Darktide the Miniatures Game (2024)

Darktide: The Miniatures Game was released by Games workshop on May 4, 2024 and isn't connected with Fatshark Studios. It is gateway, spin-off game to Kill Team and plays similarly to the Warhammer Quest: Blackstone Fortress board game. The box comes with a variety of non-exclusive models, some are from the Blackstone Fortress and other existing model kits.

The rule book introduces a new Hive District, Coldiron Stack, where the missions in this tabletop game are set. Another Interrogator is also introduced. Interrogator Inigo is handling the Inquisitorial operations in that district for Inquisitor Grendyl and directing the operatives of the board game.

  • Warhammer Community post: Link
  • Games Workshop store page: Link
  • Goonshammer Review: Link

Contents

  • 1 Tertium Hive Campaign
    • 1.1 Missions
    • 1.2 Data Cards
  • 2 Commodore's Vestures

Tertium Hive Campaign[]

Introduction to Tertium, the Moebian Domain, Coldiron Stack, and Interrogator Inigo.

Welcome to Tertium Hive (pg. 1)
In this city the size of a continent swell millions of people, from the wealthy in its spires to the teeming underclasses in its subterranean depths. Evil has taken root here - treachery, mutation and supernatural corruption - and it is spreading. Darkness hides in the city's districts, in their maze of chambers, mineshafts and alleys. To combat it requires an elusive and clandestine group of specialist operatives; a party small enough to sneak unnoticed, but composed of deadly operatives.
This is the setting of Darktide: The Miniatures Game: and the role of one or more of these experienced operative is one you will play! Gather a team of unique specialists, equip them with powerful wargear and lead them in one of several high-stakes missions set deep in the bowels of Tertium Hive. Alternatively, play a series of connected missions in a campaign, in which your kill team will uncover and attempt to foil a hideous plot. During the campaign your operatives will improve, learning new skills and acquiring specialist equipment. By utilising their strengths and ensuring they work as a well-oiled team, together you may be able to push back the overwhelming surge of the Darktide!
Darktide: The Miniatures Game is a spin-off of Warhammer 40,000: Kill Team. Its parent game includes an expanded range of detailed miniatures, evocative terrain and unique rules. Right tactical battles against opponents with you team of elite operative, all set within the grim darkness of the far future. You can find out more, including how to get started, at warhammer40000.com/kill-team.
Rising Shadows
Tertium Hive Campaign (pg. 20)
You've read the rules and learned how the models can interact with each other on the tabletop. Now it's time to plunge into the depths of the story and follow your team's fortune as they brave the threats of the Darktide. Over the following pages, you can read about the immense city of Tertium Hive and its place within Humanity's galactic realm. You will learned about the emergence of anarchy and strife flaring throughout the city and of a growing evil within the district of Coldiron Stack. To uncover what is happening and put an end to the heresy there, you will put together a team of Agents and play through a series of evocative tabletop games that link to form the Tertium Hive Campaign.
Rising Shadows (pg. 22 & 23)
The Imperium of Mankind is a vast realm that stretches across the galaxy. Aliens, heretics, mutants and even stranger horrors assail it from without and within. A growing number of the Imperium's worlds - amongst them Atoma Prime - face threat from the encroaching darkness and shadows that gather close to home, but must look to their own defence as humanity's cast armies are stretched ever thinner.
Atoma Prime is a lunchpin world and the capital planet of the Moebian Domain. Beyond this sparse cluster of planetary systems lies the Fringe, a war-torn region of myth and rumour where a conflict known as the Fringe War has been fought for generations. Regiments of soldiers raised on the Moebian Domain's worlds - as well as more distant planets - are poured into the war zone to stave off the lurking threat.
Ordinary inhabitants of the region have lived for uncounted years in the Fringe War's shadow, though its details are kept from them; whatever foe the war is waged against is referred to only obliquely as the 'Darktide'. To the citizens, this is a word that represents the threat from the outside - the deadly and destabilising otherness that the Imperium fights against every day. The Darktide is the heretics whom maniacal zealots preach against, it is the gruesome xenos depicted on regimental recruitment posters, the hab-block neighbor who hides a sickening mutation or the lax laborer who shirks their responsibilities. The concept is used in curses and threats, a lingering shadow at the edge of thoughts that must be kept at bay at all costs.
Until recently, the Moebian Domain was connected to other regions by stable passages and communications though the warp. The warp - a dimension of roiling energy that lies beyond the skin of reality - is the realm in which Humanity's ships travel the inconceivable distances between stars, and through which psychic messages are hurled across gulfs that no technological communication can bridge. In recent years, however, destructive warp storms of magnitudes never before known to its shipmasters have more or less isolated the Moebian Domain. No word from the wider Imperium has been heard since. Ships that brave the warp storms' depths vanish, and messages thrust by the planet's psykers into the warp are swallowed with no suggestion they will ever reach anyone. For all the people of the Moebian Domain know, they are alone.
