Brotherhood

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Transcript of Brotherhood

  • By: Jarek Ewertowski, Rob Alderman and Mark RapsonLayout by: Michal Pawlaczyk

    Introduction by: Andy HoareArtwork by: Darek Zabrocki, Paul Bonner

    Additional Art Supplied by: Mutant Chronicles International Inc.Cover art by: Tomek Tworek

    Prodos Games would also like to thank: Kim Rapson, Jay Zetterberg, Jim Vidlak, Bobby Limoggio, Marshall Jones, The 532, The Leamington Gaming Club, Warwickshire Wargamers, Our Alpha Testers,

    Modiphius, Paradox Entertainment

    (c) 2013 Mutant Chronicles International Inc. MUTANT CHRONICLES and related logos, characters, names, and distinctive likenesses are trademarks or

    registered trademarks of Mutant Chronicles International Inc. Used with permission. All rights reserved.Produced by Prodos Games Limited.

    All Rights ReservedProdos Games Ltd. 2013

  • Contents

    THE BROTHERHOOD 4Brotherhood Generic Special Rules 5 The Art of the CHANGELING 5 The Art of MENTALISM 6 The Art of the ELEMENTS 6 The Art of KINETICS 7 The Art of DOMINANCE 8Brotherhood Units 9 Cardinal Dominic 9 Blessed Vestal Laura 10 Lord Inquisitor Majoris Hamilkar 11 Crucifier 12 Brotherhood Troopers 13 Sacred Warriors 14 Brotherhood Inquisitors 15 Valkyries 16 Mortificators 17 Judicator Battle Walker 18 Icarus Jetfighter 19

  • 4THE BROTHERHOOD

    The Brotherhood is the single body that binds al-most all of humanity together into a single, system-spanning society. Without the Brotherhood, mankind would be nothing but a disparate collection of feud-ing corporate interests and in all likelihood the Dark-ness would have consumed it centuries ago. Only the citizens of Cybertronic refuse to bend their knees and worship at the great Cathedrals, a fact which sets them apart from the rest of mankind and draws countless accusations and dark rumours. But the Brotherhood is far more than a religion and the teachings its mem-bers preach are far more than superstition. The Light is a very real force, as is the Art, wielded by the Broth-erhoods accomplished Mystics and others within its ranks. Indeed, the Light is every bit as real as the Darkness and the Brotherhood stands in direct op-position to the Dark Legion. Ultimately, only one can win, and the very soul of humanity is the prize they both strive to claim.The Brotherhood came into being over a millennia before the current date. It was the first Cardinal, Du-rand, who preached the end of the First Corporate Wars and united the faithful under the banner of the Brotherhood. It was Durand who shepherded man-kind through the travails that prefigured the appear-ance of the Dark Legion and he whose faith shielded the teeming masses of Luna from the worst effects of the Darkness. When humanity stood upon the very

    brink of the precipice, it was he who united all and led the faithful in the Venusian Crusade. Facing the Apostle of War, Algeroth in single combat, Durand was wounded unto death, naming his successor be-fore passing from the world. But by his death Durand showed humanity the way and the masses rose up as one to defeat the Dark Legion, routing its hosts and casting down its Dark Citadels for an age.So monumental was the founding of the Brotherhood that mankind set aside the Gregorian calendar by which time had been reckoned for nearly three millen-nia. The year that Durand became the first Cardinal of the newly established Brotherhood was figured Year 0 YC the first year of the Cardinal. Over a thou-sand years on and the Brotherhood is a power to rival any of the corporations, though its ambitions are not monetary in nature. Rather, the business of the Broth-erhood is the redemption of all mankind. Wielding the arcane energies of the Art, the Cardinal holds the Darkness at bay. The numerous officers of the Broth-erhood pour over the archives of the past and scree the portents to find a way through the perilous maze that is mankinds uncertain future. The Brotherhood controls an entire army of the faithful, unparalleled assassins, Inquisitors able to detect even the merest hint of heresy and individuals able to wield the Art as the mightiest of weapons in humanitys arsenal.

  • 5BROTHERHOOD GENERIC SPECIAL RULES

    Power of the Art

    Each Brotherhood Squad may take up to two (but a minimum of 1) psychic powers from the following Arts. The same power cannot be taken be taken more than once per Squad and up to two Art powers can be cast by each Squad per Game Turn.

    Each Power of The Art cost 15pts unless stated oth-erwise and the cost is added to the cost of the Squad Commander. The effects of each Art Power are dependent on the army Warlord. Any Model from Squad can use power of Art unless stated otherwise. Psychic (B) type Art Powers do not cost Action Points to cast. A Squad can only be targeted once by each power unless stated oth-erwise.

