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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:omek worek

    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 esters,Modiphius, Paradox Entertainment

    (c) 2013 Mutant Chronicles International Inc. MUAN CHRONICLES and relatedlogos, characters, names, and distinctive likenesses are trademarks or

    registered trademarks o Mutant Chronicles International Inc. Used with permission. All rights reserved.Produced by Prodos Games Limited.

    All Rights ReservedProdos Games Ltd. 2013

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    Contents

    HE BROHERHOOD 4

    Brotherhood Generic Special Rules 5

    Te Art o the CHANGELING 5

    Te Art o MENALISM 6

    Te Art o the ELEMENS 6 Te Art o KINEICS 7

    Te Art o DOMINANCE 8

    Brotherhood Units 9

    Cardinal Dominic 9

    Blessed Vestal Laura 10

    Lord Inquisitor Majoris Hamilkar 11

    Crucifier 12

    Brotherhood roopers 13 Sacred Warriors 14

    Brotherhood Inquisitors 15

    Valkyries 16

    Mortificators 17

    Judicator Battle Walker 18

    Icarus Jetfighter 19

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    THE BROTHERHOOD

    Te Brotherhood is the single body that binds al-most all o humanity together into a single, system-spanning society. Without the Brotherhood, mankindwould be nothing but a disparate collection o eud-ing corporate interests and in all likelihood the Dark-ness would have consumed it centuries ago. Only thecitizens o Cybertronic reuse to bend their knees andworship at the great Cathedrals, a act which sets themapart rom the rest o mankind and draws countlessaccusations and dark rumours. But the Brotherhood

    is ar more than a religion and the teachings its mem-bers preach are ar more than superstition. Te Lightis a very real orce, as is the Art, wielded by the Broth-erhoods accomplished Mystics and others withinits ranks. Indeed, the Light is every bit as real as theDarkness and the Brotherhood stands in direct op-position to the Dark Legion. Ultimately, only one canwin, and the very soul o humanity is the prize theyboth strive to claim.Te Brotherhood came into being over a millennia

    beore the current date. It was the first Cardinal, Du-rand, who preached the end o the First CorporateWars and united the aithul under the banner o theBrotherhood. It was Durand who shepherded man-kind through the travails that prefigured the appear-ance o the Dark Legion and he whose aith shieldedthe teeming masses o Luna rom the worst effects othe Darkness. When humanity stood upon the very

    brink o the precipice, it was he who united all andled the aithul in the Venusian Crusade. Facing theApostle o War, Algeroth in single combat, Durandwas wounded unto death, naming his successor be-ore passing rom the world. But by his death Durandshowed humanity the way and the masses rose up asone to deeat the Dark Legion, routing its hosts andcasting down its Dark Citadels or an age.So monumental was the ounding o the Brotherhoodthat mankind set aside the Gregorian calendar by

    which time had been reckoned or nearly three millen-nia. Te year that Durand became the first Cardinal othe newly established Brotherhood was figured Year0 YC the first year o the Cardinal. Over a thou-sand years on and the Brotherhood is a power to rivalany o the corporations, though its ambitions are notmonetary in nature. Rather, the business o the Broth-erhood is the redemption o all mankind. Wieldingthe arcane energies o the Art, the Cardinal holds theDarkness at bay. Te numerous officers o the Broth-

    erhood pour over the archives o the past and screethe portents to find a way through the perilous mazethat is mankinds uncertain uture. Te Brotherhoodcontrols an entire army o the aithul, unparalleledassassins, Inquisitors able to detect even the meresthint o heresy and individuals able to wield the Art asthe mightiest o weapons in humanitys arsenal.

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    BROTHERHOOD GENERIC

    SPECIAL RULESPower of the Art

    Each Brotherhood Squad may take up to two (but aminimum o 1) psychic powers rom the ollowingArts. Te same power cannot be taken be taken morethan once per Squad and up to two Art powers can becast by each Squad per Game urn.

    Each Power o Te Art cost 15pts unless stated oth-erwise and the cost is added to the cost o the SquadCommander.Te effects o each Art Power are dependent on thearmy Warlord. Any Model rom Squad can use powero Art unless stated otherwise. Psychic (B) type ArtPowers do not cost Action Points to cast. A Squad canonly be targeted once by each power unless stated oth-erwise.

