Professional Documents
Culture Documents
Advanced Dark Heresy - Cell Directives
Advanced Dark Heresy - Cell Directives
Advanced Dark Heresy - Cell Directives
CELL DIRECTIVES
Credits
Written By
Kari Lauri Salonen
(aka LeGurmux) (Finland)
Contributors
Eero Kasurinen (Finland)
Anssi Pöyhönen (Finland)
Antti Kangas (Finland)
Playtesting
Special Thanks To
Eero Kasurinen (Finland)
For Proof Reading and Ideas
Disclaimer
This document is completely unofficial and in no way endorsed by Games Workshop Limited or Fantasy Flight Games.
© Fantasy Flight Games. Warhammer 40,000 is a trademark of Games Workshop, Ltd. All Rights Reserved.
Dark Heresy, Rogue Trader, Deathwatch, Black Crusade, Only War, 40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan,
Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War,
‘Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games
Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the Inquisitor logo, the
Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle
logo, Ork, Ork skull devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine
chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer
40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units,
illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2007,
variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All
Rights Reserved to their respective owners.
Published
Tampere, Finland - 26 November 2021
1
DARK HERESY – CELL DIRECTIVES
CELL DIRECTIVES ..................................................................... 3 Ordo Xenos Elite Senior Acolyte Cell ............................... 8
Using Cell Directives ....................................................... 3 Ordo Xenos Elite Senior Acolyte Cell’s Cell Advances 9
Purchasing Cell Advances ............................................... 3 Ordo Xenos Elite Senior Acolyte Cell’s Special Skills .9
Deferred Executions ....................................................... 4
Inquisitor Special Task Force of Holy Ordos................... 10
Deferred Executions Cell Advances .........................5
Inquisitor Special Task Force Cell Advances ........... 11
Hive Gang ...................................................................... 6 Inquisitor Special Task Force Special Skills ............. 11
Hive Gang Cell Advances ........................................7
CUSTOM CELL DIRECTIVES ....................................................... 12
Hive Gang Special Skills .........................................7
Hive Gang Additional Characteristic Advances .........7
2
CELL DIRECTIVES
Cell Directives represent the communal abilities available to a group of Acolytes who have chosen to adapt particular strictly
binding way of behaviour and investigation. This adaptation may come through special training they have received, particular
common background they share or via doctrines of procedure they deliberately choose to be their way or they are forced to adapt
by their inquisitor. Cell Directives are somewhat similar to Alternate Career Ranks, they give characters additional or different
options for training and Talent choices or even Traits that their Career may not normally allow. Unlike Alternate Career Ranks, Cell
Directives are always adapted by entire groups of Acolytes and the groups cannot use their normal XP to make purchases from the
choices for their Cell Directive but instead they accumulate Cell Experience Points for this particular Cell Directive to be used to
make purchases as Cell Advances for the entire group at once. Upon first adapting of a Cell Directive, each player in a group must
meet any listed pre-requirements for the group to be able to adapt the Cell Directive. In addition, all members of the group gain
any special abilities of the Cell Directive after adapting that directive.
Cell Directives do not replace a Rank of the player's Career but instead allow them to purchase options as a group from another
Advance Table at any time they would be able to make purchases from their own Careers. If the group wishes to add another
member to their cell, the new member must simply pay the later Induction cost and the group must possibly accept penalties from
all members not meeting pre-requirements.
If another character wishes to join the cell he must get permission from the group. If they agree, they must begin inducting the
character and after proper induction time the joining character may pay the Induction Cost and finalize his induction as a full
member thus gaining access to the special abilities and Advance Table of the cell and he also receives all the purchased Cell
Advances. The new character does not need to meet the pre-requirements for the Cell Directive he is being inducted to, but this
imposes always some Non-Coherency Penalties upon whole group. These penalties are described in each Cell Directive. The time
required for the induction of a new character is describe on each Cell Directive and it heavily depends on the amount of Cell
Advances the group already has. Upon paying the Induction Cost the newly inducted character also immediately abandons any
previous Cell Directive he had, but there is no need for him to pay any personal XP cost for this abandoning.
After having selected a Cell Directive, the group of Acolytes must reflect the methods and principles of the chosen Cell Directive in
all their roleplay as they should represent the nature of their character. Failing to follow the ways of their chosen Cell Directive
should be reflected by the GM by granting the group less overall Experience Points depending how badly they chose to ignore their
Cell Directive. Success in roleplaying their Cell Directive should however be rewarded by the GM by granting some additional XP as
Cell XP to be used for purchasing Cell Advances.
