• No results found

Mutant Chronicles Br.hood

N/A
N/A
Protected

Academic year: 2021

Share "Mutant Chronicles Br.hood"

Copied!
20
0
0

Loading.... (view fulltext now)

Full text

(1)
(2)

By:

By:Jarek Ewertowski, Rob Alderman and Mark RapsonJarek Ewertowski, Rob Alderman and Mark Rapson

Layout by:

Layout by:Michal Pawlaczyk Michal Pawlaczyk 

Introductio

Introduction byn by::Andy HoareAndy Hoare

Artwork by:

Artwork by:Darek Zabrocki, Paul BonnerDarek Zabrocki, Paul Bonner

Additio

Additional Art nal Art Supplied by:Supplied by: Mutant Chronicles International Inc.Mutant Chronicles International Inc.

Cover art by:

Cover art by: omek worek  omek worek 

Prodos Games would also like

Prodos Games would also like to thank:to thank: Kim Rapson, Jay Zetterberg, Jim Vidlak, Bobby Limoggio, Kim Rapson, Jay Zetterberg, Jim Vidlak, Bobby Limoggio,

Marshall Jones, Te 532, Te Leamington Gaming Club, Warwickshire Wargamers, Our Alpha esters,

Marshall Jones, Te 532, Te Leamington Gaming Club, Warwickshire Wargamers, Our Alpha esters,

Modiphius, Paradox Entertainment

Modiphius, Paradox Entertainment

(c) 2013 Mutant Chronicles International Inc. MUAN CHRONICLES and related

(c) 2013 Mutant Chronicles International Inc. MUAN CHRONICLES and related

logos, characters, names, and distinctive likenesses are

logos, characters, names, and distinctive likenesses are trademarks ortrademarks or

registered trademarks o Mutant Chronicles International Inc. Used with permission. All rights reserved.

registered trademarks o Mutant Chronicles International Inc. Used with permission. All rights reserved.

Produced by Prodos Games Limited.

Produced by Prodos Games Limited.

All Rights Reserved

All Rights Reserved

©Prodos Games Ltd. 2013

(3)

Contents

HE BROHERHOOD 4

Brotherhood Generic Special Rules 5

Te Art o the CHANGELING 5

Te Art o MENALISM 6

Te Art o the ELEMENS 6

Te Art o KINEICS 7

Te Art o DOMINANCE 8

Brotherhood Units 9

Cardinal Dominic 9

Blessed Vestal Laura 10

Lord Inquisitor Majoris Hamilkar 11

Crucifier 12 Brotherhood roopers 13 Sacred Warriors 14 Brotherhood Inquisitors 15 Valkyries 16 Mortificators 17

Judicator Battle Walker 18

(4)

4

THE BROTHERHOOD

Te Brotherhood is the single body that binds

al-most all o humanity together into a single, system-spanning society. Without the Brotherhood, mankind would be nothing but a disparate collection o eud-ing corporate interests and in all likelihood the Dark-ness would have consumed it centuries ago. Only the citizens o Cybertronic reuse to bend their knees and worship at the great Cathedrals, a act which sets them apart rom the rest o mankind and draws countless accusations and dark rumours. But the Brotherhood is ar more than a religion and the teachings its mem-bers preach are ar more than superstition. Te Light is a very real orce, as is the Art, wielded by the Broth-erhood’s 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 o humanity is the prize they both strive to claim.

Te Brotherhood came into being over a millennia beore the current date. It was the first Cardinal, Du-rand, who preached the end o the First Corporate Wars and united the aithul under the banner o the Brotherhood. It was Durand who shepherded man-kind through the travails that prefigured the appear-ance o the Dark Legion and he whose aith shielded the teeming masses o Luna rom the worst effects o the Darkness. When humanity stood upon the very

brink o the precipice, it was he who united all and led the aithul in the Venusian Crusade. Facing the Apostle o War, Algeroth in single combat, Durand was wounded unto death, naming his successor be-ore passing rom the world. But by his death Durand showed humanity the way and the masses rose up as one to deeat the Dark Legion, routing its hosts and casting down its Dark Citadels or an age.

