GF - Change Disciples 3.1.0

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GF - Change Disciples 3.1.

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Background Story
On arriving in the Sirius Sector, the Founder’s fleet was
scattered and damaged. Most of these ships and their crews
were discounted as destroyed, but had in fact arrived safely in
Sirius far from the rest of humanity. Many believed themselves
to be the sole survivors of the fleet and that they were likely the
only humans in this strange new galaxy. Without any idea of how
they might return to Earth, most of the scattered Battle Brothers
were forced to contend with their inevitable deaths in a strange
new galaxy.
Humanity was not alone in this galaxy however, and the arrival
of these strange interlopers drew the eyes of powerful entities in
Sirius: the Havoc Gods. These gods bided their time and reached
Intro out to the Battle Brothers in their most desperate moments.
Each Havoc God sought to sway these new arrivals to their
Havoc Disciples are Battle Brothers who have embraced the influence through various gifts and boons.
worship of a particular Havoc God. Individually powerful and
resilient, each Havoc Disciple has been molded with unique The God of War offered strength, allowing its Disciples to
blessings by the god they follow. triumph over their foes. Change granted its followers knowledge
and secrets, necessary for understanding their place in this new
Stranded in the Sirius Sector, many Battle Brothers were galaxy. Plague offered renewed vitality to those taken by disease.
scattered and left with little chance of survival. These desperate While Lust offered redemption and power to those cast out by
castaways were approached by different gods who offered the Battle Brothers.
powerful boons in exchange for their worship. Each god
empowered their respective followers, reforging their Disciples Those who accepted the pact were granted powerful boons by
according to their will. The Havoc Disciples are now torn their patrons, who reforged them in their image. These Havoc
between fanatical devotion to their new gods and maintaining Disciples repaid their gifts with a fanatical loyalty, willing to
their former discipline. devote their lives to the god who had chosen them. Disciples
began to seek each other out, forming new bands utterly
About OPR dedicated to their respective god.
OPR (www.onepagerules.com) is the home of many free games Yet the fanaticism demanded by their faith was often at odds
which are designed to be fast to learn and easy to play. with the discipline required to maintain their cohesion as a unit.
This project was made by gamers for gamers and it can only While some Disciples recognized organization as a necessary
exist thanks to the support of our awesome community. means to achieving their God’s goals against powerful foes,
others viewed it as a mere distraction, and cared little about
structure that once defined their lives as Battle Brothers. As a
If you want to help us in making more awesome content, you can result, many bands are held together through brute force, as
support us on www.patreon.com/onepagerules. leaders struggle to preserve order amongst fanatics. Others
have collapsed into marauding hordes of zealots, roving blindly
Thank you for playing! through the sector as they spread havoc in the name of their
god.
How will your devotion guide you?

Created by: Gaetano Ferrara

1
GF - Change Disciples 3.1.0
Name [size] Qua Def
Equipment Special Rules Cost
Change Destroyer Champion [1] 3+ 3+
Dual Energy Claws (A8, Rending) Ambush, Hero, Stealth, Tough(6) 160pts