The planetary systems of this region now rely almost entirely on Atoma Prime for leadership, food, fuel and more. A hive world, Atoma Prime has a population of tens of billions crammed into a single, gargantuan hive city known as Tertium Hive. The size of a continent, the city spreads far over the surface, while beyond are freezing and arid wastes that can kill in moments. Tertium Hive is a mountain - its twin spires soaring so high that they pierce the clouds - of habitats, factorums, shanty camps, mines, merchant quarters and more besides. Palatial residences occupy the highest spires where the constantly recycled air is less stale, while dense layers of slums much further down are pooled with noxious filth and overcrowded with the dregs of society.
The Admonition
The varied industries within Tertium Hive are almost at breaking point, desperately working to supply the Moebian Domain's other worlds without support from the wider Imperium. Regiments of soldiers continue to be raised, equipped and sent to the Fringe War, returning only to rearm, re-equip and recruit to fill their losses before being sent back to fight. But terrifying conflict is no longer limited to a distant threat. A heretical cult calling itself the Admonition has emerged from thousand of hidden lairs and shrines throughout Tertium Hive, intent on seizing the city and, with it, control the Moebian Domain.
The Moebian 6th heretics are not the only manifestations of the Darktide haunting the hive city. Deathly mutants infest countless districts, and they are spreading. Reeking of contagion and dripping from open sores, these Poxwalkers shamble from the shadows in ragged packs, clawing their way into shelters and crushing skulls with improvised weapons. They appear as disease-ridden corpses, animated with a mockery of life through some unclean power. The tattered remains they wear mark them out as having once been common citizens, labourers or the scum who lived in the most crime-ridden regions of the hive city. Seemingly inured to pain, their bloated frames are incredibly - supernaturally, some whisper - resilient, and tales have spread of Poxwalkers believed slain rising again to tear apart the living. The merest scratch from their filthy claws and weapons can be deadly, yet of greater threat is the horrifying disease they carry that seems to spread wherever they are seen. The living sicken and the dead rise, becoming Poxwalkers in turn to spread the curse further.
The Darktide is no longer a distant myth. It is inside Tertium Hive, spreading like a canker.
Pages 24 & 25
Coldiron Stack (pg. 24)
Hundreds of city districts comprise Tertium Hive. Some are dozens of square miles in size, while others are far larger. Stories told for generations suggest that the Larger districts were once hive cities in their own right, and that Tertium Hive absorbed them as it grew. Few alive today believes such tales, but they are still passed down and reinforced in people's minds by the distinct character of some districts.
One such district is HL 9-43, known locally as the Coldiron Stack. Forming a truncated cone-shape embedded in one of Tertium Hive's western reaches, Coldiron Stack's upper spires only just clear the hive's surface and are overshadowed by the towers of nearby districts. Unlike its neighbors, the district's boundaries are rigidly defined by a bastion like skin of thick plascrete and ferridium that encircles it. Punched through one flank, as if a monstrous grub has bored its way out of a city-sized fruit, is a circular opening through which pass magna-rails and the transit engines that rattle along them. Underground, the district widens considerably, housing millions of labourers including a sizable minority of the hulking abhumans known as Ogryns. The district's deeper reaches are honeycombed with the tunnels of mining ventures. Other industries support these mines with chemical additives, industrial engineering and mass-crucible refining.
Coldiron Stack's miners extract hyperdense ice from underground glaciers that pass near the district. The miners' macro tunnels delve in twisting caverns for miles. Industrial sites and satellite settlements cling to the bore holes like architectural lichen. Over generations the tunnels have spread; some irrupting into the sub-levels of neighboring districts or causing their collapse. The granite-hard ice dug out of them - a commodity that cannot exist on the planet's low-pressure surface - is hauled through a series of pressurised tunnels and carefully thawed in chemical refineries. The resulting water is far fouler than that produced by the city's giant hydro-reclaimators, but enable Coldiron Stack to supply drinking water to low-class labourers of neighboring districts. It also makes up much of the hydro-rations supplied to regiments preparing for the Fringe War.
