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GFF - War 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

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GFF - War Disciples 3.1.0
Name [size] Qua Def Equipment Special Rules Cost
War Champion [1] 3+ 3+ Champion Heavy Rifle (24", A2, AP(1)), CCW (A1) Furious, Hero, Tough(3) 70pts
War Cultist Champion [1] 5+ 5+ Champion Rifle (24", A2), CCW (A1) Furious, Hero, Tough(3) 30pts
Mutated War Brother [1] 3+ 3+ Dual Claws (A2) Fast, Furious, Mutations 25pts
War Brother [1] 3+ 3+ Heavy Rifle (24", A1, AP(1)), CCW (A1) Furious 30pts
War Talon Raptor [1] 3+ 3+ Dual Energy Claws (A2, Rending) Ambush, Flying, Furious 30pts
War Berserker [1] 3+ 3+ Heavy Pistol (12", A1, AP(1)), CCW (A2) Fearless, Frenzy 35pts
War Cultists [3] 5+ 5+ Rifle (24", A1), CCW (A1) Furious 35pts
War Destroyer [1] 3+ 3+ Dual Energy Claws (A4, Rending) Ambush, Furious, Tough(3) 70pts
War Support [1] 3+ 3+ Heavy Machinegun (30", A3, AP(1)), CCW (A1) Furious, Relentless 70pts
Greater War Mutated [1] 3+ 3+ Dual Heavy Claws (A4) Fast, Furious, Mutations, Tough(3) 75pts
War Biker [1] 3+ 3+ Twin Heavy Rifle (24", A2, AP(1)), Heavy Pistol (12", A1, AP(1)), Fast, Furious, Tough(3) 90pts
CCW (A2)
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".
Frenzy: Counts as having Furious and gets
AP(+1) when charging.
Gift of War: this model and all friendly units that
are within 12” at the beginning of the round get
+1 to hit in melee. This effect lasts until the end
of the round.
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 all friendly units that
are within 12” at the beginning of the round get
Furious. If they already had Furious, they get
extra hits on unmodified rolls of 5-6 instead.
This effect lasts until the end of the round.