    The Art of the CHANGELING

    Te Cardinals Sacred Domination

    I successully cast, the Squad with the Te CardinalsSacred Domination Art Power led by a:

    Close Combat Warlord: receives an additional +2Modifier to CC and gains Impenetrable Armour (10)*against Range Attacks.Ranged Warlord: receives an additional +2 Modifierto RS and gains Impenetrable Armour (10)* againstClose Combat attacks.Psychic Warlord:receives an additional +2 Modifierto WP and gains Impenetrable Armour (10)* againstPsychic(S) attacks.*Designer note: If the Squad has an Impenetrable Ar-

    mour Value already which is higher than 10, keep thehigher value.

    Emerald Bastion

    I successully cast, place a 30mm Emerald Bastiontoken (AV 12 SP2, Light errain/Cover) within 5inches o the casting Model. Friendly Models can ben-efits rom the Modifiers o up to two Emerald Bastiontokens.

    Close Combat Warlord: Any enemy Models target-ing a riendly Model within 5 inches o the EmeraldBastion oken with a Ranged Attack receive an ad-ditional -2 Modifier to RS.Ranged Warlord: Any enemy Models targeting ariendly Model within 5 inches o the Emerald Bas-tion oken with a CC Attack receive an additional -2Modifier to CC.

    Psychic Warlord: Any enemy Models targeting ariendly Model within 5 inches o the Emerald Bas-tion oken with a Ranged or CC Attack receive anadditional -2 Modifier to RS or CC.

    Empathic Heart

    I successul cast the Empathic Heart Art Power a-ects the arget Enemy Squad on Small Bases as ol-lows (depending on the Friendly Warlords ype:Ranged, CC or Psychic). Tis Art Power does not a-ect Fearless Units.

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

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    WP est. I a second attempt is ailed the Model is im-mediately deactivated.Ranged Warlord: An Enemy Model affected by Em-

    pathic Heart must pass a WP est in order to con-duct a CC Action. I ailed the Model loses an ActionPoint. A second attempt to complete a CC Action canbe made (i the first is ailed and the Model has Ac-tion Points to use) by passing another WP est. I asecond attempt is ailed the Model is immediately de-activated.Psychic Warlord: An Enemy Model affected by Em-pathic Heart must pass a WP est in order to conducta CC or Ranged Action. I ailed the Model loses an

    Action Point. A second attempt to complete a CC orRanged Action can be made (i the first is ailed andthe Model has Action Points to use) by passing an-other WP est. I a second attempt is ailed the Modelis immediately deactivated.

    Hymn o Durand (25 Points)

    I successully cast, the Squad with the Hymn o Du-rand Art Power led by a:Close Combat Warlord: Automatically pass anyBreak and Pinning estsRanged Warlord: Automatically passes any Breaktests.Psychic Warlord: Automatically pass any Break andPinning ests and gain the Fearless Special Skill

    The Art of MENTALISM

    All Art o the Mentalist Art Powers use the ollowing:

    Guided by the Cardinals Foresight

    All Warlords: Te Squad gains the Heal (8) Spe-cial Skill. At the end o Game urn each Model inthe 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 madeagainst Wound Effect inflicted by this Autohit.

    Might o Reckoning

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

    Fortitude o the Penitent

    All Warlords: Te Squads Armour receives a +2Modifier and gains Impenetrable Armour (10). I the

    Squad already has an Impenetrable Armour Value itreceives a +2 Modifier. Sacred Warriors cannot be a-ected by Fortitude o the Penitent.

    Encouraged Corporeal Fortitude

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

    The Art of the ELEMENTS

    Mountainous Reinorcement

    I successully cast, place a 30mm Mountainous Re-inorcement token within 12 inches o the castingModel.

    Close Combat Warlord:All errain within 3 incheso the Mountainous Reinorcement token counts asHeavy errain or Cover.Ranged Warlord: All Light errain within 3 incheso the Mountainous Reinorcement token counts asHeavy errain or Movement.Psychic Warlord: All Light errain within 3 incheso the Mountainous Reinorcement token providesHeavy Cover and is Heavy or Movement.

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    Cleansing Bolt o Tunderous Light

    I successully cast, the Squad with the Cleansing Bolto Tunderous Light Art Power led by a:Close Combat Warlord: Cannot be targeted by anyRanged Attacks rom urther than 18 away. TeSquad Boosted by the Cleansing Bolt o TunderousLight Power cannot make any Ranged attacks.Ranged Warlord: Gains the Fear (0) Special Skill.

    Psychic Warlord: Can reroll any WP test they arecalled to make (including WP Armour Saves againstPsychic (S) attacks).