Change Champion [1] 3+ 3+
Champion Heavy Rifle (24", A2, AP(1)), CCW (A1) Hero, Stealth, Tough(3) 75pts
Change Cultist Champion [1] 5+ 5+
Champion Rifle (24", A2), CCW (A1) Hero, Stealth, Tough(3) 35pts
Change Birdman Champion [1] 4+ 5+
Pistol (12", A1), Hexed Sword (A3, Warp) Hero, Stealth, Tough(3) 45pts
Cultists [10] 5+ 5+
Rifle (24", A1), CCW (A1) Stealth 135pts
Change Birdmen [10] 4+ 5+
Dual CCWs (A2) Stealth 140pts
Change Brothers [5] 3+ 3+
Heavy Rifle (24", A1, AP(1)), CCW (A1) Stealth 155pts
Mutated Change Brothers [5] 3+ 3+
Dual Claws (A2) Fast, Mutations, Stealth 140pts
Change Support [3] 3+ 3+
Heavy Machinegun (30", A3, AP(1)), CCW (A1) Relentless, Stealth 215pts
Greater Change Mutated [3] 3+ 3+
Dual Heavy Claws (A4) Fast, Mutations, Stealth, Tough(3) 240pts
Change Destroyers [3] 3+ 3+
Dual Energy Claws (A4, Rending) Ambush, Stealth, Tough(3) 230pts
Mutated Change Destroyer [1] 3+ 3+
Dual Mutated Claws (A6, AP(1)) Ambush, Mutations, Stealth, Tough(6) 165pts
Change Birdmen Disc Riders [3] 4+ 5+
Burst Pistol (12", A2), CCW (A2) Fast, Stealth, Strider, Tough(3) 150pts
Change APC [1] 3+ 2+
Storm Rifle (24", A3, AP(1)) Fast, Impact(6), Stealth, Tough(6), 245pts
Transport(11)
Change Tank [1] 3+ 2+
Twin Heavy Machinegun (30", A6, AP(1)), Fast, Impact(6), Stealth, Tough(12) 585pts
Demolition Cannon (24", A1, AP(4), Blast(6), Indirect)
Change Heavy Tank [1] 3+ 2+
Quad Laser Cannon (36", A4, AP(3), Deadly(3)), Fast, Impact(6), Stealth, Tough(18), 925pts
Twin Heavy Machinegun (30", A6, AP(1)) Transport(11)
Change Infernal Brute [1] 3+ 2+
Stomp (A4, AP(1)), Fear(2), Stealth, Tough(12) 365pts
2x Brute Hammer mer (A2, Blast(3))
Change Fiend [1] 3+ 2+
Steel Tails (A8, AP(1)), Fiend Claws (A4, Rending), Fear(2), Regeneration, Stealth, Tough(12) 450pts
Stomp (A4, AP(1))
Change Vortex Beast [1] 3+ 2+
Vortex of Mutation (18", A2, Blast(6)), Fear(2), Regeneration, Stealth, Tough(12) 495pts
Heavy Claws (A8, AP(1)), Stomp (A4, AP(1))
Change Crab Walker [1] 3+ 2+
Battle Cannon (30", A2, AP(2), Blast(3)), Fear(3), Regeneration, Stealth, Tough(18) 860pts
Reaper Cannon (24", A4, AP(1)), Crab Flail (A8),
Crab Fists (A4, AP(3)), Stomp (A6, AP(2))
Change Dragon [1] 3+ 2+ Forge Flamethrower (18", A2, AP(1), Blast(3), Reliable) Aircraft, Regeneration, Stealth, Tough(6) 270pts
Special Rules
Chosen Veteran: Gets +1 to hit in melee and
shooting.
Dark Tactics: Once per activation, before
attacking, pick one other friendly unit within 12”,
which may move by up to 6".
Gift of Change: Enemies over 18” away get -1 to
hit when shooting at this model and its unit.
Mutations: When in melee, roll one die and
apply one bonus to models with this rule:
1-3: Attacks get Rending
4-6: Attacks get AP(+1)
Repair: Once per activation, if within 2” of a
model with Tough, roll one die. On a 2+ you may
remove D3 wounds from that model.
War Chant: This model and its unit get Furious.
If they already had Furious, they get extra hits on
rolls of 5-6 instead.
Warp: Enemies that roll to block hits from this
weapon take one additional wound for each
unmodified result of 1 that they roll.
Change Disciples Army Spells
Blaze (1): Target enemy unit within 12" takes 2
hits with AP(2).
Breath of Change (1): Target 2 friendly units
within 12" get +1" next time they Advance, or +2"
next time they Rush/Charge.
Inferno (2): Target enemy unit within 18” takes 1
hit with Blast(6).
Steal Power (2): Target 2 enemy units within 12"
get -1 to hit rolls next time they shoot.
Bolt of Change (3): Target enemy unit within 9"
takes 1 hit with AP(2) and Deadly(6).
Loyalty (3): Target 2 friendly units within 18" get
Regeneration next time they take wounds.