In recognition of these regiments' perceived sacrifice, the city's priestly leadership maintain fortified chapels throughout the mines. From these, coteries of fanatical zealots make pilgrimages to bless those water supplies destined for the Fringe. Despite the glacial meltwater's sourness, it attracts attempts to steal it, so some of the more intelligent Ogryn are armed with heavy caliber weaponry to serve as mine security. They are often posted to sites where huge pipes are visible, or at handover points for convoy's moving solid ice.
Coldiron Stack has suffered from the attacks of the Admonition and the cult's allies, like many other areas of Tertium Hive. The district's magna-rail conduit - its sole means of mass transportation in or out - was seized early in the Moebian 6th's treachery. As part of the regiment's preparations before heading back to the Fringe War, a battalion was dispatched to Coldiron Stack to secure their hydro-rations. Still wearing the uniforms of loyalists, hundreds of the regiment's soldiers deployed to the mines, many disappearing into their depths. It was only as the last of the Moebian soldiers arrived on the magna-rail that their treachery was unveiled. They seized control of Coldiron Stack's magna-rail terminus, sidings and engineering works, gunning down enforcers who dared ask why. With the majority of transit engines halted at this terminus, the only legitimate route into the district was blocked at a stroke.
Despite growing unrest and violence across the hive city, Atoma Prime's Lord Governor ordered a swift counterattack to retake Coldiron Stack. Two dozen squads of Imperial Guardsmen drawn from Moebian elements that remained loyal entered the magna-rail tunnel, creeping through the miles of darkness in an attempt to infiltrate the district. However, the loyalist soldiers' grit and discipline could not save them from the traitors' response.
Having detected the advancing soldiers, the Moebian 6th traitor companies holding the magna-rail terminus activated the transit engines, powering them through the tunnels at unsafe speeds. Packed into carriages or clinging to their hulls were countless Poxwalkers. The loyalists stealing down the tunnels had no chance; those not obliterated by the speeding engines were engulfed by packs of stabbing adn clawing walking corpses. Worse still. the transit engines reached a neighboring district, (disgorging?*) diseased horrors as if the magna-rail were (used like?*) a hypodermic injecting the city with poison. (With the?*) deed done, the transit engines were (reversed back?*) to Coldiron Stack where the traitors (?*) crush any further attempts to liberate the district (?*).
More worrying than the deliberate release of Poxwalkers via the magna-rail were scattered (?*) appearances of packed of diseased mutants in other surrounding districts. Almost evert case centered on areas fed with filthy water from Coldiron Stack. Rumours that ran like a fever told of entire hab-blocks of impoverished labourers afflicted with a terrible contagion, screaming and moaning before newly birthed Poxwalkers burst from them like pus from a boil.
Investigation and Purge (pg. 25)
Anarchy and disorder spread throughout Tertium Hive from hab-blocks to hab-block and from district to district. The Lord Governor and their cabal of strategos and bureaucrats faces a situation that worsened by the day. Unable to contact other systems for aid, Tertium Hive's leaders were desperately attempting to quench the fires of heresy and corruption that flared and raged seemingly at random.
Through some doom-mongers within Tertium Hive's spires claimed otherwise, the Imperium was not completely blind to the heresy unfolding on Atoma Prime. Lord Grendyl was an Inquisitor - one of the Imperium's feared, secretive and ruthless investigators - and had his gimlet gaze firmly fixed on the hive world's convulsions. Tasked with scrutinising and countering any and all threats to the Imperium, Inquisitors were capable of rooting out hidden plots and diabolical schemes against which cumbersome armies were ill-suited. Grendyl's Agents were already operating in scores of Tertium Hive's districts when news leaked out of Coldiron Stack and the events transpiring there.
The Inquisitor sparred one of his most trusted Interrogators, Procastor Catrion Inigo, to investigate Coldiron Stack, while he himself personally oversaw the rooting out of corruption and clamping down on insurgency through the scale of the entire hive city. Inigo had posed for weeks in Tertium Hive as a representative of a mercantile guild, forging contracts amongst the great and the good of numerous districts as well as their criminal underclades. The Inquisitor's command was to discover the truth of what was happening within Coldiron Stack and to stamp out the growing heresy there.
Using her master's authority, Inigo gathered numerous kill teams of specialist warriors, cowing them with the revelation that she was an Agent of the feared Inquisition. She commandeered elite soldiers from amongst the Inquisitor's own retinue and browbeat massively muscled Ogryn enforcers to Grendyl's service. Among others, she requisitioned esoteric psykers from the district's panicking leaders, and stole unseen into the mines to recruit fanatical zealots from the fortified chapels - individuals only too willing to sacrifice themselves to cast out the Emperor's enemies.
Coldiron Stack was a district spiraling into heresy. Into this lair of treachery and madness, Grendyl's Agents were dispatched. The district would not be abandoned while they drew breath.

