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, Te 532, Te 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 Te Art of the CHANGELING 5 Te Art of MENTALISM 6 Te Art of the ELEMENTS 6 Te Art of KINETICS 7 Te Art of DOMINANCE 8 Brotherhood Units 9 Cardinal Dominic 9 Blessed Vestal Laura 10 Lord Inquisitor Majoris Hamilkar 11 Crucifer 12 Brotherhood Troopers 13 Sacred Warriors 14 Brotherhood Inquisitors 15 Valkyries 16 Mortifcators 17 Judicator Battle Walker 18 Icarus Jetfghter 19 4 THE BROTHERHOOD Te 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. Te 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. Te Brotherhood came into being over a millennia before the current date. It was the frst 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 prefgured the appear- ance of the Dark Legion and he whose faith shielded the teeming masses of Luna from the worst efects 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. Te year that Durand became the frst Cardinal of the newly established Brotherhood was fgured Year 0 YC the frst 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. Te numerous ofcers of the Broth- erhood pour over the archives of the past and scree the portents to fnd a way through the perilous maze that is mankinds uncertain future. Te 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. 5 BROTHERHOOD 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. 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 Turn. Each Power of Te Art cost 15pts unless stated oth- erwise and the cost is added to the cost of the Squad Commander. Te efects 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 Te Cardinals Sacred Domination If successfully cast, the Squad with the Te Cardinals Sacred Domination Art Power led by a: Close Combat Warlord: receives an additional +2 Modifer to CC and gains Impenetrable Armour (10)* against Range Attacks. Ranged Warlord: receives an additional +2 Modifer to RS and gains Impenetrable Armour (10)* against Close Combat attacks. Psychic Warlord: receives an additional +2 Modifer 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- efts from the Modifers 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 Modifer 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 Modifer 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 Modifer 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). Tis Art Power does not af- fect Fearless Units. Close Combat Warlord: An Enemy Model afected 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 frst is failed and the Model has Action Points to use) by passing another 6 WP Test. If a second attempt is failed the Model is im- mediately deactivated. Ranged Warlord: An Enemy Model afected 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 frst 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 afected 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 frst 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 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 MENTALISM All Art of the Mentalist Art Powers use the following: Guided by the Cardinals Foresight All Warlords: Te 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 Efect inficted by this Autohit. Might of Reckoning All Warlords: Te Squad Gains a +4 Modifer to St and Con. Fortitude of the Penitent All Warlords: Te Squads Armour receives a +2 Modifer and gains Impenetrable Armour (10). If the Squad already has an Impenetrable Armour Value it receives a +2 Modifer. Sacred Warriors cannot be af- fected by Fortitude of the Penitent. Encouraged Corporeal Fortitude All Warlords: Te Squad gains a +2 Modifer 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. 7 Cleansing Bolt of Tunderous Light If successfully cast, the Squad with the Cleansing Bolt of Tunderous Light Art Power led by a: Close Combat Warlord: Cannot be targeted by any Ranged Attacks from further than 18 away. Te Squad Boosted by the Cleansing Bolt of 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 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 Points Ranged Warlord: May make an Aim Action for 0 Ac- tion Points Psychic Warlord: May make either a Psychic (S) or (D) attempt for 0 Action Points Spatial Warp Rif If successfully cast, place a 30mm Spatial Warp Rif 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 Te Cardinals Crimson Admonition (20 Points) Close Combat Warlord: Models on Small Bases hit by Te Cardinals Crimson Admonition are automat- ically Stunned. Ranged Warlord: Te Squad hit by a Te Cardinals Crimson Admonition must immediately take a Pin- ning Test. Psychic Warlord: Any unsaved Wound Efects from a Te Cardinals Crimson Admonition are automati- cally doubled. Te Ascent of the Ruby Light Close Combat Warlord: Weapon Type: Psychic (S) Blast. Any unsaved SP from a Te Ascent of the Ruby Light Shooting Attack is automatically doubled. Ranged Warlord: Weapon Type: Psychic (S) Rail Psychic Warlord: Any unsaved SP or Wound Efects from a Te Ascent of the Ruby Light Shooting Attack are automatically doubled. Te Ruddy Bloom of the Fire Flower Close Combat Warlord: No additional efects. Ranged Warlord: No additional efects. Psychic Warlord: Any unsaved SP or Wound Efects from a Te Ruddy Bloom of the Fire Flower Shoot- ing Attack are automatically doubled. 