    The Art of the CHANGELING

    The Cardinals Sacred Domination

    If successfully cast, the Squad with the The Cardinals Sacred Domination Art Power led by a:

    Close Combat Warlord: receives an additional +2 Modifier to CC and gains Impenetrable Armour (10)* against Range Attacks. Ranged Warlord: receives an additional +2 Modifier to RS and gains Impenetrable Armour (10)* against Close Combat attacks.Psychic Warlord: receives an additional +2 Modifier to WP and gains Impenetrable Armour (10)* against Psychic(S) attacks. *Designer note: If the Squad has an Impenetrable Ar-mour Value already which is higher than 10, keep the higher value.

    Emerald Bastion

    If successfully cast, place a 30mm Emerald Bastion token (AV 12 SP2, Light Terrain/Cover) within 5 inches of the casting Model. Friendly Models can ben-efits from the Modifiers of up to two Emerald Bastion tokens.

    Close Combat Warlord: Any enemy Models target-ing a friendly Model within 5 inches of the Emerald Bastion Token with a Ranged Attack receive an ad-ditional -2 Modifier to RS. Ranged Warlord: Any enemy Models targeting a friendly Model within 5 inches of the Emerald Bas-tion Token with a CC Attack receive an additional -2 Modifier to CC. Psychic Warlord: Any enemy Models targeting a friendly Model within 5 inches of the Emerald Bas-tion Token with a Ranged or CC Attack receive an additional -2 Modifier to RS or CC.

    Empathic Heart

    If successful cast the Empathic Heart Art Power af-fects the Target Enemy Squad on Small Bases as fol-lows (depending on the Friendly Warlords Type: Ranged, CC or Psychic). This Art Power does not af-fect Fearless Units.

    Close Combat Warlord: An Enemy Model affected by Empathic Heart must pass a WP Test in order to conduct a Shooting attack. If failed the Model loses an Action Point. A second attempt to complete a Shoot-ing Action can be made (if the first is failed and the Model has Action Points to use) by passing another

  • 6WP Test. If a second attempt is failed the Model is im-mediately deactivated.Ranged Warlord: An Enemy Model affected by Em-pathic Heart must pass a WP Test in order to con-duct a CC Action. If failed the Model loses an Action Point. A second attempt to complete a CC Action can be made (if the first is failed and the Model has Ac-tion Points to use) by passing another WP Test. If a second attempt is failed the Model is immediately de-activated.Psychic Warlord: An Enemy Model affected by Em-pathic Heart must pass a WP Test in order to conduct a CC or Ranged Action. If failed the Model loses an Action Point. A second attempt to complete a CC or Ranged Action can be made (if the first is failed and the Model has Action Points to use) by passing an-other WP Test. If a second attempt is failed the Model is immediately deactivated.

    Hymn of Durand (25 Points)

    If successfully cast, the Squad with the Hymn of Du-rand Art Power led by a:Close Combat Warlord: Automatically pass any Break and Pinning TestsRanged Warlord: Automatically passes any Break tests. Psychic Warlord: Automatically pass any Break and Pinning Tests and gain the Fearless Special Skill

    The Art of MENTALISM

    All Art of the Mentalist Art Powers use the following:

    Guided by the Cardinals Foresight

    All Warlords: The Squad gains the Heal (8) Spe-cial Skill. At the end of Game Turn each Model in the Squad takes a St12 Piercing Autohit with Critical

    Force (2). Warlords and Lords take a St14 Blast Auto-hit with Critical Force (2). Heal Rolls cannot be made against Wound Effect inflicted by this Autohit.

    Might of Reckoning

    All Warlords: The Squad Gains a +4 Modifier to St and Con.

    Fortitude of the Penitent

    All Warlords: The Squads Armour receives a +2 Modifier and gains Impenetrable Armour (10). If the Squad already has an Impenetrable Armour Value it receives a +2 Modifier. Sacred Warriors cannot be af-fected by Fortitude of the Penitent.

    Encouraged Corporeal Fortitude

    All Warlords: The Squad gains a +2 Modifier to LD and WP.

    The Art of the ELEMENTS

    Mountainous Reinforcement

    If successfully cast, place a 30mm Mountainous Re-inforcement token within 12 inches of the casting Model. Close Combat Warlord: All Terrain within 3 inches of the Mountainous Reinforcement token counts as Heavy Terrain for Cover.Ranged Warlord: All Light Terrain within 3 inches of the Mountainous Reinforcement token counts as Heavy Terrain for Movement.Psychic Warlord: All Light Terrain within 3 inches of the Mountainous Reinforcement token provides Heavy Cover and is Heavy for Movement.

  • 7Cleansing Bolt of Thunderous Light

    If successfully cast, the Squad with the Cleansing Bolt of Thunderous Light Art Power led by a:Close Combat Warlord: Cannot be targeted by any Ranged Attacks from further than 18 away. The Squad Boosted by the Cleansing Bolt of Thunderous Light Power cannot make any Ranged attacks.Ranged Warlord: Gains the Fear (0) Special Skill.Psychic Warlord: Can reroll any WP test they are called to make (including WP Armour Saves against Psychic (S) attacks).