Missions[]

The sequential story missions within the rulebook. These occur within Coldiron Stack, one of Tertium's Hive districts.

Mission 1: CLEANSE
(pg. 28, 29, & 30)
CLEANSEQuotes
In their initial actions to uncover the fate of Coldiron Stack, kill teams in service to the Inquisitor have run foul of packs of rotten Poxwalkers. The mission is to root out heresy, and within these nests of mutants is the worst kind. The Agents must purge the bloated filth before they can amass in overwhelming numbers.'Is there no end to these abomination? I'm down to my last two ammo cells! There's too many to kill, we need to disrupt them. Ghark, Vheris, make for the traitors' leaders. If these walking corpses go where their masters command, let's eradicate that command!'

- Gerran Arvans, former Veteran of the Cadian 2,301st

Round 1Quotes
The Inquisitor's Agents scouted outlying hab-blocks and industrial holdings at the mines before mobs of walking corpses made an appearance in an abandoned manufactorum. The Poxwalkers attack as soon as the kill team step foot within the huge building. The tide must be held back as more emerge from the dark. Step by step, the Agents must force their way forwards.'Burn! Give thanks that I briung you the God-Emperor's light to illuminate the darkness of your soul. Give thanks you have nowhere to hide from his gase. Give thanks and burn!'

