety of heresies. The Ordo Xenos, meanwhile, 1
and terrifying in its simplicity. Its mandate is to protect the combats the alien threat. Its Inquisitors study, hunt, exploit
Emperor and Mankind against any threat, by whatever means and eradicate the xenos in all its forms. Mankind, they believe,
necessary. As the danger faced by the Imperium knows no has a divine superiority and a Cod-Emperor given right to
barriers and baulks at no sin, neither must the men and dominate the galaxy, yet many are the species - and their
women who stand in its path. They are i ron-wi I led individuals; Human collaborators - who seek to usurp this position.
they have to be.
Inquisitors of the Ordo Malleus - the Order of the Hammer
Many in the Imperium mete out death - Inquisitors hold - are the Inquisition's hunters of daemons. They investigate
I the right to snuff out entire worlds and trillions of Human potential warp rifts and artefacts tainted by the empyrean,
lives when they think it necessary. Those who know that and hunt down Chaos Cults seeking to promulgate worship
the Inquisition exists pale at the very whisper of its name, of the Dark Cods, crushing their diabolic rituals. Where a
and with good cause. Inquisitors suffer no master save the warp entity successfully breaches realspace, these Inquisitors
Emperor, even wielding the power to investigate and condemn will stand firm and use a formidable will that few possess
a High Lord of Terra. Neither do they recognise any judgement - even amongst the Inquisition - to drive the daemonic
of their actions, save from their peers - and sometimes not manifestation back. With access to forbidden texts and
even that. sealed records detailing ancient catastrophes, these men
and women understand all too clearly the risk of failing in
their duty.
The Holy Ordos
As a whole, the Inquisition is referred to in some formal Like all Imperial organisations, the Inquisition is inconceivably
contexts as the Holy Ordos of the Emperor's Inquisition. This immense, with untold numbers of adepts, servants, operatives
title reflects the fact that its member Inquisitors usually - and functionaries acting throughout the galaxy. However, here
though not always - belong to one of the many Ordos that the similarity ends, for the Inquisition is completely different
exist within the organisation. Broad philosophies, sometimes to the galaxy-spanning bureaucracies of the Ade pt us Terra.
over-simplistically divided into 'puritanism' and 'radicalism', The Inquisition's mission requires ultimate flexibility. The
can be shared by Inquisitors of like motives and personal scope of the threats ranged against it vary from individual
bias, but it is the specialist objectives espoused by each Ordo adversaries to labyrinthine conspiracies that span systems and
that dictates the targets of their investigations. Inquisitors reality-altering cosmic instabilities threatening whole sectors.
within each Ordo are focused upon a particular threat to
the Imperium. Some of their remits are so broad that almost The Inquisition is such an autonomous, decentralised,
anything could be argued to fall under them; others are so scattered and - above all - secretive institution that individual
blinkered as to ignore all but a single, specific peril. Inquisitors rarely interact with each other. They are lone
figures working from the shadows, each fighting an endless
The Ordos Minoris are minor groups focused on more narrowly war on their own terms. Yet they do not fight it without a
defined or especially esoteric threats, and can sometimes large number of exquisitely honed tools at their command,
consist of only a handful of Inquisitors. In comparison, the chosen specifically for the situation at hand.
three Ordos Majoris - composed of the Ordo Hereticus, Ordo
Xenos and Ordo Malleus - are far greater both in influence
and number of members. Inquisitorial Agents
Once a newly ordained Inquisitor leaves their mentor's service
Inquisitors of the Ordo Hereticus are sometimes called witch to begin investigations in their own right, they may never
hunters. To them falls the duty of tracking down rogue encounter another of their secretive kind for as long as they
psykers, malign witches and sorcerers. They also purge live. To the relief of some powerful individuals, Inquisitors
mutants of many other foul forms, and those so insufficient of are rare figures indeed. A given Inquisitor may be the only
faith that they endanger the working of the Emperor's realm representative of their Ordo in an entire sector. They cannot be

I
everywhere at once, and yet the city-districts, macro-refineries, hiding from Ecclesiarchal purges or criminal innovators
palatial courts, vermin-infested sewers, orbital way-stations, functioning beneath the augurs of Mars.
voidship holds and warp channels that require their attention
at the same instant are monumental. To this end, almost all For the most part, an Inquisitor secures the services of a group
Inquisitors maintain fluctuating stables of Inquisitorial Agents of Agents for a specific mission, or in support of connected
- operatives of varied origins and abilities. These Agents enter activities in a given location. Being in the employ of an
an Inquisitor's service through diverse means and for differing Inquisitor is a dangerous occupation, and many die at the
reasons and periods, but all enable the Inquisitor to extend hands of the terrifying threats they are sent to confront on
their reach. Most Inquisitors maintain several operational their master's behalf. Others - shielded by the exceptional
bands at once, meaning that multiple kill teams of Agents can skills that made them desirable Agents in the first place
enact simultaneous missions for their master while remaining - survive the threat, only to be executed by the Inquisitor
entirely ignorant of one another. themself for having seen too much. Often, though, the
Inquisitor will allow surviving Agents to melt back into their
The genetically encoded rosette - sometimes called an former lives, secure in the knowledge they can call upon them
Inquisitorial Seal - that each Inquisitor carries emits vermilion­ again at a future date.
level clearance codes that leave no door locked against them
and no asset beyond their reach. This includes Human or Some Agents remain for years with the Inquisitor, who
near-Human assets. With their clearance, Inquisitors can reach may select the most promising among them to start on the
into penal indenture cells and remove prisoners - even those long road to Inquisitorhood themselves. Many Inquisitors
awaiting imminent excruciation or termination. They can insist leave recruitment to chance or fate, while others are far
upon local expertise in the form of Enforcers and Arbitrators more rigorous. Few students last long, however, without
to reach a criminal with the specific skills they require, or being free-thinking and possessed of unflinching willpower,
demand soldiers from military formations such as the Astra determination and principles. Over several years, the
Militarum, halting macro-transport barges en route to war apprentice will learn what they can of the Inquisitor's
zones to haul away a single trooper. From gunslinging hive­ knowledge and in time take on many duties.
scum and mindless servitors to genius assassins and refined
adepts that can crack complex ciphers, a well-connected and Some Inquisitors refer to these semi-qualified individuals
imaginative Inquisitor can craft a band of Agents from a as Interrogators, though they are also known as Novitiates,
multitude of sources. Neophytes or Approbators. Some apprentice Inquisitors
advance through a series of ranks and stages at the discretion
Despite the authority that they wield - derived from the of their mentor, each of which might carry its own title and
Emperor himself and which no-one openly rejects without confer specific areas of responsibility and authority. Such
consequence - Inquisitors rely upon various bodies to complete apprentices may undertake missions on their own or control
their investigations. These include the Adeptus Mechanicus to operations in concert with their mentor, but they remain
furnish them with ships, arms and technological arcana, the in a subordinate position until they are fully invested as
strange families of the Navis Nobilite to navigate the swells an Inquisitor.
of the immaterium, and the masters of the Obsidian Keep for
psychic Astropaths. Each of these can infuriate the overtly Interrogators are tasked with leading specialist kill teams
condemnatory Inquisitor with a thousand small iniquities of of their Inquisitor's Agents in all manner of clandestine
spite and delay. Timely acquiescence is best obtained through operations. Sometimes, this will be to uncover new knowledge
Machiavellian outmanoeuvring or the purchase of tacit the Inquisitor requires to better understand some emergent
goodwill. Still, bribery, coercion and explicit threats of torture threat. Such information could be a physical cache of data
remain skills that many Inquisitors draw upon to secure the whose guardians are unwilling to part with it, or knowledge
services of a whole host of Agents. carried by an individual who the Agents must either rescue or
abduct. Often, the Inquisitor only has the merest suspicion of
Numerous Inquisitors, expected as they are to see to their wrongdoing, fed by instincts honed over decades or centuries.
own resources, build up vast funds which can be drawn on to In these cases, the Interrogator must lead their Agents in
elicit the services of those who can only ever be bought. In an aggressive investigation, unearthing heresies, mutation,
contrast to those of a puritan persuasion, these Inquisitors xenos trafficking or daemonic taint in whichever twisted and
are usually of a far more radical bent, and often draw Agents shadowy environment it is hidden.
into their service along all manner of unorthodox paths. In
the pursuit of their agendas, the more extreme Inquisitor has Inquisitorial Agents may be tasked with assassinating Cult
few qualms about the tools they employ, whether it be pirate leaders, corrupted officers or xenos specialists: important
kings operating beyond Imperial retribution, religious outcasts individuals whose elimination the Inquisitor sees as pivotal to

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the safety of the Imperium. This might be achieved with experience of the Ecclesiarchy's clergy may be
through severing the threat's logistics trains tasked with seeking evidence of strange missionary
and psychic communications, or disrupting their activity, leniency towards death cults or the sudden
transport of arms, illicit materials, foodstuffs and re-emergence of worship for one saint over another.
slaves. Internecine fighting can also be instigated On especially rare occasions, a world's rulers may
amongst much larger enemy forces by Agents who contact an Inquisitor directly seeking aid. Few
are able to identify weak command structures and planetary governors would do so unless desperate;
simmering unrest. the arrival of an Inquisitor usually heralds an
investigation into all manner of issues the governor
All Inquisitors maintain vast networks of contacts would prefer never came to light.
and spies, willing or otherwise. Most are embedded
in Imperial organisations, reporting on activities All of these avenues of information allow a canny
it may take the Inquisitor far longer to eke out Inquisitor to keep their eye on a vast number of
through official channels. Some radicals have xenos cities, planets, installations and organisations at
auxiliaries on their payrolls, or plant servants among once. This enables them to act far more quickly
emergent heretical Cults. Tech-Priests furnish these than the Imperium's lumbering bureaucracies and
Agents with specially adapted servo-skulls and monolithic armies when rumour, evidence and
servitors, upgraded with hidden communications whispered suspicions point to a specific threat.
devices and laced with augur protocols and
shadow routines. These allow the most ubiquitous It is imperative that an Inquisitor acts swiftly when
and unremarked Imperial servants to act as spies, the need arises. Even should they feel that a fully
messengers and, in extremis, assassins. armed response be preferred, the organisation
of such a force can take months or even years.
Inquisitors can gather high quantities of evidence Inquisitors rarely have the luxury of such time
through their Agents on the ground. Among them, frames, and the deployment of one or more teams
servile psykers report on the flow of empyric energies of specialist Agents can be achieved in a fraction
and gifted info-hackers intercept communications of the time. The small number of Agents in such
or access vid-grabs to identify Cult-oriented sigils. teams also means that they can operate far more
Autosavants, meanwhile, sift through tithe reports, clandestinely, without alerting officials with the
searching for discrepancies in productivity or in upheaval of activity that an approaching army
the movements of populations and goods. Others would cause.

*
BY THE AUTHORITY OF THE EMPEROR
Few individuals in the Imperium have more power than the Inquisitors of the Holy Ordos. They can assert
their will over virtually all of its myriad organisations, requisitioning any fighting forces needed to complete
their dangerous and clandestine missions.

It takes immense strength of character, will and Militarum cannot accomplish alone. Scions undergo
position for a commander to deny an Inquisitor what brutal training regimes and are armed with some of
they request. If, on the rare occasion, an Inquisitor the best weaponry available to the Imperial Guard.
finds their demands denied or stymied, they can Their violent potential is enhanced by rigid discipline
resort to blackmailing, torturing, interrogating or even and an indoctrinated sense of duty, meaning that
executing uncooperative commanders until a more they enact the dictates of their superiors swiftly and
pliable one is promoted. These are rare incidents, accurately, regardless of how inhuman such orders
however, for the Inquisition inspires so much terror may seem.
that few souls will not accommodate their demands.
Over the millennia, Inquisitors have requisitioned and No matter what the challenge or how catastrophic
commanded forces drawn from the massed ranks of the situation, Tempestus Scions will stop at nothing to
the Astra Militarum, zealous fanatics of the Adeptus fulfil their orders. They are fully prepared to sacrifice
Ministorum, void-crossing ships of the Navis Imperialis, their own lives in the process so long as it sees their
merciless Adeptus Arbites and many others to aid mission completed. Even a few squads of Tempestus
them in pursuing their goals. Scions, precisely deployed, can change the course of
a war before many regular regiments have even tied
their bootlaces. From standing firm against ravenous
TEMPESTUS SCIONS Tyranid infiltration broods to striking fast against the
Shock assault troops without peer, Tempestus Scions incredibly sneaky and light-fingered Kommandos of
of the Militarum Tempestus are elite soldiers used to the greenskins, Tempestus Scions are unyielding in the
enact missions that the regular troops of the Astra pursuit of their goals.
When they are deployed into a war zone, Tempestus Scions the use of psychic powers, and to hunt down those who seek
take equipment every bit as specialised as they are. Garbed to avoid their dicta. Once a sought-after psyker is discovered,
in baroque carapace armour with moulded plates of armaplas the Sisters either deliver them into the hands of those who
and ceramite that almost entirely cover them, Scions are can make use of them, or destroy them to ensure they can
supremely able to endure the rigours of battle. The hot-shot never again pose a threat.
weaponry of the Militarum Tempestus punch through the
shielded vision ports of enemy bunkers, their pinpoint fire The Sisters of Silence earn their name from the Vow of
ripping through xenos hides and armour alike. These scalding Tranquillity they take upon undertaking full membership
lasers and the glow of visual augmenters cutting through of their order, which binds them to a solemn dedication to
smoke-filled corridors are often the enemy's first clues that duty. From that point not a single sound will pass their lips.
their defences have been breached. They pronounce their judgement upon those who imperil the
Imperium not with words, but with bolt, flame and blade.
Though for many Tempestus Scions a flak-reinforced
parade beret will suffice, when a unit fights in particularly -S
inhospitable climates, they opt for masked helmets through GOVERNOR, LET ME SPEAK PLAINLY. THE HERO OE
which nutrient gruel and oxygen can be piped. Since they THE DATTOX SECTOR CAMPAIGN LENDS ME HIS
rarely experience times of rest between missions, Tempestus
Scions take with them the means to sustain themselves.
ARMIES EREEEY. I AM ALLIES WITH THE ARRITRATORS
Those who remain plugged into their masked helmets can go ACROSS A DOZEN SOD-SECTORS. ADEPTA SORORITAS
for days without needing additional nutrition or sleep. They CANONESSES SUPERIOR SPEAK MY NAME IN PRAISE
simply stand side-by-side on their transport between missions, AND OFFER ME AID WITHOUT MY ASKING. YUU RULE
in a sort of trance - dormant yet ever alert. A BACKWATER THAT RARELY AVOIDS ECONOMIC
COLLAPSE. AND YET, YOU REFUSE MY DEMANDS? I
Due to their unyielding discipline, elite training and potent
wargear, Tempestus Scions are a frequent choice for Inquisitors
INVITE YOV TO RECONSIDER.’
to requisition fortheir missions. Often an Inquisitor will - Inquisitor Baran Patahbo in council with Governor
Nahasi of Sha'ol - pre-emergence of the Great Rift
command such troops for a single operation before releasing
them back to their commanders - should the peculiarities of
the mission not demand the Scions being permanently silenced
based on what they witnessed - though some remain in the Every Sister of Silence endures a punishing training regimen
Inquisitor's service forever. These units are frequently known throughout her lifetime, yet her greatest weapon is the
more colloquially as Inquisitorial Storm Troopers, though some yawning psychic gulf that lies within her. The Sisterhood are
Inquisitors raise their own independent forces with similar made up exclusively of the psychically blank. Amongst the
training and equipment that are known by the same name. hundreds of thousands of Imperial worlds, there are various
terms for such rare individuals, many of which speak to the
Steadfastly loyal, Storm Troopers serve as bodyguards, elite widespread horror their presence generates. Blank, Pariah "3S
snatch-squads, reconnaissance operatives, front line assault or Untouchable some say, while others whisper hag or
troops and garrisons for Inquisitorial hideouts and fortresses. soulless freak.
Such vital roles see the Storm Troopers fight side by side with
their Inquisitor master, their talents and dedication on full Sisters of Silence are immune to the malignant touch of
view. Many a Tempestus Scion has been observed by their witchcraft and warp-derived power, and this blessing is the
Inquisitor in action, and been pulled from the ranks for more result of a spiritual void within. The effects this soullessness
specialised duties - even to be put on the path to becoming has on those around them results in the Sisters of Silence being
an Inquisitor themselves. feared at an instinctual level. Those without any psychic ability
feel their skin crawl in the Sisters' presence, as an unsettling
repulsion causes even their allies to falter at their approach.
SISTERS OF SIIENCE To psykers, they are anathema. Wielders of warp power sense
The Silent Sisterhood's hardened warriors, known also as the Blanks' soul-draining proximity, both fearing and loathing
Null-Maidens, are the Imperium's shield against the threat of them in equal measure. Bolts of warp flame dissipate before
psychic annihilation. They are some of the greatest and most the Sisters' advance and fell enchantments unravel as the Null-
terrifying witch hunters in the galaxy, being expert trackers of Maidens home in on their prey. The psyker suffers increasing
rogue psykers, warlocks and sorcerers. From their widespread pain and terror as their invocations break down and curses die
spire-convents, the Sisterhood's warriors tirelessly carry out on their lips, their connection to the warp constricting and their
their oathsworn duty to enforce the Imperium's rigid laws on second sight dimming.