2
GF - Change Disciples 3.1.0
Change Destroyer Champion [1] - 160 pts Change Cultist Champion [1] - 35 pts
Quality 3+ Defense 3+ Quality 5+ Defense 5+
Dual Energy Claws (A8, Rending) Champion Rifle (24", A2)
Ambush, Hero, Stealth, Tough(6) CCW (A1)
Upgrade with one: Hero, Stealth, Tough(3)
+10pts Apostle (War Chant) Upgrade with one:
+15pts Dark Smith (Repair) +10pts Apostle (War Chant)
+25pts Havoc Lord (Dark Tactics) +15pts Dark Smith (Repair)
+25pts Change Lord (Gift of Change) +25pts Havoc Lord (Dark Tactics)
+40pts Warlock (Caster(2)) +25pts Change Lord (Gift of Change)
+60pts Master Warlock (Caster(3)) +40pts Warlock (Caster(2))
Replace Dual Energy Claw: +60pts Master Warlock (Caster(3))
+10pts Champion Heavy Rifle (24", A2, AP(1)), Replace Champion Rifle and CCW:
Flamer-Mod -5pts Champion Pistol (12", A2), CCW (A2)
(6", A1, Blast(3), Reliable), Replace Champion Pistol:
CCW (A4) +5pts Champion Shred Pistol
+60pts Rapid Storm Rifle (24", A6, AP(1)), (9", A3, Rending)
CCW (A4) +5pts Flamer Pistol
Replace Flamer-Mod: (6", A1, Blast(3), Reliable)
+5pts Plasma-Mod (12", A1, AP(4)) +10pts Champion Shotgun (12", A4, AP(1))
+5pts Fusion-Mod (6", A1, AP(4), Deadly(3)) +70pts Champion Sniper Rifle
Replace CCW: (30", A2, AP(1), Sniper)
+5pts Energy Hammer (A2, Blast(3)) Replace CCW:
+10pts Energy Sword (A4, AP(1), Rending) +5pts Energy Sword (A2, AP(1), Rending)
+25pts Energy Axe (A2, AP(2), Deadly(3))
+30pts Energy Fist (A4, AP(4)) Change Birdman Champion [1] - 45 pts
Upgrade with : Quality 4+ Defense 5+
+25pts Chosen Veteran Pistol (12", A1)
Hexed Sword (A3, Warp)
Change Champion [1] - 75 pts Hero, Stealth, Tough(3)
Quality 3+ Defense 3+ Replace all Hexed Swords:
Champion Heavy Rifle (24", A2, AP(1)) +5pts Dual CCWs (A4)
CCW (A1) +5pts Spear (A2, AP(1), Lance)
Hero, Stealth, Tough(3) Replace Pistol:
Replace Champion Heavy Rifle and CCW: +5pts Burst Pistol (12", A2)
-10pts Champion Heavy Pistol +15pts Hexed Bow (18", A3, Warp)
(12", A2, AP(1)), Upgrade with any:
CCW (A2) +40pts Shaman (Caster(+2))
-10pts Dual Energy Claws (A4, Rending) +45pts Disc of Change (Fast, Strider,
Replace Champion Heavy Pistol: Tough(+3))
-5pts Flamer Pistol
(6", A1, Blast(3), Reliable) Cultists [10] - 135 pts
-5pts Hexed Pistol (9", A2, Warp) Quality 5+ Defense 5+
+5pts Hexed Rifle (18", A2, Warp) Rifle (24", A1)
+10pts Champion Plasma Pistol CCW (A1)
(12", A2, AP(4)) Stealth
+10pts Heavy Rifle (24", A1, AP(1)), Replace any Rifle and CCW:
Flamer-Mod (6", A1, Blast(3), Reliable) free Pistol (12", A1), CCW (A2)
+45pts Champion Storm Rifle (24", A4, AP(1)) Replace up to two Rifles:
Replace Flamer-Mod: +5pts Shotgun (12", A2, AP(1))