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GFF - War Disciples 3.1.0
War Champion [1] - 70 pts War Brother [1] - 30 pts War Destroyer [1] - 70 pts
Quality 3+ Defense 3+ Quality 3+ Defense 3+ Quality 3+ Defense 3+
Champion Heavy Rifle (24", A2, AP(1)) Heavy Rifle (24", A1, AP(1)) Dual Energy Claws (A4, Rending)
CCW (A1) CCW (A1) Ambush, Furious, Tough(3)
Furious, Hero, Tough(3) Furious Replace Dual Energy Claws:
Replace Champion Heavy Rifle and CCW: Upgrade with: +20pts Storm Rifle (24", A3, AP(1)), CCW (A1)
-10pts Champion Heavy Pistol +10pts Chosen Veteran Replace any Storm Rifle:
(12", A2, AP(1)), Replace any Heavy Rifle and CCW: -20pts Heavy Rifle (24", A1, AP(1)),
CCW (A2) free Heavy Pistol (12", A1, AP(1)), CCW (A2) Flamer-Mod (6", A1, Blast(3), Reliable)
-5pts Dual Energy Claws (A4, Rending) Replace Heavy Rifle: Replace any Flamer-Mod:
-5pts Heavy Cleaver (A1, AP(3), Deadly(3)) +5pts Shred Rifle (18", A2, Rending) +5pts Plasma-Mod (12", A1, AP(4))
Replace Champion Heavy Pistol: +5pts Flamer (12", A1, Blast(3), Reliable) +5pts Fusion-Mod (6", A1, AP(4), Deadly(3))
-5pts Flamer Pistol +10pts Plasma Rifle (24", A1, AP(4)) Replace Storm Rifle:
(6", A1, Blast(3), Reliable) +15pts Fusion Rifle (12", A1, AP(4), Deadly(3)) -15pts Heavy Flamer
+10pts Champion Plasma Pistol +35pts Heavy Machinegun (30", A3, AP(1)) (12", A1, AP(1), Blast(3), Reliable)
(12", A2, AP(4)) +45pts Reaper Cannon (24", A4, AP(1)) +15pts Reaper Cannon (24", A4, AP(1))
+10pts Heavy Rifle (24", A1, AP(1)), +55pts Missile Launcher Replace any CCW:
Flamer-Mod (6", A1, Blast(3), Reliable) (30", A1, AP(2), Deadly(3), Lock-On) +10pts Energy Hammer (A1, Blast(3))
+45pts Champion Storm Rifle (24", A4, AP(1)) +55pts Autocannon (36", A3, AP(2)) +20pts Energy Axe (A1, AP(2), Deadly(3))
Replace Flamer-Mod: +55pts Laser Cannon +20pts Energy Sword (A3, AP(1), Rending)
+5pts Plasma-Mod (12", A1, AP(4)) (36", A1, AP(3), Deadly(3)) +35pts Energy Fist (A3, AP(4))
+5pts Fusion-Mod (6", A1, AP(4), Deadly(3)) Replace Heavy Rifle and CCW:
Replace CCW: free Sgt. Heavy Pistol (12", A1, AP(1)), War Support [1] - 70 pts
+10pts Energy Hammer (A1, Blast(3)) Sgt. Hand Weapon (A2) Quality 3+ Defense 3+
+15pts Energy Sword (A2, AP(1), Rending) Replace Sgt. Heavy Pistol: Heavy Machinegun (30", A3, AP(1))
+20pts Energy Axe (A1, AP(2), Deadly(3)) +5pts Plasma Pistol (12", A1, AP(4)) CCW (A1)
+20pts Energy Fist (A2, AP(4)) Replace Sgt. Hand Weapon: Furious, Relentless
Upgrade with one: +5pts Energy Sword (A2, AP(1), Rending) Replace any Heavy Machinegun:
+15pts Jetpack (Ambush, Flying) +15pts Energy Fist (A2, AP(4)) +10pts Reaper Cannon (24", A4, AP(1))
+80pts Combat Bike (Tough(3), Fast, +20pts Missile Launcher
Twin Heavy Rifle (24", A2, AP(1))) War Talon Raptor [1] - 30 pts (30", A1, AP(2), Deadly(3), Lock-On)
Upgrade with: Quality 3+ Defense 3+ +20pts Laser Cannon
+20pts Chosen Veteran Dual Energy Claws (A2, Rending) (36", A1, AP(3), Deadly(3))
Upgrade with one: Ambush, Flying, Furious +25pts Autocannon (36", A3, AP(2))
+10pts Apostle (War Chant) Upgrade with: Greater War Mutated [1] - 75 pts
+15pts Dark Smith (Repair) +5pts Chosen Veteran Quality 3+ Defense 3+
+25pts Havoc Lord (Dark Tactics) Replace Dual Energy Claws: Dual Heavy Claws (A4)
+25pts War Lord (Gift of War) +5pts Heavy Pistol (12", A1, AP(1)), CCW (A2) Fast, Furious, Mutations, Tough(3)
Replace Heavy Pistol:
War Cultist Champion [1] - 30 pts +5pts Plasma Pistol (12", A1, AP(4)) War Biker [1] - 90 pts
Quality 5+ Defense 5+ +15pts Flamer (12", A1, Blast(3), Reliable) Quality 3+ Defense 3+
Champion Rifle (24", A2) +15pts Plasma Rifle (24", A1, AP(4)) Twin Heavy Rifle (24", A2, AP(1))
CCW (A1) +25pts Fusion Rifle (12", A1, AP(4), Deadly(3)) Heavy Pistol (12", A1, AP(1))
Furious, Hero, Tough(3) CCW (A2)
Upgrade with one: War Berserker [1] - 35 pts Fast, Furious, Tough(3)
+10pts Apostle (War Chant) Quality 3+ Defense 3+
+15pts Dark Smith (Repair) Heavy Pistol (12", A1, AP(1)) Replace Heavy Pistol and CCW:
+25pts Havoc Lord (Dark Tactics) CCW (A2) free Sgt. Heavy Pistol (12", A1, AP(1)),
+25pts War Lord (Gift of War) Fearless, Frenzy Sgt. Hand Weapon (A2)
Replace Champion Rifle and CCW: Replace any Heavy Pistol: Replace Sgt. Heavy Pistol:
free Champion Pistol (12", A2), CCW (A2) +5pts Plasma Pistol (12", A1, AP(4)) +5pts Plasma Pistol (12", A1, AP(4))
Replace Champion Pistol: Replace any CCW: Replace Sgt. Hand Weapon:
+5pts Champion Shred Pistol +5pts Energy Sword (A2, AP(1), Rending) +5pts Energy Sword (A2, AP(1), Rending)
(9", A3, Rending) +15pts Energy Fist (A2, AP(4))
+5pts Flamer Pistol War Cultists [3] - 35 pts Replace Heavy Pistols and CCW:
(6", A1, Blast(3), Reliable) Quality 5+ Defense 5+ +5pts Heavy Rifle (24", A1, AP(1)), CCW (A1)
+10pts Champion Shotgun (12", A4, AP(1)) Rifle (24", A1) Replace any Heavy Rifle:
+45pts Champion Sniper Rifle CCW (A1) +5pts Flamer (12", A1, Blast(3), Reliable)
(30", A2, AP(1), Reliable) Furious +10pts Plasma Rifle (24", A1, AP(4))
Replace CCW: Replace any Rifle and CCW: +15pts Fusion Rifle (12", A1, AP(4), Deadly(3))
+5pts Energy Sword (A2, AP(1), Rending) +5pts Pistol (12", A1), CCW (A2)
Replace one Rifles:
Mutated War Brother [1] - 25 pts +5pts Shotgun (12", A2, AP(1))
Quality 3+ Defense 3+ +5pts Shred Rifle (18", A2, Rending)
Dual Claws (A2) +5pts Plasma Rifle (24", A1, AP(4))
Fast, Furious, Mutations +10pts Grenade Launcher (24", A1, Blast(3))
Upgrade with: +15pts Flamer (12", A1, Blast(3), Reliable)
+5pts Wings (Ambush, Flying) +15pts Machinegun (30", A3)
+20pts Sniper Rifle (30", A1, AP(1), Reliable)

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