__
The Agents who serve Inquisitors originate
from countless worlds and numerous other
institutions. The unique mandate of their usually
isolationist employer coupled with the secretive
nature of every mission means Agents rarely
follow any conventions in their appearance.
12 Some bands may adopt a common colour or
ornamentation that ties their apparel together,
though never to the degree that it could be
called a uniform. Sometimes these colours reflect
the preferences of their rarely seen master, or
they may be chosen specifically to foil attempts Interrogator Agent Mystic Agent
to identify the Inquisitor. The stylised letter T ■

sigil of the Inquisition - if displayed openly - can


be found stitched, tattooed or worn as a warding
amulet. Some Agents equip themselves as they \- r
did in their former lives, or wear armour and
carry equipment acquired over their Inquisitorial
career. Many wear the gothic robes, mantles
and surcoats common to a number of Imperial
institutions, enabling them to pass with fewer
questions through the halls of any bureaucrats or
priests they may be called upon to investigate.
Autosavant Agent Tome-skull

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cannon and servo claw

Penal Legionnaire Agent Enlightener Agent Hexorcist Agent Questkeeper Agent


ANCILLARY SUPPORT

14

Sister Of Silence Prosecutor Sister Of Silence Vigilators Sister Of Silence Witchseeker

TEMPESTUS SCIONS

Tempestus Scion Gunner with Tempestus Scion Comms Tempestus Scion Medic Tempestus Scion Trooper
grenade launcher

EXACTION SQOAD

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

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IMPERIAL NAVY BREACHERS

15

Navis Axejack Navis Hatchcutter Navis Endurant Navis Armsman Navis Grenadier

KASRKIN

Kasrkin Gunner with Kasrkin Gunner with


Kasrkin Combat Medic Kasrkin Recon-trooper Kasrkin Demo-trooper
grenade launcher meltagun

VETERAN GUARDSMEN

Demolition Veteran Zealot Veteran Bruiser Veteran Medic Veteran Trooper Veteran

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

OPERATIVE NAMES KILL TEAM NAMES


If you wish to randomly generate a name for one of your Bands of Inquisitorial Agents are as
Inquisitorial Agent operatives, you can roll a D66 on one or individual as the Inquisitor they serve;
both of the tables below. To roll a D66, simply roll two D6, no two are quite alike. Though some
one after the other - the first represents tens, and the second especially autonomous Interrogators may
represents digits, giving you a result between 11 and 66. be granted licence to name the team under
their command, their ident is ultimately
D66 FIRST NAME D66 SECOND NAME down to the judgement of the Inquisitor.
11 Oarba 11 Barbaretta There exists no convention among
12 Lucius 12 de Wolfe Inquisitors, so the terms they employ
13 Janus 13 <none>_______ vary wildly. Some use obfuscating codes,
14 Hermes 14 Kommodus identifying their kill teams by strings of
15 Elsine 15 'the Devout' alphanumeric symbols and letter-like sigils
16 Delphan 16 Threlk to hide the operatives' nature from vox
21 Lorphreen 21 'the Unseen' interceptors. Others name their team for
22 Logan 22 Gath the world on which the Agents operate,
23 Mirella 23 Agnazy the threat they are dispatched to combat
24 Josef 24 Octavium or the calibre they expect them to uphold.
25 Hestia 25 Monska__________ Few Inquisitors are so egotistical as to
26 Konstantin 26 Devlan name a band of Agents after themselves,
31 Ketz 31 Felt though they do exist - as do those who
32 Skordan 32 Cad a vo re intentionally craft such a persona. The
33 Korvanna 33 of Cell 23b Judgement Heralds of von Bethus, for
34 Damien 34 Gruss example, operated in the Qumrahn Sub­
35 Skyll 35 the Merc of Garrantos sector, wearing gilded attire in which they
36 Promeus 36 Jeddeck conducted loud, violent and ostentatious
41 Severina 41 Grydd hunts on behalf of Inquisitor Jeneh von
42 Markus 42 Malicant Bethus. On the next page you will find a
43 Moriana 43 du Pre _______ number of tables that include examples
44 Orten 44 Nostra fex of some of these styles. If you wish to
45 Shen Vey 45 Sava num randomly generate one of these kinds of
46 Voraddin 46 Stone titles, roll a D6 on each table of a given
51 Sevora 51 Spinst pair and feel free to arrange the results
52 Methuselah 52 Storm in whichever way feels most appropriate.
53 Ulena 53 Dalstom Alternatively, mix and match elements
54 Jorgo 54 Quovandius from any tables you like or use them as
55 Mhoraeth 55 Kreel inspiration to come up with your own code
56 Mechsimus 56 Khoriv names fit for the shadowy operatives of
61 Yvesta 61 Eskander the Inquisition.
62 Cornelius 62 Fank
Edda
63________ 63 Lynden
64 Barreth 64 Skydekkerix
65 Katja 65 Vespazha_________
66 Gwillan 66 Oilrelius

D6 IDENT CODE 1 D6 IDENT CODE 2
1 Scry-cell 1 33-i OACKGROUNO
2 0049-X// 2 Chora VII D6 SHADOWY ORIGINS_______________________
3 Null Team 3 541936-484 1 Local Expertise: This kill team's Agents all hail from
4 Crimson Alphus 4 Veritas 97f the region they are operating in, using their contacts
5 Pho Ra 5 H Eta Vox and specialist knowledge in the Inquisitor's service.
6 8466 [MX] 6 Sig-3 Geo 2 Militant Precision: Though of diverse origins, all
of these Agents have a martial background and
D6 OPERATIONAL D6 OPERATIONAL coordinate their missions with regimental accuracy. 17
PRIORITY 1 PRIORITY 2 3 Simmering Rivalry: These Agents have worked
1 Execution 1 Assets BR-512 together in the past or knew each other in their former
2 Purgation 2 Segregate lives, and old scores and tensions bubble beneath
3 [master's Ordo, 3 Advocatum their strained interactions.
e.g. 'Malleus'] Instigators 4 Psycho-indoctrination: Whether via techno-arcane
4 Authoritas 5 Revelators means or the Inquisitor's own abilities, these Agents
5 [planet or region 6 Ad Umbra have been psychically driven to complete their goal.
of operation] 5 The Saved: These Agents have varied causes to
6 Scrutinex see the Inquisitor as their saviour, from commuted
sentences and cleansed souls to deliverance from
D6 INVESTIGATIVE D6 INVESTIGATIVE penury and starvation. All fight hard to repay this debt.
PRINCIPLES 1 PRINCIPLES 2 6 The Witnesses: The Inquisitor first encountered
1 Inviolate 1 Redemption these Agents during historic inquiries, in which each
2 The Blade of 2 Censure was exposed to forbidden knowledge. While they
3 The Veiled 3 Suppression prove useful for now, their executions are in abeyance.•
4 Terminus 4 Reclamation
5 Proscriptioners of 5 Domination
6 6 Sanction BASE OF OPERATIONS
D6 CELL SANCTUM___________________________
1 Aquila Orbital Landers: This kill team use a flight
SRRAP OUIRK of swift Aquila shuttles. These well-armoured craft
D6 PHILOSOPHY are robust enough for dangerous war zone insertions,
1 Puritans: This kill team rigidly adhere to their while their eagle wing-shaped intakes are a signature
master's puritanical leanings, upholding inflexible example of Imperial authority.
beliefs and cleaving to traditional Imperial values. 2 Inquisitorial Sub-citadel: Whether hidden by palls
2 The Unsleeping Eye: No citizen must ever doubt of artificial smoke, buried far underground or posing
they are constantly scrutinised; in branded flesh and as some other Imperial officio, this station serves as a
carved sigils, these Agents leave their master's mark. secure staging post for clandestine missions.
3 Excruciators: These Agents are disturbingly familiar 3 Psy-shrouded Frigate: This kill team operate
with a range of instruments to extract information from empyrically warded cabins aboard a dedicated
from their prisoners, and have come to relish their use. Inquisitorial warship, using teleportation chambers to
4 Radicals: These warriors follow the more radical move themselves and their gear to the surface.
beliefs of their employer, enforcing the Emperor's 4 Amidst the Wretched: Secretly coordinating their
Judgement through questionable and - according to activities, these Agents live unassuming lives as the
some - heretical means. dregs and scum of Imperial society, ignored by both
5 Ulterior Motives: One or more of these Agents the nobles and the low-born they investigate.
are secretly using their service to the Inquisitor to 5 Seized Command Post: At the mere mention by
achieve some personal goal - perhaps revenge, theft their master, this kill team have commandeered a
or sabotage. secure headquarters fed by vid-logs, data-screeds and
6 The Subtle Blade: This kill team exemplify their secure comms to hone their strategy.
paymaster's tenets of swift and silent operations, 6 Ecclesiarchal Chapel: The Inquisitor's fervent faith
hiding kills they make and obscuring their activities to and close Ecclesiarchal contacts mean this kill team
cause as few ripples as possible. feel especially blessed. They occupy a deserted chapel
near the object of their investigation in the hope that
the God-Emperor will aid his servants in their duty.
THE HIDDEN CANNED
Obsession, hatred, relief, control - an infinite morass of snares tug at the emotions of mortals. Many
are the individual Humans spread across the Imperium's million worlds that fall to such lures and into
the worship of the Chaos Gods. Alone such heretics are a danger to those around them. Pooled into a
growing Cult of like-minded devotees, they threaten eternal damnation to entire worlds.

The hardship of daily life alone in the Imperium idea of political or fiscal liberation, claiming to be
is enough to foster desperation and resentment working for the good of their world, city, labour
in the most hardened of hearts and most stoic of commune or orbital habitat. Others may be warrior
temperaments. Deprivation, ruthless suppression and lodges, offering blood sports or extolling the virtues
callous treatment by those with power can plant the of constant physical and martial refinement, or they
seeds of rebellion in the minds of those without. The may form around cabals of lore-seekers that promise
shifting wars that plague the 41 st Millennium only to reveal esoteric knowledge and hidden truths.
make mortal existence tougher and more miserable. Pleasure cults also exist, devoted to extremes of
For those who suffer terribly among the swollen sensation or mind-altering narcotics. Many evolve
masses of Humanity, even the most abhorrent from simplistic cults of personality, guilds devoted
offerings of hope can appear like a glittering lifeline. to advancing particular crafts and industries at
any expense, or fellowships formed around shared
These dregs of Imperial society are not the only ones experiences, such as grief-stricken mourners or the
tempted by the power that Chaos worship offers. nihilistic survivors of calamities.
Wealthy merchant barons, arrogant spire nobility
and many others who already wield influence can Not all Chaos Cults begin as accretions of evil. Just
be easily lured to seek more of the same, or to delve as individuals may start their road to damnation
into fouler vices. The worship of Chaos offers much: with a single, well-intentioned misstep, so can
unimaginable secrets, control over one's own fate, groups and communities of otherwise upstanding
and the strength to take not only what one needs, loyalists fall to Chaos. Misinterpretations of
but what one wants. The price is excessive, however, scriptural dogma can lead religious groups from
and no mortal understands the true cost until it's the veneration of an obscure saint to that of a
too late. diabolic entity. Industrialised hospices that once
efficiently disposed of the dying might evolve into
For some, the gifts of Chaos remain tantalising predatory kill-clades, unwilling to wait for a terminal
illusions forever out of their reach. Many worshippers illness to strike. Numerous sanctioned - or at least
are persuaded to commit ever more repulsive deeds, tolerated - death cults exist that worship the God-
giving greater devotions in return for further empty Emperor through the bloody executions of heretics;
promises. Others may be granted the boons of the suppressed Inquisitorial records show how many
ineffable Chaos Cods, yet their 'gifts' are often slide into Chaos worship with minimal alterations in
unspeakable curses: painful mutations of the most their ritualised devotions.
revolting kind, visions that drive their recipients
insane, or physical and spiritual annihilation as Ultimately, while some Cultists may be deluded or
warp energy consumes them entirely. Such fates are manipulated into Chaos worship, it is a selfish act
painted as dark miracles by the insane ideologues for most - the seeking of personal power through
at the head of Chaos Cults. Twisted lesions and unclean devotion. Though some Cults claim to
frightening mutations are hailed as sacred blessings, be working towards an enlightened age or era of
while fiery conflagrations are presented as the plenty, those who make up their members are only
penalties for insufficient zeal, or failings to please truly concerned with their own personal elevation.
their overlords with appropriate ritual offerings.
Knowingly or not, many Cultists give devotion to
either one or all of the four great Chaos Gods.
CULTS OF DAMNATION Khorne is the Blood God, whose brutal followers
The overt objectives of Chaos Cults are as diverse are amongst the most uncompromisingly violent.
as Cultists themselves. Some coalesce around the They eschew more devious plots in favour of
YOU, DAEVOS, DID THE TRICKSTER ON THE GOLDEN THRONE SAVE YOOR FAMILY
FROM STARVATION AFTER THE ACCIDENT? DID HE DEFEND YOO, THRESK, WHEN THE
ENFORCERS DROKE YOUR LEG? DID HE SAVE HIVE QUADRIC FROM THE ORKS? ALL
THAT ROTTING CORPSE DOES IS TAKE: YOUR TITHES FUR HIS PRIESTS, YOUR SONS
AND DAUGHTERS FUR HIS WARS, YUUR SUUL FUR HIS HUNGER. HE GIVES NUTHING
IN RETURN. THERE ARE GREATER RENEFACTURS, DEINGS WHO DEMAND AS THE
TRICKSTER DOES, DOT WHO DOLE DOT THEIR GIFTS WITH EFFULGENT BENEFICENCE.’
- dialogue reported by Vox-thief 73c-IV, Enforcers dispatched
19
shedding gore and claiming skulls to offer to their martial the innumerable other powerful manifestations of Chaos;
deity. By contrast, Tzeentch, the Changer of the Ways, demigods, Daemon Princes, warp tyrants, abyssal lords and
attracts manipulators, plotters and arcanologists who weave lesser daemons may all seek the worship of mortals for their
complex schemes that further their god's ineffable plans. The own fell purposes.
pestilential Nurgle is the Plague Cod whose worshippers revel
in poxes and diseases, seeking to endure the most debilitating In return for worship, spreading their Chaos patron's tenets,
of viruses to spread their god's bounty. Slaanesh, meanwhile, committing bloody sacrifices and enacting arcane rituals, the
is known as the Dark Prince, whose obsessive devotees are Cultists hope to attract the attention of the warp's denizens
enamoured with excess and the most abhorrent of sensations. and gain their favour. Most mortal Cultists are granted
miserable existences of desperation, pain and terror. The few
These four gods are known by countless names, in guises who receive the Chaos Gods' blessings reinforce the desire
and manifestations that are as numerous and varied as of the masses, for they are seen to wield power beyond all
the cultures that venerate them. Some Cults worship the mortal comprehension. Such individuals may be granted
undivided pantheon as a single entity, viewing Chaos as supernatural abilities, access to forbidden knowledge or the
an undiluted and majestic whole of which the gods are ability to speak as hellish prophets, seemingly able to call
facets. There are also many Cults who worship one of down the dark miracles of their patrons. They may also be
physically warped, their flesh mutating and writhing with
grotesque changes.

No two Cults are organised in precisely the same way.