Either due to its burden or due to their will to pursue a new one, a group of Acolytes also always has an option of abandoning their
Cell Directive any time they could purchase new Cell Advances. Abandoning a directive is not a light decision and, as with adapting
a Cell Directive, the group should carefully discuss this choice. The abandoning of their Cell Directive applies also to the whole
group at once. Each Cell Directive has its own description on how the abandoning will affect each Acolyte usually requiring each
Acolyte to spend some of his personal XP upon abandon. Also the general penalty for abandoning a Cell Directive comes in losing all
the unspent Cell XP and any Cell Advances that were purchased after last session.
3
DEFERRED EXECUTIONS
This particular Cell Directive is rather unlikely ever chosen willingly by the character’s but is forced by the GM as to describe to
background of the party or introduced by the group’s inquisitor as a suitable way for group to live on to redeem their sins instead
of an immediate death penalty.
Acolytes are most often chosen for service in the Inquisition because they are highly skilled, tested in battle against the enemies of
mankind, or simply have an ephemeral quality that an Inquisitor recognizes as useful. Sometimes, however, they are just
expendable.
Modelled after the Penal Legionnaires of the Imperial Guard, it has become a useful practice amongst the Inquisitors of the Calixian
Ordo Hereticus to take those who deserve a chance at a penitent death and give it to them. These Acolytes are always
accompanied by a loyal servant of the Ordo, and are given extremely dangerous missions for which they are not especially well
prepared.
The criminals' handler, usually an Arbitrator, Cleric, or Sister of Battle, is tasked with the group's success. While many may use
rewards to motivate their charges, a bomb collar is often a more effective tool.
Induction Cost: A new character cannot willingly join this Cell Directive but must instead be condemned for this fate by the group’s
inquisitor for the sins he has committed.
Induction Time: After having spent at least two encounters that take at least four months of time the newcomer receives any Skills
and Talents the group has purchased.
Pre-Requirements: Some very bad deeds and the group must fully consist of the combat-ready characters, but none of them can be
a psyker.
Special Abilities:
• Nothing To Lose: Acolytes in this cell may spend a Fate Point to ignore making any Fear, Shock or Pinning Tests for the
next 1d5 rounds. If a Fate Point is used this way roll 1d10, on a result of 4 or more the Fate Point and may be spent again.
• Explosive Collar: Each Acolyte in the group except the handler has an explosive collar installed. The groups handler and at
least the groups own inquisitor have trigger switches to the explosive collars.
• Handler: The group has an Arbitrator, Cleric, or Sister of Battle character with seriously better equipment and switch for
the explosive collars set as their handler who follows them where ever they go and takes the leadership of the group. This
character can also be a player character.
• Low on supplies: The characters other than the handler do not receive any allowance in Thrones but instead receive only
the equipment their inquisitor and handler choose to be appropriate.
Abandoning: There is no way (except dying) to willingly abandon this Cell Directive. After many and then many more successful
missions the Inquisitor of the group may however choose to allow the Acolytes to leave this Cell. In this case there are no penalties
what so ever for the group or Acolytes, but instead they will then each gain amount of XP equal to the unspent Cell XP available for
the group upon abandon.
Non-Coherency Penalties: There are no penalties for later adapting non-combat characters but they are quite likely rather useless
where ever the group in sent. Adapting a psyker character is quite likely impossible due to their natural nature of being already a
threat to the Imperium.
Roleplay Requirements:
4
Deferred Executions Cell Advances
CELL XP to spend Spent CELL XP
5
HIVE GANG
Deep below the towering hive complexes of worlds like Scintilla are the underhives. These nearly lawless mazes of steel are home
to hive gangs and mutants. It is to this world that many criminals flee, in the hopes of avoiding detection. Many secrets have fallen
deep within the underhive, and many of these secrets can be dangerous if left unexposed to the light of the God-Emperor.
In order to better uncover these underhive secrets, some Calixian Inquisitors have created cells of Acolytes whose sole purpose it is
to become a Hive Gang and operate within the bowels of one of the Calixis Sector's many hive cities. They may fi nd themselves
operating without support for years (or longer), reporting back to their Inquisitor at dead drops or through secure vox-channels.
This information is invaluable, the members are trained to look for anything suspicious and are good at finding it.
Induction Time: After having spent at least one encounter that takes at least a week of time for each thousand Spent Cell XP the
group has, the newcomer receives any Cell Advance Skills and Talents the group has purchased.
Pre-Requirements: One member of the Cell must be a Scum or have the Hive Gang Member background. Each member must be
equipped and dressed as if being hive gangers.