    Te Persistence o ime (30 Points)

    I successully cast, the Squad with the Persistence oime Art Power led by a:Close Combat Warlord: May make a Basic CloseCombat Action or 0 Action PointsRanged Warlord:May make an Aim Action or 0 Ac-tion PointsPsychic Warlord: May make either a Psychic (S) or(D) attempt or 0 Action Points

    Spatial Warp Rif

    I successully cast, place a 30mm Spatial Warp Riftoken (AV 16 SP2) within 18 inches o the castingModel. Centre a Small Explosion template over thetoken and scatter D20/4.Close Combat Warlord: Every Enemy Model onsmall or medium bases under the emplate must pass

    WP test or be automatically Stunned. A maximum o3 tokens can be in play at any time.

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

    any time.

    The Art of KINETICS

    Te Cardinals Crimson Admonition (20 Points)

    Close Combat Warlord: Models on Small Bases hitby Te Cardinals Crimson Admonition are automat-ically Stunned.Ranged Warlord:Te Squad hit by a Te CardinalsCrimson Admonition must immediately take a Pin-ning est.Psychic Warlord: Any unsaved Wound Effects roma Te Cardinals Crimson Admonition are automati-cally doubled.

    Te Ascent o the Ruby Light

    Close Combat Warlord: Weapon ype: Psychic (S)Blast. Any unsaved SP rom a Te Ascent o the RubyLight Shooting Attack is automatically doubled.Ranged Warlord: Weapon ype: Psychic (S) RailPsychic Warlord: Any unsaved SP or Wound Effects

    rom a Te Ascent o the Ruby Light Shooting Attackare automatically doubled.

    Te Ruddy Bloom o the Fire Flower

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

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

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    Vermillion Banner (20 Points)

    Close Combat and Ranged Warlord: Nominate pieceo terrain within 16 o the Squad Commander. Placea Small Explosion (SE) emplate centred on any pointo the errain. Every Model touched by the SE em-plate receives a St8 Piercing AVV1 AutohitPsychic 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 rom Te Cardinals Censure can-not use any Active Skills (including Weapons ActiveSkills).

    Te Visage o the Ghostly Light (25 Points)

    Inscription found in the Cell of Dimios, the Heretic ofSpareos:Heed of the Ghost she did.

    Laugh we did.Appear he did.

    Die they did.

    Close Combat Warlord: Models in the Squad suc-cessully argeted by the Te Visage o the GhostlyLight Art Power may Move and Engage through allterrain (including walls etc.) and have the Predato-

    ry Senses Special Skill. I, or some reason, a Modelwould end its Movement in Impassable errain, re-

    duce Movement to place the Model legally.Ranged and Psychic Warlord: Models in the Squad

    successully argeted by the Te Visage o the Ghost-ly Light Art Power do not need LOS to use a RangedAttacks but their RS is halved. Enemy Models cannotclaim any Cover Modifiers rom Wound Effects orLost SP caused by Models using the Te Lif o theRuby Light Art Power.

    Escalation o the Light

    All Warlords:Te Escalation o the Light transmitsquickly through nearby mutants and heretics alike. Ithe Primary target is successully hit the Light pro-gresses to the nearest Enemy Model within 3 inches.On a D20 roll o 1-17 the nearest Model within 3 re-ceives an Autohit with a St o 15. Continue this orup to 3 more shots (5 in total) modiying the St othe attack by -1 rom the previous hit. I there are no

    previously unaffected Models within 3 inches o theModel most recently hit, the Escalation o the Lightdissipates with no urther effect.

    Winding Path o Conusion

    Close Combat and Ranged Warlord:I successullycast the arget Enemy Squad receives a -2 Modifier toWP. Squads can be affected by up to three WindingPath o Conusion Deboos.Psychic Warlord: I successully cast the arget En-emy Squad receives a -3 Modifier to WP. Squads canbe affected by up to three Winding Path o ConusionDeboos.

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    ype: Warlord (Psychic), Medium Base (40mm).UniqueEquipment: Bringer o Light Broadsword, BlessedVestments.

    ARMOUR: Blessed Vestments: (No Weapon ypeModifiers taken).

    CLOSE COMBA WEAPON

    Passive:Blessed Blade: Heal cannot be used againstWound Effects caused by the Blessed Blade.

    Passive: Soul Revenge: For each Enemy Model re-moved rom the Game by the Bringer o Light Broad-

    sword the Enemy Warlord receives a S10 Piercing Au-tohit.

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

    Passive: Aura o Light: Te glow which emanates

    rom His Holiness blinds all the Cardinals oes. RStests targeted at Cardinal Dominic receive an addition-3 Modifier.