However, as egotistical and power-hungry groups, those
with the strength to enforce their position commonly rise
to the top. At the heart of a great many Cults is a Dark
Commune - a pooling of the most powerful evil in the group
comprised of individuals overtly blessed with the Dark Gods'
favour. Demagogues often lead Cults from within such
a group; these high priests of the Cult's faith are skilled
orators and proselytisers. They call upon the Chaos Gods to
bestow their blessings upon the Cult's mortal followers and
are seen as miracle workers and prophets who speak with
divine authority.

Cult Demagogues are said to interpret signs from the


malefic powers of the warp, direct rituals and sacrifices to
the Cult's object of faith and lead their lessors in fervent
prayer. Many carry tools of their craft, which they use as
conduits to their gods. Twisted staves or gnarled rods, tomes
of blasphemous scripture or divinatory bones: such conduits
are crude and unfocused at best. Great power can sometimes
be sought through them, but its exact nature cannot always
be controlled.

Perhaps more than any other within the Cult, the Demagogue
exemplifies the terrible bargain that every Cultist strikes in
their quest for power. They may well have started out as
duct-scrubbers or corpse starch reclamators before seeking
something other than the God-Emperor to further their
ambitions. Many fall to madness, mutation or internecine
assassination before reaching such a position, but they hold
on to their power with a zealot's determination.

Some Cults entrust a grand icon, banner or totem to an


Iconarch. Often chosen for the blessings they already possess
- be this a mutation, a strange affliction or some other trait

that has seen them earmarked for this duty by others - they frames. Skin thickens into scales while flesh, cartilage and
remain far less important than the icon they carry. These muscle twist into abhorrent new shapes. Talons, claws and
icons are as individual as the Cult, formed from scrap metal, weeping eyes push through sloughing body matter. Lesions
the bones of sacrificed victims, spent ammunition casings or and welts grow and burst into fanged maws. Facial features
numerous other materials. All such creations are steeped in melt, crumble or are supplemented with new protuberances in
the warp's power, radiating its energy. Some even incorporate variegated hues.
braziers that burn noxious resins, hallucinatory biochems or
vials of daemonic ichor to drive the Cult's followers into a Not all Chaos Mutants among the Cults were unmarked
fervour or shroud their tainted activities. Carrying the icon before they threw in their lot with the lost and the damned. 21
is a dubious honour, for the Iconarch is constantly saturated Many who might otherwise desire to be loyal servants of Terra
with its foul aura, but if they can please the Ruinous Powers are cursed, hunted and driven out of their communities due
while carrying it, perhaps the Dark Cods will be generous in to their appearance. Often the only acceptance they can find
their boons. is in the arms of a Chaos Cult. Though Chaos Mutants are
seen by other Cultists as under the gaze of the Dark Gods,
To further the Cult's standing beneath the gaze of the Chaos
Gods, each member will embrace and carry out all manner of
diabolical deeds. For some devotees, all the Cult requires of
them is that they are alive; these are the ones who are preyed DO NOT SQUEAL SO, BROTHER CADMUS. DO
upon by fellow Cultists as ready and convenient sacrifices.
Many other activities require greater faith and skill. Infiltrating
YOU WISH THE GREAT KLATCH’KA TO THINK YOU
Imperial organisations to locate weak points and learn of UNGRATEFUL? TH BE CHUSEN TO JOIN WITH ONE
potential threats is a common need, as is assassinating or OF HER RED-HANDED VIZIERS IS AN H0N00R OF
abducting favoured targets: Ministorum priests, officials in ONSURPASSED MAGNITUDE. OFT YOOR FACE TO THE
authority and others seen as especially pure or threatening. TEMPLE DOME AND DARE YOOR NECK. SISTER RAFN,
Some small teams of Cultists steal or scavenge weapons to HAND ME THE BRAZEN READE.’
use against the unbelievers, hunt out esoteric ingredients
- Vaenthred, Demagogue of the Crimson Cult of
for arcane rituals or embark on serial slaughters to heighten
Klatch'ka, beginning the Ritual of Goretwinning
terror in their region, evoking fear so powerful that the Dark
Cods can sense it.

THE DISTORTED ANO THE OEPRAVEO and therefore in some manner blessed, many mutations are
At first glance, the Cultists of Chaos are indistinguishable painful, debilitating or otherwise detrimental to the Mutant's
from normal men and women, but under their clothes, their efforts to live. Yet, for the most part, their transformed bodies
flesh is tattooed and branded with sigils that hurt the eyes of make them especially dangerous amongst the close confines
any faithful who look upon them. Many Cultists - particularly in which they often lurk.
those drawn from the most impoverished echelons of Imperial
society - wear stained tunics, filthy and ragged cast-offs, or Greatest in both repugnance and animalistic power are
whatever motley they are able to scrape together in their Torments. As with Mutants, there are almost limitless ways
everyday life. Others may intentionally dress this way, either to that these abominations can come to be. What marks each
hide their wealthier heritage or to dishonestly claim some sort as especially horrifying is that their bodies are shared with
of kinship with those they seek to entice into their ranks. More an entity of the warp - a daemon that moulds its host's
esoteric Cults may spend time and resources on elaborate form to better suit its own whims. Some Torments were
and ritual clothing that marks their Cultists as belonging to a once Mutants, their constant exposure to the taint of their
unified group. worship drawing the loathsome attention of daemons.
Others are created by Demagogues or Mindwitches, offering
Whatever trappings, scarifications and body ornamentation up the bodies of their Cultist brothers and sisters - usually
Cultists bear under their robes, the surest sign of the cursed the insanely willing, but often the resistant and terrified -
station they hold is often mutation. Whether engaged in for possession. Many of these possessions are incomplete,
unholy rituals, exposed to tainted artefacts, lashed with with the daemon not gaining full control over the mortal
the empyric powers of Mindwitches or struck by the malefic Cultist. This is often intentional, as parchments that bear
blessings of Demagogues, Cultists typically begin to show arcane sigils are attached by the Demagogue as a means
the deformities of flesh that their calling makes them heir to. of exerting a modicum of control over the all-too-duplicitous
Furred hides or blubbery masses bulge over their changing daemons inside.
CULTS VARIED AND MYRIAD
THE TRUEBONES b-

The feral world of Exos was home to many cultures with a fervent
loyalty to the Emperor, though their methods of worship varied
22 immensely from those of many other worlds. Chief among their
practices was the dedication of the deceased's skulls to the God-
Emperor. When Ecclesiarchal Missionaries came to Exos, they were
shocked and appalled by the practice, and ordered it to be banned
outright. The people of Exos, horrified by what they saw as an
4 -
affront to the Emperor, continued their practice in secret, though it
took on a much darker turn. Whereas before skulls were only taken
from those already dead, now volunteers put themselves forward
to be ritually killed for their skulls, in an act of penance for the
original practice's banning. A Cult of Human sacrifice developed.
Before the edicts of the Missionaries, an unregulated set of canticles
»*
had been chanted over each skull's dedication. Now, the so-called
Cranial Khant became the focus for rites of bloodshed. Once it was
id
finally discovered by Exos' priests, open war erupted as the world's 'A■■'’W
leadership moved to crush the Cults, who inevitably fought back
ferociously. Deeper and deeper did the local peoples fall in their
desire to spill blood for the Emperor, and to destroy those who tried
to stop them from honouring him in the way they knew was right.

The Planetary Governor of Klaustrum took a savage pride in his cruel


treatment of the penal world's millions of prisoners. The overcrowded
convicts laboured in utter squalor, deep in the claustrophobic

.^1
confines of mines or quarries. Bodies were left where they fell for
- days, or even weeks on end, while vile diseases and revolting plagues
flared up with hideous regularity. What made matters worse was that
the vast majority of the convicts were sent to Klaustrum on trumped-
up charges by corrupt officials who effectively sold them to the
penal world's governor. The scrupulous man used the cheap labour
to produce valuable raw materials for off-world export. Though the
planet was ever-wracked with diseases, despair and desperation were
the most endemic rots. Starving, exhausted innocents with no hope
of relief or escape directed pleas for salvation to any divinity that
might hear them, no longer convinced that the Emperor did. Their
prayers were eventually answered. Word of a fatherly figure spread
from the quarry Nurth Site IV, developing via word of mouth into a
concept of 'Papa Nurth'. Over time, more and more of the convicts
were strengthened by disease rather than weakened. Their power and
confidence grew, and hundreds then thousands pledged themselves
to the deity that saved them. They called themselves the Sold, for
they had been forcibly sold into slavery, and now they freely sold their
souls to the one who protected them in their time of direst need.
*!

THE INTRIGUES OF AGIOS SANCTA


The people of the cardinal world of Agios Sancta often claimed
their planet to be uniquely blessed, for it had not faced war in
five thousand years. Its coffers overflowed with coin thanks to a
never-ending stream of donations and religious tithes received
from pilgrims or neighbouring worlds. City-sized basilicas were
gilded from foundation to roof, beautiful statuary lined every street, 23
and even the least noteworthy buildings were built from ornately
decorated marble. Night and day the praises of the God-Emperor
trumpeted from vast speakers. The people were happy, devout, but an
undercurrent of conflict simmered beneath Agios Sancta's staggering
ostentation. Its ruling Ecclesiarchal classes faced no challenge,
besides that of their own political advancement. Over many centuries,
scheming and politicking grew in its complexity and audacity. Priests
L formed and broke alliances, overthrowing their superiors and keeping
those below them down. Clandestine sub-factions, religious orders
and scriptural schools of thought emerged, such as the Brethren of
the Asp, the Coil and the Grey Sistren. Their underhanded operations
evolved over time - skirmishes broke out in the quieter streets at
first, but grew into running battles between rivals, and then outright
war. These conflicts were characterised by the belligerents' wide
use of misdirection, covert operatives and elaborate plans. Little did
any know that their every lie, obfuscation and secret conversation
£ honoured a being very different to the Emperor.

A PALATE REFINED
The lords of Gularr kept much to themselves regarding their world's
continents of ultra-fertile soils and their immense herds of fat
livestock. Planetary tithes to the Adeptus Terra were timely and
overpaid, earning the lords a reputation for reliability and loyalty
9
that ensured they were rarely subject to scrutiny. An abundance
of food and affordable luxuries fostered both gluttony and greed
throughout every strata of society. For centuries this continued i
unabated, and culinary indulgence became the chief aim of millions.
Rare species of xenofauna and flora were imported by the thousand,
to be prepared in countless ways to advance the most tongue­
pleasing sensations imaginable. As demand for new tastes among
the people of Gularr grew, more and more turned from the merely
exotic to the taboo. At first, only a handful of the most daring and
bored of the wealthy raised toasts of Human blood to Shaim Eth -
9
an almost forgotten Gularr fertility deity - or secretly tasted small
morsels of Human flesh outside their ostentatious banqueting halls.
This slide into moral degeneracy was so gradual that the population
did not notice how far they had sunk. Many began to effectively
worship the meals they consumed, and treated the experience of
eating them as a holy act in itself. Eventually, their excesses drew
the attention of an Inquisitor of the Ordo Hereticus. He was horrified
by what he found, but never lived to tell of it...
CHAOS COLTS
Chaos Cultists wear a dizzying variety of motley
vestments. Some are clad in the filthy rags and industry-
stained coveralls of their everyday lives, too poor to own
anything else. Others might supplement such wrappings
with ribbons, mantles or hoods dyed in certain colours
to signify their devotion, while wealthier Cults may issue
24 robes and tabards of exquisite workmanship to mark
their Cultists out as zealous religious warriors of strong
fraternities. Some Cultists wear machine-stamped sigils in ■

the shape of the eight-pointed Chaos star, or hand-carved


icons said to represent their deity. Their weapons and
wargear are usually scavenged, stolen or home-made,
though Cults exist with powerful patrons who manage to <
divert Imperial armaments into the hands of the heretics. -Si
Beneath their robes, Cultists may bear brands and
I" '
tattoos, or ritually incised scars to show their zeal. Those
tainted by mutation are the most diverse in appearance.
Their swollen flesh, scaly hides, sloughing skin and ■\.-z '

twisted visages can emerge in any number of repulsive


hues and abhorrent shapes. As much as some try to hide
their deformities beneath cowls and hoods, the taint
within their soul is visible for all to see.

Chaos Mutants

Chaos Torments
Mi

Chaos Devotees

i
/'s
//f

Mindwitch Blessed Blade Cult Demagogue Iconarch


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

OPERATIVE NAMES KILL TEAM NAMES


If you wish to randomly generate a name for one of your The full categorisation, identification and pursuit of Chaos
Chaos Cult operatives, you can roll a D66 on one or both of Cults is a Sisyphean task that few Inquisitors ever accomplish.
the tables below. To roll a D66, simply roll two D6, one after Likened to the mutable nature of the warp, Chaos Cults
the other - the first represents tens, and the second represents are known to change their title on a whim, when one ruler
digits, giving you a result between 11 and 66. is supplanted by another or the Cult's focus of adoration
and twisted objectives suddenly alters. Some Cults affect a
D66 FIRST NAME D66 LAST NAME commonplace name, ostensibly establishing themselves as a
11 Brother 11 Selver legitimate and respectable coterie, such as a trade guild or
12 Nhasc 12 <none> innocuous circle of scholars. Others shout their deviancy to
13 Dahlton 13 Gemmerhal the stars, brazen in their self-identification as worshippers of
14 Rafn 14 Iskrit majestic powers known - they believe - only to themselves.
15 Ceffried 15 Kan ter
16 Sahben 16 Krorne If you wish to randomly generate a title for your kill team,
21 Coyl 21 Zuphren roll a D6 on each of the following tables and feel free to
22 Sister 22 Stannas arrange the results in whichever way feels most appropriate.
23 Morlgan 23 Farnos Alternatively, use them as inspiration to come up with your
24 Kensha 24 Wurn own monikers for the Cultists under your command.
25 lonys_____ 25 Cadmas
26 Zeytha 26 Drillix D6 HERETICAL SIGNIFIER 1
31 Blessed 31 Nethix 1 The Sigilarchs
32 Vorya 32 Sanlar |2| Daemoscenes
33 Yacobe 33 Thrikk 3 Congregation
34 Neesh 34 Vilkas 4 The Soulscreed
35 Korv 35 Crenbek 5 Blinded Scions
36 Fuella 36 Reyga 6 The Enlightened
41 Mikon 41 Morswain
42 Yuneth 42 the Goreclaw D6 HERETICAL SIGNIFIER 2__________________
43 Nithanl 43 Nunaveil 1 of [<Chaos Cod worshipped> or 'Chaos Undivided']
44 Sorena 44 the Putrescent 2 of the Whisperer
45 Corvinus 45 Negrani 3 of the Bladesphere
46 Codsmarked 46 of the Scaled E> 4 Diabolus
51 Philo 51 Hrancik 5 of the Blessed Shade
52 Oena 52 Slickstone 6 of the Numinous Octed
53 Madrach 53 Brenner
54 Herjar 54 Lors'el
55 Axmundas 55 Voorsk
56 Nethfrid 56 Carlinus
61 Norran 61 Dherka
62 Waldemar 62 Sylinus
63 Scorl 63 Kobden
64 Yennick 64 Daevos
65 Xendenarius 65 Dhomass
66 Deveen 66 Kalark

L
SORAD OUIRK
D6 BLASPHEMY____________________
1 Hunter-skinners: These Cultists have perfected a nightmarish but swift and efficient manner of skinning their
screaming victims alive, curing and dying the skins to wear as gruesome robes.
2 Droning Chant: This kill team mouth a heretical mantra as they stalk towards the enemy. Undetectable at first,
their voices rise to a whisper, then a dirge-like chant, and finally a shout as they launch their attack.
3 Vox-shriek: These Cultists have rigged stolen vox equipment to project an empyric wail of hideous pain, blaring
from every comm-bead and broadcasting from compromised emitters. 27
4 Do Not Return Empty-Handed: These heretics fight with savage abandon to accomplish worthy deeds,
knowing that if they cannot return with an appropriate sacrifice, one of their own will be chosen.
5 Preparers of the Way: In league with one of the dread Heretic Astartes Legions, this kill team have vowed to
honour their post-Human masters with a weakened world fit to welcome them.
6 Windows of the Soul: These Cultists gouge the eyes from saintly frescos and chisel them from statuary. They do 5ft*
not hesitate doing the same to any Imperial devotees they capture.