    The Persistence of Time (30 Points)

    If successfully cast, the Squad with the Persistence of Time Art Power led by a:Close Combat Warlord: May make a Basic Close Combat Action for 0 Action PointsRanged Warlord: May make an Aim Action for 0 Ac-tion PointsPsychic Warlord: May make either a Psychic (S) or (D) attempt for 0 Action Points

    Spatial Warp Rift

    If successfully cast, place a 30mm Spatial Warp Rift token (AV 16 SP2) within 18 inches of the casting Model. Centre a Small Explosion template over the token and scatter D20/4.Close Combat Warlord: Every Enemy Model on small or medium bases under the Template must pass WP test or be automatically Stunned. A maximum of 3 tokens can be in play at any time.

    Ranged and Psychic Warlord: Every Model under the Template must pass a WP Test or take a St 6 Pierc-ing Autohit. A maximum of 4 tokens can be in play at any time.

    The Art of KINETICS

    The Cardinals Crimson Admonition (20 Points)

    Close Combat Warlord: Models on Small Bases hit by The Cardinals Crimson Admonition are automat-ically Stunned.Ranged Warlord: The Squad hit by a The Cardinals Crimson Admonition must immediately take a Pin-ning Test.Psychic Warlord: Any unsaved Wound Effects from a The Cardinals Crimson Admonition are automati-cally doubled.

    The Ascent of the Ruby Light

    Close Combat Warlord: Weapon Type: Psychic (S) Blast. Any unsaved SP from a The Ascent of the Ruby Light Shooting Attack is automatically doubled.Ranged Warlord: Weapon Type: Psychic (S) Rail Psychic Warlord: Any unsaved SP or Wound Effects from a The Ascent of the Ruby Light Shooting Attack are automatically doubled.

    The Ruddy Bloom of the Fire Flower

    Close Combat Warlord: No additional effects.Ranged Warlord: No additional effects.Psychic Warlord: Any unsaved SP or Wound Effects from a The Ruddy Bloom of the Fire Flower Shoot-ing Attack are automatically doubled.

  • 8Vermillion Banner (20 Points)

    Close Combat and Ranged Warlord: Nominate piece of terrain within 16 of the Squad Commander. Place a Small Explosion (SE) Template centred on any point of the Terrain. Every Model touched by the SE Tem-plate receives a St8 Piercing AVV1 AutohitPsychic Warlord: As Close Combat and Ranged War-lord except the Autohit is St9 Piercing AVV2.

    The Art of DOMINANCE

    The Cardinals Censure (30 Points)

    All Warlords: Squads on Small or Medium bases taking casualties from The Cardinals Censure can-not use any Active Skills (including Weapons Active Skills).

    The Visage of the Ghostly Light (25 Points)

    Inscription found in the Cell of Dimios, the Heretic of Spareos:

    Heed of the Ghost she did.Laugh we did. Appear he did.Die they did.

    Close Combat Warlord: Models in the Squad suc-cessfully Targeted by the The Visage of the Ghostly Light Art Power may Move and Engage through all terrain (including walls etc.) and have the Predato-ry Senses Special Skill. If, for some reason, a Model would end its Movement in Impassable Terrain, re-

    duce Movement to place the Model legally.Ranged and Psychic Warlord: Models in the Squad successfully Targeted by the The Visage of the Ghost-ly Light Art Power do not need LOS to use a Ranged Attacks but their RS is halved. Enemy Models cannot claim any Cover Modifiers from Wound Effects or Lost SP caused by Models using the The Lift of the Ruby Light Art Power.

    Escalation of the Light

    All Warlords: The Escalation of the Light transmits quickly through nearby mutants and heretics alike. If the Primary target is successfully hit the Light pro-gresses to the nearest Enemy Model within 3 inches. On a D20 roll of 1-17 the nearest Model within 3 re-ceives an Autohit with a St of 15. Continue this for up to 3 more shots (5 in total) modifying the St of the attack by -1 from the previous hit. If there are no previously unaffected Models within 3 inches of the Model most recently hit, the Escalation of the Light dissipates with no further effect.

    Winding Path of Confusion

    Close Combat and Ranged Warlord: If successfully cast the Target Enemy Squad receives a -2 Modifier to WP. Squads can be affected by up to three Winding Path of Confusion Deboofs.Psychic Warlord: If successfully cast the Target En-emy Squad receives a -3 Modifier to WP. Squads can be affected by up to three Winding Path of Confusion Deboofs.

  • 9Type: Warlord (Psychic), Medium Base (40mm). Unique Equipment: Bringer of Light Broadsword, Blessed Vestments.

    ARMOUR: Blessed Vestments: (No Weapon Type Modifiers taken).

    CLOSE COMBAT WEAPON

    Passive: Blessed Blade: Heal cannot be used against Wound Effects caused by the Blessed Blade.

    Passive: Soul Revenge: For each Enemy Model re-moved from the Game by the Bringer of Light Broad-sword the Enemy Warlord receives a S10 Piercing Au-tohit.

