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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, 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.

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