    Passive: Resistant to Dark Symmetry: Whenever aDark Symmetry power is directed at Cardinal Domi-nic, the player controlling him must roll a D20, on aroll o 10 or less, the Dark Symmetry power is com-pletely ignored.

    Passive: Unmatched Mastery o the Art: Cardinal

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

    CARDINAL DOMINIC

    turn, he may attempt to cast 2 Art Powers, but maynot cast the same power twice in the same Game urn.

    Active:Book o Faith: Cardinal Dominics knowledgeo the holy texts o Te Brotherhood is unsurpassedand even in the heat o battle, he chants endlessly,inspiring all around him. urn to Burn 1 ResourceCard. All riendly Models within 6 o Cardinal Dom-inic are Fearless until the end o the Game urn.

    Active: Cleansing Redemption: Cardinal Dominic

    wields the Power o the Art like no other, he is able tocall the Light in a fiery rage, engulfing all around himin an immolating blaze o pure and holy light. Onceper activation, urn to Burn 1 Resource Card and use2 Action Points. Te Cardinal completes a CleansingRedemption on a successul WP est. Te Cleans-ing Redemption is an explosion attack centred on theCardinal. All Models within o the Cardinals Basesuffer an Autohit o St:14 Blast. No Heal Rolls can bemade against the Cleansing Redemption. Cardinal

    Dominic may not use any Art Powers in a Game urnhe attempts Cleansing Redemption. Cardinal Domi-nic is unaffected by Cleansing Redemption.

    Active:Te Silence: urn to Burn 5 Resource Cards.No Models (except Dominic) on the battlefield can-not use any Active Skills (including Weapons ActiveSkills) unless they urn to Burn 2 Resource Cards perActive Skill. Te Silence dissipates at the end o theGame urn.

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

    ype:Lord, Medium Base (40mm). UniqueEquipment:P60 Punisher Handgun, Blessed Casti-gator Power Spear, Blessed Valkyrie Armour.

    ARMOUR: Blessed Valkyrie Armour: (No negativeWeapon ype Modifiers taken).

    RANGED WEAPONS

    CLOSE COMBA WEAPON

    Passive: Parry: Models with a Blessed CastigatorPower Spear gain Impenetrable Armour (12) againstClose Combat attacks.Passive: Electro-Magnetic Shock:For every WoundEffect caused by this weapon, the target also receives

    a Stun Effect.Active: Mace-Swing:urn to Burn 1 Resource Card.Te Blessed Vestal Laura perorms a Mace-SwingClose Combat Special Action. Te RoA o this Actionis reduced to 1 and cannot be increased by any means.Every Model within 1.5 o Laura receives an Autohitat Strength: 14 Piercing AVV:0.

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

    BLESSED VESTAL LAURA

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

    Passive: Vestal o the Valkyries:An army which con-tains Te Blessed Vestal Laura may include up to twoSquads o Valkyries as roop choices. Each roopSquad o Valkyries give the Controlling Player 1 Re-source Card as normal. Any other Squads o Valkyriesin an army containing Te Blessed Vestal Laura mustbe taken as Support Squads as normal.

    Passive: Shield o the Cardinal: Brotherhood ArtPowers cast by riendly casters within 8 o Laura mayuse her LoS and measure range rom her, as i it washer casting the Power.

    Passive: Beacon o Light: All enemy Models within8 o Laura suffer an additional -2 Modifier to LD.

    Passive: Cardinals Blood: Vestal Laura is blessed by

    the Cardinal. Heal attempts may not be made againstany Wound Effects caused by Blessed Vestal Laura.

    Passive: Athletic Assault: Laura can instantly moveup to 2 in any direction afer successully killing allModels in her CCWR.

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    LORD INQUISITOR MAJORIS

    HAMILKAR

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

    ype: Lord, Medium Base (40mm), UniqueEquipment: Blessed AC-40 Justifier, Holy Disembow-

    eller Chainripper, Blessed Inquisitor Armour.

    ARMOUR: Blessed Inquisitor Armour: (No negativeWeapon Modifiers taken)

    RANGED WEAPONS

    Passive: Short-Range: Te AC-40 is incredibly hard-hitting at short range. o represent this, when firingthe AC-40 at a target within 6, the weapon is St: 18.

    Passive: Loop shot: Tis weapons range can be cumu-latively increased by 1 by adding a -1 Modifier to itsStrength. (E.g. R 25 St14, R 34 with St5). Strengthcannot be increased by reducing Range.