    Special Skills: Contempt (Dark Legion), Fearless, In-spiring Presence (All Brotherhood), Aura of Light, Book of Faith, Cleansing Redemption, Resistant to Dark Symmetry, Unmatched Mastery of the Art, The Silence.

    Passive: Aura of Light: The glow which emanates from His Holiness blinds all the Cardinals foes. RS tests targeted at Cardinal Dominic receive an addition -3 Modifier.

    Passive: Resistant to Dark Symmetry: Whenever a Dark Symmetry power is directed at Cardinal Domi-nic, the player controlling him must roll a D20, on a roll of 10 or less, the Dark Symmetry power is com-pletely ignored.

    Passive: Unmatched Mastery of the Art: Cardinal Dominic may use any and all Aspects of the Art. Each

    CARDINAL DOMINICturn, he may attempt to cast 2 Art Powers, but may not cast the same power twice in the same Game Turn.

    Active: Book of Faith: Cardinal Dominics knowledge of the holy texts of The Brotherhood is unsurpassed and even in the heat of battle, he chants endlessly, inspiring all around him. Turn to Burn 1 Resource Card. All friendly Models within 6 of Cardinal Dom-inic are Fearless until the end of the Game Turn.

    Active: Cleansing Redemption: Cardinal Dominic wields the Power of the Art like no other, he is able to call the Light in a fiery rage, engulfing all around him in an immolating blaze of pure and holy light. Once per activation, Turn to Burn 1 Resource Card and use 2 Action Points. The Cardinal completes a Cleansing Redemption on a successful WP Test. The Cleans-ing Redemption is an explosion attack centred on the Cardinal. All Models within of the Cardinals Base suffer an Autohit of St:14 Blast. No Heal Rolls can be made against the Cleansing Redemption. Cardinal Dominic may not use any Art Powers in a Game Turn he attempts Cleansing Redemption. Cardinal Domi-nic is unaffected by Cleansing Redemption.

    Active: The Silence: Turn to Burn 5 Resource Cards. No Models (except Dominic) on the battlefield can-not use any Active Skills (including Weapons Active Skills) unless they Turn to Burn 2 Resource Cards per Active Skill. The Silence dissipates at the end of the Game Turn.

  • 10

    Type: Warlord (Close Combat), Medium Base (40mm). Unique

    Type: Lord, Medium Base (40mm). Unique Equipment: P60 Punisher Handgun, Blessed Casti-gator Power Spear, Blessed Valkyrie Armour.

    ARMOUR: Blessed Valkyrie Armour: (No negative Weapon Type Modifiers taken).

    RANGED WEAPONS

    CLOSE COMBAT WEAPON

    Passive: Parry: Models with a Blessed Castigator Power Spear gain Impenetrable Armour (12) against Close Combat attacks.Passive: Electro-Magnetic Shock: For every Wound Effect caused by this weapon, the target also receives a Stun Effect.Active: Mace-Swing: Turn to Burn 1 Resource Card. The Blessed Vestal Laura performs a Mace-Swing Close Combat Special Action. The RoA of this Action is reduced to 1 and cannot be increased by any means. Every Model within 1.5 of Laura receives an Autohit at Strength: 14 Piercing AVV:0.

    Squad Upgrades: The Blessed Vestal Laura MUST be upgraded with two Art Powers from the Art of Men-talist for Free.

    BLESSED VESTAL LAURA

    Special Skills: Fearless, Rapid Deployment, Vestal of the Valkyries, Shield of the Cardinal, Beacon of Light, Athletic Assault

    Passive: Vestal of the Valkyries: An army which con-tains The Blessed Vestal Laura may include up to two Squads of Valkyries as Troop choices. Each Troop Squad of Valkyries give the Controlling Player 1 Re-source Card as normal. Any other Squads of Valkyries in an army containing The Blessed Vestal Laura must be taken as Support Squads as normal.

    Passive: Shield of the Cardinal: Brotherhood Art Powers cast by friendly casters within 8 of Laura may use her LoS and measure range from her, as if it was her casting the Power.

    Passive: Beacon of Light: All enemy Models within 8 of Laura suffer an additional -2 Modifier to LD.

    Passive: Cardinals Blood: Vestal Laura is blessed by the Cardinal. Heal attempts may not be made against any Wound Effects caused by Blessed Vestal Laura.

    Passive: Athletic Assault: Laura can instantly move up to 2 in any direction after successfully killing all Models in her CCWR.

  • 11

    LORD INQUISITOR MAJORIS HAMILKAR

    Type: Warlord (Ranged), Medium Base (40mm), Unique

    Type: Lord, Medium Base (40mm), UniqueEquipment: Blessed AC-40 Justifier, Holy Disembow-eller Chainripper, Blessed Inquisitor Armour.

    ARMOUR: Blessed Inquisitor Armour: (No negative Weapon Modifiers taken)

    RANGED WEAPONS

    Passive: Short-Range: The AC-40 is incredibly hard-hitting at short range. To represent this, when firing the AC-40 at a target within 6, the weapon is St: 18.

