The Prophet's Chosen

The Prophet’s Chosen are the fanatical elite of the Verdant Jihad, combining the grim discipline of their Krieg origins with the unrelenting zeal of the Genestealer Cult. Masters of jungle warfare, they strike from the shadows with precision and brutality, using salvaged Imperial wargear corrupted by xenos modifications. Each member sees their role as a sacred duty to the Four-Armed Emperor, believing their deaths will bring them closer to eternal salvation.

The Prophet's Chosen

Common Abilities and Options

Guardsmen Orders:
STRATEGIC GAMBIT and SUPPORT A friendly DEATH KORPS WATCHMASTER operative can issue a GUARDSMAN ORDER. Whenever it does, select one GUARDSMAN ORDER for all friendly DEATH KORPS operatives within 6" of it to receive. Whenever a friendly operative receives a GUARDSMAN ORDER, apply its rules until the end of the turning point. Operatives cannot benefit from more than one GUARDSMAN ORDER at once; they only benefit from the most recent order they received during the turning point.

  • Take Aim!

Ranged weapons of operatives that received this order (excluding mortar barrage and remote detonator) have the Ceaseless weapon rule.

  • Fix Bayonets!

Melee weapons of operatives that received this order have the Ceaseless weapon rule.

  • Dig In!

Whenever an operative is shooting a friendly operative that has received this order, if you can retain any cover saves, you can re-roll any of your defence dice results of one result (e.g. results of 2).

  • Move! Move! Move!

Whenever an operative that’s received this order is performing the Reposition action, add 1" to its Move stat.

Operatives

1. Watch Master Tahir the Unyielding
Watchmaster
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Bayonet
4
3+
2/3
Abilities
Adaptive OrdersGuardsmen OrdersBring It Down!
Notes

Tahir was once a proud Krieg officer, known for his ability to lead with stoic determination. After succumbing to the whispers of the Four-Armed Emperor, Tahir saw his corruption as a divine calling, reshaping his disciplined leadership into a tool of fanaticism. Now he views himself as the Patriarch’s mortal voice, guiding his team with calculated precision to fulfill their sacred missions.

Adaptive Orders: If this operative doesn’t issue a GUARDSMAN ORDER as a STRATEGIC GAMBIT, you can use the Inspirational Leadership firefight ploy for 0CP during this operative’s activation.

Bring It Down!: STRATEGIC GAMBIT if this operative is in the killzone. Select one enemy operative. Whenever a friendly DEATH KORPS operative is shooting against, fighting against or retaliating against that enemy operative, that friendly operative’s weapons have the Punishing weapon rule.

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, LEADER, WATCHMASTER
2. Confidant Nizar the Loyal
Confidant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Boltgun
4
4+
3/4
Bayonet
3
4+
2/3
Abilities
DirectiveGuardsmen OrdersSecond In Command
Notes

Nizar served as Tahir’s closest confidant even before the fall to the cult. His loyalty is unmatched, and he believes the Four-Armed Emperor’s will flows through Tahir. Nizar personally ensures discipline within the team and enforces their mission objectives with ruthless efficiency, even sacrificing his own humanity through minor hybridization to prove his devotion.

Directive: Whenever this operative is activated, if you have not used the Second in Command rule during the battle, you can select one other ready friendly DEATH KORPS operative visible to and within 6" of it. When this operative is expended, activate that other friendly operative before your opponent activates (if that operative is a TROOPER, ignore its Group Activation rule).

Second In Command: If a friendly WATCHMASTER operative is incapacitated and removed from the killzone, you can use this rule. If you do, until the end of the battle, this operative can issue a GUARDSMAN ORDER as a STRATEGIC GAMBIT (even though it is not a WATCHMASTER operative).

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, CONFIDANT
3. Vox Operator Khalil the Herald
Vox-Operator
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Relay Orders1AP: Signal
Notes

Khalil’s role as a vox operator has taken on a new meaning within the Verdant Jihad. He transmits the words of the Patriarch through encrypted channels, spreading the cult’s doctrine to hidden cells across the jungle moon. Khalil believes himself to be a prophet of the Four-Armed Emperor, amplifying his will with every broadcast.

Relay Orders: Once per turning point, when this operative receives a GUARDSMAN ORDER, if it’s not within control range of enemy operatives, it can relay that order. Whenever an order is relayed, all friendly DEATH KORPS operatives in the killzone receive that order, then subtract 1 from this operative's APL stat until the end of its next activation.

Signal (1AP): SUPPORT Select one other friendly DEATH KORPS operative visible to and within 6" of this operative. Until the end of that operative's next activation, add 1 to its APL stat.