So monumental was the ounding o the Brotherhood that mankind set aside the Gregorian calendar by which time had been reckoned or nearly three millen-nia. Te year that Durand became the first Cardinal o the newly established Brotherhood was figured ‘Year 0 YC’ – the first year o the Cardinal. Over a thou-sand years on and the Brotherhood is a power to rival any o the corporations, though its ambitions are not monetary in nature. Rather, the business o the Broth-erhood is the redemption o all mankind. Wielding the arcane energies o the Art, the Cardinal holds the Darkness at bay. Te numerous officers o the Broth-erhood pour over the archives o the past and scree the portents to find a way through the perilous maze that is mankind’s uncertain uture. Te Brotherhood controls an entire army o the aithul, unparalleled assassins, Inquisitors able to detect even the merest hint o heresy and individuals able to wield the Art as the mightiest o weapons in humanity’s arsenal.

(5)

5

BROTHERHOOD GENERIC

SPECIAL RULES

Power of the Art

Each Brotherhood Squad may take up to two (but a minimum o 1) psychic powers rom the ollowing Arts. Te 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 urn.

Each ‘Power o Te Art’ cost 15pts unless stated oth-erwise and the cost is added to the cost o the Squad Commander.

Te effects o each Art Power are dependent on the army Warlord. Any Model rom Squad can use power o 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

Te Cardinal’s Sacred Domination

I successully cast, the Squad with the ‘Te Cardinal’s 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

I successully cast, place a 30mm ‘Emerald Bastion’ token (AV 12 SP2, Light errain/Cover) within 5 inches o the casting Model. Friendly Models can ben-efits rom the Modifiers o up to two Emerald Bastion tokens.

Close Combat Warlord: Any enemy Models target-ing a riendly Model within 5 inches o the ‘Emerald Bastion’ oken with a Ranged Attack receive an ad-ditional -2 Modifier to RS.

Ranged Warlord:  Any enemy Models targeting a riendly Model within 5 inches o the ‘Emerald Bas-tion’ oken with a CC Attack receive an additional -2 Modifier to CC.

Psychic Warlord: Any enemy Models targeting a riendly Model within 5 inches o the ‘Emerald Bas-tion’ oken with a Ranged or CC Attack receive an additional -2 Modifier to RS or CC.

Empathic Heart

I successul cast the ‘Empathic Heart’ Art Power a-ects the arget Enemy Squad on Small Bases as ol-lows (depending on the Friendly Warlord’s ype: Ranged, CC or Psychic). Tis Art Power does not a-ect Fearless Units.

Close Combat Warlord: An Enemy Model affected by ‘Empathic Heart’ must pass a WP est in order to conduct a Shooting attack. I ailed the Model loses an Action Point. A second attempt to complete a Shoot-ing Action can be made (i the first is ailed and the Model has Action Points to use) by passing another

(6)

6

WP est. I a second attempt is ailed the Model is im-mediately deactivated.

Ranged Warlord:An Enemy Model affected by ‘Em-pathic Heart’ must pass a WP est in order to con-duct a CC Action. I ailed the Model loses an Action Point. A second attempt to complete a CC Action can be made (i the first is ailed and the Model has Ac-tion Points to use) by passing another WP est. I a second attempt is ailed the Model is immediately de-activated.

Psychic Warlord:An Enemy Model affected by ‘Em-pathic Heart’ must pass a WP est in order to conduct a CC or Ranged Action. I ailed the Model loses an Action Point. A second attempt to complete a CC or Ranged Action can be made (i the first is ailed and the Model has Action Points to use) by passing an-other WP est. I a second attempt is ailed the Model is immediately deactivated.

Hymn o Durand (25 Points)

I successully cast, the Squad with the ‘Hymn o Du-rand’ Art Power led by a:

Close Combat Warlord: Automatically pass any Break and Pinning ests

Ranged Warlord: Automatically passes any Break tests.