Special Abilities:
• Blending In: Hive Worlder's gain Tech-Use as a trained Skill. Other Acolytes gain Tech-Use as an untrained Basic Skill and
gain Speak Language (Hive Dialect) as a trained Basic Skill. Each character receives numerous tattoos, surgical
modifications and trophies suitable make them blend into to the gang they have chosen. This gives the group trusted
position as some minor members of the gang granting +10 to their Fellowship when dealing with the members of this
gang.
• Dead Drops: The group has numerous dedicated dead drops that allow them to request all kinds of goods and equipment
suitable to their cover or other intelligence. Even products of illegal nature such as drugs and artefacts can be requested
if rationalized well enough. The group may expect an answer / delivery within one week from making a request.
• Inquisitor Watching Over: If the group gains any Fugitive Status that is Mediocre or lesser, arbitrators and enforcers seem
to forget about them within a few days. If the characters are caught with some minor contraband or heretical items, the
find themselves being released out with no sentence at all after a day or two with their contraband / heretical items.
• Special Skills: Each member of the group may purchase Skills and Talents from the Hive Gang Special Skills table with
their personal XP as Elite Advances.
• Additional Characteristics Advance: Each member of the group may purchase the additional Advancement to their Agility
with their personal XP as an Elite Advance.
Abandoning: If character wishes to abandon this Cell he must spend about two weeks and pay 250 xp for arranging his previous
identity back. The inquisition won’t take care of any ongoing charges or clear the character’s Fugitive Status after beginning the
abandon process. Should the Scum of the group die or abandon the group, every other character also needs to abandon the group
immediately too.
Non-Coherency Penalties: The group cannot benefit from any special abilities while the group is not coherent with their Cell
Directive.
Roleplay Requirements:
• The characters must participate into the Criminal Career of their scum
o When making rolls for the Criminal Career Tests, once per each Test any other character may reroll first Failed
Test using his own characteristics instead.
• The characters need to do things that benefit their gang.
• The characters must defend their gang even against enforcers, Adeptus Arbites and inquisition.
• The character need to see their gang as their leader.
• The characters must heavily prefer the using only equipment appropriate to the gang they are blended-in.
• The characters need to actively report goings and comings of the gang and any others they may come into contact with to
the inquisition.
6
Hive Gang Cell Advances
CELL XP to spend Spent CELL XP
7
ORDO XENOS ELITE SENIOR ACOLYTE CELL
After many successfully completed missions and long-term independent xenos hunting the cell of acolytes may gain superiority in
the eyes of their master inquisitor. This likely puts some heavy expectations upon the shoulders of the cell, but also allows them to
rather fully use the influence and power of their inquisitor. Being senior acolyte cell means also that the inquisitor is more likely to
send the acolytes into far more dangerous and demanding missions and still expects them to perform at least well even with
limited amount of time and resources. Though senior acolyte cells find also often themselves in amidst some large-scale campaigns
where they are required to coordinate and command the actions of entire planetary forces.
Induction Cost: There is no way to voluntarily become a cell of senior elite acolytes, but instead the inquisitor of ordo xenos must
himself appoint the cell as an Elite Senior Acolyte Cell.
Induction Time: After having followed the group for at least one encounter that lasts week or more for each thousand Spent Cell XP
the group has, the newcomer receives any Cell Advance Skills and Talents the group has purchased. In addition, the newcomer
must have at least 4,500 XP before his induction can be complete.
Pre-Requirements: An Elite Senior Acolyte Cell is nominated by an Ordo Xenos inquisitor and cannot be formed by the Acolytes on
their own. The group of Acolytes must consist of Acolytes serving Ordo Xenos inquisitors and they must have performed well in at
least one very long and free Ordo Xenos related campaign. Also, each Acolyte must have at least 4,500 XP and they together must
have at least three different Forbidden Lore Skills, three different Scholastic Lore Skills and four different Common Lore Skills. Also,
the group must have at least one highly skilled acolyte in each of the following categories (though one character may fill several
roles if applicable): combat arts & shooting; investigation & interrogation; investigation & warp; stealth & disguise; languages &
literacy; tech; speech & communication & social interaction; medicae & chemicals.
Special Abilities:
• Resources: The elite senior acolyte cell has very free access to many resources they deem necessary for their success. The
inquisitor should be likely to grant the Acolytes any items and services of scarce or better availability without any
hesitation if these are necessary for their ongoing mission. Also, the inquisitor should be rather likely to grant the acolytes
with possibility to use his connections in finding artisans and special armouries when the acolytes are checking for
availability of items to purchase. Acolytes are also rather likely to receive higher amounts of funding and dedicated troops
for their missions.