    Passive: Loop shot: This weapons range can be cumu-latively increased by 1 by adding a -1 Modifier to its Strength. (E.g. R 25 St14, R 34 with St5). Strength cannot be increased by reducing Range.

    Active: Power Up: Once per Activation, Turn to Burn 1 Resource Card. The weapon receives a +2 Modifier to St until the end of the Game Turn.

    Active: Holy Bullet: Turn to Burn 1 Resource Card. Lord Inquisitor Majoris Hamilkar may Target any Model out of LoS, (but in his Front Facing). RoA is reduced to 1 and cannot be increased by any means. Heal Tests cannot be taken against Wound Effects caused by this weapon.

    CLOSE COMBAT WEAPONS

    Active: Disembowelment: Turn to Burn 1 Resource Card. The Holy Disemboweller Chain Ripper gains Critical Force (2) and a +2 Modifier to AVV until the end of the Game Turn.

    Squad Upgrades: Lord Inquisitor Majoris Hamilkar may take 3 Art Powers from the same Art Path for Free.

    Special Skills: Contempt (Dark Legion), Fearless, Vigilant Watchman, IN NOMINE CARDINALIS!, Tactical Genius, Cardinals Blood, Brotherhood Book of Law.

    Passive: Cardinals Blood: Lord Inquisitor Majoris Hamilkar is blessed by the Cardinal. Heal attempts may not be made against Wound Effects caused in CC by Lord Inquisitor Majoris Hamilkar.

    Passive: Vigilant Watchman: Lord Inquisitor Majoris Hamilkar may complete a Sentry action for 1 Action Point. Active: IN NOMINE CARDINALIS!: Turn to Burn 1 Resource Card. 1 Model within 8 of Lord Inquisi-tor Majoris Hamilkar must immediately pass a LD test with a -6 Modifier to LD. If failed the Squad counts as pinned. This Special Skill can affect Models with the Fearless Special Skill, but without a Modifier to LD.

    Active: Tactical Genius: Turn to Burn 1 Resource Card. During Lord Hamilkars activation, the oppos-ing player must reveal which Squad they will activate next.

    Active: Brotherhood Book of Law: Turn to Burn 1 Resource Card. Lord Inquisitor Majoris Hamilkar gains the Fear (3) Special Skill until the end of the Game Turn.

  • 12

    CRUCIFIER

    Type: Lord, Medium Base (40mm)Equipment: Nemesis Machine Pistols, Mortis Swords, Crucifier Armour.

    ARMOUR: Crucifier Armour: (No negative Weapon Type Modifiers taken).

    RANGED WEAPONS

    Active: Electroshock Ammo: Turn to Burn 1 Re-source Card. Vehicles hit by this weapon that have not already been Activated this Game Turn count as previously Activated. The owning Player may Activate the Vehicle as normal if they Turn to Burn 2 Resource Cards.

    CLOSE COMBAT WEAPONS

    Passive: Assassinate: When Engaged in the targets rear facing, Models that are using Mortis Swords gain +1 St and +1 RoA.

    Passive: Cardinals Blood: Mortis Swords are bless-ed by the Cardinal. Heal attempts may not be made against Wound Effects caused by this weapon.

    Squad Upgrades: A Crucifier may take 3 Art Powers from the same Art Path for Free.

    Special Skills: Fear (0), Fearless, Contempt (Dark le-gion), Duellist, Predator Senses, Murderous Tornado, Focused Melee Attack, Surgical Assault, Thunder Slam.

    Passive: Surgical Assault: A Crucifier may make ranged attack actions, even whilst engaged in Close Combat. Targets may not receive Cover Modifiers from Models within the Crucifiers CCWR.

    Passive: Murderous Tornado: The Crucifier may make Engage Actions and Ranged and Close Combat attacks in its front and rear facing.

    Active: Focused Melee Attack: Turn to Burn 2 Re-source Cards. The Crucifier gains a +2 Modifier to RoA until the end of the Game Turn. A Model which uses this Special Skill cannot use the Surgical Assault Special Skill during the same Game Turn.

    Active: Thunder Slam: Turn to Burn 2 Resource Cards. Every enemy Model on a Small or Medium base within 4 of a Crucifier must pass a Con Test. If failed they receive a Stun Effect.

  • 13

    BROTHERHOOD TROOPERS

    Type: Troops, Small Bases (30mm).Squad Composition: 1 Brotherhood Trooper Squad Commander, 4 Brotherhood Troopers.Squad Size: 5-12 Brotherhood TroopersEquipment: AC-19 Volcano Assault Rifle, Combat Knife, Brotherhood Trooper Armour.

    ARMOUR: Brotherhood Trooper Armour: (-2 Blast) OR if upgraded, Guardian Shield: (No negative Weap-on Type Modifiers taken)

    RANGED WEAPONS

    CLOSE COMBAT WEAPONS

    Guardian Shield Special Rules: When carrying this shield, a Brotherhood Trooper has the impenetrable armour (12) Special rule against all attacks in their front facing.