Psychic Warlord: Automatically pass any Break and Pinning ests and gain the ‘Fearless’ Special Skill

The Art of MENTALISM

All Art o the Mentalist Art Powers use the ollowing:

Guided by the Cardinal’s Foresight

All Warlords: Te Squad gains the ‘Heal (8)’ Spe-cial Skill. At the end o Game urn 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 o Reckoning 

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

Fortitude o the Penitent

All Warlords: Te Squad’s Armour receives a +2 Modifier and gains Impenetrable Armour (10). I the Squad already has an Impenetrable Armour Value it receives a +2 Modifier. Sacred Warriors cannot be a-ected by ‘Fortitude o the Penitent’.

Encouraged Corporeal Fortitude

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

The Art of the ELEMENTS

Mountainous Reinorcement

I successully cast, place a 30mm ‘Mountainous Re-inorcement’ token within 12 inches o the casting Model.

Close Combat Warlord: All errain within 3 inches o the ‘Mountainous Reinorcement’ token counts as Heavy errain or Cover.

Ranged Warlord: All Light errain within 3 inches o the ‘Mountainous Reinorcement’ token counts as Heavy errain or Movement.

Psychic Warlord: All Light errain within 3 inches o the ‘Mountainous Reinorcement’ token provides Heavy Cover and is ‘Heavy’ or Movement.

(7)

7

Cleansing Bolt o Tunderous Light

I successully cast, the Squad with the ‘Cleansing Bolt o Tunderous Light’ Art Power led by a:

Close Combat Warlord: Cannot be targeted by any Ranged Attacks rom urther than 18” away. Te Squad ‘Boosted’ by the ‘Cleansing Bolt o Tunderous 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).

Te Persistence o ime (30 Points)

I successully cast, the Squad with the ‘Persistence o ime’ Art Power led by a:

Close Combat Warlord:  May make a Basic Close Combat Action or 0 Action Points

Ranged Warlord: May make an Aim Action or 0 Ac-tion Points

Psychic Warlord: May make either a Psychic (S) or (D) attempt or 0 Action Points

Spatial Warp Rif

I successully cast, place a 30mm ‘Spatial Warp Rif’ token (AV 16 SP2) within 18 inches o 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 emplate must pass WP test or be automatically Stunned. A maximum o 3 tokens can be in play at any time.

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

The Art of KINETICS

Te Cardinal’s Crimson Admonition (20 Points)

Close Combat Warlord: Models on Small Bases hit by ‘Te Cardinal’s Crimson Admonition’ are automat-ically Stunned.

Ranged Warlord: Te Squad hit by a ‘Te Cardinal’s Crimson Admonition’ must immediately take a Pin-ning est.

Psychic Warlord: Any unsaved Wound Effects rom a ‘Te Cardinal’s Crimson Admonition’ are automati-cally doubled.

Te Ascent o the Ruby Light

Close Combat Warlord:  Weapon ype: Psychic (S) Blast. Any unsaved SP rom a ‘Te Ascent o the Ruby Light’ Shooting Attack is automatically doubled. Ranged Warlord:Weapon ype: Psychic (S) Rail Psychic Warlord: Any unsaved SP or Wound Effects rom a ‘Te Ascent o the Ruby Light’ Shooting Attack are automatically doubled.

Te Ruddy Bloom o the Fire Flower

Close Combat Warlord: No additional effects. Ranged Warlord: No additional effects.

Psychic Warlord: Any unsaved SP or Wound Effects rom a ‘Te Ruddy Bloom o the Fire Flower’ Shoot-ing Attack are automatically doubled.

(8)

8

Vermillion Banner (20 Points)

Close Combat and Ranged Warlord:Nominate piece o terrain within 16” o the Squad Commander. Place a Small Explosion (SE) emplate centred on any point o the errain. Every Model touched by the SE em-plate receives a St8 Piercing AVV1 Autohit

Psychic Warlord:As Close Combat and Ranged War-lord except the Autohit is St9 Piercing AVV2.

The Art of DOMINANCE

Te Cardinal’s Censure (30 Points)

All Warlords:  Squads on Small or Medium bases taking casualties rom ‘Te Cardinal’s Censure’ can-not use any Active Skills (including Weapons Active Skills).