- Vheris the Righteous, Zealot of the Imperial Creed

Round 2
Emerging into a deeper section of the manufactorum, the kill team continues to fight through the stream of Poxwalkers. They soon discover the presence of the Moebian 6th's heretical elements, whom the Poxwalkers strangely ignore. The traitors must be orchestrating the tide of rotting filth somehow, and the Agents' priorities quickly switch to the traitors' elimination.
Round 3
Countless Poxwalkers have been put down - some Agents are convinced they have 'killed' the same individual creatures more than once - but ammunition reserves are running low. If the kill team can eliminate the traitors' command structure within the manufactorum, the remaining Poxwalkers may become directionless and easier to destroy.
Mission 2: SCAN & UPLOAD
(pg. 21, 32, & 33)
SCAN & UPLOAD
The Inquisitor suspects the Moebian 6th traitors are committing some dark atrocity in the glacial mines. Procastor Inigo supplies the kill team with a specialist servo-skull - fashioned from a favoured Agent - with which to locate and scan possible sources of the water's contamination and then deliver the damning evidence via a shielded upload link.
Round 1
With its scanners, augurs and detection equipment, the servo-skull identified several potential sources of sontamination deeper in the mines. It need to conduct more detailed analysis at each site, however, and the kill team must protect the robotic device as it draws its samples.
Round 2
With the samples gathered, the servo-skull follows its programmed directives to transmit its findings to the Inquisitor's hidden sanctum. The Agents' orders are to escort it to a communications relay, but the relay's control chamber is sealed and guarded. The kill team must override the relay's locking protocols at a security terminal.
Round 3Quotes
Under heavy fire, the kill team have breached the control chamber of the communications relay, but more heretics are racing to cut down the interlopers. The Agents must shield the servo-skull as it transmits its findings at a transmission terminal, ensuring the data is sent.'Aryans, you've done it! The link shrine's door is opening. Get back quick, I can sense an operator trying to reseal it from within. Ghark, keep that door open, kill anything that tries to stop you. Vheris, with me. I'll shield the servo-skull. Wait, behind you-'

- Etrasia, Psyker bound to House Margrave

Mission 3: ESCORT
(pg. 34, 35, & 36)
ESCORT
Contact has been lost with Procastor Inigo and some kill teams have disappeared. Those that remain turn back now, not when the trail has led to the discovery of a traitor base. The kill team must protect the servo-skull as it hacks into the enemy database, then ensure the automata's safe escape through armed checkpoints to bring the data to light.
Round 1
The kill team have successfully infiltrated one of the traitors' logistics stations. A lone Moebian officer is accessing a database terminal, but begins a desperate purge of incriminating data upon sighting the Agents. The traitor is surrounded by the living dead, which lurch to attack at the officer's snarled command. The kill team must eliminate the officer to allow the servo-skull to access the terminal, then begin their escape.
Round 2
Their initial entry point has been compromised, forcing the Agents to retreat through the enemy base in search of scape. The Moebians have set up heavily guarded checkpoints, forcing the kill team through hunting Poxwalkers as they race the servo-skull to safety.
Round 3Quotes
An exit is in sight! The kill team must fight through the last Moebian checkpoint to escape with the servo-skull's purloined data, but a tide of Poxwalkers is close on their heels.'These dead things are squishy but they keep getting back up. I don't mind. Inigo says the Emperor promised me a medal for every one I smash and these things come back to be smashed again.'