8 Vermillion 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 Autohit Psychic Warlord: As Close Combat and Ranged War- lord except the Autohit is St9 Piercing AVV2. The Art of DOMINANCE Te Cardinals Censure (30 Points) All Warlords: Squads on Small or Medium bases taking casualties from Te Cardinals Censure can- not use any Active Skills (including Weapons Active Skills). Te 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 Te 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 Te 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 Modifers from Wound Efects or Lost SP caused by Models using the Te Lif of the Ruby Light Art Power. Escalation of the Light All Warlords: Te 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 unafected Models within 3 inches of the Model most recently hit, the Escalation of the Light dissipates with no further efect. Winding Path of Confusion Close Combat and Ranged Warlord: If successfully cast the Target Enemy Squad receives a -2 Modifer to WP. Squads can be afected by up to three Winding Path of Confusion Deboofs. Psychic Warlord: If successfully cast the Target En- emy Squad receives a -3 Modifer to WP. Squads can be afected by up to three Winding Path of Confusion Deboofs. 9 Type: Warlord (Psychic), Medium Base (40mm). Unique Equipment: Bringer of Light Broadsword, Blessed Vestments. ARMOUR: Blessed Vestments: (No Weapon Type Modifers taken). CLOSE COMBAT WEAPON Passive: Blessed Blade: Heal cannot be used against Wound Efects 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, Te Silence. Passive: Aura of Light: Te glow which emanates from His Holiness blinds all the Cardinals foes. RS tests targeted at Cardinal Dominic receive an addition -3 Modifer. 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 DOMINIC turn, 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 Te 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 fery rage, engulfng 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. Te Cardinal completes a Cleansing Redemption on a successful WP Test. Te Cleans- ing Redemption is an explosion attack centred on the Cardinal. All Models within of the Cardinals Base sufer 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 unafected by Cleansing Redemption. Active: Te Silence: Turn to Burn 5 Resource Cards. No Models (except Dominic) on the battlefeld can- not use any Active Skills (including Weapons Active Skills) unless they Turn to Burn 2 Resource Cards per Active Skill. Te 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 Modifers 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 Efect caused by this weapon, the target also receives a Stun Efect. Active: Mace-Swing: Turn to Burn 1 Resource Card. Te Blessed Vestal Laura performs a Mace-Swing Close Combat Special Action. Te 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: Te 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 Te 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 Te 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 sufer an additional -2 Modifer to LD. Passive: Cardinals Blood: Vestal Laura is blessed by the Cardinal. Heal attempts may not be made against any Wound Efects caused by Blessed Vestal Laura. Passive: Athletic Assault: Laura can instantly move up to 2 in any direction afer successfully killing all Models in her CCWR. 11 LORD INQUISITOR MAJORIS HAMILKAR Type: Warlord (Ranged), Medium Base (40mm), Unique Type: Lord, Medium Base (40mm), Unique Equipment: Blessed AC-40 Justifer, Holy Disembow- eller Chainripper, Blessed Inquisitor Armour. ARMOUR: Blessed Inquisitor Armour: (No negative Weapon Modifers taken) RANGED WEAPONS Passive: Short-Range: Te AC-40 is incredibly hard- hitting at short range. To represent this, when fring 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 Modifer 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. Te weapon receives a +2 Modifer 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 Efects caused by this weapon. CLOSE COMBAT WEAPONS Active: Disembowelment: Turn to Burn 1 Resource Card. Te Holy Disemboweller Chain Ripper gains Critical Force (2) and a +2 Modifer 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 Efects 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 Modifer to LD. If failed the Squad counts as pinned. Tis Special Skill can afect Models with the Fearless Special Skill, but without a Modifer 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, Crucifer Armour. ARMOUR: Crucifer Armour: (No negative Weapon Type Modifers 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. Te 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 Efects caused by this weapon. Squad Upgrades: A Crucifer 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, Tunder Slam. Passive: Surgical Assault: A Crucifer may make ranged attack actions, even whilst engaged in Close Combat. Targets may not receive Cover Modifers from Models within the Crucifers CCWR. Passive: Murderous Tornado: Te Crucifer 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. Te Crucifer gains a +2 Modifer 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: Tunder Slam: Turn to Burn 2 Resource Cards. Every enemy Model on a Small or Medium base within 4 of a Crucifer must pass a Con Test. If failed they receive a Stun Efect. 