Te Visage o 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-cessully argeted by the ‘Te Visage o the Ghostly Light’ Art Power may Move and Engage through all terrain (including walls etc.) and have the ‘Predato-ry Senses’ Special Skill. I, or some reason, a Model would end its Movement in Impassable errain,

re-duce Movement to place the Model legally.

Ranged and Psychic Warlord: Models in the Squad successully argeted by the ‘Te Visage o 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 rom Wound Effects or Lost SP caused by Models using the ‘Te Lif o the Ruby Light’ Art Power.

Escalation o the Light

All Warlords: Te ‘Escalation o the Light’ transmits quickly through nearby mutants and heretics alike. I the Primary target is successully hit the Light pro-gresses to the nearest Enemy Model within 3 inches. On a D20 roll o 1-17 the nearest Model within 3” re-ceives an Autohit with a St o 15. Continue this or up to 3 more shots (5 in total) modiying the St o the attack by -1 rom the previous hit. I there are no previously unaffected Models within 3 inches o the Model most recently hit, the Escalation o the Light dissipates with no urther effect.

Winding Path o Conusion

Close Combat and Ranged Warlord: I successully cast the arget Enemy Squad receives a -2 Modifier to WP. Squads can be affected by up to three ‘Winding Path o Conusion’ Deboos.

Psychic Warlord: I successully cast the arget En-emy Squad receives a -3 Modifier to WP. Squads can be affected by up to three ‘Winding Path o Conusion’ Deboos.

(9)

9

ype:  Warlord (Psychic), Medium Base (40mm). Unique

Equipment:  Bringer o Light Broadsword, Blessed Vestments.

ARMOUR: Blessed Vestments: (No Weapon ype Modifiers taken).

CLOSE COMBA 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 rom the Game by the Bringer o Light Broad-sword the Enemy Warlord receives a S10 Piercing Au-tohit.

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

Passive: Aura o Light: Te glow which emanates

rom His Holiness blinds all the Cardinal’s oes. 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 o 10 or less, the Dark Symmetry power is com-pletely ignored.

Passive: Unmatched Mastery o the Art:  Cardinal

Dominic may use any and all Aspects o the Art. Each

CARDINAL DOMINIC

turn, he may attempt to cast 2 Art Powers, but may not cast the same power twice in the same Game urn.

 Active:Book o Faith:Cardinal Dominic’s knowledge

o the holy texts o Te Brotherhood is unsurpassed and even in the heat o battle, he chants endlessly, inspiring all around him. ‘urn to Burn’ 1 Resource Card. All riendly Models within 6” o Cardinal Dom-inic are Fearless until the end o the Game urn.

 Active: Cleansing Redemption:  Cardinal Dominic

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

 Active:Te Silence:urn to Burn 5 Resource Cards.

No Models (except Dominic) on the battlefield can-not use any Active Skills (including Weapons Active Skills) unless they urn to Burn 2 Resource Cards per Active Skill. Te Silence dissipates at the end o the Game urn.

(10)

10

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

ype: Lord, Medium Base (40mm). Unique

Equipment: P60 ‘Punisher’ Handgun, Blessed Casti-gator Power Spear, Blessed Valkyrie Armour.

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

RANGED WEAPONS

CLOSE COMBA 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: urn to Burn 1 Resource Card.

Te Blessed Vestal Laura perorms a ‘Mace-Swing’ Close Combat Special Action. Te RoA o this Action is reduced to 1 and cannot be increased by any means. Every Model within 1.5” o Laura receives an Autohit at Strength: 14 Piercing AVV:0.

Squad Upgrades: Te Blessed Vestal Laura MUS be upgraded with two Art Powers rom the Art o Men-talist or Free.

BLESSED VESTAL LAURA

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

Passive:Vestal o the Valkyries: An army which

con-tains Te Blessed Vestal Laura may include up to two Squads o Valkyries as roop choices. Each ‘roop’ Squad o Valkyries give the Controlling Player 1 Re-source Card as normal. Any other Squads o Valkyries in an army containing Te Blessed Vestal Laura must be taken as ‘Support’ Squads as normal.

Passive: Shield o the Cardinal:  Brotherhood ‘Art’

Powers cast by riendly casters within 8” o Laura may use her LoS and measure range rom her, as i it was her casting the Power.