    Active:Power Up:Once per Activation, urn to Burn

    1 Resource Card. Te weapon receives a +2 Modifierto St until the end o the Game urn.

    Active:Holy Bullet: urn to Burn 1 Resource Card.Lord Inquisitor Majoris Hamilkar may arget anyModel out o LoS, (but in his Front Facing). RoA isreduced to 1 and cannot be increased by any means.Heal ests cannot be taken against Wound Effectscaused by this weapon.

    CLOSE COMBA WEAPONS

    Active:Disembowelment: urn to Burn 1 ResourceCard. Te Holy Disemboweller Chain Ripper gainsCritical Force (2) and a +2 Modifier to AVV until theend o the Game urn.

    Squad Upgrades: Lord Inquisitor Majoris Hamilkar

    may take 3 Art Powers rom the same Art Path orFree.

    Special Skills: Contempt (Dark Legion), Fearless,Vigilant Watchman, IN NOMINE CARDINALIS!,actical Genius, Cardinals Blood, Brotherhood Booko Law.

    Passive: Cardinals Blood: Lord Inquisitor MajorisHamilkar is blessed by the Cardinal. Heal attempts

    may not be made against Wound Effects caused in CCby Lord Inquisitor Majoris Hamilkar.

    Passive:Vigilant Watchman:Lord Inquisitor MajorisHamilkar may complete a Sentry action or 1 ActionPoint.Active: IN NOMINE CARDINALIS!:urn to Burn1 Resource Card. 1 Model within 8 o Lord Inquisi-tor Majoris Hamilkar must immediately pass a LD testwith a -6 Modifier to LD. I ailed the Squad counts as

    pinned. Tis Special Skill can affect Models with theFearless Special Skill, but without a Modifier to LD.

    Active: actical Genius: urn to Burn 1 ResourceCard. During Lord Hamilkars activation, the oppos-ing player must reveal which Squad they will activatenext.

    Active: Brotherhood Book o Law: urn to Burn1 Resource Card. Lord Inquisitor Majoris Hamilkargains the Fear (3) Special Skill until the end o theGame urn.

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    CRUCIFIER

    ype:Lord, Medium Base (40mm)Equipment:Nemesis Machine Pistols, Mortis Swords,Crucifier Armour.

    ARMOUR: Crucifier Armour: (No negative Weaponype Modifiers taken).

    RANGED WEAPONS

    Active: Electroshock Ammo: urn to Burn 1 Re-source Card. Vehicles hit by this weapon that havenot already been Activated this Game urn count aspreviously Activated. Te owning Player may Activatethe Vehicle as normal i they urn to Burn 2 Resource

    Cards.

    CLOSE COMBA WEAPONS

    Passive: Assassinate: When Engaged in the targetsrear acing, 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 madeagainst Wound Effects caused by this weapon.

    Squad Upgrades: A Crucifier may take 3 Art Powersrom the same Art Path or Free.

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

    Slam.

    Passive:

    Surgical Assault: A Crucifier may makeranged attack actions, even whilst engaged in CloseCombat. argets may not receive Cover Modifiersrom Models within the Crucifiers CCWR.

    Passive: Murderous ornado: Te Crucifier maymake Engage Actions and Ranged and Close Combatattacks in its ront and rear acing.

    Active: Focused Melee Attack: urn to Burn 2 Re-source Cards. Te Crucifier gains a +2 Modifier to

    RoA until the end o the Game urn. A Model whichuses this Special Skill cannot use the Surgical AssaultSpecial Skill during the same Game urn.

    Active: Tunder Slam: urn to Burn 2 ResourceCards. Every enemy Model on a Small or Mediumbase within 4 o a Crucifier must pass a Con est. Iailed they receive a Stun Effect.

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    BROTHERHOOD

    TROOPERS

    ype: roops, Small Bases (30mm).Squad Composition:1 Brotherhood rooper SquadCommander, 4 Brotherhood roopers.Squad Size:5-12 Brotherhood roopersEquipment: AC-19 Volcano Assault Rifle, CombatKnie, Brotherhood rooper Armour.

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

    RANGED WEAPONS

    CLOSE COMBA WEAPONS

    Guardian Shield Special Rules: When carrying thisshield, a Brotherhood rooper has the impenetrablearmour (12) Special rule against all attacks in theirront acing.

    Squad Upgrades: Add up to 7 extra Brotherhood

    roopers or 12 Points each.2 in 5 Models may add a Scope to their AC-19 Vol-cano or 10 pts each.