    Squad Upgrades: Add up to 7 extra Brotherhood Troopers for 12 Points each. 2 in 5 Models may add a Scope to their AC-19 Vol-cano for 10 pts each.

    Passive: Sniper Rifle: A Model equipped with this Weapon gains the Sniper Special Rule.

    The entire Squad may swap their AC-19 Volcano As-sault Rifle and Combat Knife for a Retaliator Sword and Guardian Shield for 0 Points per Model. Models upgraded in this way have Guardian Shield Armour.

    The Squad Commander may be upgraded with the Medic (2) Special Skill for 15 Points.

    Special Skills: Contempt (Dark Legion), Bringers of the Light

    Passive: Bringers of the Light: 1 Squad of Brother-hood Troopers or Valkyries may be taken in a Capitol, Bauhaus or Imperial Force as a Support Choice.

  • 14

    SACRED WARRIORS

    Type: Troops, Small Bases (30mm).Squad Composition: 1 Sacred Warrior Squad Com-mander, 2 Sacred Warriors.Squad Size: 3-10 Sacred Warriors.Equipment: Avenger Sword, Protector Power Shields.

    ARMOUR: Protector Power Shields (No Weapon Type Modifiers taken).

    CLOSE COMBAT WEAPONS

    Passive: Electro-Magnetic Shock: For every Wound Effect caused to a Model on a Small or Medium Base by this weapon, the target also receives a Stun Effect

    Protector Power Shield Special Rules: Sacred Warri-ors have the Impenetrable Armour (14) Special rules against Ranged and Close Combat attacks in their Front Facing.

    Squad Upgrades: Add up to 7 extra Sacred Warriors for 28 Points each.

    Special Skills: Contempt (Dark Legion), Duellist, Fearless, Ferocity, Protector Power Shield, Eye to Eye, Furious Zeal, Blessed by the Cardinal, Brotherhood Book of Law,

    Passive: Protector Power Shield: Whenever a Sacred Warrior is targeted by a ranged attack which is pierc-ing and successfully passes the Armour Test, the Sa-cred Warrior can choose to deflect the blow into an unengaged Model within 6. The Sacred Warrior must pass a Willpower Test to do so, and the shot will hit automatically, being resolved using the fired weapons Strength value and AVV value. Passive: Eye to Eye: Sacred Warriors cannot use Psy-chic (S) Art Powers.

    Active: Furious Zeal: Turn to Burn 1 Resource Card, a Squad of Sacred Warriors Avenger Swords have their range increased to 1.5 and their RoA modified by +1 until the end of the Game Turn.

    Passive: Blessed by the Cardinal: The Squad has Heal (X) where X is number of Sacred Warriors in the Squad (up to a maximum of Heal (6)).

    Active: Brotherhood Book of Law: Turn to Burn 1 Resource Card, a Sacred Warrior gains the Fear (0) Special Skill until the end of the Game Turn.

  • 15

    BROTHERHOOD INQUISITORS

    Type: Support, Medium Bases (40mm).Squad Composition: 1 Inquisitor Squad Command-er.Squad Size: 1-4 Inquisitors.Equipment: AC-40 Justifier, Holy Disemboweller Chainblade, Inquisitor Armour.

    ARMOUR: Inquisitor Armour: (-1 Blast)

    RANGED WEAPONS

    Passive: Short-Range: The AC-40 is incredibly hard-hitting at short range. To represent this, when firing the AC-40 at a target within 6, the weapon is St: 18.

    Passive: Loop shot: This weapons Range can be cu-mulatively increased by 1 by adding a -1 Modifier to its Strength. (E.g. R 25 St14, R 34 with St5). Strength cannot be increased by reducing Range.

    Active: Power Up: Once per Activation, Turn to Burn 1 Resource Card per Model. The weapon receives a +2 Modifier to St until the end of the Game Turn.

    CLOSE COMBAT WEAPONS

    Active: Disembowelment: Turns to Burn 1 Resource Card per Model, the Holy Disemboweller Chainblade gains Critical Force (2) until the end of Game Turn.

    Squad Upgrades: The Squad may take 1 Art Power from any Art Path for Free.

    Add up to 3 extra Inquisitors for 35 Points each.

    Special Skills: Disparate, Fearless, Stay Frosty, Vigi-lant Watchmen, IN NOMINE CARDINALIS!, Broth-erhood Book of Law.

    Passive: Vigilant Watchmen: For a Brotherhood In-quisitor to make a Sentry action, it needs to spend only 1 Action Point.

    Passive: Beams of Light: Brotherhood Troopers Squad Commanders can be upgraded to an Inquisi-tor for 30 Points. Replace the Inquisitor Special Skills with those of the Brotherhood Troopers Squad. The Inquisitor keeps his Statline and Equipement.