Passive: Beacon o Light: All enemy Models within

8” o Laura suffer an additional -2 Modifier to LD.

Passive: Cardinal’s 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 afer successully killing all Models in her CCWR.

(11)

11

LORD INQUISITOR MAJORIS

HAMILKAR

ype: Warlord (Ranged), Medium Base (40mm), Unique

ype:Lord, Medium Base (40mm), Unique

Equipment: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:Te AC-40 is incredibly

hard-hitting at short range. o represent this, when firing the AC-40 at a target within 6”, the weapon is St: 18.

Passive:Loop shot:Tis 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, urn to Burn

1 Resource Card. Te weapon receives a +2 Modifier to St until the end o the Game urn.

 Active: Holy Bullet: urn to Burn 1 Resource Card.

Lord Inquisitor Majoris Hamilkar may arget any Model out o LoS, (but in his Front Facing). RoA is reduced to 1 and cannot be increased by any means. ‘Heal’ ests cannot be taken against Wound Effects caused by this weapon.

CLOSE COMBA WEAPONS

 Active:Disembowelment: ‘urn to Burn’ 1 Resource

Card. Te Holy Disemboweller Chain Ripper gains Critical Force (2) and a +2 Modifier to AVV until the end o the Game urn.

Squad Upgrades: Lord Inquisitor Majoris Hamilkar may take 3 ‘Art Powers’ rom the same ‘Art Path’ or Free.

Special Skills:  Contempt (Dark Legion), Fearless, Vigilant Watchman, IN NOMINE CARDINALIS!, actical Genius, Cardinal’s Blood, Brotherhood Book o Law.

Passive: Cardinal’s 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 or 1 Action Point.

 Active:IN NOMINE CARDINALIS!: ‘urn to Burn’

1 Resource Card. 1 Model within 8” o Lord Inquisi-tor Majoris Hamilkar must immediately pass a LD test with a -6 Modifier to LD. I ailed the Squad counts as ‘pinned’. Tis Special Skill can affect Models with the ‘Fearless’ Special Skill, but without a Modifier to LD.

 Active: actical Genius: ‘urn to Burn’ 1 Resource

Card. During Lord Hamilkar’s activation, the oppos-ing player must reveal which Squad they will activate next.

 Active: Brotherhood Book o Law:  ‘urn to Burn’

1 Resource Card. Lord Inquisitor Majoris Hamilkar gains the ‘Fear (3)’ Special Skill until the end o the Game urn.

(12)

12

CRUCIFIER

ype: Lord, Medium Base (40mm)

Equipment: Nemesis Machine Pistols, Mortis Swords, Crucifier Armour.

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

RANGED WEAPONS

 Active:  Electroshock Ammo: urn to Burn 1

Re-source Card. Vehicles hit by this weapon that have not already been Activated this Game urn count as previously Activated. Te owning Player may Activate the Vehicle as normal i they urn to Burn 2 Resource Cards.

CLOSE COMBA WEAPONS

Passive: Assassinate: When Engaged in the target’s rear acing, Models that are using Mortis Swords gain +1 St and +1 RoA.

Passive: Cardinal’s 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’ rom the same ‘Art Path’ or Free.

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

Passive: Surgical Assault:  A Crucifier may make

ranged attack actions, even whilst engaged in Close Combat. argets may not receive Cover Modifiers rom Models within the Crucifier’s CCWR.

Passive: Murderous ornado: Te Crucifier may

make Engage Actions and Ranged and Close Combat attacks in its ront and rear acing.

 Active:Focused Melee Attack: ‘urn to Burn’ 2

Re-source Cards. Te Crucifier gains a +2 Modifier to ‘RoA’ until the end o the Game urn. A Model which uses this Special Skill cannot use the ‘Surgical Assault’ Special Skill during the same Game urn.

 Active: Tunder Slam:  ‘urn to Burn’ 2 Resource

Cards. Every enemy Model on a Small or Medium base within 4” o a Crucifier must pass a Con est. I ailed they receive a ‘Stun Effect’.

(13)

13

BROTHERHOOD

TROOPERS

ype:roops, Small Bases (30mm).