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

    Te entire Squad may swap their AC-19 Volcano As-sault Rifle and Combat Knie or a Retaliator Swordand Guardian Shield or 0 Points per Model. Modelsupgraded in this way have Guardian Shield Armour.

    Te Squad Commander may be upgraded with the

    Medic (2) Special Skill or 15 Points.

    Special Skills:Contempt (Dark Legion), Bringers othe Light

    Passive: Bringers o the Light: 1 Squad o Brother-hood roopers or Valkyries may be taken in a Capitol,Bauhaus or Imperial Force as a Support Choice.

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    SACRED WARRIORS

    ype: roops, Small Bases (30mm).Squad Composition:1 Sacred Warrior Squad Com-mander, 2 Sacred Warriors.Squad Size: 3-10 Sacred Warriors.Equipment: Avenger Sword, Protector Power Shields.

    ARMOUR: Protector Power Shields (No Weaponype Modifiers taken).

    CLOSE COMBA WEAPONS

    Passive: Electro-Magnetic Shock: For every WoundEffect caused to a Model on a Small or Medium Baseby this weapon, the target also receives a Stun Effect

    Protector Power Shield Special Rules:Sacred Warri-ors have the Impenetrable Armour (14) Special rulesagainst Ranged and Close Combat attacks in theirFront Facing.

    Squad Upgrades:Add up to 7 extra Sacred Warriorsor 28 Points each.

    Special Skills: Contempt (Dark Legion), Duellist,Fearless, Ferocity, Protector Power Shield, Eye to Eye,Furious Zeal, Blessed by the Cardinal, Brotherhood

    Book o Law,

    Passive:Protector Power Shield: Whenever a SacredWarrior is targeted by a ranged attack which is pierc-ing and successully passes the Armour est, the Sa-cred Warrior can choose to deflect the blow into anunengaged Model within 6. Te Sacred Warrior mustpass a Willpower est to do so, and the shot will hitautomatically, being resolved using the fired weaponsStrength value and AVV value.

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

    Active:Furious Zeal:urn to Burn 1 Resource Card,

    a Squad o Sacred Warriors Avenger Swords havetheir range increased to 1.5 and their RoA modifiedby +1 until the end o the Game urn.

    Passive: Blessed by the Cardinal: Te Squad hasHeal (X) where X is number o Sacred Warriors inthe Squad (up to a maximum o Heal (6)).

    Active: Brotherhood Book o Law: urn to Burn 1Resource Card, a Sacred Warrior gains the Fear (0)

    Special Skill until the end o the Game urn.

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    BROTHERHOOD

    INQUISITORS

    ype: Support, Medium Bases (40mm).Squad Composition:1 Inquisitor Squad Command-er.Squad Size: 1-4 Inquisitors.Equipment: AC-40 Justifier, Holy DisembowellerChainblade, Inquisitor Armour.

    ARMOUR: Inquisitor Armour: (-1 Blast)

    RANGED WEAPONS

    Passive:Short-Range: Te AC-40 is incredibly hard-hitting at short range. o represent this, when firingthe 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 Modifier toits Strength. (E.g. R 25 St14, R 34 with St5). Strengthcannot be increased by reducing Range.

    Active:Power Up: Once per Activation, urn to Burn1 Resource Card per Model. Te weapon receives a +2Modifier to St until the end o the Game urn.

    CLOSE COMBA WEAPONS

    Active:Disembowelment: urns to Burn 1 ResourceCard per Model, the Holy Disemboweller Chainbladegains Critical Force (2) until the end o Game urn.

    Squad Upgrades: Te Squad may take 1 Art Powerrom any Art Path or Free.

    Add up to 3 extra Inquisitors or 35 Points each.

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

    Passive:Vigilant Watchmen: For a Brotherhood In-quisitor to make a Sentry action, it needs to spendonly 1 Action Point.

    Passive: Beams o Light: Brotherhood roopersSquad Commanders can be upgraded to an Inquisi-tor or 30 Points. Replace the Inquisitor Special Skillswith those o the Brotherhood roopers Squad. TeInquisitor keeps his Statline and Equipement.

    Active:IN NOMINE CARDINALIS!:urn to Burn1 Resource Card, the controlling player may selectan enemy Model within 8 o the Inquisitor Modelthat is activating this Special Skill. Tis enemy Model

    must pass a LD test, otherwise the Squad will countas pinned until it successully passes its LD test in itsactivation.

    Active: Brotherhood Book o Law: urn to Burn 1Resource Card, an Inquisitor gains the Fear (0) Spe-cial Skill until the end o the Game urn.

