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By: Jarek Ewertowski, Rob Alderman and Mark Rapson Layout by: Michal Pawlaczyk Introduction by: Andy

Hoare Artwork 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 Reserved Prodos Games Ltd. 2013

Contents
THE BROTHERHOOD 4 Brotherhood 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 8 Brotherhood 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

THE BROTHERHOOD
The Brotherhood is the single body that binds almost all of humanity together into a single, systemspanning society. Without the Brotherhood, mankind would be nothing but a disparate collection of feuding corporate interests and in all likelihood the Darkness 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 members preach are far more than superstition. The Light is a very real force, as is the Art, wielded by the Brotherhoods accomplished Mystics and others within its ranks. Indeed, the Light is every bit as real as the Darkness and the Brotherhood stands in direct opposition 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, Durand, who preached the end of the First Corporate Wars and united the faithful under the banner of the Brotherhood. It was Durand who shepherded mankind through the travails that prefigured the appearance 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 before 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 millennia. 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 thousand 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 Brotherhood 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 Brotherhood 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.

BROTHERHOOD GENERIC SPECIAL RULES


Power of the Art Emerald Bastion 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 If successfully cast, place a 30mm Emerald Bastion token (AV 12 SP2, Light Terrain/Cover) within 5 cast by each Squad per Game Turn. inches of the casting Model. Friendly Models can benEach Power of The Art cost 15pts unless stated oth- efits from the Modifiers of up to two Emerald Bastion erwise and the cost is added to the cost of the Squad tokens. Commander. The effects of each Art Power are dependent on the Close Combat Warlord: Any enemy Models targetarmy Warlord. Any Model from Squad can use power ing a friendly Model within 5 inches of the Emerald of Art unless stated otherwise. Psychic (B) type Art Bastion Token with a Ranged Attack receive an adPowers do not cost Action Points to cast. A Squad can ditional -2 Modifier to RS. only be targeted once by each power unless stated oth- Ranged Warlord: Any enemy Models targeting a friendly Model within 5 inches of the Emerald Baserwise. tion Token with a CC Attack receive an additional -2 The Art of the CHANGELING Modifier to CC. Psychic Warlord: Any enemy Models targeting a friendly Model within 5 inches of the Emerald BasThe Cardinals Sacred Domination tion Token with a Ranged or CC Attack receive an additional -2 Modifier to RS or CC. Empathic Heart 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 Armour Value already which is higher than 10, keep the higher value. If successful cast the Empathic Heart Art Power affects the Target Enemy Squad on Small Bases as follows (depending on the Friendly Warlords Type: Ranged, CC or Psychic). This Art Power does not affect 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 Shooting Action can be made (if the first is failed and the Model has Action Points to use) by passing another

WP Test. If a second attempt is failed the Model is immediately deactivated. Ranged Warlord: An Enemy Model affected by Empathic Heart must pass a WP Test in order to conduct 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 Action Points to use) by passing another WP Test. If a second attempt is failed the Model is immediately deactivated. Psychic Warlord: An Enemy Model affected by Empathic 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 another WP Test. If a second attempt is failed the Model is immediately deactivated. Hymn of Durand (25 Points)

Force (2). Warlords and Lords take a St14 Blast Autohit 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 affected 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

If successfully cast, the Squad with the Hymn of Durand Art Power led by a: Close Combat Warlord: Automatically pass any Break and Pinning Tests Ranged Warlord: Automatically passes any Break tests. Psychic Warlord: Automatically pass any Break and Pinning Tests and gain the Fearless Special Skill The Art of MENT ALISM All Art of the Mentalist Art Powers use the following:

Mountainous Reinforcement

Guided by the Cardinals Foresight All Warlords: The Squad gains the Heal (8) Special Skill. At the end of Game Turn each Model in the Squad takes a St12 Piercing Autohit with Critical

If successfully cast, place a 30mm Mountainous Reinforcement 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.

Cleansing Bolt of Thunderous Light

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

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)

The Cardinals Crimson Admonition (20 Points)

Close Combat Warlord: Models on Small Bases hit by The Cardinals Crimson Admonition are automatically Stunned. Ranged Warlord: The Squad hit by a The Cardinals Crimson Admonition must immediately take a Pinning Test. Psychic Warlord: Any unsaved Wound Effects from a The Cardinals Crimson Admonition are automatically doubled.

If successfully cast, the Squad with the Persistence of The Ascent of the Ruby Light Time Art Power led by a: Close Combat Warlord: May make a Basic Close Combat Action for 0 Action Points Ranged Warlord: May make an Aim Action for 0 Action Points Psychic Warlord: May make either a Psychic (S) or Close Combat Warlord: Weapon Type: Psychic (S) (D) attempt for 0 Action Points Blast. Any unsaved SP from a The Ascent of the Ruby Light Shooting Attack is automatically doubled. Spatial Warp Rift 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. 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. 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 Shooting Attack are automatically doubled.

