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GF - War 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
out to the Battle Brothers in their most desperate moments.
Each Havoc God sought to sway these new arrivals to their
influence through various gifts and boons.
The God of War offered strength, allowing its Disciples to
triumph over their foes. Change granted its followers knowledge
and secrets, necessary for understanding their place in this new
galaxy. Plague offered renewed vitality to those taken by disease.
While Lust offered redemption and power to those cast out by
the Battle Brothers.
Those who accepted the pact were granted powerful boons by
their patrons, who reforged them in their image. These Havoc
Disciples repaid their gifts with a fanatical loyalty, willing to
devote their lives to the god who had chosen them. Disciples
began to seek each other out, forming new bands utterly
dedicated to their respective god.
Intro Yet the fanaticism demanded by their faith was often at odds
with the discipline required to maintain their cohesion as a unit.
Havoc Disciples are Battle Brothers who have embraced the While some Disciples recognized organization as a necessary
worship of a particular Havoc God. Individually powerful and means to achieving their God’s goals against powerful foes,
resilient, each Havoc Disciple has been molded with unique others viewed it as a mere distraction, and cared little about
blessings by the god they follow. structure that once defined their lives as Battle Brothers. As a
Stranded in the Sirius Sector, many Battle Brothers were result, many bands are held together through brute force, as
scattered and left with little chance of survival. These desperate leaders struggle to preserve order amongst fanatics. Others have
castaways were approached by different gods who offered collapsed into marauding hordes of zealots, roving blindly
through the sector as they spread havoc in the name of their
powerful boons in exchange for their worship. Each god god.
empowered their respective followers, reforging their Disciples
according to their will. The Havoc Disciples are now torn between How will your devotion guide you?
fanatical devotion to their new gods and maintaining their
former discipline.
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which are designed to be fast to learn and easy to play.
This project was made by gamers for gamers and it can only
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Thank you for playing!

Gaetano Ferrara
Brandon Gillam
Created by:

Illustrations:

1
GF - War Disciples v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
War Champion [1] 3+ 3+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Furious, Hero, Tough(3) A, B, C 55pts
War Cultist Champion [1] 5+ 5+ Rifle (24”, A1), CCW (A1) Furious, Hero, Tough(3) C, D 25pts
War Cultists [10] 5+ 5+ Rifles (24”, A1), CCWs (A1) Furious D 135pts
War Brothers [5] 3+ 3+ Heavy Rifles (24”, A1, AP(1)), CCWs (A1) Furious A, E 150pts
War Mutated Brothers [5] 3+ 3+ Dual Claws (A2) Fast, Furious, Mutations F 155pts
War Berserkers [5] 3+ 3+ Heavy Pistols (12”, A1, AP(1)), CCWs (A2) Fearless, Frenzy G 170pts
War Talon Raptors [5] 3+ 3+ Heavy Pistols (12”, A1, AP(1)), CCWs (A2) Ambush, Flying, Frenzy A, H 200pts
War Support [3] 3+ 3+ Heavy Machineguns (30”, A3, AP(1)), CCWs (A1) Furious, Relentless I 200pts
War Greater Mutated [3] 3+ 3+ Dual Heavy Claws (A4) Fast, Furious, Mutations, Tough(3) - 220pts
War Destroyers [3] 3+ 3+ Dual Energy Claws (A6, Rending) Ambush, Furious, Tough(3) J 245pts
War Mutated Destroyer [1] 3+ 3+ Dual Mutated Claws (A6, AP(1)) Ambush, Furious, Mutations, K 145pts
Tough(6)
War Bikers [3] 3+ 3+ Twin Heavy Rifles (24”, A2, AP(1)), Fast, Furious, Tough(3) A, L 260pts
Heavy Pistols (12”, A1, AP(1)), CCWs (A2)
+100pts Chosen Veteran:Special Rules
A Replace one Heavy Rifle and CCW: H Upgrade all models with:
Heavy Pistol (12", A1, AP(1)), CCW (A2) free Chosen Veteran This model gets +1 to hit rolls
Dual Energy Claws (A4, Rending) +5pts Replace all Heavy Pistols and CCWs:
Heavy Cleaver (A2, AP(3), Deadly(3)) +40pts Dual Energy Claws (A4, Rending) +45pts inDark melee and shooting.
Tactics: Once per activation, before
Replace one Heavy Pistol: Replace one Heavy Pistol: attacking, pick one other friendly unit within
Plasma Pistol (12", A1, AP(4)) +5pts Plasma Pistol (12”, A1, AP(4)) +5pts
Storm Rifle (24”, A3, AP(1)) +30pts Plasma Rifle (24”, A1, AP(4)) +15pts 12” of this model, which may move by up to 6".
Replace one CCW: Fusion Rifle (12", A1, AP(4), Deadly(3)) +20pts Frenzy: AP(+1)
This model gets +1 attack in melee and
when charging.
Energy Hammer (A1, Blast(3)) +10pts Flamethrower (12”, A6) +20pts Gift of War: The hero and its unit get +1 to hit
Energy Sword (A2, AP(1), Rending) +10pts I Replace any Heavy Machinegun: rolls when fighting in melee.
Energy Fist (A2, AP(4)) +20pts Reaper Cannon
Energy Axe (A1, AP(2), Deadly(3)) +25pts Missile Launcher(24”, A4, AP(1)) +5pts Mutations: When in melee, roll one die and
+15pts apply one bonus to models with this rule:
Take one Heavy Rifle attachment:
Plasma-Mod (12”, A1, AP(4)) +10pts (30", A1,Cannon
AP(2), Deadly(3), Lock-On) 1-3: Attacks get Rending
Fusion-Mod (6", A1, AP(4), Deadly(3)) +15pts Laser +25pts 4-6: Attacks get AP(+1)
Flamer-Mod (6”, A6) +15pts (36”, A1, AP(3), Deadly(3))
Autocannon (36”, A3, AP(2))
Repair: Once per activation, if within 2” of a
+25pts unit with Tough, roll one die. On a 2+ you may
B Upgrade with one: Replace all Dual Energy Claws: repair D3 wounds from the target.
Jetpack (Ambush, Flying) +25pts JStorm Rifles (24", A3, AP(1)), CCWs (A3) +45pts War Chant: For each unmodified result of 6 to
Destroyer Armor (Ambush, Tough(+3)) +60pts hit when attacking in melee, the hero and its
Combat Bike (Fast, Tough(+3), +80pts Heavy RifleReplace(24”, A1,
any Storm Rifle:
AP(1)) -20pts unit may roll 2 extra attacks. This rule doesn’t
Twin Heavy Rifle (24", A2, AP(1))) Any model may take one Heavy Rifle apply to newly generated attacks.
Upgrade with:
Chosen Veteran +20pts Fusion-Mod (6", A1,attachment:
AP(4), Deadly(3)) +15pts
C Upgrade with one: Flamer-Mod (6”, A6) +15pts
Apostle (War Chant) +10pts Plasma-Mod (12”, A1, AP(4)) +10pts
War Lord (Gift of War) +15pts Replace one Storm Rifle:
Dark Smith (Repair) +25pts Heavy Flamethrower (12”,A6,AP(1)) free
Havoc Lord (Dark Tactics) +35pts Reaper Cannon (24”, A4, AP(1)) +10pts
D Replace any Rifle and CCW: Replace any CCW:
Pistol (12", A1), CCW (A2) free Energy Sword (A3, AP(1), Rending) +20pts
Energy Hammer (A2, Blast(3)) +25pts
Replace up to two Rifles: Energy Fist (A3, AP(4)) +30pts
Shotgun (12”, A2, AP(1)) +5pts Energy Axe (A2, AP(2), Deadly(3)) +45pts
Plasma Rifle (24”, A1, AP(4)) +5pts
Grenade Launcher (24", A1, Blast(3)) +5pts K Replace Dual Mutated Claws:
Flamethrower (12”, A6) +10pts Mutated Guns (24", A6, AP(1)), +45pts
Shred Rifle (18”, A3, Rending) +10pts Mutated Claws (A3, AP(1))
Machinegun (30”, A3) +10pts Replace all Heavy Pistols and CCWs:
Sniper Rifle (30”, A1, AP(1), Sniper) +30pts LHeavy Rifles (24", A1, AP(1)), CCWs (A1) +5pts
E Upgrade all models with: Replace up to two Heavy Rifles:
Chosen Veteran +100pts Plasma Rifle (24”, A1, AP(4)) +5pts
Replace any Heavy Rifle and CCW: Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts
Heavy Pistol (12", A1, AP(1)), CCW (A2) free Flamethrower (12”, A6) +10pts
Replace one Heavy Rifle:
Plasma Rifle (24”, A1, AP(4)) +5pts
Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts
Flamethrower (12”, A6) +15pts
Shred Rifle (18”, A3, Rending) +10pts
Heavy Machinegun (30”, A3, AP(1)) +30pts
Missile Launcher +45pts
(30", A1, AP(2), Deadly(3), Lock-On)
Laser Cannon +50pts
(36”, A1, AP(3), Deadly(3))
Autocannon (36”, A3, AP(2)) +55pts
F Upgrade all models with:
Wings (Flying, Ambush) +40pts
G Replace any CCW:
Energy Sword (A2, AP(1), Rending) +5pts
Replace up to two Heavy Pistols:
Plasma Pistol (12", A1, AP(4)) +5pts