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    VALKYRIES

    ype: Support, Small Bases (30mm)Squad Composition:1 Valkyrie Squad Commander,4 Valkyries.Squad Size: 5-10 Valkyries.Equipment: P60 Punisher Handgun, CastigatorPower Spear, Valkyrie Armour.

    ARMOUR:Valkyrie Armour: (-1 Blast)

    RANGED WEAPONS

    CLOSE COMBA WEAPONS

    Passive: Parry: Models with a Blessed CastigatorPower Spear gain Impenetrable Armour (12) againstClose Combat attacks.

    Passive:Electro-Magnetic Shock:For every WoundEffect caused by this weapon, the target also receivesa Stun Effect.

    Active:Mace-Swing:Any Model in a Valkyries Squad

    may perorm a Mace-Swing, to do this, the Control-ling Player must urn to Burn 1 Resource Card oreach Mace-Swinging Model.Te Mace-Swing is a Close Combat Special Action.Every Model within 1.5 o the Mace-Swinging Modelreceives a St13 Peircing AVV:0 Autohit and all o theSpecial Rules which come with the Castigator PowerSpear.

    Squad Upgrades:Add up to 5 extra Valkyries or11Points 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 or an AC-31 Cleansing Flamethrower.

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

    Active: Blinding Light: urn to Burn 1 ResourceCard at the beginning o the Squads Activation. AllRanged Attacks targeted at the Valkyries suffer a -2Modifier (in addition to any other Modifiers) until theend o the Game urn.

    Passive: Bringers o the Light: 1 Squad o Brother-hood roopers ot Valkyries may be taken in a Capitol,Bauhaus or Imperial Force as a Support Choice.

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    MORTIFICATORS

    ype: Support, Small Bases (30mm).Squad Composition: 1 Mortificator Squad Com-mander, 4 Mortificators.Squad Size:5-10 Mortificators.Equipment: Nemesis Machine Pistol, Blessed Frag-mentation Grenades, Mortis Sword, Mortificator Ar-mour.

    ARMOUR: Mortificator Armour: (Plasma -2).

    RANGED WEAPONS

    Passive:Cleansing Flame:Against targets which havethe Fear Special Skill, Blessed Fragmentation Gre-nades gain a +2 Modifier to St.

    CLOSE COMBA WEAPONS

    Passive: Assassinate: When attacking in an enemysrear acing, Models that are using Mortis Swords gain+1 St and +1 RoA.

    Passive: Cardinals Blood: Mortis Swords are blessedby the Cardinal. Heal ests cannot be taken againstattacks made by this weapon.

    Squad Upgrades:Add up to 5 extra Mortificators or

    20 Points eachUnit Special Skills: Infiltrate, Predator Senses, Fear-

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

    Passive:Void: Mortificators have the ability to morethan blend into their environment; they find a differ-ent plane o existence.For 1 Action Point per model, the entire Squad canuse the Void Special Skill. Tis must be declared atthe beginning o the Squads Activation as long as noModels in the Squad are Engaged. Invisible Mortifi-

    cators cannot be Engaged or targeted by any Rangedor 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 invisibleMortificators but may not end their Movement on topo them. I, or some reason, a Model would end itsMovement on top o an Invisible Mortificator, reduceMovement to place the Model legally. Te Mortifica-tor Squad loses the Void Special Skill the moment aModel rom the Squad completes any Action (exclud-ing the Pass Action).

    Passive: rue Assassins: Mortificators cannot claimany objectives.

    Passive:Dodge: Mortificators ignore any Wound E-ects on a roll 1-10. Roll or Dodge prior to Armourest and or Heal ests.

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    JUDICATOR

    BATTLe WALKER

    1-10I SP=0 or less, the Ve-hicle is Destroyed butremains in play as apiece o Heavy errain.

    11-14I SP=0 or less, the

    vehicle may nolonger use its mainweapons.

    15-18I SP=0 or less,the vehicle cannotmove or pivot. Italso cannot use its

    Secondary Weap-ons.

    19-20I SP=0 or less , the Vehicle ex-plodes! Measuring rom the hullo the vehicle with a range equal ininches to D20/4. Each Model within

    this range takes a S10 Piercing Au-tohit on a roll o 1-15.

    ype: Light Vehicle (Light Walker), Large Base(50mm)Squad Composition: 1 Judicator Battle-WalkerSquad Size: 1-3Equipment: AC-100 Crusader Cannon, RetaliatorBroadsword, Judicator Battle Walker Armour.

