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GFF - Plague Disciples v2.

50
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 between their patrons, who reforged them in their image. These Havoc
fanatical devotion to their new gods and maintaining their Disciples repaid their gifts with a fanatical loyalty, willing to
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 Yet the fanaticism demanded by their faith was often at odds
games 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’d like to support the continued development of our games result, many bands are held together through brute force, as
you can donate on 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?

Gaetano Ferrara
Brandon Gillam
Created by:

Illustrations:

1
GFF - Plague Disciples v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Plague Champion [1] 3+ 3+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Hero, Regeneration, Tough(3) A, B, C 70pts
Plague Cultist Champion [1] 5+ 5+ Rifle (24”, A1), CCW (A1) Hero, Regeneration, Tough(3) C, D 35pts
Plague Cultist [1] 5+ 5+ Rifle (24”, A1), CCW (A1) Regeneration D 15pts
Plague Zombies [3] 5+ 6+ Claws (A2) Regeneration, Slow, Undead - 25pts
Plague Brother [1] 3+ 3+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Regeneration A, E 35pts
Plague Mutated Brother [1] 3+ 3+ Dual Claws (A2) Fast, Mutations, Regeneration F 35pts
Plague Greater Mutated [1] 3+ 3+ Dual Heavy Claws (A4) Fast, Mutations, Regeneration, Tough(3) - 90pts
Plague Destroyer [1] 3+ 3+ Dual Energy Claws (A6, Rending) Ambush, Regeneration, Tough(3) G 95pts
A Replace Heavy Rifle and CCW: G Replace Dual Energy Claws:
Heavy Pistol (12", A1, AP(1)), CCW (A2) free Storm Rifles (24", A3, AP(1)), CCWs (A3) +15pts
Dual Energy Claws (A4, Rending) +5pts Poison Gauntlets (6", A6, Poison),  +25pts
Dual Plague CCWs (A4, Poison) +10pts Heavy Scythes (A2, AP(2), Deadly(3))
Plague Flail (A3, AP(1), Poison) +10pts Great Plague Flail (A6, AP(1), Poison) +20pts
Great Scythe (A2, AP(4), Deadly(3)) +30pts Replace any Storm Rifle:
Replace Heavy Pistol: Heavy Rifle (24”, A1, AP(1)) -20pts
Plasma Pistol (12", A1, AP(4)) +5pts Any model may take one Heavy Rifle
Plasma Rifle (24", A1, AP(4)) +15pts attachment:
Plague Sprayer (12", A6, Poison) +30pts Fusion-Mod (6", A1, AP(4), Deadly(3)) +15pts
Storm Rifle (24”, A3, AP(1)) +30pts Flamer-Mod (6”, A6) +15pts
Replace CCW: Plasma-Mod (12”, A1, AP(4)) +10pts
Energy Hammer (A1, Blast(3)) +5pts Replace Storm Rifle:
Energy Sword (A2, AP(1), Rending) +10pts Plague Launcher free
Plague Sword (A2, AP(1), Poison) +10pts (24", A1, Blast(3), Poison)
Energy Axe (A1, AP(2), Deadly(3)) +15pts Heavy Flamethrower (12", A6, AP(1)) free
Energy Fist (A2, AP(4)) +15pts Plague Sprayer (12", A6, Poison) +5pts
Heavy Scythe (A1, AP(4), Deadly(3)) +20pts Reaper Cannon (24”, A4, AP(1)) +15pts
Take one Heavy Rifle attachment: Replace any CCW:
Plasma-Mod (12”, A1, AP(4)) +10pts Energy Sword (A3, AP(1), Rending) +20pts
Fusion-Mod (6", A1, AP(4), Deadly(3)) +10pts Energy Hammer (A2, Blast(3)) +20pts
Flamer-Mod (6”, A6) +10pts Plague Sword (A3, AP(1), Poison) +25pts
B Upgrade with one: Energy Fist (A3, AP(4)) +30pts
Jetpack (Ambush, Flying)
Upgrade with:
+25pts Special Rules
Chosen Veteran Chosen Veteran:
+20pts in melee and shooting.This model gets +1 to hit rolls
C Upgrade with one: Dark Tactics: Once per activation, before
Apostle (War Chant) +10pts attacking, pick one other friendly unit within
Warlock (Psychic(1)) +25pts 12” of this model, which may move by up to 6".
Dark Smith (Repair) +25pts Mutations: When in melee, roll one die and
Plague Bringer (Ring the Bell) +30pts apply one bonus to models with this rule:
Havoc Lord (Dark Tactics) +35pts 1-3: Attacks get Rending
D Replace any Rifle and CCW: 4-6: Attacks get AP(+1)
Pistol (12", A1), CCW (A2) free unit withOnce
Repair:
Tough,
per activation, if within 2” of a
roll one die. On a 2+ you may
Replace any Rifle:
Shotgun (12”, A2, AP(1)) +5pts repair D3 wounds from the target.
Plasma Rifle (24”, A1, AP(4)) +5pts Ring
that
the Bell: this model and all friendly units
activate within 12” move +2” on Advance,
Flamethrower (12”, A6) +10pts and +4” on Rush/Charge actions.
Shred Rifle (18”, A3, Rending) +10pts Undead: Whenever this unit takes a morale
Grenade Launcher (24", A1, Blast(3)) +5pts test, it is passed automatically. Then, roll as
Machinegun (30”, A3) +10pts
Sniper Rifle (30”, A1, AP(1), Sniper) +30pts many dice as remaining models/tough in the
unit, and for each result of 1-2 the unit takes
E Upgrade with: one wound, which can’t be regenerated.
Chosen Veteran +20pts War Chant: For each unmodified result of 6 to
Replace any Heavy Rifle and CCW: hit when attacking in melee, this model and all
Heavy Pistol (12", A1, AP(1)), CCW (A2) -5pts friendly units that activate within 12” may roll 2
Dual Plague CCWs (A4, Poison) +5pts extra attacks. This rule doesn’t apply to newly
Replace Heavy Rifle: generated attacks.
Plasma Rifle (24”, A1, AP(4)) +5pts Psychic Spells
Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts Blessed Virus (4+):
Flamethrower (12”, A6) +10pts within 6” get StealthTarget 2 friendly units
next time they are shot at.
Shred Rifle (18”, A3, Rending) +10pts Muscular Atrophy (4+): Target enemy unit
Plague Launcher +15pts within 6” rolls as many dice as models in it,
(24", A1, Blast(3), Poison)
Plague Sprayer (12", A6, Poison) +25pts and takes 1 hit for each 4+ rolled.
Heavy Machinegun (30”, A3, AP(1)) +30pts Plague Curse (5+): Target enemy unit within 6"
F Upgrade with: takes 1 hit with AP(4) and Deadly(3).
Wings (Ambush, Flying) +5pts Putrefaction (5+): Target 2 friendly units within
6” get AP(+2) next time they fight in melee.
Pestilence (6+): Target 2 enemy units within 6”
get -3" next time they Advance, or -6" next time
they Charge/Rush.
Rot Wave (6+): Target enemy unit within 6”
takes 5 hits with AP(2).

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