BACKGROUNO
D6 SEEDS OF HERESY____________________
1 Abhorred Mutants: This kill team's Cultists were drawn into Chaos worship through their persecution as
Mutants. What once marked them only as despised changelings now unites them in murderous hatred for those
that hunted them.
2 Ceaseless Whispers: The Demagogue has declared these Cultists to be especially blessed, for each claims to
hear one or more voices chafing at the insides of their skulls and driving them to perpetuate the most heinous
of deeds.
3 Unbridled Ambition: This kill team are unashamed of their lust to rise higher in the Cult's echelons. Those
already among the leadership keep a wary eye on them.
4 The Absent Saviour: These Cultists have all experienced some of the 41 st Millennium's horrors. Where, shouts
their fiery Demagogue, were the Emperor and his armies? These survivors seek to unleash their anger upon those
they see as failing them.
5 'True' Loyalists: Chaos crept into these Cultists' lives so silently that they believe themselves truer Imperial
loyalists than any sent to cull them.
6 Cult of Personality: This kill team perpetuate myths of a domineering leader whose vassals founded what
became the Cult. Their worship for their original master - long since dead - has been corrupted to serve Chaos.

BASE OF OPERATIONS
D6 RITUAL BOLTHOLE_____________________
1 Hive Spire Barracks: Ostensibly forming the private army of a loyalist scion of the local nobility, this kill team
enjoy a veneer of legitimacy and all the resources their corrupted patron can siphon to the cause.
2 Ruined Chapel: These Cultists occupy a network of ancient catacombs dug beneath a long-abandoned chapel,
enacting their rituals out of sight to further Mankind's spiritual annihilation.
3 Defaced Armoured Transports: Cultists living double lives as local militia have acquired a motley of
personnel carriers, now daubed with eye-watering runes and stained with loyalist blood.
4 Sump-skimming Sanctum: Deep in the bowels of the world, this kill team operate from a mobile hideout­
temple floating on a citywide sea of noxious filth, knowing the Chaos Cods' gazes will be on them wherever
they go.
5 Areology Annexe: The original plans of this towering habitat have been altered to remove evidence of its
hidden annexe, designed along lines of arcane energy to empower this kill team's Cult by their founder - the
areology's insane architect.
6 Nomad Heretics: Trained to hide their worship, these Cultists commit atrocities before disappearing beyond
civilisation's fringe into ash wastes, toxic smog banks, wild jungles or some other shrouding environment.
•'<1
THE RULES
Welcome to the rules section of Kill Team: Ashes of Faith. Over the following pages, you will find all the
rules content for this expansion of Warhammer 40,000: Kill Team.

30 • Kill Team Selection Requirements: The


ARMY LISTS operatives required to build the faction's kill team.
On pages 32-48 and 54-62, you will find army lists • Tac Ops: Additional Tac Ops available to you
for INQUISITORIAL AGENTS and CHAOS CULTS when using that kill team.
kill teams respectively, providing you with new rules • Abilities: Any important abilities that kill
to bring these elite kill teams to the killzone and team has.
wage skirmish warfare against your enemies, no • Strategic Ploys: Bespoke Strategic Ploys
matter your preferred way to play In each of the available to you when using that kill team.
army lists, you will find the following content: • Tactical Ploys: Bespoke Tactical Ploys available
to you when using that kill team.
• Datacards: The rules for each operative that can
be selected in that kill team.
• Equipment: A selection of equipment
that operatives from that kill team can be
equipped with.

1—- _ '
< I

i__
SPEC OPS
On pages 49-53 and 63-67, you will find Spec Ops rules for
INQUISITORIAL AGENTS and CHAOS CULTS kill teams
respectively, providing you with new narrative play rules 31
for these kill teams in Spec Ops campaigns. In each of the
sections, you will find the following content:

• Battle Honours: Unique Battle Honours available to


operatives from that kill team that gain a rank, no matter
their chosen specialism.
• Rare Equipment: A collection of rare equipment you can
add to that kill team's stash.
• Strategic Assets: Unique strategic assets you can add to
that kill team's base of operations.
• Requisitions: Specific Requisitions you can use to further
support that kill team on their Spec Ops journey.
• Spec Ops: Bespoke Spec Ops you can assign to that
kill team.

S’ :

ARCHETYPE: ANY
INQUISITORIAL AGENT KILL TEAM
Below you will find a list of the operatives that make up an kill team, including, where relevant,
32 any wargear those operatives must be equipped with.

CZ9 OPERATIVES
99
An IQUISITORIAL AGENTS kill team consists
of 12 INQUISITORIAL AGENTS operatives, or 7
cn INQUISITORIAL AGENTS operatives and 1 Ancillary
Support option (see opposite).
CO

INQUISITORIAL AGENTS operatives are selected


-o as follows:
RR
99

6
> 1 INTERROGATOR operative.
GO 1 TOME-SKULL operative
> INQUISITORIAL AGENTS operatives selected from
the following list. Either select 10 operatives, or 5 if
you wish to select an Ancillary Support option.
AUTOSAVANT
QUESTKEEPER
DEATH WORLD VETERAN
ENLIGHTENER
GUN SERVITOR equipped with one of the
following options:
o Heavy bolter (max one per kill team); servo claw
o Multi-melta (max one per kill team); servo claw
o Plasma cannon (max one per kill team);
servo claw
HEXORCIST
MYSTIC
PENAL LEGIONNAIRE
PISTOLIER

Your kill team can only include each operative above


once, unless you are not including an Ancillary Support
option, in which case you can include up to two GUN
SERVITOR operatives.

11 IS A COMMON IOOISMIHA1 TOE GAUW IS NOME


10 MYOIAD IEOOOCS.ONLV WE KNOW WNAIA
HOOOIIIC ONDEOSTAIEMENII0AI IS. ONE) WE CAN
HANDIE lOEDOCOEN 01 THAT KNOWLEDGE.’
- Inquisitor Draergos, Ordo Malleus
ANCILLARY SUPPORT
Ancillary Support are operatives that supplement existing For example, a COMMS VETERAN operative in a VETERAN
kill teams. The Ancillary Support options listed below are GUARDSMEN Ancillary Support would have its
available for kill teams, as specified keyword replaced in all instances on its
on the previous page. datacard with ^QUISITORIAL AGENTS, allowing it to select
any friendly operative for its Signal
For this kill team, the operatives in these options have their action. However, as there are no operatives that can issue a 33
Faction keyword replaced in all instances on their datacards Guardsman Order, its Relay Orders ability would be ignored.
with (unless they already have It would now also be a valid operative for the MYSTIC
it). You cannot use ploys, equipment and Spec Ops rules operative's Divine Guidance and Divine Protection
associated with an operative's original Faction keyword, and actions (pg 41). GO
you cannot use a Faction ability unless it's referenced on the
operative's datacard as an ability it has (e.g. Void Armour,
IMPERIAL NAVY BREACHERt). Note that with their new
Faction keyword, Ancillary Support can interact with the n
rules instead.
co

SISTERS OF SILENCE
5 SISTER OF SILENCE operatives (pg 44-45) selected co
from the following list:
ae
co
SISTER OF SILENCE PROSECUTOR
SISTER OF SILENCE VIGILATOR
SISTER OF SILENCE WITCHSEEKER
co
cc
“C3

TEMPESTUS SCIONS "O


C9
30
5 TEMPESTUS SCION operatives (pg 46-47) selected
from the following list:

TEMPESTUS SCION COMMS


TEMPESTUS SCION GUNNER equipped with:
gun butt; flamer
TEMPESTUS SCION GUNNER equipped with:
gun butt; grenade launcher
>• TEMPESTUS SCION GUNNER equipped with:
gun butt; hot-shot volley gun
TEMPESTUS SCION GUNNER equipped with:
gun butt; meltagun
TEMPESTUS SCION GUNNER equipped with:
gun butt; plasma gun
TEMPESTUS SCION MEDIC
TEMPESTUS SCION TROOPER

This Ancillary Support can only include up to two


GUNNER operatives. Other than GUNNER and
TROOPER operatives, this Ancillary Support can only
include each operative above once.
EXACTION SQOAD KASRKIN
5 EXACTION SQUAD operatives (see Kill Team: 5 KASRKIN operatives (see Kill Team: Shadowvaults)
Soulshackle) selected from the following list: selected from the following list:

ARBITES CASTIGATOR KASRKIN COMBAT MEDIC


ARBITES CHIRURGANT KASRKIN DEMO-TROOPER
ARBITES GUNNER equipped with one of the KASRKIN GUNNER equipped with a gun butt
34 following options: and flamer
Grenade launcher; repression baton > KASRKIN GUNNER equipped with a gun butt and
Heavy stubber; repression baton grenade launcher
Webber; repression baton KASRKIN GUNNER equipped with a gun butt and hot-
03 ARBITES LEASHMASTER shot volley gun
ARBITES MALOCATOR KASRKIN GUNNER equipped with a gun butt
ARBITES MARKSMAN and meltagun
ARBITES REVELATUM KASRKIN GUNNER equipped with a gun butt and
> ARBITES SUBDUCTOR plasma gun
ARBITES VIGILANT KASRKIN RECON-TROOPER
03 KASRKIN SHARPSHOOTER
> ARBITES VOX-SIGNIFIER
> R-VR CYBER-MASTIFF > KASRKIN TROOPER
"O
KASRKIN VOX-TROOPER
This Ancillary Support can only include up to two
SUBDUCTOR operatives. Other than SUBDUCTOR and This Ancillary Support can include no more than two
03 VIGILANT operatives, this Ancillary Support can only GUNNER and SHARPSHOOTER operatives combined. Other
include each operative above once. than GUNNER and TROOPER operatives, this Ancillary
2 Support can only include each operative above once.
G-3

IMPERIAL NAVY BREACHERS


6 IMPERIAL NAVY BREACHERS operatives (see Kill Team: VETERAN GUARDSMEN
03
S Into the Dark) selected from the following list: 6 VETERAN GUARDSMANS operatives (see Kill Team:
■o
-ra Octarius) selected from the following list:
30 NAVIS ARMSMAN
NAVIS AXEJACK BRUISER VETERAN
NAVIS CAT. UNIT COMMS VETERAN
> NAVIS ENDURANT DEMOLITION VETERAN
> NAVIS GHEISTSKULL > GUNNER VETERAN equipped with a bayonet and flamer
> NAVIS GRENADIER GUNNER VETERAN equipped with a bayonet and
> NAVIS GUNNER equipped with one of the grenade launcher
following options: > GUNNER VETERAN equipped with a bayonet
Navis las-volley; gun butt and meltagun
Meltagun; gun butt GUNNER VETERAN equipped with a bayonet and
Plasma gun; gun butt plasma gun
NAVIS HATCHCUTTER HARDENED VETERAN
> NAVIS SURVEYOR MEDIC VETERAN
NAVIS VOID-JAMMER SNIPER VETERAN
> TROOPER VETERAN
Other than ARMSMAN operatives, this Ancillary Support ZEALOT VETERAN
can only include each operative above once.
This Ancillary Support can include no more than two
This Ancillary Support can only include a GHEISTSKULL GUNNER VETERAN and SNIPER VETERAN operatives
operative if it also includes a VOID-JAMMER operative, combined. Other than GUNNER VETERAN and TROOPER
and it can only include a CAT. UNIT operative if it also VETERAN operatives, this Ancillary Support can only
includes a SURVEYOR operative. include each operative above once.

TAG DPS
If your faction is INQUISITORIAL AGENTS, you can use the Inquisitorial Agent Tac Ops listed below, as specified in the
mission sequence.

SEIZE FOR INTERROGATION INVESTIGATE LEAD 35


Inquisitorial Agent - Faction Tac Op 1 Inquisitorial Agent - Faction Tac Op 3
You can reveal this Tac Op when an enemy operative that is Reveal this Tac Op in the Target Reveal step of any Turning
more than | from other enemy operatives is incapacitated. Point. Select one friendly operative to be your investigator.
Before it's removed from the killzone, place one of your CO

Interrogate tokens underneath that operative as close as • The second time your investigator performs the
possible to the centre of its base. Friendly INQUISITORIAL Investigate Lead action (below), you score 1 VP.
AGENTS operatives (excluding operatives with the Machine or • At the end of the battle, if you achieved the first condition
Beast ability) can perform the Pick Up action on that token and that friendly operative has not been incapacitated, you S3

while not within Engagement Range of an enemy operative. score 1VP.


Subtract Q from their Movement characteristic while they are CO

carrying it. At the end of the battle: Your investigator can perform the following mission action:
C3
• If friendly operatives control your Interrogate token, you INVESTIGATE LEAD 1AP C=3

score 1VR CO
An investigator can perform this action while it controls
• If a friendly operative is carrying your Interrogate token, you an objective marker that hasn't been investigated by
score 1VR your kill team. If it does so, that objective marker has
eo
been investigated. An investigator operative cannot
perform this action while within Engagement Range of an
NO WITNESSES enemy operative.
Inquisitorial Agent - Faction Tac Op 2
Reveal this Tac Op at the end of the battle.

• If every enemy operative has been incapacitated, you


score 2VPs.

Note that this Tac Op only has one condition.


^3

ABILITY
Below, you will find a common ability of the INQUISITORIAL AGENTS kill team.

INQUISITORIAL MANDATE
Few authorities in the Imperium can match their power with that of the Inquisition. An Inquisitor can, upon a whim, requisition
forces from virtually any of the Imperium's military branches. This may be a temporary arrangement for the carrying out of a
mission of vital importance, or the Inquisitor can bind the assembled warriors to their command for life.

INQUISITORIAL AGENTS kill teams have a maximum roster and dataslate limit of 30 operatives (instead of 20). Note that, as
operatives from the Ancillary Support options on pages 33-34 have their normal Faction keyword replaced with INQUISITORIAL *
AGENTS, they can be added to your roster and dataslate.
STRATEGIC PLOYS TACTICAL PLOTS
If your faction is INQUISITORIAL AGENT®, you can use the If your faction is INQUISITORIAL AGENT®, you can use the
following Strategic Ploys during a game. following Tactical Ploys during a game.

DENOUNCE 1CP EMBEDDED AGENT 1CP


36 Select one enemy operative and roll one D3. In the Firefight Use this Tactical Ploy at the start of the Scouting step. Select
phase of this Turning Point, that enemy operative is treated one of the following:
as having a Group Activation characteristic of 1, and cannot
be activated or perform actions until it is the last enemy • Select and reveal your Scouting option after your opponent
CO operative to be activated, or a number of enemy operatives reveals theirs. If both players would do this, select and
have been activated equal to the result of the D3 (whichever reveal as normal.
comes first). You can only use this Strategic Ploy once • After revealing your Scouting option, select and resolve
per battle. an additional one. It must be a different option to your
original selection, and initiative is still determined by your
original selection.
co INTENSE SCRUTINY 1CP
co Until the end of the Turning Point, when determining Line of
Sight for each friendly INQUISITORIAL AGENT® operative, ABSOLUTE AUTHORITY 1CP
enemy operatives within 2Q of them are treated as having Use this Tactical Ploy during the battle, when an opponent
GO an Engage order. uses a Strategic Ploy or Tactical Ploy (excluding Command Re­
n roll). Their ploy is not used, the Command point they spent on
it is refunded and they cannot use it again during this Turning
co QUARRY 1CP Point. Note that you cannot use this Tactical Ploy outside the
Select one enemy operative to be the quarry until the end battle, e.g. in the Scouting step.
of the Turning Point. Each time a friendly INQUISITORIAL
co
AGENT® operative fights in combat with or makes a shooting
n attack against that enemy operative, in the Roll Attack Dice RELENTLESS IN PURSUIT 1CP
step of that combat or shooting attack, you can re-roll one of Use this Tactical Ploy after an enemy operative performs a Fall
your attack dice. If that enemy operative is removed from the Back action. Select one friendly INQUISITORIAL AGENT®
co killzone, you can select another to be the quarry until the end operative that was within that enemy operative's Engagement
of the Turning Point. Range before it moved, but is no longer within an enemy
operative's Engagement Range. That friendly operative can
immediately perform a free action, but other than the Dash
IRREFUTABLE JURISDICTION 1CP action, cannot perform an action in which it moves.
Select one objective marker. Until the end of the Turning
Point, each time a shooting attack is made against a
friendly INQUISITORIAL AGENT® operative within 2Q of THE EMPEROR'S WILL 1CP
that objective marker, in the Roll Defence Dice step of that Use this Tactical Ploy when a friendly INQUISITORIAL
shooting attack, you can re-roll one of your defence dice. AGENT® operative is activated. Until the end of the Turning
Point, you can ignore any or all modifiers to that operative's
characteristics (including modifiers to the characteristics of
its weapons).