Vermillion Banner (20 Points)

duce Movement to place the Model legally. Ranged and Psychic Warlord: Models in the Squad successfully Targeted by the The Visage of the Ghostly 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 Close Combat and Ranged Warlord: Nominate piece Lost SP caused by Models using the The Lift of the of terrain within 16 of the Squad Commander. Place Ruby Light Art Power. a Small Explosion (SE) Template centred on any point of the Terrain. Every Model touched by the SE Tem- Escalation of the Light plate receives a St8 Piercing AVV1 Autohit Psychic Warlord: As Close Combat and Ranged Warlord except the Autohit is St9 Piercing AVV2. All Warlords: The Escalation of the Light transmits quickly through nearby mutants and heretics alike. If the Primary target is successfully hit the Light progresses to the nearest Enemy Model within 3 inches. On a D20 roll of 1-17 the nearest Model within 3 receives an Autohit with a St of 15. Continue this for up to 3 more shots (5 in total) modifying the St of All Warlords: Squads on Small or Medium bases the attack by -1 from the previous hit. If there are no taking casualties from The Cardinals Censure can- previously unaffected Models within 3 inches of the not use any Active Skills (including Weapons Active Model most recently hit, the Escalation of the Light Skills). dissipates with no further effect. The Cardinals Censure (30 Points) The Visage of the Ghostly Light (25 Points) Winding Path of Confusion The Art of DOMINANCE

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 Enemy Squad receives a -3 Modifier to WP. Squads can be affected by up to three Winding Path of Confusion Close Combat Warlord: Models in the Squad suc- Deboofs. 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 Predatory Senses Special Skill. If, for some reason, a Model would end its Movement in Impassable Terrain, reInscription 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.

CARDINAL DOMINIC
turn, he may attempt to cast 2 Art Powers, but may not cast the same power twice in the same Game Turn. Type: Warlord (Psychic), Medium Base (40mm). Unique Equipment: Bringer of Light Broadsword, Blessed Vestments. ARMOUR: Blessed Vestments: (No Weapon Type Modifiers taken). CLOSE COMBAT WEAPON 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 Dominic 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 Cleansing 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 Dominic is unaffected by Cleansing Redemption. Active: The Silence: Turn to Burn 5 Resource Cards. No Models (except Dominic) on the battlefield cannot 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.

Passive: Blessed Blade: Heal cannot be used against Wound Effects caused by the Blessed Blade. Passive: Soul Revenge: For each Enemy Model removed from the Game by the Bringer of Light Broadsword the Enemy Warlord receives a S10 Piercing Autohit. Special Skills: Contempt (Dark Legion), Fearless, Inspiring 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 Dominic, the player controlling him must roll a D20, on a roll of 10 or less, the Dark Symmetry power is completely ignored. Passive: Unmatched Mastery of the Art: Cardinal Dominic may use any and all Aspects of the Art. Each

BLESSED VEST AL LAURA


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

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

Passive: Vestal of the Valkyries: An army which contains 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 ReType: Lord, Medium Base (40mm). Unique source Card as normal. Any other Squads of Valkyries Equipment: P60 Punisher Handgun, Blessed Casti- in an army containing The Blessed Vestal Laura must gator Power Spear, Blessed Valkyrie Armour. be taken as Support Squads as normal. ARMOUR: Blessed Valkyrie Armour: (No negative Passive: Shield of the Cardinal: Brotherhood Art Weapon Type Modifiers taken). Powers cast by friendly casters within 8 of Laura may use her LoS and measure range from her, as if it was RANGED WEAPONS her casting the Power. Passive: Beacon of Light: All enemy Models within 8 of Laura suffer an additional -2 Modifier to LD. CLOSE COMBAT WEAPON 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 Passive: Parry: Models with a Blessed Castigator Models in her CCWR. 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 Mentalist for Free.

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LORD INQUISITOR MAJORIS

HAMILKAR
CLOSE COMBAT WEAPONS

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

Type: Lord, Medium Base (40mm), Unique Equipment: Blessed AC-40 Justifier, Holy Disembow- Squad Upgrades: Lord Inquisitor Majoris Hamilkar eller Chainripper, Blessed Inquisitor Armour. may take 3 Art Powers from the same Art Path for Free. ARMOUR: Blessed Inquisitor Armour: (No negative Weapon Modifiers taken) Special Skills: Contempt (Dark Legion), Fearless, Vigilant Watchman, IN NOMINE CARDINALIS!, RANGED WEAPONS Tactical Genius, Cardinals Blood, Brotherhood Book of Law.

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.