+5pts Plasma-Mod (12", A1, AP(4)) +5pts Shred Rifle (18", A2, Rending)
+5pts Fusion-Mod (6", A1, AP(4), Deadly(3)) +5pts Plasma Rifle (24", A1, AP(4))
Replace CCW: +10pts Grenade Launcher (24", A1, Blast(3))
+10pts Energy Hammer (A1, Blast(3)) +15pts Flamer (12", A1, Blast(3), Reliable)
+10pts Energy Sword (A2, AP(1), Rending) +15pts Machinegun (30", A3)
+15pts Hex-Shot (12", A2, Warp), +30pts Sniper Rifle (30", A1, AP(1), Sniper)
Hexed Staff (A1, Warp) Change Birdmen [10] - 140 pts
+20pts Energy Axe (A1, AP(2), Deadly(3)) Quality 4+ Defense 5+
+20pts Energy Fist (A2, AP(4)) Dual CCWs (A2)
Upgrade with one: Stealth
+15pts Jetpack (Ambush, Flying)
+70pts Disc of Change (Fast, Strider, Replace all Dual CCWs:
Tough(+3)) +5pts Pistol (12", A1), Hexed Sword (A1, Warp)
+95pts Combat Bike (Tough(3), Fast,
Twin Heavy Rifle (24", A2, AP(1)))
Upgrade with:
+20pts Chosen Veteran
Upgrade with one:
+10pts Apostle (War Chant)
+15pts Dark Smith (Repair)
+25pts Havoc Lord (Dark Tactics)
+25pts Change Lord (Gift of Change)
+40pts Warlock (Caster(2))
+60pts Master Warlock (Caster(3))

3
GF - Change Disciples 3.1.0
Change Brothers [5] - 155 pts Change Destroyers [3] - 230 pts Change Tank [1] - 585 pts
Quality 3+ Defense 3+ Quality 3+ Defense 3+ Quality 3+ Defense 2+
Heavy Rifle (24", A1, AP(1)) Dual Energy Claws (A4, Rending) Twin Heavy Machinegun (30", A6, AP(1))
CCW (A1) Ambush, Stealth, Tough(3) Demolition Cannon (24", A1, AP(4), Blast(6),
Stealth Replace all Dual Energy Claws: Indirect)
Upgrade all models with: +70pts Storm Rifle (24", A3, AP(1)), CCW (A1) Fast, Impact(6), Stealth, Tough(12)
+50pts Chosen Veteran Replace any Storm Rifle: Upgrade with one:
Replace any Heavy Rifle and CCW: -20pts Heavy Rifle (24", A1, AP(1)), +25pts Heavy Rifle (24", A1, AP(1)),
free Heavy Pistol (12", A1, AP(1)), CCW (A2) Flamer-Mod (6", A1, Blast(3), Reliable) Flamer-Mod (6", A1, Blast(3), Reliable)
Replace one Heavy Rifle: Replace any Flamer-Mod: +45pts Storm Rifle (24", A3, AP(1))
+5pts Shred Rifle (18", A2, Rending) +5pts Plasma-Mod (12", A1, AP(4)) +60pts Havoc Missiles
+5pts Flamer (12", A1, Blast(3), Reliable) +5pts Fusion-Mod (6", A1, AP(4), Deadly(3)) (24", A1, AP(2), Deadly(3), Lock-On)
+10pts Plasma Rifle (24", A1, AP(4)) Replace one Storm Rifle: Replace Flamer-Mod:
+15pts Fusion Rifle (12", A1, AP(4), Deadly(3)) -20pts Energy Sword (A3, AP(1), Rending) +5pts Fusion-Mod (6", A1, AP(4), Deadly(3))
+35pts Heavy Machinegun (30", A3, AP(1)) -15pts Heavy Flamer +5pts Plasma-Mod (12", A1, AP(4))
+45pts Reaper Cannon (24", A4, AP(1)) (12", A1, AP(1), Blast(3), Reliable) Upgrade with any:
+55pts Missile Launcher +15pts Reaper Cannon (24", A4, AP(1)) +15pts Spiked Ram (Impact(3))