• Inquisitor Watching Over: If the group gains any Fugitive Status that is Mediocre or lesser, arbitrators and enforcers seem
to forget about them within a few days. If the characters are caught with some minor contraband or heretical items, they
find themselves being released out with no sentence at all after a day or two with their contraband / heretical items.
• Inquisitorial Assault Forces: The group is likely to receive assistance in a form of inquisitorial storm troopers or Sisters of
Battle or some other military forces, should they deem these resources necessary.
• Special Skills: Each member of the group may purchase Skills and Talents from the Inquisitor Special Task Force Special
Skills table with their personal XP as Elite Advances.
Abandoning: There is no abandoning this special appointment (except by dying). The inquisitor himself may however disband the
Senior Acolyte Cell.
Non-Coherency Penalties: While the group is non-coherent, their inquisitor won’t be using them as his elite acolyte cell and thus
they cannot benefit from the inquisitional resources, inquisitor watching over or inquisitorial assault forces.
Roleplay Requirements:
• The group needs to pursue even vague leads for xenos activity, infestation or artefacts.
• The group must retain some serious hatred for xenos (this may be further enhanced with Hatred(Xenos) Talent).
• The group feels superiority over any other than normal military, enforcer or arbites authorities that may be helping them
and must see them as tools or expendable utilities.
• The group must usually cease every opportunity of pursuit for susceptible Xenos activity and try to figure out every clue
by themselves thus not allowing any other characters to do interrogation or investigation of interesting sites. In addition,
the group has a need to be present in every assault and takedown etc. that seems to be related to some xenos artifacts or
infestation.
• The group must be very demanding towards any local authorities in gaining resources and assistance immediately and
must see the normal tasks of these authorities as mere unnecessary hindrances that should wait no matter the level of
disaster that is going on.
• The group is likely to use methods of stealth instead of direct assault whenever reasonably possible.
• The group must reflect the opinions and preferred methods of their inquisitor when dealing with xenos beings or
artefacts.
8
Ordo Xenos Elite Senior Acolyte Cell’s Cell Advances
CELL XP to spend Spent CELL XP
9
INQUISITOR SPECIAL TASK FORCE OF HOLY ORDOS
There are heretics, xenos-traitors and Warp-dabblers who, on occasion, evade capture for long periods of time. It is not unheard of
for an Inquisitor of the Calixian Ordos to dedicate a cell of Acolytes to the capture of a single man, or the destruction of a small
group. It is these Task Forces that interact most often with planetary governments or the local Fortress-Precinct.
These task forces are often gathered with very specific set of talents and they have very often high amounts of dedicated resources
depending on the prey they meant to capture. In some special cases the inquisitor himself may even join these task forces, but
most often they consist of the most elite Acolytes from different professions and are in addition encompassed with some additional
experts to complete the requirements for expertise.
The duty of being assigned to a hereticus task force is rather perilous one and very consuming, since most of their targets are
hidden well beyond secret organizations and numerous cults thus making the role of the task force very complicated. The task force
may even need to infiltrate a cult or other heretical or criminal organisation even for years of time and let many heretical acts go on
or even commit those blasphemous acts themselves in order to find their main prey. This of course is a heavy burden to carry and
will often corrupt the souls of those in the task force thus requiring that only the most hardened of the Acolytes are ever assigned
to a hereticus task force.
Induction Time: After having spent at least one encounter that takes at least a week of time for each thousand Spent Cell XP the
group has, the newcomer receives any Cell Advance Skills and Talents the group has purchased.
Pre-Requirements: The task force is nominated by the inquisitor and cannot be formed by the Acolytes on their own. The group of
Acolytes must each have at least 4,500 XP and they together must have at least three different Forbidden Lore Skills, three
different Scholastic Lore Skills and four different Common Lore Skills. Also the group must have at least one highly skilled acolyte in
each of the following categories (though one character may fill several roles if applicable): combat arts & shooting; investigation &
interrogation; investigation & warp; stealth & disguise; languages & literacy; tech; speech & communication & social interaction;
medicae & chemicals. The group must be specified with a specific task of elimination or takedown.
Special Abilities:
• Resources: The task force has nearly unlimited access to any resources they deem necessary for their success. The
inquisitor should grant the Acolytes whatever items and services they need to further their fulfilment of their ultimate
task if he is able.
• Inquisitor Watching Over: If the group gains any Fugitive Status that is Mediocre or lesser, arbitrators and enforcers seem
to forget about them within a few days. If the characters are caught with some minor contraband or heretical items, the
find themselves being released out with no sentence at all after a day or two with their contraband / heretical items.