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

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, VOX-OPERATOR
4. Zealot Umar the Blade
Zealot
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
The Emperor ProtectsUplifting Primer
Notes

Umar’s fanatical devotion to the cult borders on madness, driving him to charge into close combat with reckless abandon. He wields his bayonet like a sacred relic, believing that every kill brings him closer to martyrdom. His fearlessness inspires those around him, even as it terrifies his enemies.

The Emperor Protects: Whenever an operative is shooting this operative, you can re-roll any of your defence dice.

Uplifting Primer: SUPPORT Whenever a friendly DEATH KORPS operative is within 3" of this operative, that friendly operative's weapons have the Severe weapon rule.

Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, ZEALOT
5. Medic Farid the Redeemer
Medic
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Medic!1AP: Medikit
Notes

Farid was once a field medic, treating the endless stream of wounded soldiers with grim efficiency. Now, he sees his role as a redeemer, granting life or death based on the needs of the cult. While his methods remain precise, his corrupted mind views every act of healing as a blessing from the Four-Armed Emperor.

Medic!: The first time during each turning point that another friendly DEATH KORPS operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining, and cannot be incapacitated for the remainder of that action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative's activation, that activation ends.

You cannot use this rule if this operative is incapacitated, or if it is a Shoot action and this operative would be a primary or secondary target.

Medikit (1AP): Select one friendly DEATH KORPS operative within this operative's control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

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

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, MEDIC
6. Sniper Jibril the Silent
Sniper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Long-Las
Concealed (Dev3, Hvy, Sil, *Concealed Position)
4
2+
3/3
Mobile
4
3+
3/4
Stationary (Dev3, Hvy)
4
2+
3/3
Bayonet
3
4+
2/3
Abilities
*Concealed Position
Notes

Jibril was a legend among the Krieg garrison for his unmatched marksmanship, capable of eliminating enemies before they even knew they were being hunted. After his corruption, Jibril embraced the cult’s doctrine with quiet fervor, letting his deadly aim speak for him. His faith is simple and unwavering: every kill is a step closer to the Four-Armed Emperor’s ascension.

*Concealed Position: This operative can only use this weapon the first time it is performing the Shoot action during the battle.

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, SNIPER
7. Spotter Malik the Watchful
Spotter
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Mortar Barrage (Blast 2", Hvy(Dash), Silent)
4
4+
3/5
Bayonet
3
4+
2/3
Abilities
1AP: Spot
Notes

Malik was an artillery officer, responsible for coordinating devastating barrages to support his regiment. Now, his role remains the same, though his targets are chosen by the Patriarch’s will. He works closely with Jibril, guiding his shots and calling down destructive bombardments with unnerving precision.

Spot (1AP): SUPPORT

Select one enemy operative visible to this operative. Once during this turning point, when a friendly DEATH KORPS operative within 3" of this operative is shooting that enemy operative, you can use this effect.
If you do:

  • That friendly operative’s ranged weapons have the Seek Light weapon rule.
  • That enemy operative cannot be obscured.

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

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, SPOTTER
8. Sapper Idris the Silent Flame
Sapper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Remote Detonator (Hvy(Dash), Lim1, Prc1, Sil, *Detonate)
4
2+
5/6
Bayonet
3
4+
2/3
Abilities
*DetonateMine Layer
Notes

Idris’s expertise in mining explosives made him invaluable to the Krieg garrison, but his devotion to the cult has made him far more dangerous. He views every detonation as a prayer to the Four-Armed Emperor, and his unflinching faith drives him to risk his life to deliver devastating sabotage.

*Detonate: Do not select a valid target. Instead, shoot against each operative within 2" of your Mine marker, unless Heavy terrain is wholly intervening between that operative and that marker. Each of those operatives cannot be in cover or obscured. Roll each sequence separately in an order of your choice. This weapon cannot be selected if your Mine marker isn’t in the killzone. At the end of the action, remove your Mine marker from the killzone.

Mine Layer: This operative is carrying your Mine marker. It can perform the Pick Up Marker action on that marker, and whenever it performs the Place Marker action on that marker, it can immediately perform a free Dash action.

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, SAPPER
9. Gunner Hamid the Pyre
Gunner
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Plasma Gun
Standard (Prc1)
4
4+
4/6
Supercharge (Hot, Lethal 5+, Prc1)
4
4+
5/6
Bayonet
3
4+
2/3
Notes

Hamid was chosen for his brutal efficiency with heavy weaponry, his plasma gun a tool of divine wrath. He is a fervent believer in the cleansing power of fire, seeing his weapon as a holy instrument to purge the unworthy and clear the path for the cult’s ascension.