- Ghark, Ogryn security tithed to Coldiron Stack

Mission 4: RESCUE
(pg. 37, 38, & 39)
RESCUE
The traitors have besieged the mines' fortified chapels, but the priests still attempt to slip through to bless the water supplies. Rumours of the ambushed of a priestly delegation reach the kill team, and of a survivor on the run. The Agents must search the ambush site, discover the priest and make contact before shepherding them to safety for questioning.
Round 1
Loyalist corpses litter the site of the ambush and danger still lurks nearby. The kill team must investigate the bloody remnants of the massacre for any clues at all concerning the location of the survivor whose knowledge may be key.
Round 2
With expert reading of the battle site and the discovery of the priest's hastily scratched coded sigils, the Agents have located the fugitive's bolt hole. They must make contact quickly, however, for roving traitors are on the priest's trail too.
Round 3
The priest is wounded but their faith and anger still burn brightly. The kill team must fight through a hunting party of Moebian soldiers organised to execute the priest to ensure that the pious witness, and their knowledge, survive.
Mission 5: CONTAMINATION
CONTAMINATION
The rescued priest has revealed his discovery of the glacial meltwater's contamination; a supernatural foulness is being spread through pipe systems to neighboring districts. The kill team must investigate which macro-pumping station the taint is being added at, force their way in and sabotage the industrial machineries suborned by the traitors.
Round 1
The priest's information, ruthlessly extracted by the Inquisitor, has led to the Agents to a supply conduit through which supercooled glacial meltwater is fed from one processing station to another. As living corpses lurch from the shadows, the kill team have scant time to investigate the conduit and discover whether the information is accurate.
Round 2Quotes
The priest's declamation has been confirmed. Armed with knowledge of the water supply's contamination, the kill team have tracked the conduit's source to a fortified macro-pumping station. With little opportunity for subtlety, the Agents must breach the station's perimeter, but its treacherous guards must be eliminated first.'It's in there. I can feel it like a staining of reality. Prelate Aleusine was not mistaken; they're putting something dark into the waters, something they carry in their souls. Let us not tarry with repaying their gift with the Emperor's vengeance!'

- Estrasia, Psyker bound to House Margrave

Round 3
Like a cathedral to unrestained industry, the cast macro-pumping station echoes and reverberates with the grind of gigantic engines. The Agents force their way through its depths, their goal to reach an unfathomable engine designated by the Inquisitor as the source of the conduit's taint. The machinery must be sabotaged at all costs.
Mission 6: ASSAULT
ASSAULT
The kill team learn the macro-pumping station was only on of several. The corruptive taint turning hive dwellers into rotting abominations is being coordinated from a central control hub. The kill team must breach its fortified sanctum, holding off traitors swarming to the control hub's defence until the servo-skull has initiated a catastrophic meltdown.
Round 1
The Agents conduct a rapid infiltration of key data-stations, shepherding a specialised servo-skull into the control hub whilst securing a route of escape. However the sound of boots and shuffling steps warn of enemy reinforcements approaching.
Round 2
With its Agents and the servo-skull now in place behind enemy lines, the kill team begin a chock assault on the control hub's primary sanctum. Their operative must engage the traitors hard and fast, giving them no opportunity to coordinate a defence while the servo-skull begins unpicking the sanctum's complex security data-scripts.
Round 3
With the control hub's sanctum breached, the dark heart of the traitors' operations are revealed. The stakes could not be higher; every moment's delay could mean more districts tainted. The kill team must hold off the waves of counterattacking enemies while the servo-skull completes its delicate sabatoge and initiates the meltdown.

Data Cards[]