I
INTERROGATOR AGENT M API GA
Ruthless, resourceful and skilled in all manner of
clandestine and war-making skills, Interrogators are
2 1
selected by the Inquisitor they serve for their dogged
determination and unflagging loyalty, and are on the
OF SV W
path to becoming Inquisitors themselves.
3 5+ 8
37
NAME A BS/WS D0 SR !
Exte ndedstocka Uto p i Sto I Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
- Close range 4 3+ 2/3 Rng#
- Long range 4 4+ 2/3 GO

X Fists 3 4+ 2/3

ABILITIES
Consecrated Tome: When this operative is selected for deployment, • Sanctification: Each time an enemy operative fights in combat S3
also select either the Denunciation or Sanctification ability for it to with or makes a shooting attack against a friendly INQUISITORIAL
have for the battle. The friendly TOME-SKULL operative has the other AGENTS operative within O of this operative, subtract 1 from the co
ability for the battle. Attacks characteristic of that enemy operative's weapon for that
combat or shooting attack.
• Denunciation: Each time a friendly INQUISITORIAL AGENTS
operative fights in combat with or makes a shooting attack against Change Tome: Once per Turning Point, at any point during this 3=»
an enemy operative within O of this operative, add 1 to the Attacks operative's activation, if a friendly TOME-SKULL operative is within ▲ CO

characteristic of that friendly operative's weapon for that combat or of this operative, and neither of them are within Engagement Range of
an enemy operative, you can swap their Consecrated Tome abilities. a
shooting attack. GO

INQUISITORIAL AGENTS, IMPERIUM, INQUISITION, LEADER, INTERROGATOR

TOME-SKULL M API
These familiars are specialised servo-skulls designed to
secure and hold open a treasured volume. The books
1
chosen by Interrogators for a Tome-skull to bear into the
field are seeped in holy power and filled with arcane lore,
DF SV
sanctifying ground and renouncing daemonic spirits.
2 5+
ABILITIES
Consecrated Tome: This operative gains a Consecrated Tome Machine:
ability (see INTERROGATOR datacard above).
• This operative cannot earn (or lose) experience points and
Support Unit: This operative cannot: automatically passes Casualty tests.
• Perform any actions other than Dash, Fall Back, Normal Move • This operative's APL cannot be modified.
or Pass.
• This operative can perform the Fall Back action for one less
• Make shooting attacks, fight in combat (do not select a weapon action point (to a minimum of 1AP).
or roll any attack dice for it) or provide combat support.
• Be equipped with equipment or carry anything.

*- INQUISITORIAL AGENT®, IMPERIUM, INQUISITION, FLY, TOME-SKULL


■BJ^'^--
k
A * M API GA
AUTOSAVANT AGENT 1
Little remains of the original Human the Autosavant once 2
was. Much of their form has been replaced with bionics I
dedicated to the recording of information. Whether in their ’ t. DF SV
base of operations or the heat of battle, they never cease
their scribblings of every word and deed they witness.
N.i 3 4+
38
NAME A BS/WS D SR I

X Mechanical appendages 3 5+ 1/2


GO
ABILITIES UNIQUE ACTIUNS
Scrivener: Each subsequent time your opponent uses each Irrefutable Report (1AP): Select one objective marker. Until this
3=» Strategic or Tactical Ploy (excluding Command Re-roll) during the operative performs this action again, while this operative is within
battle,you gain ICR ■ of that objective marker, it dominates it. A friendly operative
S3 that dominates an objective marker always controls it, regardless
Chronicle: In narrative play, in the Update Dataslates step, if this of any other rules or the API of enemy operatives within the
GO
operative was not incapacitated, you can select one other friendly required distance of it. If an enemy operative would also dominate
INQUISITORIAL AGENT® operative that was in that battle to gain that objective marker, control is determined as normal. This
D3 experience points. operative can only perform this action once per battle, and cannot
perform it while within Engagement Range of an enemy operative.
GO

GO

L- INQUISITORIAL AGENT®, IMPERIUM, INQUISITION, AUTOSAVANT

QUESTKEEPER AGENT
Questkeepers - known also as Knight-Errants, Penitents and
many other names - are fanatical zealots dedicated to the
Imperial Creed. With an intense hatred for foes of the Emperor,
H/-
*■
--
I
1^-
jI
DF
M

SV
API
2
W
they execute sworn quests to slaughter heretics and traitors.

NAME A IS/WS 0
Ur 3
SR
5+ 7
!
<> Autopistol 4 4+ 2/3 Rng
X Eviscerator 4 4+ 5/6 Brutal, Unrelenting* Reap 2

ABILITIES UNIQUE ACTIONS


Irrepressible Purpose: If this operative is incapacitated in combat,
you can strike with one of your remaining attack dice before it's
removed from the killzone.
Zealot: Each time this operative would lose a wound, roll one D6:
on a 5+, that wound is not lost.
*Unrelenting: Each time a friendly operative fights in combat with
this weapon, if you are the attacker, you can re-roll one of your
attack dice.

INQUISITORIAL AGENTS, IMPERIUM, INQUISITION, QUESTKEEPER


DEATH WORLD VETERAN AGENT M API GA
Every Inquisitor knows that death worlds produce the
toughest soldiers in the Imperium. Many go to great lengths
to draft experienced death worlders, for these warriors
w DF SV
2
W
1
fighting skills are vital for hunting down the heretic. VJRf- <

3 5+ 7
39
NAME A BS/WS B SR i
C> Autopistol 4 4+ 2/3 Rng#
X Knife 1 2+ 5/7 Lethal 5+
to
X Polearm 4 3+ 4/5 Reap 2

ABILITIES UNIQUE ACTIUNS


Hunter: This operative can perform a Charge action while it has a
Conceal order. S3

Weathered: Once per Turning Point, when this operative fights in GO


combat, in the Resolve Successful Hits step of that combat, you
can ignore the damage inflicted on it from one normal hit.

L- INQUISITORIAL AGENTS, IMPERIUM, INQUISITION, DEATH WORLD VETERAN

ENLIGHTENER AGENT M API GA


Known to some as Excruciators or Truth-Peelers, these
sadistic individuals are highly valued by Inquisitors for their
2 1
utter lack of mercy and uncanny skill in extracting valuable
information, even from the most uncooperative of prisoners.
DF SV W
3 5+ 7
NAME * BS/WS 0 SR i
\> Autopistol 4 4+ 2/3 Rng
X Paired blades 4 3+ 3/5 Balanced Rending, Cripple*

ABILITIES UNIQUE ACTIUNS


No Escape: Each time an enemy operative performs a Fall Back
action while within Engagement Range of this operative, roll one
D6, subtracting 1 if that enemy operative has a higher Wounds
characteristic than this operative, and adding 1 if that enemy
operative is injured. On a 4+, that enemy operative cannot perform
that action, but the action points subtracted are not refunded.
*Cripple: Each time this operative fights in combat with this
weapon, in the Resolve Successful Hits step of that combat, if
it strikes with a critical hit, that enemy operative is injured until
the end of the battle (regardless of any rules that say it cannot
be injured).

L- INQUISITORIAL AGENTS, IMPERIUM, INQUISITION, ENLIGHTENER


Ha M API GA
GUN SERVITOR
More machine than Human, Gun Servitors are commonplace '
1
across the Imperium, and lobotomised to the extent that
they lack any kind of capacity for independent thought.
Used to fulfil mundane and difficult tasks, they carry hefty
DF SV
loads often including heavy weapons.
3 4+
40
NAME A BS/WS D SR i
<> Heavy bolter 5 4+ 4/5 Ceaseless, Fusillade, Heavy PI
<> Multi-melta 4 4+ 6/3 AP2, Heavy MW4
03
C> Plasma cannon Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
- Standard 4 4+ 5/6 API, BlastO, Heavy
- Supercharge 4 4+ 5/6
5/6 AP2, BlastO, Heavy, Hot
X Servo claw 3 4+ 4/5
CF3

ABILITIES UNIQUE ACTIUNS


03
Lobotomised: Each time this operative is activated, if it's Visible to
and within ■ of a friendly INQUISITORIAL AGENT® operative (or
vice versa), add 1 to this operative's APL
C"3

03

*“ INQUISITORIAL AGENT®, IMPERIUM, INQUISITION, GUN SERVITOR

HEXORCIST AGENT APL GA


Hexorcists are holy men and women that are often 2
mistaken for priests by the uninitiated. They believe that
the Imperial Faith will only be spread at the barrel of a
gun, and are experienced enough in the galaxy's many
SV
horrors to know they must fight tooth and nail for it.
5+
NAME A BS/WS 0 !
Shotgun 4 3+ 3/3
X Fists 3 4+ 2/3

ABILITIES UNIQUE ACTIUNS


Hexorcise: Each time an enemy operative Visible to and within Chasten (1AP): Select one enemy operative within this operative's
W of this operative fights in combat or makes a shooting attack, Line of Sight and within # of it, then select one unique action or
your opponent cannot re-roll their attack or defence dice for that ability that operative has. Until the end of that enemy operative's
combat or shooting attack. next activation, it's treated as not having that unique action or
ability. This operative cannot perform this action while within
Engagement Range of an enemy operative. Note that weapon
rules explained in the abilities section of an operative's datacard
with a * are not themselves abilities, e.g. Unrelenting, pg 38.

L- INQUISITORIAL AGENT®, IMPERIUM, INQUISITION, HEXORCIST


MYSTIC AGENT M API
Using their empyric senses to 'see' hidden truths and
the souls of those they hunt, Mystics engage in the
2
most arcane of missions. They provide vital support to
their team, scrying the future for dangers or creating
w of SV
shields of psychic energy
3 5+
41
NAME A BS/WS 0 SR i
C> Autopistol 4 2+ 2/3 Rng Indirect
X Fists 3 5+ 2/3
CO
ABILITIES UNIQUE ACTIONS
Icon Bearer: When determining control of an objective marker, Divine Guidance (1AP): Psychic action. Select one friendly
treat this operative's APL characteristic as being 1 higher. Note INQUISITORIAL AGENT© operative within W of this operative.
that this is not a modifier. In narrative play, this is cumulative with Until the end of the Turning Point, each time that operative fights sn
the Focused Battle Honour (see the Kill Team Core Book). in combat or makes a shooting attack, in the Roll Attack Dice
step of that combat or shooting attack, you can retain one failed co
hit as a successful normal hit, or one successful normal hit as a
critical hit. This operative cannot perform this action while within
Engagement Range of an enemy operative, or if it has performed
the Divine Protection action during this activation. n
Divine Protection (1AP): Psychic action. Select one friendly
INQUISITORIAL AGENT© operative within # of this operative. co
Until the end of the Turning Point, each time a shooting attack is
made against that operative, in the Roll Defence Dice step of that
shooting attack, you can retain one failed save as a successful
normal save, or one successful normal save as a critical save. This
operative cannot perform this action while within Engagement
Range of an enemy operative, or if it has performed the Divine
Guidance action during this activation.

38

INQUISITORIAL AGENT©, IMPERIUM, INQUISITION, PSYKER, MYSTIC


M API
PENAL LEGIONNAIRE AGENT 1
There are few better sources of expendable fighters with 2
unusual skills and a need for repentance than an Imperial
Penal Legion. These hardened criminals are useful with a blade SV
and have nothing left to lose - perfect for the kind of suicidal
missions Inquisitorial Agents must face in the Emperor's service. 3 5+
42
NAME A BS/WS D SR i
Hand flamer 5 2+ 2/2 Rng #, Torrent A
CO
X Chainsword 4 4+ 4/5

ABILITIES UNIQUE ACTIUNS


Chem-mask: You can ignore any or all modifiers to this operative's
characteristics and it's not affected by the Stun critical hit rule.
n
Cruel: Each time this operative fights in combat with or makes a
co shooting attack against an enemy operative that has fewer than
its starting number of wounds, you can re-roll any or all of your
attack dice.

co

L- INQUISITORIAL AGENTS, IMPERIUM, INQUISITION, PENAL LEGIONNAIRE

//A
x’oV
M API
PISTOLIER AGENT
Sometimes known as Desperadoes, these Agents are 2
skilled killers who have honed their talents in the crime-
ridden underbowels of hive worlds. Alongside the quick OF SV
draw they have learned the value of the silent kill, as
well as the ostentatiously explosive. 3 5+

NAME A BS/WS DB SR
v Scoped plasma pistol Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
- Scoped 4 4+ 4/5 API
- Standard 4 3+ 5/6 Rng< API
- Supercharge 4 3+ 5/6 Rng ♦, AP2, Hot
Suppressed autopistol 4 3+ 2/3 Rng #, Silent
X Fists 3 4+ 2/3

ABILITIES UNIQUE ACTIUNS


Pistolier: You can ignore any or all modifiers to the Ballistic Skill Pistol Barrage (1AP): Make a shooting attack with the scoped
characteristic of this operative's ranged weapons. plasma pistol and the suppressed autopistol this operative is
equipped with (in any order). This action is treated as a Shoot
action. This operative cannot perform this action if it has a
Conceal order.

L- INQUISITORIAL AGENTS, IMPERIUM, INQUISITION, PISTOLIER


p-. F
' '-Ml. L Ji r

•5

■ ' :;' '■

'■ : '■' ' ■' -

li * "

fe*’x
;k
?s

k
• !

• j
fc'r?. >k^r
•^?i. ■' ;<" f

tk ' B
L
-
ry '-a
i]
1*^
•k^L ■
I .-^
“.
1
SISTER OF SILENCE PROSECUTOR M API
Protected from the malevolence of witches by their rare anti­ 2
psychic mutation and shielded from the weapons of the foe
by their finely crafted power armour, Prosecutors advance
DF SV
unflinching into the heart of battle. Their boltguns thunder
ceaselessly, each explosive shell ending another heretic life. 3 3+
44
NAME A RS/WS 0 SR i
C> Boltgun 4 3+ 3/4
GO X Gun butt 4 4+ 2/3

ABILITIES UNIQUE ACTIONS


Psychic Abomination: While an operative is within # of this
operative, it cannot perform psychic actions. This operative
S3
cannot be targeted or affected by psychic actions.