Squad Composition: 1 Brotherhood rooper Squad Commander, 4 Brotherhood roopers.

Squad Size: 5-12 Brotherhood roopers

Equipment:  AC-19 Volcano Assault Rifle, Combat Knie, Brotherhood rooper Armour.

ARMOUR: Brotherhood rooper Armour: (-2 Blast) OR i upgraded, Guardian Shield: (No negative Weap-on ype Modifiers taken)

RANGED WEAPONS

CLOSE COMBA WEAPONS

Guardian Shield Special Rules: When carrying this shield, a Brotherhood rooper has the ‘impenetrable armour (12)’ Special rule against all attacks in their ront acing.

Squad Upgrades:  Add up to 7 extra Brotherhood roopers or 12 Points each.

2 in 5 Models may add a Scope to their AC-19 Vol-cano or 10 pts each.

Passive: Sniper Rifle:  A Model equipped with this

Weapon gains the ‘Sniper’ Special Rule.

Te entire Squad may swap their AC-19 Volcano As-sault Rifle and Combat Knie or a Retaliator Sword and Guardian Shield or 0 Points per Model. Models upgraded in this way have ‘Guardian Shield’ Armour.

Te Squad Commander may be upgraded with the ‘Medic (2)’ Special Skill or 15 Points.

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

Passive: Bringers o the Light: 1 Squad o

Brother-hood roopers or Valkyries may be taken in a Capitol, Bauhaus or Imperial Force as a Support Choice.

(14)

14

SACRED WARRIORS

ype:roops, 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 ype Modifiers taken).

CLOSE COMBA 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 or 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 o Law,

Passive:Protector Power Shield: Whenever a Sacred

Warrior is targeted by a ranged attack which is ‘pierc-ing’ and successully passes the Armour est, the Sa-cred Warrior can choose to deflect the blow into an unengaged Model within 6”. Te Sacred Warrior must pass a Willpower est to do so, and the shot will hit automatically, being resolved using the fired weapon’s Strength value and AVV value.

Passive: Eye to Eye: Sacred Warriors cannot use Psy-chic (S) Art Powers.

 Active:Furious Zeal: ‘urn to Burn’ 1 Resource Card,

a Squad o Sacred Warrior’s Avenger Swords have their range increased to 1.5” and their RoA modified by +1 until the end o the Game urn.

Passive: Blessed by the Cardinal: Te Squad has

‘Heal (X)’ where X is number o Sacred Warriors in the Squad (up to a maximum o Heal (6)).

 Active:Brotherhood Book o Law:‘urn to Burn’ 1

Resource Card, a Sacred Warrior gains the ‘Fear (0)’ Special Skill until the end o the Game urn.

(15)

15

BROTHERHOOD

INQUISITORS

ype: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: Te AC-40 is incredibly

hard-hitting at short range. o represent this, when firing the AC-40 at a target within 6”, the weapon is St: 18.

Passive: Loop shot: Tis weapon’s 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, urn to Burn

1 Resource Card per Model. Te weapon receives a +2 Modifier to St until the end o the Game urn.

CLOSE COMBA WEAPONS

 Active:Disembowelment: ‘urns to Burn’ 1 Resource

Card per Model, the ‘Holy Disemboweller Chainblade’ gains ‘Critical Force (2)’ until the end o Game urn. Squad Upgrades: Te Squad may take 1 ‘Art Power’ rom any ‘Art Path’ or Free.

Add up to 3 extra Inquisitors or 35 Points each.

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

Passive: Vigilant Watchmen: For a Brotherhood

In-quisitor to make a ‘Sentry’ action, it needs to spend only 1 Action Point.

Passive: Beams o Light: Brotherhood roopers

Squad Commanders can be upgraded to an Inquisi-tor or 30 Points. Replace the InquisiInquisi-tor Special Skills with those o the Brotherhood roopers Squad. Te Inquisitor keeps his Statline and Equipement.

 Active:IN NOMINE CARDINALIS!: ‘urn to Burn’

1 Resource Card, the controlling player may select an enemy Model within 8” o the Inquisitor Model that is activating this Special Skill. Tis enemy Model must pass a LD test, otherwise the Squad will count as ‘pinned’ until it successully passes its LD test in its activation.