    Active: IN NOMINE CARDINALIS!: Turn to Burn 1 Resource Card, the controlling player may select an enemy Model within 8 of the Inquisitor Model that is activating this Special Skill. This enemy Model must pass a LD test, otherwise the Squad will count as pinned until it successfully passes its LD test in its activation.

    Active: Brotherhood Book of Law: Turn to Burn 1 Resource Card, an Inquisitor gains the Fear (0) Spe-cial Skill until the end of the Game Turn.

  • 16

    VALKYRIES

    Type: Support, Small Bases (30mm)Squad Composition: 1 Valkyrie Squad Commander, 4 Valkyries.Squad Size: 5-10 Valkyries.Equipment: P60 Punisher Handgun, Castigator Power Spear, Valkyrie Armour.

    ARMOUR: Valkyrie Armour: (-1 Blast)

    RANGED WEAPONS

    CLOSE COMBAT WEAPONS

    Passive: Parry: Models with a Blessed Castigator Power Spear gain Impenetrable Armour (12) against Close Combat attacks.

    Passive: Electro-Magnetic Shock: For every Wound Effect caused by this weapon, the target also receives a Stun Effect.

    Active: Mace-Swing: Any Model in a Valkyries Squad may perform a Mace-Swing, to do this, the Control-ling Player must Turn to Burn 1 Resource Card for each Mace-Swinging Model. The Mace-Swing is a Close Combat Special Action. Every Model within 1.5 of the Mace-Swinging Model receives a St13 Peircing AVV:0 Autohit and all of the Special Rules which come with the Castigator Power Spear.

    Squad Upgrades: Add up to 5 extra Valkyries for11 Points each The Squad may be upgraded with only one Art Power. This Power may only be cast by the Squad Command-

    er (Not Acting Squad Commanders). 1 in 5 Valkyries may swap their P60 Punisher Hand-gun for an AC-31 Cleansing Flamethrower.

    Special Skills: Rapid Deployment, Blinding Light, Fearless, Bringers of the Light

    Active: Blinding Light: Turn to Burn 1 Resource Card at the beginning of the Squads Activation. All Ranged Attacks targeted at the Valkyries suffer a -2 Modifier (in addition to any other Modifiers) until the end of the Game Turn.

    Passive: Bringers of the Light: 1 Squad of Brother-hood Troopers ot Valkyries may be taken in a Capitol, Bauhaus or Imperial Force as a Support Choice.

  • 17

    MORTIFICATORS

    Type: Support, Small Bases (30mm).Squad Composition: 1 Mortificator Squad Com-mander, 4 Mortificators.Squad Size: 5-10 Mortificators.Equipment: Nemesis Machine Pistol, Blessed Frag-mentation Grenades, Mortis Sword, Mortificator Ar-mour.

    ARMOUR: Mortificator Armour: (Plasma -2).

    RANGED WEAPONS

    Passive: Cleansing Flame: Against targets which have the Fear Special Skill, Blessed Fragmentation Gre-nades gain a +2 Modifier to St.

    CLOSE COMBAT WEAPONS

    Passive: Assassinate: When attacking in an enemys rear facing, Models that are using Mortis Swords gain +1 St and +1 RoA.

    Passive: Cardinals Blood: Mortis Swords are blessed by the Cardinal. Heal Tests cannot be taken against attacks made by this weapon.

    Squad Upgrades: Add up to 5 extra Mortificators for 20 Points eachUnit Special Skills: Infiltrate, Predator Senses, Fear-

    less, Fear (2), Camouflage (2), Climb, Pathfinder, Stalk, Void, True Assassins, Dodge.

    Passive: Void: Mortificators have the ability to more than blend into their environment; they find a differ-ent plane of existence.For 1 Action Point per model, the entire Squad can use the Void Special Skill. This must be declared at the beginning of the Squads Activation as long as no Models in the Squad are Engaged. Invisible Mortifi-cators cannot be Engaged or targeted by any Ranged or CC attacks or any Special Skills. Equally, they ig-nore wounds caused by Blast or Rail weapons. Friend-ly and Enemy Models may pass through invisible Mortificators but may not end their Movement on top of them. If, for some reason, a Model would end its Movement on top of an Invisible Mortificator, reduce Movement to place the Model legally. The Mortifica-tor Squad loses the Void Special Skill the moment a Model from the Squad completes any Action (exclud-ing the Pass Action).

    Passive: True Assassins: Mortificators cannot claim any objectives.

    Passive: Dodge: Mortificators ignore any Wound Ef-fects on a roll 1-10. Roll for Dodge prior to Armour Test and or Heal Tests.

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    JUDICATOR BATTLe WALKER

    1-10If SP=0 or less, the Ve-hicle is Destroyed but remains in play as a piece of Heavy Terrain.

    11-14If SP=0 or less, the vehicle may no longer use its main weapons.

    15-18If SP=0 or less, the vehicle cannot move or pivot. It also cannot use its Secondary Weap-ons.