GO

a
w

h- INQUISITORIAL AGENTS, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, PROSECUTOR

SISTER OF SILENCE VIGILATOR M API


The surest way to bring an end to a witch's malefic 2
rampage is to strike their head from their body. Such is the
doctrine of the Vigilators, who ghost across the battlefield
DF SV W
before charging headlong into the fray, their double-
handed power blades singing a keening song of death. 3 3+ 8
NAME A RS/WS D SR I
X Executioner greatblade 4 3+ 4/6 Lethal 5+

AOILITIES UNIQUE ACTIONS


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

*- INQUISITORIAL AGENTS, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, VIGILATOR


k ?
API
SISTER OF SILENCE WITCHSEEKER M GA
Witchseekers wield sanctified flamers as they hunt. Closing
with their heretical quarry they employ their Null powers
2 1
to close off the psychic trickery that renders witches so
deadly before unleashing a roaring conflagration to
OF SV W
immolate the foe.
3 3+ 8
45
NAME A BS/WS D SR i
Flamer 5 2+ 2/2 Rng ♦, Torrent O
X Gun butt 4 4+ 2/3
CO
ABILITIES UNIQUE ACTIONS
Psychic Abomination: While an operative is within of this
operative, it cannot perform psychic actions. This operative
cannot be targeted or affected by psychic actions. n

co

co

INQUISITORIAL AGENTS, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, WITCHSEEKER

______
&

M API
TEMPESTUS SCION COMMS
Equipped with powerful vox units, these Tempestus Scions
/
2
can relay orders and accurate tactical data to their
squadmates quickly and efficiently Some ore also trained DF SV
in counter-intelligence and the interception of signals,
allowing their fellow Agents to outmanoeuvre the foe. 3 4+
46
NAME A BS/WS B SR i
Hot-shot lasgun 4 4+ 3/4
CO X Gun butt 3 4+ 2/3

30 ABILITIES UNIQUE ACTIUNS


Signal (1AP): Select one friendly INQUISITORIAL AGENTS operative
in the killzone. Add 1 to its APL. This operative cannot perform this
sn action while within Engagement Range of an enemy operative.
This operative can perform this action more than once during
co its activation.

era

co

L- INQUISITORIAL AGENT®, IMPERIUM, ASTRA MIUTARUM, TEMPESTUS SCION, COMMS

r. M API
TEMPESTUS SCIUN GUNNER
Tempestus Scions have access to a wider variety of special

z 30 2
weapons that are ideally suited to all manner of missions.
Gunners are well trained in their use - whether that be clearing
a bunker with a flamer or raking down a swarm of heavily
V DF SV
armoured foes with a hot-shot volley gun. 3 4+
NAME A BS/WS 0 SR
C> Flamer 5 2+ 2/2 Rng ♦, Torrent O
C> Grenade launcher Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
- Frag 4 4+ 2/4 Blast O
- Krak 4 4+ 4/5 API
O Hot-shot volley gun 5 4+ 3/4 Fusillade PI
Meltagun 4 4+ 6/3 Rng<AP2 MW4
v Plasma gun Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
- Standard 4 4+ 5/6 API
- Supercharge 4 4+ 5/6 AP2, Hot
X Gun butt 3 4+ 2/3

ABILITIES UNIQUE ACTIUNS

L- INQUISITORIAL AGENTS, IMPERIUM, ASTRA MIUTARUM, TEMPESTUS SCION, GUNNER


0Q
TEMPESTUS SCION MEDIC 1 M API GA
On missions far behind enemy lines, Tempestus Scions can
suffer casualties many miles from their base of operations.
2 1
Their Medics are vital for providing life-saving aid to the
wounded - getting them back into the fight sooner or
y of SV w
keeping them alive long enough to be taken to safety.
3 4+ 8
47
NAME A 8S/WS D SR i
Hot-shot lasgun 4 4+ 3/4
X Gun butt 3 4+ 2/3
CO
ABILITIES ISRitHESaHi UNIQUE ACTIONS
SX3
Medic!: Once per Turning Point, the first time another friendly Medipack (1AP): Select one friendly INQUISITORIAL AGENT®
INQUISITORIAL AGENTS operative would be incapacitated operative Visible to and within A of this operative. That friendly
while Visible to and within ■ of this operative and not within operative regains 2D3 lost wounds. An operative cannot be n
Engagement Range of an enemy operative, if this operative is not selected for this action if it was revived using the Medic! ability
within Engagement Range of an enemy operative, this operative during the same Turning Point. This operative cannot perform this co
can revive it. That friendly operative is not incapacitated, has 1 action while within Engagement Range of an enemy operative.
wound remaining, and if it was a shooting attack, any remaining
attack dice are discarded. That friendly operative can then
3=»
perform a free Dash action, but must finish that move within A of n
this operative. Subtract 1 from both operatives' APL.

co

*- INQUISITORIAL AGENTS, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, MEDIC

TEMPESTUS SCION TROOPER M API


Elite and highly-disciplined soldiers, Tempestus Scion
Troopers carry out orders unflinchingly. Having
2
undergone ruthless training from their youth, there are
few hardships they cannot endure and few enemies they
OF SV
cannot overcome.
3 4+
NAME A RS/WS R SR i
Hot-shot lasgun 4 4+ 3/4
X Gun butt 3 4+ 2/3

ABILITIES UNIQUE ACTIBNS

*- INQUISITORIAL AGENTS, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, TROOPER

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

ARMOURED BODYSUIT C2EPZI FRAG GRENADE L2EP]


48 INQUISITION operative with a 5+ Save characteristic only. The Not available for an AUTOSAVANT operative. The operative is
operative gains the following ability for the battle: equipped with the following ranged weapon for the battle:

Armoured Bodysuit: Each time a shooting attack is made Name A BS D


CO against this operative, in the Roll Defence Dice step of that Frag grenade 4 3+ 2/3
shooting attack, you can retain one of your defence dice results
Special Rules
of'4' as a successful normal save.
Rng , Blast •, Indirect, Limited
n REFRACTOR FIELD+ L3EP]
INQUISITION operative only. The operative gains the KRAK GRENADE L3EP]
Cfl Not available for an AUTOSAVANT operative. The operative
following ability for the battle:
is equipped with the following ranged weapon for the battle.
Refractor Field: This operative has a 4+ invulnerable save. It cannot make a shooting attack with this weapon by
performing an Overwatch action:
SERVO-SKULL+ LZEP]
INQUISITION operative only. The operative gains the Name A BS 0
following ability for the battle: Krak grenade 4 3+ 4/5

Servo-skull: Once per Turning Point, during this operative's


Special Rules
activation, it can perform a mission action for one less action Rng , API, Indirect, Limited
point (to a minimum of OAR).
STUN GRENADE E2EP3
MASTER-CRAFTED AUTOPISTOL L2EP] Not available for an AUTOSAVANT operative. The operative
INQUISITION operative only. Select one autopistol or can perform the following action during the battle:
extended stock autopistol the operative is equipped with (note
that you cannot select a suppressed autopistol). Add 1 to both STUN GRENADE 1AP
Damage characteristics of that weapon for the battle. Select one point in the killzone within of this operative,
Roll one D6 for each operative within of that point,
POWER KNIFE L3EP] subtracting 1 from the result if that operative is not Visible to
INQUISITION operative only (excluding an AUTOSAVANT this operative. On a 4+, subtract 1 from that operative’s API.
and MYSTIC). The operative is equipped with the following This operative can only perform this action once, and cannot
melee weapon for the battle: perform this action while within Engagement Range of an
enemy operative.
Name A WS D
Power knife 3 4+ 3/5 SMOKE GRENADE E3ER1
Not available for an AUTOSAVANT operative. The operative
Special Rules can perform the following action during the battle:
Lethal 5+
SMOKE GRENADE 1AP
Place the centre of one Smoke token on a point within of
this operative. That token creates an area of smoke with a
radius and unlimited upward height (but not below). 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.
INQUISITORIAL AGENT
SPEC OPS ROLES
Over the following pages you will find a selection of rules for Spec Ops campaigns in which you have
selected INQUISITORIAL AGENTS as your Faction keyword. 49

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

co
INQUISITORIAL AGENT SPECIALIST
D6 Battle Honour

Weapon Specialist: Select one of this operative's weapons. Improve the


1 Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its
profiles, where relevant) by 1 (to a maximum of 3+).
co
Proficient: Select one Battle Honour for this operative from a Core Book
2
specialism you haven't selected for it to progress in.

Inspector: When determining Line of Sight for this operative (including


3 each time it makes a shooting attack), enemy operatives must be more
than | from it to be in Cover (instead of Q).

Firm Resolve: You can ignore any or all modifiers to this operative's APL
4 and Movement characteristics, and it's not affected by the Stun critical
hit rule.

Ruthless Persecutor: Each time this operative makes a shooting attack


against an enemy operative that is not in Cover, in the Roll Attack Dice
5
step of that shooting attack, before rolling your attack dice, you can retain
one as a successful normal hit without rolling it.

Highly Capable: Once per battle, when this operative fights in combat,
makes a shooting attack or a shooting attack is made against it, you
6
can use the Command Re-roll Tactical Ploy (see the Kill Team Core Book)
without spending any Command points.
RARE EQUIPMENT
Each time you would determine an item of rare equipment to add to your stash, if your faction is
INQUISITORIAL AGENTS, you can determine one from the table below instead of determining one from another
source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn't
suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include
more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).
50
1. TANGLE GRENADE E3EPJ 4. INFRASCOPE LSEPH
Not available for an AUTOSAVANT operative. The Select one of the operative's ranged weapons. That
operative can perform the following action during weapon gains the No Cover special rule for the battle.
GO the battle: In addition, each time the operative makes a shooting
attack with that weapon during the battle, enemy
TANGLE GRENADE 1AP operatives are not Obscured for that shooting attack.
Select one enemy operative Visible to and within w
n of this operative, then roll one D6, adding 1 to the 5- TRUESILVER WEAVE E2EPJ
result if that enemy operative is in this operative's Line INQUISITION operative only. The operative gains the
co of Sight. On a 3+, that enemy operative is tangled following ability for the battle:
co until it performs the Pass action or the battle ends
(whichever comes first). A tangled operative cannot Truesilver Weave: Each time an enemy operative
C-3
perform any actions other than Pass. fights in combat with or makes a shooting attack
against this operative, subtract 1 from both Damage
co
2. PROMETHIUM ROUNDS E2EP1 characteristics of that enemy operative's weapons for
Select one autopistol or extended stock autopistol that combat or shooting attack (to a minimum of 2).
GO the operative is equipped with (note that you cannot
select a suppressed autopistol). That weapon gains the 6. SHROUDFIELD C2EPJ
Splash 1 critical hit rule for the battle. The operative gains the following ability for the battle:

3. DIGITAL LASER E3EPJ Shroudfield: While this operative has a Conceal


INQUISITION operative only. The operative is order, it is always treated as having a Conceal order,
3 equipped with the following ranged weapon for regardless of any other rules (e.g. Vantage Point).
the battle:

Name A RS D
Digital laser 4 3+ 0/0
Special Rules
Rng ■, Lethal 3+, Limited
I
MW2

III OUR ARMOURIES THERE ARE WONDROUS TREASURES AND ODJECIS 0EIRUESI DARKNESS. DUH
% ENEMIES ARE WITHOUT NUMBER AND WITHOUT IIMII IN THEIR VARIETY. NO 1001 MOSE BE DENIED US.
■ HI CANNOT EXPECT DUR DEINOUS IDES ID ACT WITH ANYTHING DESEM8IING HONOUD OR DECENCY. THEY
Will HOED TUEMSEEVES ID NO SUCH 1IMITS, AND THUS NOR SODDED WE II WE EKPECI ID DEFEAT TDEM S.
AHU WIPE ANT TRACE 01 THEIR EXISTENCEIR0M THE STARS.'
- Interrogator Kezog Yollis, Ordo Hereticus

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

INVESTIGATION CHAMBER HIGH PLACED COLLABORATOR 51


The kill team's base of operations has a space An ally in the planetary governor's office, a mole in
dedicated to deep research and analysis. Such a the enemy's supply line or an emissary at court, the kill
chamber is fitted with signal-scramblers, sound-buffers team has a valuable collaborator to source supplies
and all manner of other devices to make it impossible and import influence. CO

for enemies to discover their findings.


After each game, roll one D6, adding 1 to the result
After each game you win, and after each Spec Op you for each of the following:
complete, you can select one INQUISITORIAL AGENTS
operative to earn 1XR • If you won.
• If you scored any victory points from
INQUISITORIAL AGENTS Tac Ops (pg 35).
SPY GO
"C3
n
Whether it be from a deep-cover agent or a highly On a 6+, you gain 1 Requisition point. a
concealed, well compensated local informant, the kill -a
co
team is provided with crucial information regarding the
objectives of their enemy
co
Your opponent's Tac Ops are not kept secret. Your co
opponent must still 'reveal' them as normal, so
they can't score victory points from them until they
are revealed. Cl
CD

03
03

co
REQUISITIONS
In a Spec Ops campaign, if your faction is INQUISITORIAL AGENT®, you can use the following Requisitions in
addition to those presented in other sources.

INTERROGATORS INFLUENCE 2RP CONSPIRACY AND PLOT 1RP


52 The Interrogator has thoroughly analysed the As their investigation proceeds, the kill team uncover
parameters and challenges of the missions ahead, and a plot their enemies are hatching that must be
has determined that an additional Agent and their pursued further. However, an outside observer might
specific skills will be sorely needed. wonder if this 'shocking and appalling discovery' is
GO somewhat convenient...
Purchase this Requisition before or after a game.
Add one INQUISITORIAL AGENTS operative to your Purchase this Requisition before or after a game, if
dataslate; this can be an Ancillary Support operative, your kill team is currently conducting Operation 1 of
but cannot be an INTERROGATOR operative. That a Spec Op. Work out your operation completion rate.
operative starts with 6XP (select a Battle Honour This is the number of games you have successfully
CO scored victory points from the required Tac Ops of that
accordingly). You can only use this Requisition if your
CO dataslate includes at least one INTERROGATOR Operation. Then change your Spec Op to a different
operative of Veteran rank or higher. one; you are treated as having the same operation
n
completion rate for the new Spec Op’s Operation 1.
co
99
REQUISITION ANCILLARY 2RP
Thanks to the Inquisitorial mandate, the kill team can
GO be reinforced even at the very last minute with some of
the Imperium's finest soldiers.

CO
Purchase this Requisition before or after a game.
Add the operatives of one INQUISITORIAL AGENTS
Ancillary Support to your dataslate, adhering to its
CO selection requirements. For example, 5 TEMPESTUS
SCION operatives: COMMS; MEDIC; TROOPER;
GUNNER equipped with gun butt and hot-shot
volley gun; GUNNER equipped with gun butt and
plasma gun.

i1
SPEC OPS
1 4.

Each time you would select a Spec Op for your


kill team to be assigned to, if your faction is 8 ■.

,you can select one


from those found on the following page instead of
selecting one from another source.
I/?'

- ■ S'-
IMP

a' INQUISITORIAL INVESTIGATION


___________________________________________________________________

The area is alive with heretical insurrectionists who threaten to bring all
out civil war. By rooting out the traitors, this world — and its vital tithes
— can be saved from the infernos of full-scale conflict.

OPERATION 1: TILL THE SOIL


The kill team seek out leads in earnest. Locals are questioned,
COMMENDATION
You gain one Requisition point.
■ 53
informants bribed and captives interrogated. Weapons- The friendly operative that scored you victory points from
smuggling routes and traitor boltholes are identified. the 'Headhunter' Tac Op earns 5XP. This is not affected by
a passed Casualty test.
Complete five games in which you scored victory points from You can add one item of rare equipment to your stash, or co
the 'Seize for Interrogation', 'Investigate Lead' and/or 'Behind you can increase your asset capacity by one. s
Enemy Lines' Tac Op. s
F"""
SPEC OPS BONUS 5B»
OPERATION 2: REAP THE HARVEST For the purposes of a mission's Spec Ops bonus, this Spec Op era
i-r«i
Thanks to the kill team's thorough efforts, the leaders of is considered a 'Perform Ritual' Spec Op. se
■"H
CO
the insurrection have been discovered, along with their
hideouts. It's time to eliminate them. In doing so, the traitors' co
-E3
momentum will be stalled completely and the rebellion all but i—m
n
stopped for good. C=3
^0
GO
Complete a game in which you scored victory points from the
'Headhunter' Tac Op.
C/9

■■I GO
"T3
i-f-i
n
MERCILESS PERSECOTION
A threat is growing, mysterious and largely concealed — and all the more dangerous
for it. It hides equally amidst the throngs of criminal masses, the enclaves of
the holy and the towers of the rich. The Inquisitor knows it is here... somewhere.
To root it out might cost much innocent life, but better a thousand ignorant
souls cast into oblivion than a guilty one be permitted to roam free.


OPERATION 1: THE ENDS JUSTIFY THE MEANS
The kill team must plant listening devices, psychic wards,
COMMENDATION
You gain one Requisition point.
■i
techno-viruses and manufactured evidence to spy on potential You can distribute up to 5XP across the operatives on your
foes, discredit them and ruin their nefarious plans. dataslate. This is not affected by a passed Casualty test.
You can add one item of rare equipment to your stash, or
Complete five games in which you scored victory points from you can increase your asset capacity by one.
the 'Upload Viral Code', 'Plant Signal Beacon' and/or 'Plant
Banner' Tac Op. SPEC OPS BONUS
For the purposes of a mission's Spec Ops bonus, this Spec Op
OPERATION 2: REMOVE OBSTACLE is considered an 'Infiltrate the Enemy' Spec Op.
An enemy force seek to intervene with the kill team's efforts to
uproot a terrible threat. They intend to undermine the authority
of the Emperor and his loyal defenders. Eliminate them.

Complete a game in which you scored victory points from the


'Rout' and/or 'Execution' Tac Op.

*■' ■
I I n
ARCHETYPE: INFILTRATION I SEEK AND DESTROY

CHAOS CULT KILL TEAM


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

CT3
WE WERE BETRAYED. THE FALSE EMPEROR IGNORED
GO
F3
OPERATIVES 00R PRAYERS, THOOGH WE HAVE GIVEN OOH ENTIRE
EXISTENCES TO HIM. ANOTHER, A REAL DIVINE POWED,
C/9 1 CULT DEMAGOGUE operative HAS COME TO 00R SALVATION. LET OS H0N000 THE
2 BLESSED BLADE operatives.
10 CHAOS DEVOTEE operatives.
GRANDFATHER, AND EMBRACE 00R TROE PLACE AS HIS
■o
1 ICONARCH operative.
LOYAL SERVANTS.’
> 1 MINDWITCH operative. - Mallax Darktongue, Siblings of the Worm

GO

.4

* , .