 Active:Brotherhood Book o Law: ‘urn to Burn’ 1

Resource Card, an Inquisitor gains the ‘Fear (0)’ Spe-cial Skill until the end o the Game urn.

(16)

16

VALKYRIES

ype: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 COMBA 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 perorm a Mace-Swing, to do this, the Control-ling Player must ‘urn to Burn’ 1 Resource Card or each ‘Mace-Swinging’ Model.

Te Mace-Swing is a Close Combat Special Action. Every Model within 1.5” o the Mace-Swinging Model receives a St13 Peircing AVV:0 Autohit and all o the Special Rules which come with the Castigator Power Spear.

Squad Upgrades: Add up to 5 extra Valkyries or11 Points each

Te Squad may be upgraded with only one Art Power. Tis Power may only be cast by the Squad

Command-er (Not Acting Squad CommandCommand-ers).

1 in 5 Valkyries may swap their ‘P60 ‘Punisher’ Hand-gun’ or an ‘AC-31 Cleansing Flamethrower’.

Special Skills: Rapid Deployment, Blinding Light, Fearless, Bringers o the Light

 Active: Blinding Light:  ‘urn to Burn’ 1 Resource

Card at the beginning o the Squad’s Activation. All Ranged Attacks targeted at the Valkyries suffer a -2 Modifier (in addition to any other Modifiers) until the end o the Game urn.

Passive: Bringers o the Light: 1 Squad o

Brother-hood roopers ot Valkyries may be taken in a Capitol, Bauhaus or Imperial Force as a Support Choice.

(17)

17

MORTIFICATORS

ype: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 COMBA WEAPONS

Passive:  Assassinate: When attacking in an enemy’s

rear acing, Models that are using Mortis Swords gain +1 St and +1 RoA.

Passive:Cardinal’s Blood: Mortis Swords are blessed

by the Cardinal. ‘Heal’ ests cannot be taken against attacks made by this weapon.

Squad Upgrades: Add up to 5 extra Mortificators or 20 Points each

Unit Special Skills: Infiltrate, Predator Senses,

Fear-less, Fear (2), Camouflage (2), Climb, Pathfinder, Stalk, Void, rue Assassins, Dodge.

Passive: Void: Mortificators have the ability to more

than blend into their environment; they find a differ-ent plane o existence.

For 1 Action Point per model, the entire Squad can use the ‘Void’ Special Skill. Tis must be declared at the beginning o the Squad’s 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 o them. I, or some reason, a Model would end its Movement on top o an ‘Invisible’ Mortificator, reduce Movement to place the Model legally. Te Mortifica-tor Squad loses the ‘Void’ Special Skill the moment a Model rom the Squad completes any Action (exclud-ing the Pass Action).

Passive: rue Assassins:  Mortificators cannot claim

any objectives.

Passive: Dodge: Mortificators ignore any Wound

E-ects on a roll 1-10. Roll or Dodge prior to Armour est and or Heal ests.

(18)

18

JUDICATOR

BATTLe WALKER

1-10

I SP=0 or less, the Ve-hicle is Destroyed but remains in play as a piece o Heavy errain.

11-14

I SP=0 or less, the  vehicle may no longer use its main weapons.

15-18

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

19-20

I SP=0 or less , the Vehicle ex-plodes! Measuring rom the hull o 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 o 1-15.

ype:  Light Vehicle (Light Walker), Large Base (50mm)

Squad Composition:1 Judicator Battle-Walker Squad Size:1-3

Equipment:  AC-100 Crusader Cannon, Retaliator Broadsword, Judicator Battle Walker Armour.

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

MAIN WEAPON

 Active: Double ap:‘urn to Burn’ 2 Resource Cards.

Te Judicator may re-roll any ailed RS attacks until the end o the Game urn.

Passive: Loop shot:Tis 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’ rom attacks made by the Re-taliator Broadsword also receive a ‘Stun Effect’.

 Active: Fervent Assault:  ‘urn to Burn’ 1 Resource

Card to increase the Retaliator Broadsword’s RoA to 4 until the end o the Judicator Battler Walker’s activa-tion.