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, GUNNER
10. Gunner Harun the Incinerator
Gunner
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Meltagun (Rng 6", Dev 4, Prc2)
4
4+
6/3
Bayonet
3
4+
2/3
Notes

Harun is a grim and silent warrior, known for his unrelenting focus on destruction. His meltagun is a symbol of purification, used to annihilate any obstacle in the cult’s path. Harun speaks rarely, but his actions make his devotion clear—he is a living embodiment of the Four-Armed Emperor’s wrath.

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, GUNNER

Equipment

Chronometer

Once per battle STRATEGIC GAMBIT in the first or second turning point. Each friendly DEATH KORPS operative wholly within your territory can immediately perform a free Dash action in an order of your choice, but each that does so must end that move closer to an opponent's drop zone or killzone edge.

You cannot use this STRATEGIC GAMBIT and the Regroup strategy ploy during the same turning point.

Comm-Beads

Whenever a friendly DEATH KORPS WATCHMASTER or friendly DEATH KORPS CONFIDANT operative issues a GUARDSMAN ORDER, you can use this rule. If you do, instead of each friendly DEATH KORPS operative within 6" of it receiving that order, you can select one friendly DEATH KORPS operative to receive that order.

Hand Axes

Friendly DEATH KORPS operatives have the following melee weapon:

NameATKHITDMG
Hand Axe34+3/4
Gas Bombardment

Once per battle STRATEGIC GAMBIT. Place your Gas marker in the killzone; it cannot be placed underneath Vantage terrain. Whenever an operative is within 3" of that marker, subtract 1 from its APL stat. In the Ready step of the next Strategy phase, remove that marker. Note that an operative's APL stat is only changed while it is within 3" of that marker. If it moves more than 3" from that marker, its APL stat is no longer changed by this rule.

Ploys

Clear The Line
Strategy Ploy

Friendly DEATH KORPS operatives’ melee weapons have the Accurate 1 weapon rule. Whenever a friendly DEATH KORPS operative is fighting wholly within your territory, or whenever it’s retaliating, its melee weapons also have the Severe weapon rule.
Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.
Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. The Devastating and Piercing Crits weapon rules still take effect, but Punishing and Rending don’t.

Regroup
Strategy Ploy

SUPPORT Select one friendly DEATH KORPS operative that is more than 3" from enemy operatives. Each other friendly DEATH KORPS operative within 5" of that operative and not within control range of enemy operatives can immediately perform a free Dash action in an order of your choice, but each that does so must end that move closer to that operative. Note that a Comms Device from universal equipment only affects the second distance of this rule.

You cannot use this ploy and the Chronometer faction equipment STRATEGIC GAMBIT in the same turning point.

Siege Warfare
Strategy Ploy

Friendly DEATH KORPS operatives' ranged weapons have the Saturate and Accurate 1 weapon rules.
Saturate: The defender cannot retain Cover saves.
Accurate x: You can retain up to x Attack Dice as normal successes without rolling them.

Take Cover
Strategy Ploy

Whenever an operative is shooting a friendly DEATH KORPS operative, if you can retain any cover saves, improve that friendly operative’s Save stat by 1.

Combined Arms
Firefight Ploy

Use this firefight ploy after rolling your attack dice for a friendly DEATH KORPS operative, if it is shooting an enemy operative that has been shot by another friendly DEATH KORPS operative during this turning point. You can re-roll any of your attack dice.

In Death, Atonement
Firefight Ploy

Use this firefight ploy when a ready friendly DEATH KORPS operative is incapacitated, if it is not within control range of enemy operatives. Before it is removed from the killzone, it can immediately perform one free action and you can change its order to do so. Unless otherwise specified, the operative would be injured for this. Note that that friendly operative is injured for the duration of that action.

Inspirational Leadership
Firefight Ploy

SUPPORT Use this firefight ploy during a friendly DEATH KORPS WATCHMASTER or DEATH KORPS CONFIDANT operative's activation, before or after it performs an action. It issues a GUARDSMAN ORDER.

In Life, Shame
Firefight Ploy

Use this firefight ploy when a friendly DEATH KORPS operative is activated and given an Engage order. It receives every GUARDSMAN ORDER. This takes precedence over the normal rule that operatives cannot benefit from more than one GUARDSMAN ORDER at once.

Tac Ops

Sweep & Clear
Seek And Destroy

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Dominate
Seek And Destroy

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.

Rout
Seek And Destroy

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Plant Banner
Security

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.

Martyrs
Security

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Envoy
Security

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.