13 BROTHERHOOD TROOPERS 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 Rife, Combat Knife, Brotherhood Trooper Armour. ARMOUR: Brotherhood Trooper Armour: (-2 Blast) OR if upgraded, Guardian Shield: (No negative Weap- on Type Modifers 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 Rife: A Model equipped with this Weapon gains the Sniper Special Rule. Te entire Squad may swap their AC-19 Volcano As- sault Rife and Combat Knife for a Retaliator Sword and Guardian Shield for 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 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 Modifers taken). CLOSE COMBAT WEAPONS Passive: Electro-Magnetic Shock: For every Wound Efect caused to a Model on a Small or Medium Base by this weapon, the target also receives a Stun Efect 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 defect the blow into an unengaged Model within 6. Te Sacred Warrior must pass a Willpower Test to do so, and the shot will hit automatically, being resolved using the fred 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 modifed by +1 until the end of the Game Turn. Passive: Blessed by the Cardinal: Te 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 Justifer, 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. To represent this, when fring the AC-40 at a target within 6, the weapon is St: 18. Passive: Loop shot: Tis weapons Range can be cu- mulatively increased by 1 by adding a -1 Modifer 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. Te weapon receives a +2 Modifer 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: Te 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. Te 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. Tis 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 Efect caused by this weapon, the target also receives a Stun Efect. 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. Te 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 Te Squad may be upgraded with only one Art Power. Tis 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 sufer a -2 Modifer (in addition to any other Modifers) 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 Mortifcator Squad Com- mander, 4 Mortifcators. Squad Size: 5-10 Mortifcators. Equipment: Nemesis Machine Pistol, Blessed Frag- mentation Grenades, Mortis Sword, Mortifcator Ar- mour. ARMOUR: Mortifcator Armour: (Plasma -2). RANGED WEAPONS Passive: Cleansing Flame: Against targets which have the Fear Special Skill, Blessed Fragmentation Gre- nades gain a +2 Modifer 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 Mortifcators for 20 Points each Unit Special Skills: Infltrate, Predator Senses, Fear- less, Fear (2), Camoufage (2), Climb, Pathfnder, Stalk, Void, True Assassins, Dodge. Passive: Void: Mortifcators have the ability to more than blend into their environment; they fnd a difer- ent plane of existence. For 1 Action Point per model, the entire Squad can use the Void Special Skill. Tis must be declared at the beginning of the Squads Activation as long as no Models in the Squad are Engaged. Invisible Mortif- 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 Mortifcators 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 Mortifcator, reduce Movement to place the Model legally. Te Mortifca- 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: Mortifcators cannot claim any objectives. Passive: Dodge: Mortifcators ignore any Wound Ef- fects on a roll 1-10. Roll for Dodge prior to Armour Test and or Heal Tests. 18 JUDICATOR BATTLe WALKER 1-10 If SP=0 or less, the Ve- hicle 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 Weap- ons. 19-20 If 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-Walker Squad Size: 1-3 Equipment: AC-100 Crusader Cannon, Retaliator Broadsword, Judicator Battle Walker Armour. ARMOUR: Judicator Battle Walker Armour (No Weapon Type Modifers taken). MAIN WEAPON Active: Double Tap: Turn to Burn 2 Resource Cards. Te Judicator may re-roll any failed RS attacks until the end of the Game Turn. Passive: Loop shot: Tis weapons range can be cumu- latively increased by 1 by adding a -1 Modifer 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 Efect from attacks made by the Re- taliator Broadsword also receive a Stun Efect. 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, Tunderous Advance, Crushing Assault. Active: Tunderous 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. Tis efect 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. 19 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 weap- on. 15-18 For every SP taken, the vehicle modi- fes its M value by -1. 19-20 If 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 Jetfghter Squad Size: 1 Icarus Jetfghter Equipment: Cardinals Fury Gatling Guns, Fore- Mounted Firefst Flamethrower, Graveyard Bombs. ARMOUR: Icarus Jet fghter Armour Plates. (No Weapon Type Modifers taken). MAIN WEAPON Passive: Darkslayer Ammunition: Before making a shooting action with the Cardinals Fury Gatling Guns, the Controlling Player can choose to fre the Darkslayer Ammunition. Tis uses the following rules: Passive: Crack Shot: Any unsaved SP Damage is dou- bled. SECONDARY WEAPONS Passive: Graveyard Bomb Drop: Icarus Jetfghters may always fre their Graveyard Bombs, regardless of how fast they move. If the controlling player wishes to fre the Graveyard Bombs they must spend 2 Actions to do the following: -Move the Icarus Jetfghter 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. Te Icarus Jetfghter cannot be damaged by a Small Explosion caused by its own Graveyard Bombs. -Finish moving the Icarus Jetfghter 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 fring of any other weapons is carried out at the end of the Icarus Jetfght- ers movement (except for Supersonic). Only one Grave- yard Bomb may be fred per turn. Special Skills: Flyer, Supersonic Boom . Passive: Flyer: Te Icarus Jetfghter 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. Te Icarus cannot be targeted by weapons which use Flamer 20 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. Te Icarus is removed from the Board and can be redeployed in following turn with Rapid Deployment rules, ignoring the efect 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.