<

I
TAG OPS
If your faction is CHAOS CULTS, you can use the Chaos CultTac Ops listed below, as specified in the mission sequence.

TEAR THROUGH BLOOD OFFERING


Chaos Cult - Faction Tac Op 1 Chaos Cult - Faction Tac Op 3 55
You can reveal this Tac Op at the end of the battle. You can reveal this Tac Op in the Target Reveal step of any
Turning Point. For each objective marker, the first time an n
• If you have a friendly TORMENT operative within Q of enemy operative is incapacitated within Q of it, place a
your opponent's drop zone, you score 1 VP. CO
Blood Offering token on that objective marker.
GO
• If you have a different friendly TORMENT operative within
Oof your opponent's drop zone, you score 1VP. • If any friendly operatives perform the Blood Prayer action co
(below), you score 1 VP.
• If any friendly operatives perform the Blood Prayer action
e-3
PROFANE DEFILEMENT at a different objective marker, you score 1 VP.
Chaos Cult - Faction Tac Op 2 co
You can reveal this Tac Op in the Target Reveal step of any Friendly operatives can perform the following mission action:
Turning Point after the first.
BLOOD PRAYER 1AP
• If a friendly CULT DEMAGOGUE, ICONARCH or An operative can perform this action while it controls an
MINDWITCH operative starts and ends the Turning Point objective marker that has a Blood Offering token on it. If the
within | of the centre of the killzone, you score 1 VP. operative is a CULT DEMAGOGUE operative, it can instead
• If you achieve the first condition in any subsequent Turning perform this action while within W of an objective marker
Points, you score 1 VP. with a Blood Offering token on it. An operative cannot
perform this action while within Engagement Range of an
enemy operative.
ABILITIES
Below, you will find common abilities of the CHAOS CULT® kill team.

MUTATION ACCURSED GIFTS


During arcane rituals, the most devoted among a Chaos Cult Accursed followers of Chaos are blessed by the gods with a
have evil symbols carved into their flesh or tattooed onto their horrifying array of mutations. Chiropteran wings, sharp, ridged
56 skin. Should the correct words of invocation be said in bottle, horns and wicked claws are but a few examples of what gifts
these icons appear to draw empyric power to them, which a Mutant might receive, along with reptilian skin or long,
n
twists the flesh of the Devotee and horrifically mutates them. dextrous tentacles. All of these grant Mutants formidable
This does not satisfy the dark cravings and power lust of some. abilities on the battlefield, which they use to sickening effect
03
G-3 Depraved prayers are written upon flayed skin and nailed into against the enemies of the Chaos Gods.
the tormented flesh of these individuals, then daemons ore
Accursed Gifts are abilities that friendly CHAOS CULT®
co summoned and bound into their mortal bodies.
operatives gain when they mutate into other operative types.
During the battle, friendly CHAOS CULT® operatives can The first time a friendly DEVOTEE operative mutates into
'mutate'. Each time they do, choose one of the following: a MUTANT operative during the battle, select your first
Accursed Gift. The first time a friendly MUTANT operative
• If it's a DEVOTEE operative, turn it into a
03 mutates into a TORMENT operative during the battle, select
MUTANT operative.
your second Accursed Gift. All friendly MUTANT operatives
• If it's a MUTANT operative, turn it into a
have your first Accursed Gift and all friendly TORMENT
TORMENT operative.
operatives have your first and second Accursed Gifts.
• It can regain D3+1 lost wounds.
You can select Accursed Gifts from those presented below.
An operative cannot mutate more than once per Turning
You cannot select the same Accursed Gift more than once per
Point. In addition, you can never have more than five
battle. All Accursed Gifts are removed at the end of the battle.
MUTANT operatives and three TORMENT operatives at once.
When an operative mutates into another operative, it's still 1. Winged
the same DEVOTEE operative on your roster/dataslate, so has Each time this operative performs an action in which it moves:
the same Battle Honours and is the same operative for any • Ignore any or all modifiers to its Movement characteristic.
Tac Ops it has already been selected for, etc. The operative • Ignore the first distance of O it travels for a climb, drop
is simply a new operative type and will use that new type's or traverse.
miniature and datacard rules. It will revert back to its original
DEVOTEE miniature and datacard at the end of the battle. 2. Fleet
Add Jk to this operative's Movement characteristic.
You can mutate friendly operatives as follows:
• In the Strategy phase, when it is your turn to use a 3. Chitinous
Strategic Ploy or pass, you can instead mutate a number Improve this operative's Save characteristic by 1.
of friendly CHAOS CULT® operatives equal to the Turning
Point number. 4. Horned
• At the end of a combat in which a friendly DEVOTEE Each time this operative finishes a Charge action, you can
operative inflicted damage and was not incapacitated. select one enemy operative within its Engagement Range to
• When a friendly CULT DEMAGOGUE operative performs suffer 1 mortal wound, or D3 mortal wounds if this operative
the Accursed Benediction action (pg 58). is a TORMENT
When a friendly operative mutates into a new operative:
5. Sinewed
• Swap the miniatures, ensuring the centre of the new • You can ignore any or all modifiers to the Weapon Skill
miniature's base is as close as possible to that of the old characteristic of this operative's melee weapons.
miniature. This can put it within Engagement Range of • This operative's melee weapons gain the Brutal special rule.
enemy operatives, and if the old miniature was, the new
miniature must return there if possible. 6. Barbed
• Any wounds it lost are ignored - the new operative type This operative's melee weapons gain the Reap 1 critical hit
has its full wounds remaining. rule, or Reap 2 if this operative is a TORMENT.
1

STRATEGIC PLOYS TACTICAL PLOYS


If your faction is CHAOS CULT®, you can use the following If your faction is CHAOS CULT®, you can use the following
Strategic Ploys during a game. Tactical Ploys during a game.

EXALTATION IN PAIN 1CP FAITHFUL FOLLOWER 1CP


Until the end of the Turning Point: Use this Tactical Ploy when a friendly CULT DEMAGOGUE, 57
ICONARCH or MINDWITCH operative is selected as the
• Friendly CHAOS CULT® operatives are not injured. target of a shooting attack. Select one friendly CHAOS CULT® n
• Each time a shooting attack is made against a friendly operative (excluding one of the aforementioned operatives)
03
CHAOS CULT® operative that has less than its starting that is Visible to and within Q of that friendly operative.
number of wounds remaining, you can re-roll one of your Resolve that shooting attack against that other friendly
defence dice. operative instead (it is treated as a valid target). C/9

03
—I
FERVENT ONSLAUGHT 1CP ABHORRENT MUTATION 1CP 30

Until the end of the Turning Point, each time a friendly Use this Tactical Ploy when a friendly CHAOS CULT® operative era
CHAOS CULT® operative fights in combat, in the Roll Attack (excluding a DARK COMMUNE operative) is activated. Select era
Dice step of that combat, before rolling your attack dice, you an Accursed Gift (pg 56) for that operative to gain. This is in
can retain one as a successful normal hit without rolling it. addition to any Accursed Gifts it already has.
03

CREATURES OF NIGHTMARE 1CP FRENZIED DEMISE 1CP n


Until the end of the Turning Point, when determining Use this Tactical Ploy when a friendly MUTANT or TORMENT
control of an objective marker that any friendly MUTANT operative is incapacitated. Inflict D3 mortal wounds (or D6
or TORMENT operatives are within Q of, treat enemy mortal wounds if that friendly operative is a TORMENT
operatives' total API as being 1 less. Note that this is not operative) on one enemy operative Visible to and within 0 of
03
a modifier. that friendly operative.

SICKENING AURA 1CP UNLEASH THE DAEMON 1CP


While an enemy operative is within O °fa friendly MUTANT, Use this Tactical Ploy in a friendly MUTANT or TORMENT
TORMENT or DARK COMMUNE operative, worsen the operative's activation.
Ballistic Skill and Weapon Skill characteristics of that enemy
operative's weapons by 1. This is not cumulative with • It can perform a free Fight action during that activation.
being injured. • It can perform two Fight actions during that activation.

DID THE FALSE EMPEROR ENSDRE WE FELT PAIN? OH, HE MOST CERTAINLY DID - IN THE MINES, IN THE
QUARRIES, AT THE CRACK DE THE TASKMASTER’S WHIP. ROUNOIESS CRUELTY, THAT IS WHAT WE ENDURED
FOR THAT MONSTER. I TELL YOH, NOW WE HAVE FOUND A GOD WHO TRULY UNDERSTANDS. DOES SLAANESH
REALISE THAT PAIN IS INEVITADLE? YES - THE GALAXY IS DARK. RUT, CRUCIALLY, SHE KNOWS THERE IS
MORE THAN THAT. SHE SEEKS NOT TO MAKE OUR PAIN GREATER. NO, SHE OFFERS SOOTHING HALMS, AND
GREAT REWARDS FOR THOSE FAITHFUL TO HER ANO EMBRACING OF HER GIFTS. HAVE NO FEAR, FOR SHE
KNOWS WHAT IS BEST FOR US ALL.’
- Maaline Sephari, Awaiters of the Great Rewards

<__
CDLT DEMAGOGUE I/ M API
Vile orators who inflame the passions of their adherents, 2
Cult Demagogues are seen by their fanatical underlings as
prophets of the Dark Cods. They interpret signs, bless their Y .Li DF SV W
congregations and invoke the power of the warp through
ritual sacrifice and fervent prayer. 3 5+ 8
58
NAME A BS/WS D SR i
n <:> pistol 4 4+ 2/3 Rng W
<> Diabolical stave 4 4+ 3/6 RngO Stun
w 4+ 3/6 Stun
FJ
X Diabolical stave 4

UNIQUE ACTIUNS ■■
03
Accursed Benediction (1AP): One friendly CHAOS CULT® Incite Urgency (1AP): One friendly CHAOS CULTS operative Visible
operative Visible to and within ♦ of this operative can mutate to and within w of this operative can immediately perform a
(pg 56). This operative cannot perform this action while within free Dash or Charge action (for the latter, it can move no more
n Engagement Range of an enemy operative. than H). This operative cannot perform this action while within
Engagement Range of an enemy operative.
Induce Slaughter (1AP): One friendly CHAOS CULTS operative
GO Visible to and within ♦ of this operative can immediately perform
a free Fight action. This operative cannot perform this action
while within Engagement Range of an enemy operative.

L- CHAOS CULTS, CHAOS, LEADER, DARK COMMUNE, CULT DEMAGOGUE

M API GA
BLESSED BLADE
The most devoted and skilled of the Cult Demagogue's 2 1
followers, Blessed Blades serve as their fanatically loyal
bodyguards. They will gladly die to protect their charge,
and have been silenced either by ritual or blade to
DF SV W
ensure they never speak over their master. 3 5+ 8
NAME A RS/WS D SR i
X Commune blade 4 4+ 4/6 Lethal 5+

ABILITIES UNIQUE ACTIUNS


Cut Them Down: Each time an enemy operative starts a Fall Back
action while within Engagement Range of this operative, you can
use this ability. If you do so, that enemy operative suffers D3+1
mortal wounds (before it moves).
Attuned In Purpose: Each time this operative is activated, you can
also activate another ready friendly BLESSED BLADE operative
within W of it at the same time. Complete their actions in
any order.

*- CHAOS CULT®, CHAOS, DARK COMMUNE, BLESSED BLADE


L/-
w x

ICONARCH 1 M API
Iconarchs have the blessing and the curse of carrying their
Cult's spike and.flame-billowing censer-icon to war. This
2
great symbol radiates with the mutating power of the
warp, affecting the foes and devotees of Chaos alike.
DF SV
\ ? - .f

F 3 5+
59
NAME A BS/WS D SR i
C> Burning censer 6 2+ 2/3 Rng ♦, Torrent ■ n
=E
<> Pistol 4 4+ 2/3 Rng# e
X Crude melee weapon 3 4+ 2/3 co
F3

ABILITIES CO
Icon Bearer: When determining control of an objective marker, Ruinous Invigoration: Each time an attack dice would inflict
treat this operative's APL characteristic as being 1 higher. Note damage on a friendly CHAOS CULTS operative within 20 of this
that this is not a modifier. In narrative play, this is cumulative with operative, subtract 1 from the damage inflicted from that attack
the Focused Battle Honour (see the Kill Team Core Book). dice (to a minimum of 2). n

Ruinous Deterioration: Each time an attack dice would inflict


damage on an enemy operative within 20 of this operative, add 1 co
to the damage inflicted from that attack dice.

L- CHAOS CULTS, CHAOS, DARK COMMUNE, ICONARCH


la* V

M API
All that remains of the psyker that is a Mindwitch is
a mutated, swollen head mounted on an armature,
2
connected by arcane tubes and cables to a mindless slave.
Beings of formidable power, they can torture the minds of
DF SV
their victims and weave vortexes of empyric energy.
3 5+
NAME A BS/WS D SR I
X Fists 3 5+ 1/2

UNIQUE ACTIONS
Heinous Deluge (TAP): Psychic action. Select one enemy operative in Infernal Gaze (1AP): Psychic action. Select one enemy operative within
this operative's Line of Sight. Subtract 1 from its APL. This operative • of this operative and in its Line of Sight. That enemy operative
cannot perform this action while within Engagement Range of an suffers a number of mortal wounds based on the closest distance it is
enemy operative. from this operative. Note that these are not cumulative.
Malefic Vortex (TAP): Psychic action. Remove your Malefic Vortex • Within O-D3+5 mortal wounds
token (if any). Then place a Malefic Vortex token in a location that
is Visible to this operative, or on a Vantage Point of a terrain feature • Within 20- D3+3 mortal wounds
that is Visible to this operative (treat it as an intended target for the • Within W- 3 mortal wounds
purposes of the Visibility line). Each enemy operative within O of
that token suffers 1 mortal wound. In addition, at the end of each This operative cannot perform this action while it has a Conceal order
Turning Point, each enemy operative within O of that token suffers 1 or while within Engagement Range of an enemy operative.
mortal wound. This operative cannot perform this action while within
Engagement Range of an enemy operative.

CHAOS CULT®, CHAOS, DARK COMMUNE, PSYKER, MINDWITCH

F
w
CHAOS DEVOTEE M API
These Cultists are the mortal followers of the Dark Gods - 2
ordinary men and women fallen to promises of temporal power
who wish to overthrow Imperial taskmasters. Bearing a motley
collection of improvised, stolen and makeshift weapons, they
DF SV
1
can overwhelm even determined enemies with their sheer zeal.
3 5+
60
NAME A BS/WS D SR i
C-3 v Pistol 4 4+ 2/3 Rng>
G=3 X Crude melee weapon 4 4+ 2/3
CO
n
ABILITIES UNIQUE ACTIONS
GO

C-3
33
O
CO

L“ CHAOS CULTS, CHAOS, DEVOTEE

CHAOS MUTANT I
M API GA
Whether born of dark ritual, empyric experimentation ■A /
2 1
or the predations of malign entities, Mutants have
V Hl
diverse, terrifying origins. When faced with an enemy,
they lash out with claws, tendrils or whatever other
F DF SV
blasphemous appendage they possess. 3 5+
v
NAME A BS/WS 0 SR i
X Blasphemous appendages 4 4+ 3/4 Relentless Rending

ABILITIES UNIQUE ACTIONS


Accursed Mutant: Each time this operative would perform a
mission action or the Pick Up action, you must subtract one
additional action point to do so.
Unnatural Regeneration: Each time this operative would lose a
wound, roll one D6: on a 5+, that wound is not lost.