2
GF - War Disciples v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
War APC [1] 3+ 2+ Storm Rifle (24”, A3, AP(1)) Fast, Impact(6), Tough(6), Transport(11) A 210pts
War Tank [1] 3+ 2+ Twin Heavy Machineguns (30”, A6, AP(1)), Fast, Impact(6), Tough(12) A, B 465pts
Demolition Cannon (24”, A1, Blast(6), AP(4), Indirect)
War Heavy Tank [1] 3+ 2+ Quad Laser Cannons (36”, A4, AP(3), Deadly(3)), Fast, Impact(6), Tough(18), Transport(11) A 755pts
Twin Heavy Machinegun (30”, A6, AP(1))
War Infernal Brute [1] 3+ 2+ Stomp (A4, AP(1)), 2x Brute Hammers (A2, Blast(3)) Fear, Furious, Tough(12) C 280pts
War Fiend [1] 3+ 2+ Dual Maul Cutters (A8, AP(3)), Fear, Furious, Regeneration, Tough(12) D 425pts
Fiend Claws (A4, Rending), Stomp (A4, AP(1))
War Crab Walker [1] 3+ 2+ Battle Cannon (30”, A2, Blast(3), AP(2)), Fear, Furious, Regeneration, Tough(18) E 700pts
Reaper Cannon (24”, A4, AP(1)), Crab Flail (A8),
Crab Fists (A4, AP(3)), Stomp (A6, AP(2))
War Dragon [1] 3+ 2+ Forge Flamethrower (18”, A12, AP(1)) Aircraft, Regeneration, Tough(6) F 340pts
A Upgrade with one:
Heavy Rifle (24”, A1, AP(1)) +10pts
Storm Rifle (24”, A3, AP(1)) +35pts
Take one Heavy Rifle attachment:
Plasma-Mod (12”, A1, AP(4)) +10pts
Fusion-Mod (6", A1, AP(4), Deadly(3)) +10pts
Flamer-Mod (6”, A6) +15pts
Upgrade with any:
Spiked Ram (Impact(+3)) +15pts
Dozer Blade (Strider) +35pts
Havoc Missiles +45pts
(24", A1, AP(2), Deadly(3), Lock-On)
B Replace Demolition Cannon:
Twin Laser Cannon +10pts
(36", A2, AP(3), Deadly(3))
Rapid Autocannon (36", A6, AP(2)) +15pts
Replace Twin Heavy Machineguns:
Twin Laser Cannons +40pts
(36”, A2, AP(3), Deadly(3))
C Replace one Brute Hammer:
Missile Array (30", A4, AP(2), Lock-On) +70pts
Replace one Brute Hammer:
Heavy Fusion Rifle +45pts
(18", A1, AP(4), Deadly(6))
Twin Heavy Machinegun +65pts
(30”, A6, AP(1))
Heavy Reaper Cannon (24”, A6, AP(2)) +65pts
Heavy Plasma Cannon +85pts
(30”, A1, Blast(6), AP(4))
Twin Laser Cannon +105pts
(36”, A2, AP(3), Deadly(3))
Replace any Brute Hammer:
Brute Flail (A4, AP(1), Rending) +5pts
Brute Fist (A4, AP(4)) +20pts
Brute Axe (A2, AP(2), Deadly(3)) +20pts
Upgrade any Brute Fist with one:
Heavy Flamethrower (12", A6, AP(1)) +30pts
Storm Rifle (24”, A3, AP(1)) +30pts
D Replace Dual Maul Cutters:
Steel Tails (A12, AP(1)) -5pts
Replace Dual Maul Cutters and Fiend Claws:
Twin Ecto-Cannons +5pts
(24”, A2, Blast(3), AP(4))
Twin Autocannons (36”, A6, AP(2)) +40pts
E Replace Reaper Cannon:
Twin Heavy Machinegun +40pts
(30”, A6, AP(1))
Twin Laser Cannon +80pts
(36”, A2, AP(3), Deadly(3))
Replace Crab Flail:
Havoc Missiles +15pts
(24", A1, AP(2), Deadly(3), Lock-On)
Twin Heavy Flamethrower +35pts
(12”, A12, AP(1))
F Replace Forge Flamethrower:
Forge Cannon (30”, A8, AP(3)) +70pts

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