    ARMOUR: Judicator Battle Walker Armour (NoWeapon ype Modifiers taken).

    MAIN WEAPON

    Active:Double ap: urn to Burn 2 Resource Cards.Te Judicator may re-roll any ailed RS attacks until

    the end o the Game urn.

    Passive:Loop shot: Tis weapons range can be cumu-latively increased by 1 by adding a -1 Modifier to itsStrength. (E.g. R 19 St13, R 28 with St4). Strengthcannot be increased by reducing Range.

    SECONDARY WEAPONS

    Passive: Electro-Magnetic Shock: Models that re-ceive a Wound Effect rom attacks made by the Re-taliator Broadsword also receive a Stun Effect.

    Active: Fervent Assault: urn to Burn 1 ResourceCard to increase the Retaliator Broadswords RoA to4 until the end o the Judicator Battler Walkers activa-

    tion.

    Squad Upgrades: Add up to 2 extra Judicators or 125Points each.A Judicator may replace its Retaliator Broadswordwith a second AC-100 Crusader Cannon or 25 Points.

    Special Skills: Contempt (Dark Legion), Fearless,Tunderous Advance, Crushing Assault.

    Active: Tunderous Advance: urn to Burn 1 Re-source Card, the ground will shake around the Judi-cator. I the Judicator makes a move, run or engageaction whilst this Special Skill is activated, the groundwill shake, reducing the RS o all Models on small andmedium bases within 8 o the Judicator, (measurethe distance at the end o its movement action) by -4.Tis effect is not cumulative with other Judicators.Passive: Crushing Assault: When the Judicator makesan Engage Action and successully reaches its target, it

    will gain a urther +1 to its Engage Bonus.

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    ICARUS JETFIGHTER

    1-10I SP=0 or less 0, theVehicle is Destroyedbut remains in play as apiece o Heavy errain.

    11-14I SP=0 or less, the

    vehicle may no longuse its main weap-on.

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

    19-20I SP=0 or less, the Vehicle explodes!Measuring rom the hull o the ve-hicle with a range equal in inchesto D20/2. Each Model within thisrange takes a S14 Piercing Autohiton a roll o 1-15.

    ype:Heavy Vehicle (Hoverer), No Base.Squad Composition:1 Icarus JetfighterSquad Size:1 Icarus JetfighterEquipment: Cardinals Fury Gatling Guns, Fore-Mounted Firefist Flamethrower, Graveyard Bombs.

    ARMOUR: Icarus Jet fighter Armour Plates. (NoWeapon ype Modifiers taken).

    MAIN WEAPON

    Passive: Darkslayer Ammunition: Beore makinga shooting action with the Cardinals Fury GatlingGuns, the Controlling Player can choose to fire theDarkslayer Ammunition. Tis uses the ollowing

    rules:

    Passive:Crack Shot: Any unsaved SP Damage is dou-bled.

    SECONDARY WEAPONS

    Passive: Graveyard Bomb Drop: Icarus Jetfightersmay always fire their Graveyard Bombs, regardless ohow ast they move. I the controlling player wishes tofire the Graveyard Bombs they must spend 2 Actions

    to do the ollowing:-Move the Icarus Jetfighter so that its base is within 2o where it wishes to drop the Graveyard Bomb.-Calculate the damage caused by the Graveyard Bomb,using the normal rules or Small Explosion emplatesand Scatter. Te Icarus Jetfighter cannot be damagedby a Small Explosion caused by its own GraveyardBombs.-Finish moving the Icarus Jetfighter the distance lef.Note: Tis counts as a Movement Action, followed by

    a Shooting Action. All normal rules for moving andshooting with vehicles apply and the firing of any otherweapons is carried out at the end of the Icarus Jetfight-ers movement (except for Supersonic). Only one Grave-

    yard Bomb may be fired per turn.

    Special Skills: Flyer, Supersonic Boom .

    Passive: Flyer: Te Icarus Jetfighter must make aMove Action o at least 4 every Game urn.

    Its Movement Value (M) can never be reduced to be-low 4 unless it receives Wing SP Damage. Te Icaruscannot be targeted by weapons which use Flamer

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

    Active:Supersonic Boom:urn to Burn 2 ResourceCards and Use 2 Action Points. Te Icarus is removed

    rom the Board and can be redeployed in ollowingturn with Rapid Deployment rules, ignoring the effecto rolling a 20. Additionally on a roll o 1-5 a SonicBoom is achieved. All Models within 6 inches o theIcarus receive a Strength 10 AVV0 Autohit.