Squad Upgrades:Add up to 2 extra Judicators or 125 Points each.

A Judicator may replace its Retaliator Broadsword with a second AC-100 Crusader Cannon or 25 Points. Special Skills:  Contempt (Dark Legion), Fearless, Tunderous Advance, Crushing Assault.

 Active: Tunderous Advance: ‘urn to Burn’ 1

Re-source Card, the ground will shake around the Judi-cator. I the Judicator makes a move, run or engage action whilst this Special Skill is activated, the ground will shake, reducing the RS o all Models on small and medium bases within 8” o the Judicator, (measure the distance at the end o its movement action) by -4. Tis effect is not cumulative with other Judicators. Passive: Crushing Assault: When the Judicator makes an Engage Action and successully reaches its target, it will gain a urther +1 to its Engage Bonus.

(19)

19

ICARUS JETFIGHTER

1-10

I SP=0 or less 0, the Vehicle is Destroyed but remains in play as a piece o Heavy errain.

11-14

I SP=0 or less, the  vehicle may no long use its main weap-on.

15-18

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

19-20

I SP=0 or less, the Vehicle explodes! Measuring rom the hull o 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 o 1-15.

ype: Heavy Vehicle (Hoverer), No Base. Squad Composition: 1 Icarus Jetfighter Squad Size: 1 Icarus Jetfighter

Equipment:  Cardinal’s Fury Gatling Guns, Fore-Mounted Firefist Flamethrower, Graveyard Bombs. ARMOUR:  Icarus Jet fighter Armour Plates. (No Weapon ype Modifiers taken).

MAIN WEAPON

Passive: Darkslayer Ammunition: Beore making

a shooting action with the ‘Cardinal’s Fury Gatling Guns’, the Controlling Player can choose to fire the ‘Darkslayer Ammunition’. Tis uses the ollowing 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 o how ast they move. I the controlling player wishes to fire the Graveyard Bombs they must spend 2 Actions to do the ollowing:

-Move the Icarus Jetfighter so that its base is within 2” o where it wishes to drop the Graveyard Bomb.

-Calculate the damage caused by the Graveyard Bomb, using the normal rules or Small Explosion emplates and Scatter. Te Icarus Jetfighter cannot be damaged by a Small Explosion caused by its own Graveyard Bombs.

-Finish moving the Icarus Jetfighter the distance lef. Note: Tis 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-er’s movement (except for Supersonic). Only one Grave- yard Bomb may be fired per turn.

Special Skills:Flyer, Supersonic Boom .

Passive: Flyer:  Te Icarus Jetfighter must make a

‘Move’ Action o at least 4” every Game urn.

Its Movement Value (M) can never be reduced to be-low 4 unless it receives Wing SP Damage. Te Icarus cannot be targeted by weapons which use Flamer

(20)

20

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

 Active:Supersonic Boom: urn to Burn 2 Resource

Cards and Use 2 Action Points. Te Icarus is removed

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

References

Related documents

b) one or more cavitated, missing, or filled tooth surface in primary max. anterior teeth or dmfs score over 4 in child 3-5 yrs.

The pipeline operator shall establish and maintain a PSMS and build a shared understanding of safety culture. The pipeline operator shall articulate expectations, including

loansequifax equifax canada business credit report score free free experian order equifax free credit report phone number computer repair a credit report includes the

I didn't see Taeyeon all day so when the time came, I walked to her class and sat down...I was told to swap seats with another student so I wasn't sitting next to Nic but I refused

It is an overview of all the activities to be undertaken by the project team, roles and responsibilities, teaming arrangements with industry, the project outcome (an F1 car

EJ's reappearance is good news indeed, for it means you will only need to throw a 4 on two dice to hit an enemy, when you're using him.. What's more, EJ scores an additional 5 points

The purpose of this course is to enhance advanced practice knowledge and skills in the diagnosis and management of chronic health care problems in adults (A) and children (C)

A large solid sphere is melted and moulded to form identical right circular cones wih base radius and height same as the radius of the sphere.. One of these cones is melted and