    19-20If SP=0 or less , the Vehicle ex-plodes! Measuring from the hull of the vehicle with a range equal in inches to D20/4. Each Model within this range takes a S10 Piercing Au-tohit on a roll of 1-15.

    Type: Light Vehicle (Light Walker), Large Base (50mm)Squad Composition: 1 Judicator Battle-WalkerSquad Size: 1-3Equipment: AC-100 Crusader Cannon, Retaliator Broadsword, Judicator Battle Walker Armour.

    ARMOUR: Judicator Battle Walker Armour (No Weapon Type Modifiers taken).

    MAIN WEAPON

    Active: Double Tap: Turn to Burn 2 Resource Cards. The Judicator may re-roll any failed RS attacks until the end of the Game Turn.

    Passive: Loop shot: This weapons range can be cumu-latively increased by 1 by adding a -1 Modifier to its Strength. (E.g. R 19 St13, R 28 with St4). Strength cannot be increased by reducing Range.

    SECONDARY WEAPONS

    Passive: Electro-Magnetic Shock: Models that re-ceive a Wound Effect from attacks made by the Re-taliator Broadsword also receive a Stun Effect.

    Active: Fervent Assault: Turn to Burn 1 Resource Card to increase the Retaliator Broadswords RoA to 4 until the end of the Judicator Battler Walkers activa-tion.

    Squad Upgrades: Add up to 2 extra Judicators for 125 Points each.A Judicator may replace its Retaliator Broadsword with a second AC-100 Crusader Cannon for 25 Points.

    Special Skills: Contempt (Dark Legion), Fearless, Thunderous Advance, Crushing Assault.

    Active: Thunderous Advance: Turn to Burn 1 Re-source Card, the ground will shake around the Judi-cator. If the Judicator makes a move, run or engage action whilst this Special Skill is activated, the ground will shake, reducing the RS of all Models on small and medium bases within 8 of the Judicator, (measure the distance at the end of its movement action) by -4. This effect is not cumulative with other Judicators. Passive: Crushing Assault: When the Judicator makes an Engage Action and successfully reaches its target, it will gain a further +1 to its Engage Bonus.

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    ICARUS JETFIGHTER

    1-10If SP=0 or less 0, the Vehicle is Destroyed but remains in play as a piece of Heavy Terrain.

    11-14If SP=0 or less, the vehicle may no long use its main weap-on.

    15-18For every SP taken, the vehicle modi-fies its M value by -1.

    19-20If SP=0 or less, the Vehicle explodes! Measuring from the hull of the ve-hicle with a range equal in inches to D20/2. Each Model within this range takes a S14 Piercing Autohit on a roll of 1-15.

    Type: Heavy Vehicle (Hoverer), No Base. Squad Composition: 1 Icarus JetfighterSquad Size: 1 Icarus JetfighterEquipment: Cardinals Fury Gatling Guns, Fore-Mounted Firefist Flamethrower, Graveyard Bombs.

    ARMOUR: Icarus Jet fighter Armour Plates. (No Weapon Type Modifiers taken).

    MAIN WEAPON

    Passive: Darkslayer Ammunition: Before making a shooting action with the Cardinals Fury Gatling Guns, the Controlling Player can choose to fire the Darkslayer Ammunition. This uses the following rules:

    Passive: Crack Shot: Any unsaved SP Damage is dou-bled.

    SECONDARY WEAPONS

    Passive: Graveyard Bomb Drop: Icarus Jetfighters may always fire their Graveyard Bombs, regardless of how fast they move. If the controlling player wishes to fire the Graveyard Bombs they must spend 2 Actions to do the following: -Move the Icarus Jetfighter so that its base is within 2 of where it wishes to drop the Graveyard Bomb. -Calculate the damage caused by the Graveyard Bomb, using the normal rules for Small Explosion Templates and Scatter. The Icarus Jetfighter cannot be damaged by a Small Explosion caused by its own Graveyard Bombs.-Finish moving the Icarus Jetfighter the distance left. Note: This counts as a Movement Action, followed by a Shooting Action. All normal rules for moving and shooting with vehicles apply and the firing of any other weapons is carried out at the end of the Icarus Jetfight-ers movement (except for Supersonic). Only one Grave-yard Bomb may be fired per turn.

    Special Skills: Flyer, Supersonic Boom .

    Passive: Flyer: The Icarus Jetfighter must make a Move Action of at least 4 every Game Turn. Its Movement Value (M) can never be reduced to be-low 4 unless it receives Wing SP Damage. The Icarus cannot be targeted by weapons which use Flamer

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    Templates, Small Explosion Templates or Large Ex-plosion Templates. Nor can it be Engaged or complete an Engage Action.

    Active: Supersonic Boom: Turn to Burn 2 Resource Cards and Use 2 Action Points. The Icarus is removed

    from the Board and can be redeployed in following turn with Rapid Deployment rules, ignoring the effect of rolling a 20. Additionally on a roll of 1-5 a Sonic Boom is achieved. All Models within 6 inches of the Icarus receive a Strength 10 AVV0 Autohit.