Passive: Cardinals Blood: Lord Inquisitor Majoris Hamilkar is blessed by the Cardinal. Heal attempts Passive: Short-Range: The AC-40 is incredibly hard- may not be made against Wound Effects caused in CC hitting at short range. To represent this, when firing by Lord Inquisitor Majoris Hamilkar. the AC-40 at a target within 6, the weapon is St: 18. Passive: Vigilant Watchman: Lord Inquisitor Majoris Passive: Loop shot: This weapons range can be cumu- Hamilkar may complete a Sentry action for 1 Action latively increased by 1 by adding a -1 Modifier to its Point. Strength. (E.g. R 25 St14, R 34 with St5). Strength Active: IN NOMINE CARDINALIS!: Turn to Burn cannot be increased by reducing Range. 1 Resource Card. 1 Model within 8 of Lord Inquisitor Majoris Hamilkar must immediately pass a LD test Active: Power Up: Once per Activation, Turn to Burn with a -6 Modifier to LD. If failed the Squad counts as 1 Resource Card. The weapon receives a +2 Modifier pinned. This Special Skill can affect Models with the to St until the end of the Game Turn. Fearless Special Skill, but without a Modifier to LD. 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. Active: Tactical Genius: Turn to Burn 1 Resource Card. During Lord Hamilkars activation, the opposing 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.

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CRUCIFIER
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.

Type: Lord, Medium Base (40mm) Equipment: Nemesis Machine Pistols, Mortis Swords, Passive: Murderous Tornado: The Crucifier may Crucifier Armour. make Engage Actions and Ranged and Close Combat attacks in its front and rear facing. ARMOUR: Crucifier Armour: (No negative Weapon Type Modifiers taken). Active: Focused Melee Attack: Turn to Burn 2 Resource Cards. The Crucifier gains a +2 Modifier to RANGED WEAPONS 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 Active: Electroshock Ammo: Turn to Burn 1 Re- Cards. Every enemy Model on a Small or Medium source Card. Vehicles hit by this weapon that have base within 4 of a Crucifier must pass a Con Test. If not already been Activated this Game Turn count as failed they receive a Stun Effect. 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 blessed 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 legion), Duellist, Predator Senses, Murderous Tornado, Focused Melee Attack, Surgical Assault, Thunder Slam.

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BROTHERHOOD TROOPERS
The entire Squad may swap their AC-19 Volcano Assault 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.

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

ARMOUR: Brotherhood Trooper Armour: (-2 Blast) OR if upgraded, Guardian Shield: (No negative WeapSpecial Skills: Contempt (Dark Legion), Bringers of on Type Modifiers taken) the Light RANGED WEAPONS

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

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

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 Volcano for 10 pts each.

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

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SACRED W ARRIORS
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.

Type: Troops, Small Bases (30mm). Squad Composition: 1 Sacred Warrior Squad Commander, 2 Sacred Warriors. Passive: Blessed by the Cardinal: The Squad has Squad Size: 3-10 Sacred Warriors. Heal (X) where X is number of Sacred Warriors in Equipment: Avenger Sword, Protector Power Shields. the Squad (up to a maximum of Heal (6)).

ARMOUR: Protector Power Shields (No Weapon Active: Brotherhood Book of Law: Turn to Burn 1 Type Modifiers taken). Resource Card, a Sacred Warrior gains the Fear (0) Special Skill until the end of the Game Turn. 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 Warriors 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 piercing and successfully passes the Armour Test, the Sacred 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 Psychic (S) Art Powers.

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BROTHERHOOD INQUISITORS
Add up to 3 extra Inquisitors for 35 Points each. Special Skills: Disparate, Fearless, Stay Frosty, VigiType: Support, Medium Bases (40mm). lant Watchmen, IN NOMINE CARDINALIS!, BrothSquad Composition: 1 Inquisitor Squad Command- erhood Book of Law. er. Squad Size: 1-4 Inquisitors. Passive: Vigilant Watchmen: For a Brotherhood InEquipment: AC-40 Justifier, Holy Disemboweller quisitor to make a Sentry action, it needs to spend Chainblade, Inquisitor Armour. only 1 Action Point. ARMOUR: Inquisitor Armour: (-1 Blast) RANGED WEAPONS Passive: Beams of Light: Brotherhood Troopers Squad Commanders can be upgraded to an Inquisitor 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 Passive: Short-Range: The AC-40 is incredibly hard- 1 Resource Card, the controlling player may select hitting at short range. To represent this, when firing an enemy Model within 8 of the Inquisitor Model the AC-40 at a target within 6, the weapon is St: 18. that is activating this Special Skill. This enemy Model must pass a LD test, otherwise the Squad will count Passive: Loop shot: This weapons Range can be cu- as pinned until it successfully passes its LD test in its mulatively increased by 1 by adding a -1 Modifier to activation. its Strength. (E.g. R 25 St14, R 34 with St5). Strength cannot be increased by reducing Range. Active: Brotherhood Book of Law: Turn to Burn 1 Resource Card, an Inquisitor gains the Fear (0) SpeActive: Power Up: Once per Activation, Turn to Burn cial Skill until the end of the Game Turn. 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.