(30", A1, AP(2), Deadly(3), Lock-On) Replace any CCW: +15pts Dozer Blade (Strider)
+55pts Autocannon (36", A3, AP(2)) +10pts Energy Hammer (A1, Blast(3)) Replace Demolition Cannon:
+55pts Laser Cannon +20pts Energy Axe (A1, AP(2), Deadly(3)) -15pts Twin Laser Cannon
(36", A1, AP(3), Deadly(3)) +20pts Energy Sword (A3, AP(1), Rending) (36", A2, AP(3), Deadly(3))
Replace one Heavy Rifle and CCW: +30pts Energy Fist (A3, AP(4)) -10pts Rapid Autocannon (36", A6, AP(2))
free Sgt. Heavy Pistol (12", A1, AP(1)), Upgrade one model with: Replace Twin Heavy Machineguns:
Sgt. Hand Weapon (A2) +20pts Warlock Apprentice (Caster(+1)) +40pts Twin Laser Cannon
Replace Sgt. Heavy Pistol: Replace one CCW: (36", A2, AP(3), Deadly(3))
+5pts Plasma Pistol (12", A1, AP(4)) -5pts Hex-Shot (12", A2, Warp),
Replace Sgt. Hand Weapon: Hexed Staff (A1, Warp) Change Heavy Tank [1] - 925 pts
+5pts Energy Sword (A2, AP(1), Rending) Upgrade one model with: Quality 3+ Defense 2+
+15pts Energy Fist (A2, AP(4)) +60pts Missile Rack Quad Laser Cannon (36", A4, AP(3), Deadly(3))
Upgrade one model with: (24", A1, AP(2), Deadly(3), Lock-On) Twin Heavy Machinegun (30", A6, AP(1))
+20pts Warlock Apprentice (Caster(+1)) Fast, Impact(6), Stealth, Tough(18), Transport(11)
Replace all Heavy Rifles: Mutated Change Destroyer [1] - 165 pts Upgrade with one:
+20pts Hexed Rifle (18", A2, Warp) Quality 3+ Defense 3+ +25pts Heavy Rifle (24", A1, AP(1)),
Dual Mutated Claws (A6, AP(1)) Flamer-Mod (6", A1, Blast(3), Reliable)
Mutated Change Brothers [5] - 140 pts Ambush, Mutations, Stealth, Tough(6) +45pts Storm Rifle (24", A3, AP(1))
Quality 3+ Defense 3+ Replace Dual Mutated Claws: +60pts Havoc Missiles
Dual Claws (A2) +60pts Mutated Gun (24", A6, AP(1)), (24", A1, AP(2), Deadly(3), Lock-On)
Fast, Mutations, Stealth Mutated Claw (A3, AP(1)) Replace Flamer-Mod:
Upgrade all models with: +5pts Fusion-Mod (6", A1, AP(4), Deadly(3))
+25pts Wings (Ambush, Flying) Change Birdmen Disc Riders [3] - 150 pts +5pts Plasma-Mod (12", A1, AP(4))
Quality 4+ Defense 5+ Upgrade with any:
Change Support [3] - 215 pts Burst Pistol (12", A2) +15pts Spiked Ram (Impact(3))
Quality 3+ Defense 3+ CCW (A2) +25pts Dozer Blade (Strider)
Heavy Machinegun (30", A3, AP(1)) Fast, Stealth, Strider, Tough(3)
CCW (A1) Replace all Burst Pistols and CCWs: Change Infernal Brute [1] - 365 pts
Relentless, Stealth -5pts Spear (A2, AP(1), Lance) Quality 3+ Defense 2+
Replace any Heavy Machinegun: free Dual CCWs (A4) Stomp (A4, AP(1))
+10pts Reaper Cannon (24", A4, AP(1)) Replace all Burst Pistols: 2x Brute Hammer (A2, Blast(3))
+20pts Missile Launcher +40pts Hexed Bow (18", A3, Warp) Fear(2), Stealth, Tough(12)
(30", A1, AP(2), Deadly(3), Lock-On) Replace one Brute Hammer:
+20pts Laser Cannon Change APC [1] - 245 pts +80pts Missile Array (30", A4, AP(2), Lock-On)
(36", A1, AP(3), Deadly(3)) Quality 3+ Defense 2+ Replace one Brute Hammer:
+25pts Autocannon (36", A3, AP(2)) Storm Rifle (24", A3, AP(1)) +55pts Super-Heavy Fusion Rifle
Upgrade one model with: Fast, Impact(6), Stealth, Tough(6), Transport(11) (18", A1, AP(4), Deadly(6))
+20pts Warlock Apprentice (Caster(+1)) Upgrade with one: +75pts Twin Heavy Machinegun
+25pts Heavy Rifle (24", A1, AP(1)), (30", A6, AP(1))
Greater Change Mutated [3] - 240 pts Flamer-Mod (6", A1, Blast(3), Reliable) +90pts Heavy Reaper Cannon (24", A6, AP(2))
Quality 3+ Defense 3+ +45pts Storm Rifle (24", A3, AP(1)) +95pts Heavy Plasma Cannon
Dual Heavy Claws (A4) +60pts Havoc Missiles (30", A1, AP(4), Blast(6))
Fast, Mutations, Stealth, Tough(3) (24", A1, AP(2), Deadly(3), Lock-On) +115pts Twin Laser Cannon
Replace Flamer-Mod: (36", A2, AP(3), Deadly(3))
+5pts Fusion-Mod (6", A1, AP(4), Deadly(3)) Replace any Brute Hammer:
+5pts Plasma-Mod (12", A1, AP(4)) +5pts Brute Flail (A4, AP(1), Rending)
Upgrade with any: +20pts Brute Axe (A2, AP(2), Deadly(3))
+15pts Spiked Ram (Impact(3)) +20pts Brute Fist (A4, AP(4))
+10pts Dozer Blade (Strider) Upgrade any Brute Fist with one:
+30pts Heavy Flamer
(12", A1, AP(1), Blast(3), Reliable)
+45pts Storm Rifle (24", A3, AP(1))

4
GF - Change Disciples 3.1.0
Change Fiend [1] - 450 pts
Quality 3+ Defense 2+
Steel Tails (A8, AP(1))
Fiend Claws (A4, Rending)
Stomp (A4, AP(1))
Fear(2), Regeneration, Stealth, Tough(12)
Replace Steel Tail:
+5pts Dual Maul Cutters (A6, AP(3))
Replace Steel Tail and Fiend Claw:
+105pts Twin Fiend Autocannon
(36", A8, AP(2))
+160pts Twin Ecto-Cannons
(24", A4, AP(4), Blast(3))
Change Vortex Beast [1] - 495 pts
Quality 3+ Defense 2+
Vortex of Mutation (18", A2, Blast(6))
Heavy Claws (A8, AP(1))
Stomp (A4, AP(1))
Fear(2), Regeneration, Stealth, Tough(12)
Change Crab Walker [1] - 860 pts
Quality 3+ Defense 2+
Battle Cannon (30", A2, AP(2), Blast(3))
Reaper Cannon (24", A4, AP(1))
Crab Flail (A8)
Crab Fists (A4, AP(3))
Stomp (A6, AP(2))
Fear(3), Regeneration, Stealth, Tough(18)
Replace Reaper Cannon:
+40pts Twin Heavy Machinegun
(30", A6, AP(1))
+80pts Twin Laser Cannon
(36", A2, AP(3), Deadly(3))
Replace Crab Flail:
+15pts Twin Heavy Flamer
(12", A2, AP(1), Blast(3), Reliable)
+15pts Havoc Missiles
(24", A1, AP(2), Deadly(3), Lock-On)
Change Dragon [1] - 270 pts
Quality 3+ Defense 2+
Forge Flamethrower (18", A2, AP(1), Blast(3),
Reliable)
Aircraft, Regeneration, Stealth, Tough(6)
Replace Forge Flamethrower:
+115pts Forge Cannon (30", A8, AP(3))

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