• Inquisitorial Assault Forces: The group is likely to receive assistance in a form of inquisitorial storm troopers or Sisters of
Battle, should they deem these resources necessary.
• Special Skills: Each member of the group may purchase Skills and Talents from the Inquisitor Special Task Force Special
Skills table with their personal XP as Elite Advances.
Abandoning: There is no abandoning this special appointment (except by dying) before the main task is complete or the inquisitor
himself disbands the task force. After completing the main task or being disbanded, the task force is automatically abandoned
without any penalties.
Non-Coherency Penalties: While the group is non-coherent, they cannot pursue their main task and need to operate way under
the radar since the task is far too important to be failed by their incompetence and thus they cannot benefit from the inquisitional
resources or assault forces.
Roleplay Requirements:
10
Inquisitor Special Task Force Cell Advances
CELL XP to spend Spent CELL XP
11
CUSTOM CELL DIRECTIVES
Acolytes are likely to form cells and abandon them as likely throughout their investigations. Many times some adversary becomes
such a worthy nemesis that they do focus upon this particular foe and eagerly take upon any leads about this nemesis. Also it is
very likely that a group of Acolytes finds itself preferring some particular way of approach to investigation and combat thus letting
them form a cell directive upon this methodology or maybe they take upon a mission that requires prolonged infiltration into some
heretical or xeno cult; or even dedicating their efforts into making their way within a large organization of secret trade and
smuggling of contraband items. It is also not unheard at all that being in amidst of some greatly terrifying event such as vast chaos
incursion or xeno assault leads the group of Acolytes to dedicate their remaining lives into hunting these foes. Of course there is
also the possibility that a group is asked by their Inquisitor to become his long term personal retinue, which will strongly affect the
ways and methods of the group. These and many other reasons may lead into formation of a specific cell directive and thus even
abandoning some previous one. Following guidelines describe how to define the different aspects and elements of these custom
Cell Directives.
1. Foundation of the Cell Directive: Is the Cell Directive established upon choice made by the group of Acolytes themselves;
is it forced upon them by some higher authority; or is the basis in some external event?
2. Compulsory: Is the group free to abandon the Cell Directive or is it only abandoned via dying or achieving some specific
goal? Can the group be dismissed by an order from some specific external authority?
3. Main Goal: What does the group ultimately focus upon achieving? Destruction of a specific individual, cult, daemon,
xeno-creature(s) or organization? Or perhaps they focus upon finding or destruction of a specific item, structure,
technology or knowledge? Of course the group may well have been formed upon exercising specific methodology or
gathering intelligence of specific nature.
4. Special Methods of Induction: Does the group have something special in their ways of induction? Is there some Specific
Ritual that each new initiate must go through or is the group only open to those decided by some External Authority?
5. Gear Preference: Is the group focusing upon or avoiding some type(s) of gear, drugs or cybernetics?
6. Social Aspects: What changes does adaptation of the Cell Directive cause upon social behaviour of the group and why? Is
there an External Leader or some Penance, Arrogance, Dislike(s), Preference(s), Superiority, Fearfulness, Hatred(s),
Violence, Suspicion(s), Law Obedience, Heretical Way(s), Humbleness, Religious Aspect(s), Criminal Act(s), Radical
Behaviour(s), Preferred Method(s) of Communication or Puritanism?
7. Methodology: What methods does the group focus upon? Do they apply Stealth, Secrecy and Disguise, Righteousness
Anger and Hatred, Thorough Investigation and Knowledge, Extensive Interrogation, Charm and Speech, Surgical Strikes,
Massive Violence and Open Actions, Specific Combat Style, Psychic Powers and Warp, Direct Action or Extensive Use of
Proxy Forces?
8. Inquisitional Sanctioning: Is the methodology of the group sanctioned, ignored or declared unapproved by the
inquisition? Or perhaps the group is totally rogue or heretical and needs to act secretly?
9. Additional Coherency Requirements: What is additionally required from the group to be able stay coherent enough to
function properly? Perhaps some level of XP, Specific Careers, Specific Skill Sets, Specific Backgrounds or Specific Races.
10. Special Abilities and Cell Advances: The GM should determine appropriate Special Abilities and Cell Advances after the
Cell has had its description and choices for its nature made.
11. Finalizing: The GM should also determine proper induction cost and time; abandoning cost and time; Non-Coherency
Penalties; and make a summary of Pre-Requirements and Roleplay Requirements.
12