NameImageDescription
VeteranGrizzled and staunchly loyal soldiers, Veterans have so far survived the Imperium's savage wars. These experienced specialists receive additional training using heavier weapons such as hot-shot volley guns, which unleach a hail of laser fire ideal for gunning through enemy infantry.
ZealotIn the Imperium, faith itself can be a weapon. Zealots enforce the Imperial Creed through their denunciation of heretics, but words alone are not always enough. As such, these operatives embrace the excruciation of traitors with relish, for in blood and fire are the unclean purged from the God-Emperor's realm.
PsykerSanctioned mutants who draw upon the deadly power of the warp with their mind, Psykers serve the Imperium in a number of roles. Some are oracles or interplanetary messengers, while others wield their psychic power in anger - manipulating minds, hurling searing energies or tearing reality apart.
OgrynOgryns are a subspecies of Humanity, whose hulking size and immense strength find ready work in the Imperium. They are intensely loyal, if unimaginative, and will wade through throngs of enemies using specially reinforced weapons - and sometimes their own thick skulls - to brutally crush foes.
Moebian TrooperThe Troopers of the Moebian 6th are hardened killers honed by service in the Fringe War and tempered amidst the fires of heresy. Cruel and driven, they are consumed by a selfish desire to claw their way to power, willing to risk everything to catch the eyes of the Dark Gods.
Moebian GunnerWhere loyalist soldiers may be issued special weapons such as flamers or grenade launchers, renegades claim them from their victims as trophies, bearing them as symbols of power and status. Wielding such weapons assists them in offering more gory sacrifices to the gods.
Moebian SharpshooterSkilled marksmen are often scorned by the Moebian 6th heretics for their unwillingness to seek glory at close quarters. Yet Sharpshooters know their own worth, offering up the departed souls of each new victim to the Dark Gods as they pick them off with their long-las.
Moebian ChieftainThrough force of will, threat of violence and sheer charisma, Chieftains rule over groups of Moebian 6th traitors and lead them to war. Their position gives them the pick of the battlefield riches, ensuring they charge into the fray wielding the most potent weapons and wargrear.
Moebian CommsmanActing as the mouthpieces for their tyrannical masters, Moebian Commsmen spit relayed orders through the corrupted vox networks of the traitor regiment, broadcasting amplified exhortations for their comrades to fight harder in the name of the blessed Octed.
PoxwalkerPoxwalkers are all that remain of the victims of an arcane plague. Given animus through the disease's corrupting power, these moaning cadavers are slow and clumsy but will never stop, ignoring even mortal wounds.

Commodore's Vestures[]

Darktide the Miniatures Game (1)

A few weeks after the miniature's game release Commodore's Vestures would feature 4 armor sets, each at 2400 Aquilas, that mimic the miniatures in the board game. Each has a note about their class exerts from the Imperial Guardsman’s Uplifting Primer. (Note that these aren't the same names as Inigo's operatives.)

  • Ferdrik Parlane (Veteran)
  • Devoted Caslane (Zealot)
  • Operative Delta-841 (Psyker)
  • Gorf (Ogryn)
Darktide the Miniatures Game (2)
Ferdrik Parlane - 2400
NameCost (Aquilas)SlotItemDescription
Shock Trooper's Flak Helmet (Sludge Jungle Camo)

[Deep Robotic Voice Filter]

900Head
Darktide the Miniatures Game (3)
With an inbuilt auspex-targetter(?*) and stab-light, this helmet ensures you are fighting at the peak of your abilities. The Emperor would expect little else.
Heavy Flak Carapace (Sludge Jungle Camo)1200Upper Body
Darktide the Miniatures Game (4)
Shock Troopers are especially trained for quick movements and rapid assaults.
Militarum Battlegear (Sludge Jungle Camo)700Lower Body
Darktide the Miniatures Game (5)
Anything that distorts the wearer's shape can serve as camouflage.
Darktide the Miniatures Game (6)
"I swear to remain steadfast and true in my loyalty, and may the darkness claim my soul if I prove unworthy."
  • An Astra Militarum Oath of Loyalty

You are a soldier in the Imperial Guard. You stand with billions of others in the greatest army that has ever existed, bathed by the brilliant light of the Golden Throne with a chance of immortality that is the gift of a glorious death. It is the highest honour to fight in these same illustrious ranks which have produced some of the most exulted heroes the Imperium has ever known. Your responsibility, and that of your comrades, is to help ensure that our magnificent Imperium is defended from its enemies. You will smite our foes wherever you find them, with the fervent passion and fury of these heroes of the past.