L- CHAOS CULTS, CHAOS, MUTANT


CHAOS TORMENT M API GA
These hideous abominations are possessed by one daemon
2
or many. It is impossible to tell how much of the original
Devotee remains. Each has a scroll of parchment nailed to
its form, upon which are written words in evil tongues to
r DF SV
prevent the bound daemons from manifesting in full.
3 5+
61
NAME A BS/WS D SR i
G*3
X Hideous mutations 5 4+ 4/5 Relentless Rending

ABILITIES UNIQUE ACTIONS co


n
Accursed Torment:
• This operative cannot perform mission actions or the Pick Up GO
action (when it's set up, it must drop all objective markers or
tokens its former operative type was carrying).
• Light terrain and operatives with a Wounds characteristic of 11
or less do not provide Cover for this operative.
Unnatural Regeneration: Each time this operative would lose a co
wound, roll one D6: on a 5+, that wound is not lost.

h- CHAOS CULT®, CHAOS, TORMENT

■7
EQUIPMENT i
CHAOS CULP operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence.
Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no more than
one of each item.
1
FRAG GRENADE E2EP1 COVERT GUISE E2EP1
62 The operative is equipped with the following ranged weapon DEVOTEE operative only. The operative gains the following
for the battle. If the operative mutates into a MUTANT or ability for the battle:
era TORMENT operative, this equipment is removed from it.
Covert Guise: At the end of the Scouting step, if this
CO Name A BS D operative is wholly within your drop zone, it can perform a free
C-3
Frag grenade 4 3+ 2/3 Dash action.
CO
Special Rules CHAOS SIGIL E2EP3
Rng , Blast i, Indirect, Limited The operative gains the following ability for the battle. If the
operative mutates into another operative type as a result of
KRAK GRENADE E3ER] the Mutation ability (pg 56), it keeps the following ability for
The operative is equipped with the following ranged weapon the battle:
for the battle. It cannot make a shooting attack with this
weapon by performing an Overwatch action. If the operative Chaos Sigil: This operative has a 5+ invulnerable save.
mutates into a MUTANT or TORMENT operative, this
equipment is removed from it. VILE BLESSING* C3EP]
The operative gains the following ability for the battle. If the
Name A BS 0 operative mutates into another operative type as a result of
Krak grenade 4 3+ 4/5 the Mutation ability (pg 56), it keeps the following ability for
I
the battle:
Special Rules
Rng , API, Indirect, Limited Vile Blessing: Once per battle, in the Resolve Successful
Hits step of a combat or shooting attack, you can ignore the
TROPHY WEAPON* E1EP] damage inflicted on this operative from one attack dice. This
DEVOTEE operative only. Select a crude melee weapon or must be done before rolling to ignore lost wounds (e.g. the
pistol the operative is equipped with. Add 1 to both Damage Unnatural Regeneration ability, pages 60-61).
characteristics of that weapon for the battle.

I
I
I
WITH EACH PASSINC OAT WE GROW STRONGER. MORE ANO ROHE SOSES SEE THf LIGHT AND SWEll
000 CDNGHEGATIONS. OPR BRAVE WACOM ONDEBMINE THf 1001 SOLDIERS DE IHE EHLSE EMPEHOH,
TAKING EBON IDEM THEIR WEAPONS - THEIR TOOLS 01 OPPRESSION. I IEEE THE GAZE AND PRESENCE
& 01 IHE SHUS GHHW GREATER AS WE PRAISE THEIR HAMES, PIT THEM WITH GRATITUDE FUR THE GUIS
WE HAVE ALREADY RECEIVED ANO SING THEIR GLORY. MV BROTHERS AND SISTERS, TRUE CHILDREN 01
THE ALMIGHTY FOUR, OCR TIME SPON APPROACHES I ASH RE YRS BBT A LiniE MARE FAITH WHEN IHE
MBMENT COMES, I PREMISE - TSE GABS PBBMISE - YBB SHALL PBSSESS EVERYTHING TDD HAVE EVER I
...» HESIREHANU MORE.' I

The Great Speaker, Cult Demagogue of the Conclave of the Wi l


CHAOS CULT
SPEC OPS ROLES
Over the following pages you will find a selection of rules for Spec Ops campaigns in which you have
selected CHAOS CULT® as your Faction keyword. G3

BATTLE HONOURS H

co
C-3
Each time a CHAOS CULT® operative gains a
Battle Honour, instead of determining one from its 03
specialism, you can determine one from the Chaos
C/3
Cult Specialist table below. You can either roll one D6
to randomly determine the Battle Honour (re-rolling if crs
it isn't suitable), or you can select an appropriate one. -a
03
As with any Battle Honour, an operative cannot have
the same one more than once (if a duplicate result is
rolled, roll again until a different result is rolled). co

03

CHAOS CULT SPECIALIST o

D6 Battle Honour

Violent Rampage: This operative can perform the Charge action while
1
within Engagement Range of an enemy operative.
2 Tainted Resilience: This operative cannot be injured.

Thirst for Slaughter: Each time this operative performs a Charge action,
3 improve the Weapon Skill characteristic of its melee weapons by 1 until the
end of the activation.

4 Dark Communion: This operative does not have to be within of a


CULT DEMAGOGUE for the purposes of that operative's unique actions.

Pain Metamorphosis: While this operative is not a MUTANT or


5 TORMENT, at the end of each combat or shooting attack in which it lost
wounds but was not incapacitated, it can mutate (pg 56).

Dark Blessing: The first time you select an Accursed Gift (pg 56) for
your kill team, also select a different Accursed Gift to be the dark blessing.
6
Each time an operative with this ability would gain an Accursed Gift, they
can gain the dark blessing instead (max once per operative).
RARE EQUIPMENT
Each time you would determine an item of rare equipment to add to your stash, if your faction is CHAOS CULTS,
you can determine one from the table below instead of determining one from another source. To do so, you can
either roll one D6 to randomly determine the rare equipment (re-rolling if it isn't suitable), or you can select an
appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a
duplicate result is rolled, roll again until a different result is rolled).
G4
Unlike rare equipment from the Core Book (which upgrades specific weapons), if an operative mutates into a
C-3
MUTANT or TORMENT operative as a result of the Mutation ability (pg 56), it does not lose these items of rare
equipment. For example, if a DEVOTEE operative is equipped with a vicious claw, the effects would apply to its
GO
crude melee weapon, then (if it mutates) the MUTANT operative's blasphemous appendages and the TORMENT
n
operative's hideous mutations.
CO
1. NOXIOUS ICHOR E2EPH 5. ABHORRENT SCEPTRE E3EPJ
GO
The operative gains the following ability for the battle: CULT DEMAGOGUE or MINDWITCH operative only.
ro The operative gains the following ability for the battle:
Noxious Ichor: Each time an attack dice inflicts
GO
damage on this operative, roll one D6 separately for Abhorrent Sceptre: Each time this operative is
each enemy operative within its Engagement Range: activated, it can perform one free unique action
GO on a 3+, that enemy operative suffers 1 mortal wound. during its activation.

2. PARALYSING STING C2EP] 6. ACCURSED CONSECRATION El ER]


The operative's melee weapons gain the Stun critical DARK COMMUNE operative only. The operative gains
hit rule. the following ability for the battle:

3. VICIOUS CLAW C3ER] Accursed Consecration: When this item of


Add 1 to both Damage characteristics of the equipment is revealed, select one Accursed Gift
operative's melee weapons. (pg 56) for this operative to gain.

4. MUTATING FLAMES C4EPJ


ICONARCH operative only. The operative gains the
following ability for the battle:

Mutating Flames: Add Ot0 the distance of this


operative's Ruinous Deterioration and Ruinous
Invigoration abilities.

TRUW HAVE I BEEN BIESSED BY THE GBBS. MY PATIENCE AND MY EFFBRTS HAVE PAIB GREATER BIVIBENBS :
THAN ICBUEB EVER HAVE IMAGINED. HDW1IMIIEB MY MINB WAS! I KNEEl BEEBBE YBB, TRUE GODS BE S?.;
■ ■■■■■■ ■ WWWfcW Biafcia ■■■■■■■ IIIIIIMIIVhM a ■■■ ■ ■■■■■■■* ■ ■■■■■■ mm BvmH WBBm ■ ■■■wm wvw w WB w

THE UNIVERSE, IN APOLOGY. I DID NOT UNDERSTAND HOW MOCHIDOODTED Y00. IN YOUR KINDNESS YON x >
PROVED ME WRONG. I AM SO... STRONG. SO... POWERFUL THANKS ONLY TO YOU. AND NOW I ONLY
WISH FOR MORE. I CANNOT IMAGINE WHAT YOH ARE CAPABLE OF, AND SO ISUDMIT MYSELF TO YOOR
WHIMS. MAKE ME WHAT YOH WISH ME TO RE, I GIVE MY DODY AND MY SOOL’
- Maalott Miralde, Conclave of the Willing

I

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

OBSCENE PUIPIT DIRGE CASTER 65


As the commune grows in strength, so do their powers These great speakers emit diabolical broadcasts of
of persuasion and influence. From their pulpit the sinister lies and seductive oratory to draw in the n
Cult Demagogue preaches obscenities to the masses, downtrodden and desperate, converting them to
inviting in dark magics to strengthen the Cult. the Cult. co
GO

Each time a friendly DARK COMMUNE operative You can use the Operative Assigned Requisition (see co
gains a rank, all friendly DEVOTEE operatives earn the Kill Team Core Book) for ORP if the operative
1XR or 2XP if that DARK COMMUNE operative is a
co
added is a DEVOTEE operative.
CULT DEMAGOGUE n

co
ACCURSED HEX
The Cult have consecrated a ritual site. Here, following co
the reading of dark prayers and carrying out of
GO
malignant sacraments, a Devotee at the centre of the
Accursed Hex is flooded with Chaos energies.
co
In the Strategy phase of the first Turning Point, co
you can mutate (pg 56) one additional CHAOS co
CULTS operative. co
co

KW J, I
v...
"J

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

SACRIFICE__________________ 1RP MALIGN ANOINTMENT 1RP


86 The Chaos Gods can give life, but for a high price Many members of a Cult look upon the Dark
indeed. For some unfortunate members of the Cult, Commune with envy, fervently wishing to be a part
n their lives can be forfeited to preserve the existence of a of this powerful collective. For the most fanatically
=c
3=»
C9 more influential member of their congregation. devoted of their number, joining the Dark Commune
GO
is a distinct possibility, and they go through a heinous
GO
Purchase this Requisition when a friendly CULT ceremony to cement their place.
CO DEMAGOGUE operative gains a Battle Scar or is Slain.
Select one friendly DEVOTEE operative to be Slain, Purchase this Requisition before or after a game.
GO
then the friendly CULT DEMAGOGUE operative is Remove one DEVOTEE operative from your dataslate,
GO treated as having passed its Casualty test instead. then add a DARK COMMUNE operative to your
CS dataslate. That new operative has a number of
-ra
co experience points equal to the lowest experience
GIFT OF CHAOS____________ 1RP points of the removed operative's rank (select its Battle
CO Those who worship the Dark Cods often find their flesh Honours accordingly). For example, if you removed
slowly warping and twisting, sprouting additional an operative that had 20XR the new operative would
limbs, growing scales or gaining supernatural strength have 16XP. It also has the same Battle Scars (if any) of
and agility. the removed operative.
CO

Purchase this Requisition before or after a game. You


CO
can change one Battle Honour of a friendly CHAOS
CULT® operative. If that operative only has one
Battle Honour from its specialism, you can change its
specialism before doing so.

SPEC OPS
Each time you would select a Spec Op for your kill
team to be assigned to, if your faction is - %
, you can select one from those found on
the following page instead of selecting one from
b-
another source.

i__
^^■■1

ELEVATION THROUGH SLAUGHTER


The bloodthirsty members of the Cult seek the attention and favour of
the gods, and intend to get it through the mass slaughter of as many foes
as possible.
■ 81. OPERATION 1: KILL! KILL! KILL! COMMENDATION
When the Cult have finished butchering all their enemies,
they will leave many killzones resembling little more than
You can distribute up to 10XP across the operatives on
your dataslate (max 3XP per operative).
a
gore-slicked charnel houses. After the battle, all friendly operatives pass Casualty n
and Recovery tests.
GO
Complete five games in which you scored victory points
n
from the 'Blood Offering', 'Protect Assets' and/or 'Tear SPEC OPS BONUS
Through' Tac Op. For the purposes of a mission's Spec Ops bonus, this Spec co
Op is considered a 'Purge Order' Spec Op.
co
OPERATION 2: HAIL THE GODS “C
FRFI
Empyric energy flows around the Cult's blood-soaked n
warriors after they have slaughtered so many of their a
-w
enemies. Now all they need to crystallise and concentrate co
the power of the gods is to place a dark artefact of Chaos
at the site where the most blood was shed. co
co
Complete a game in which you scored victory points from T3
the 'Plant Banner' Tac Op. co
cs
■■■■I -a
co

OCCULT RITUAL
The Cult must conduct a profane ritual in secret. Its members strike at
targets seemingly random to their enemies, but in reality each mission
they carry out is a part of their preparations — whether that involves
assassinating select foes, stealing holy artefacts or spilling blood in
precise locations. By the time the enemy realise what is happening, it will be
too late.

OPERATION 1: HIDDEN DESIGN


The Cult must complete a series of tasks vital to the
COMMENDATION
You gain one Requisition point.
■■
successful climax of their dread ritual. You can select one friendly operative that scored fBli
you victory points from the 'Profane Defilement'
Complete five games and score victory points from every Tac Op to earn 5XP (this is not affected by a passed
Tac Op archetype (i.e. Infiltration, Recon, Security, Seek Casualty test).
and Destroy) across those games. You can add one item of rare equipment to your stash,
or you can increase your asset capacity by one.
OPERATION 2: CULMINATION OF THE RITUAL
With their designs in place and all the necessary stages SPEC OPS BONUS
of the ritual almost reached, the Cult's leadership must For the purposes of a mission's Spec Ops bonus, this Spec
complete the final act. Op is considered a 'Perform Ritual' Spec Op.

Complete a game in which you scored victory points from


the 'Profane Defilement' Tac Op.
fINQUISITORIAL AGENTS MATCHED ROSTER
------------------------------------------------ =

1 PLAYER NAME:

FACTION KEYWORD:

SELECTABLE KEYWORD:
68
OPERATIVE NOTES (e.g. wargear options)

2 f

3
4

8
9

10
11

12

13
14
15

16
17

18

19

20

NOTES:
1

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I NARRATIVE DATACARD I
Rested Tally Experience Points
Operative

Specialism

n Operative Type
x»av
Battle Honours

Battle Scars

Notes

N4WITIVI WWW
T

xiav
Honours

tattle'

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II
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FOR TEN MILLENNIA THEIR INVISIBLE WAR HAS RAGED ON COUNTLESS WORLDS, |i

AS HUNTERS AND MANIPULATORS FIGHT FOR THE SOUL OF MANKIND. Ii


I

Inside you will find: It


THE SECRET WAR ii
• A treasure trove of forbidden lore regarding the
Though the warp - a twisted realm of malefic
impossibly varied characters of the Inquisition, the
unreality and empyric energies - is mercifully separate
galaxy's numberless and horrifically varied Cults of
from realspace, its corrupting power nonetheless
Chaos, and the endless war the two have waged for ten
can breach the invisible barriers to overwhelm weak-
thousand years.
minded mortals. Overtime, billions upon Imperial
worlds have become enthralled to it, joining any one • Background on the elite, ruthless Inquisitorial Agents of
of a multitude of heinous, warp-worshipping Cults the Inquisition, the malicious and heretical Chaos Cults
that have erupted. Slinking in the shadows, they and their kill teams, as well as the disciplined soldiers
corrupt from within. One of Humanity's strongest of the Militarum Tempestus and the formidable pariah­
lines of defence against these insidious threats is the warriors of the Sisters of Silence.
Inquisition - a clandestine organisation of some of
• Rules for fielding kill teams of dogged Inquisitorial
the most determined, hardy and resourceful people
Agents and insidious Chaos Cults. Included are datacards
alive. It is their nigh impossible task to root out
and a host of rules for each of these kill teams.
and crush any sign of heresy they uncover. Across
thousands of years and through gloomy underhive • Stunning miniatures photography showcasing expertly
crawlways, steaming sumps and rusting industrial painted examples of Inquisitorial Agents, Tempestus
ruins, Inquisitorial Agents and heretical Cultists stalk Scions, Sisters of Silence and Chaos Cult miniatures kits,
one another and fight raging gunfights in their quest as well as atmospheric artwork.
to destroy their opposition.

DESIGNED You will need a copy of the


IN THE UK Kill Team Core Book in order to
Games Workshop Limited.
PRINTED BY Willow Road, Nottingham, use the contents of this book.
ARTRON IN CHINA NG7 2WS, UK
warhammer.com

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