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

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. Special Skills: Rapid Deployment, Blinding Light, Fearless, Bringers of the Light ARMOUR: Valkyrie Armour: (-1 Blast) Active: Blinding Light: Turn to Burn 1 Resource RANGED WEAPONS 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. CLOSE COMBAT WEAPONS Passive: Bringers of the Light: 1 Squad of Brotherhood Troopers ot Valkyries may be taken in a Capitol, Bauhaus or Imperial Force as a Support Choice.

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 Controlling 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-

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MORTIFICA TORS
less, Fear (2), Camouflage (2), Climb, Pathfinder, Stalk, Void, True Assassins, Dodge. Type: Support, Small Bases (30mm). Squad Composition: 1 Mortificator Squad Commander, 4 Mortificators. Squad Size: 5-10 Mortificators. Equipment: Nemesis Machine Pistol, Blessed Fragmentation Grenades, Mortis Sword, Mortificator Armour. ARMOUR: Mortificator Armour: (Plasma -2). RANGED WEAPONS Passive: Void: Mortificators have the ability to more than blend into their environment; they find a different 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 Mortificators cannot be Engaged or targeted by any Ranged or CC attacks or any Special Skills. Equally, they ignore wounds caused by Blast or Rail weapons. Friendly 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 Mortificator Squad loses the Void Special Skill the moment a Model from the Squad completes any Action (excluding the Pass Action).

Passive: True Assassins: Mortificators cannot claim Passive: Cleansing Flame: Against targets which have any objectives. the Fear Special Skill, Blessed Fragmentation Grenades gain a +2 Modifier to St. Passive: Dodge: Mortificators ignore any Wound Effects on a roll 1-10. Roll for Dodge prior to Armour CLOSE COMBAT WEAPONS Test and or Heal Tests.

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 each Unit Special Skills: Infiltrate, Predator Senses, Fear-

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JUDICA TOR BA TTLe W ALKER

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

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

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

19-20 If SP=0 or less , the Vehicle explodes! 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 Autohit on a roll of 1-15.

Type: 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 Type Modifiers taken). MAIN WEAPON

Passive: Electro-Magnetic Shock: Models that receive a Wound Effect from attacks made by the Retaliator 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 activation. 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, Active: Double Tap: Turn to Burn 2 Resource Cards. Thunderous Advance, Crushing Assault. The Judicator may re-roll any failed RS attacks until the end of the Game Turn. Active: Thunderous Advance: Turn to Burn 1 Resource Card, the ground will shake around the JudiPassive: Loop shot: This weapons range can be cumu- cator. If the Judicator makes a move, run or engage latively increased by 1 by adding a -1 Modifier to its action whilst this Special Skill is activated, the ground Strength. (E.g. R 19 St13, R 28 with St4). Strength will shake, reducing the RS of all Models on small and cannot be increased by reducing Range. medium bases within 8 of the Judicator, (measure the distance at the end of its movement action) by -4. SECONDARY WEAPONS 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

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

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

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

19-20 If SP=0 or less, the Vehicle explodes! Measuring from the hull of the vehicle 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 Jetfighter Squad Size: 1 Icarus Jetfighter Equipment: Cardinals Fury Gatling Guns, ForePassive: Graveyard Bomb Drop: Icarus Jetfighters Mounted Firefist Flamethrower, Graveyard Bombs. may always fire their Graveyard Bombs, regardless of ARMOUR: Icarus Jet fighter Armour Plates. (No how fast they move. If the controlling player wishes to fire the Graveyard Bombs they must spend 2 Actions Weapon Type Modifiers taken). to do the following: -Move the Icarus Jetfighter so that its base is within 2 MAIN WEAPON 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 Passive: Darkslayer Ammunition: Before making by a Small Explosion caused by its own Graveyard a shooting action with the Cardinals Fury Gatling Bombs. Guns, the Controlling Player can choose to fire the -Finish moving the Icarus Jetfighter the distance left. Darkslayer Ammunition. This uses the following Note: This counts as a Movement Action, followed by a Shooting Action. All normal rules for moving and rules: shooting with vehicles apply and the firing of any other weapons is carried out at the end of the Icarus Jetfighters movement (except for Supersonic). Only one Graveyard Bomb may be fired per turn. Passive: Crack Shot: Any unsaved SP Damage is douSpecial Skills: Flyer, Supersonic Boom . bled. SECONDARY WEAPONS 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 below 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 Explosion 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.

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