  • Lord General Militant Huxlow
Devoted Caslane - 2400
Darktide the Miniatures Game (7)
NameCost (Aquilas)SlotItemDescription
Ecclesiarchy-Approved Diadem (Words of Faith Pattern)900Head
Darktide the Miniatures Game (8)
The laud-hailer built into this mask allows the wearer's foes to hear the catechisms and curses being screamed at them, even on the noisiest battlefields.
Pious Warrior's Armour1400Upper Body
Darktide the Miniatures Game (9)
While mostly ceremonial, this toughened plasteel armour still provides some protection from enemy fire and blades alike.
Denouncer's Garb (Conflagration Camo)900Lower Body
Darktide the Miniatures Game (10)
Despite their tattered grandeur, these trousers are surprisingly flame-retardant. This is probably a good thing.
Darktide the Miniatures Game (11)
Where the Imperial Guard regiments fight for the glory of the Imperial Guard and the Immortal Emperor, it is common sense to take with them members of the Ecclesiarchy. A priest accompanying your regiment into the fray is indeed a boon. They will use their fire and fervour to motivate and cajole the troops into a pugnacious frenzy. How better to fight for the Imperial Creed than with the flames of purity burning strong within your breast?

Priests are so adept at converting their righteous fury into bloodlust on the battlefield that they make superb warriors, hacking left and right with their chainswords. Truly are they a great example of faith embodying action. Take stock of the zealous priests, and follow them into the fields of glory. -Excerpt from the Imperial Infantryman's Uplifting Primer.

Darktide the Miniatures Game (12)
Operative Delta-841 - 2400
NameCost (Aquilas)SlotItemDescription
Obscurus Mk Xa Psykana Coven Collar900Head
Darktide the Miniatures Game (13)
It matters not the uniform or what oaths are sworn. A witch will only ever be a liability.

- Commissar Arkwright Stannish

Morgaine Mk III Psyker Battledress (Militarum Drab)1400Upper Body
Darktide the Miniatures Game (14)
This utilitarian uniform is worn by countless Sanctioned Psykers on battlefields across the galaxy.
Morgaine Mk III Psyker Battledress (Stone Flats Camo)700Lower Body
Darktide the Miniatures Game (15)
The standard garb for a Sanctioned Psyker assigned to military operations.
Darktide the Miniatures Game (16)
Sanctioned psykers are used in some regiments of the Imperial Guard. These individuals have been touched by the mutating powers, but have been brought under strict control. They can be a great aid on the battlefield, but as a trooper you should have nothing to do with them. They are tools of the commanders, to do with as they will.

Do not attempt communication with them if you see them. They will be under constant guard by at least three armed troopers, for your protection as well as the psyker's. You must overcome your natural disgust for such unnatural men and remember that the machinations of the enemy must be met with whatever weapons we can gather about ourselves. - Excerpt from the Imperial Infantryman's Uplifting Primer

Darktide the Miniatures Game (17)
Gorf - 2400
NameCost (Aquilas)SlotItemDescription
Auric Brand400Head
Darktide the Miniatures Game (18)
Darktide the Miniatures Game (19)
Ogryns love gold as much as anyone, but few earn it.
Militarum Training Singlet (XXXXL)1400Upper Body
Darktide the Miniatures Game (20)
A rough undershirt emblazoned with the Imperial Aquila.
Militarum Issue Battlegear (XXXXL)700Lower Body
Darktide the Miniatures Game (21)
"New trousers are pretty good. No pockets, though. Where do I keep my rations?"

-Gorf

Ogryns (hom*o Sapiens Giganticus) are endorsed in some regiments of the Imperial Guard because they are loyal, very strong and make extremely effective shock troops. They are a perfect combination: sheer brute force married to a completely obedient mind. Ogryns are in no way a match for a man in terms of intellect or foresight (for example, they will not have been issued with a copy of this handbook, because they undoubtedly would not understand a single word) but they can smash any enemy foolish enough to stand in the way with their bare hands. And that alone, according to some, is reason enough to include these lesser creatures into the ranks.

If ogryns are part of your regiment you will not see them on all of your training courses. There is little point in teaching those incapable of learning. They do, however, make effective use of the famous ripper gun, and they already comprehend how to tear a body limb from limb, and that is all they really need to know. Those ogryns who show slight signs of initiative are given augmetic surgery to boost their brain power. - Excerpt from the Imperial Infantryman's Uplifting Primer

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