Professional Documents
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50
Gaetano Ferrara
Brandon Gillam
Game Design:
Illustrations:
1
GF - Knight Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Knight Champion [1] 3+ 3+ Storm Rifle (24”, A3, AP(1)), CCW (A1), Aegis, Combat Master, Fearless, Hero, - 170pts
Relic Blade (A4, AP(1)) Psychic(1), Tough(3)
Knight Master Brother [1] 3+ 3+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Aegis, Fearless, Hero, Tough(3) A, B, C 80pts
Knight Brothers [5] 3+ 3+ Storm Rifles (24”, A3, AP(1)), CCWs (A2) Aegis, Fearless D, E, F, G 305pts
Knight Purgation Brothers [5] 3+ 3+ Psychic Cannons (18”, A2, Blast(3)), CCWs (A2) Aegis, Fearless, Relentless D, F, H 305pts
Knight Destroyers [3] 3+ 3+ Storm Rifles (24”, A3, AP(1)), CCWs (A4) Aegis, Ambush, Fearless, Tough(3) D, E, I 335pts
A Replace one Heavy Rifle and CCW:
Heavy Pistol (12", A1, AP(1)), CCW (A2) free Advanced Tactics: Special Rules
Dual Energy Claws (A4, Rending) +10pts attacking, pick oneOnce per activation, before
friendly unit within 12” of
Heavy Chainsaw Sword (A4, AP(1)) +10pts this model, which may move by up to 6".
Replace one Heavy Pistol:
Combat Shield (Shield Wall) +5pts the Psychic(2) special rule. spells
Aegis: This unit may block as if it had
Plasma Pistol (12”, A1, AP(4)) +5pts then it gets +2 to spell blockIfrolls.
it is a Psychic
Gravity Pistol (12”, A3, Rending) +10pts
Storm Rifle (24”, A3, AP(1)) +30pts Combat
melee,
Master: When the hero fights in
roll one die and apply the bonus: • 1-2:
Replace one CCW:
Energy Hammer (A1, Blast(3)) +10pts Attacks get Poison • 3-4: Attacks get Rending •
Energy Sword (A2, AP(1), Rending) +10pts 5-6: Attacks get AP(+1)
Energy Fist (A2, AP(4)) +15pts Destroyer Medical Training: This model and
Chain-Fist (A1, AP(2), Deadly(3)) +15pts its unit get the Regeneration rule.
Repair: Once per activation, if within 2” of a
Take one Heavy Rifle attachment:
Plasma-Mod (12”, A1, AP(4)) +10pts unit with Tough, roll one die. On a 2+ you may
Fusion-Mod (6", A1, AP(4), Deadly(3)) +15pts repair D3 wounds from the target.
Gravity-Mod (9”, A3, Rending) +15pts Shield Wall: Enemies get -1 to hit when they
Flamer-Mod (6”, A6) +15pts attack units where all models have this rule.
B Upgrade with one: Teleport: Once per activation, before attacking,
Jetpack (Ambush, Flying) +25pts place
Veteran
this model anywhere within 6”.
Infantry: This model gets +1 to its
Destroyer Armor (Ambush, Tough(+3)) +70pts attack rolls
Combat Bike (Fast, Tough(+3), +90pts War Chant: for The
melee and shooting.
hero and its unit get +1 attack
Twin Heavy Rifle (24", A2, AP(1))) in melee when charging.
Upgrade with:
Veteran Infantry +15pts Psychic Spells
C Upgrade with one: Cleanse (4+): Target enemy unit within 12”
Preacher (War Chant) +15pts takes 2 automatic hits with AP(2).
Engineer (Repair) +25pts Ward (4+): Target enemy unit within 12” gets -1
Archivist (Psychic(1)) +35pts toDoom melee rolls next time it fights.
Captain (Advanced Tactics) +55pts takes 1(5+): Target enemy model within 12”
automatic hit with AP(3).
D Upgrade one model with:
Psychic(1) +35pts Warp (5+): Target enemy unit within 12” gets -1
to defense next time it takes hits.
E Replace one Storm Rifle: Purge (6+): Target 2 enemy units within 6” take
Psychic Cannon (18", A2, Blast(3)) -5pts 6Strikeautomatic hits with AP(1) each.
(6+): Target friendly unit within 12” may
Incinerator (12", A6, AP(1)) free immediately shoot.
Psychic Silencer (24", A4, Rending) +10pts
F Replace any CCW:
Energy Halberd (A1, Blast(3)) +5pts
Energy Sword (A2, AP(1), Rending) +5pts
Energy Staff (A2, AP(1), Poison) +10pts
Daemon Slayer Hammer +15pts
(A1, AP(2), Deadly(3))
Dual Energy Falchions (A4, AP(1)) +20pts
G Upgrade all models with one:
Purifiers (Impact(1)) +15pts
Strikers (Ambush) +20pts
Inceptors (Teleport) +20pts
H Replace any Psychic Cannon:
Incinerator (12", A6, AP(1)) +5pts
Psychic Silencer (24", A4, Rending) +15pts
Replace one Incinerator:
Storm Rifle (24", A3, AP(1)) free
I Upgrade one model with one:
Battle Standard (Fear) +20pts
Destroyer Medical Training +70pts
Replace any CCW:
Energy Sword (A4, AP(1), Rending) +10pts
Energy Staff (A4, AP(1), Poison) +15pts
Energy Halberd (A4, Blast(3)) +25pts
Dual Energy Falchions (A8, AP(1)) +25pts
Daemon Slayer Hammer +40pts
(A4, AP(1), Deadly(3))
Upgrade all models with:
Paladins (Impact(3)) +30pts
2
GF - Knight Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Knight APC [1] 3+ 2+ Storm Rifle (24”, A3, AP(1)) Aegis, Fast, Fearless, Impact(6), A 240pts
Tough(6), Transport(11)
Knight Attack APC [1] 3+ 2+ Twin Heavy Flamethrower (12”, A12, AP(1)) Aegis, Fast, Fearless, Impact(6), A, B 260pts
Tough(6), Transport(6)
Knight Heavy Tank [1] 3+ 2+ Twin Heavy Machinegun (30”, A6, AP(1)), Aegis, Fast, Fearless, Impact(6), A, C 655pts
Twin Flamethrower Cannons (18”, A12, AP(1)) Tough(18), Transport(11)
Knight Attack Walker [1] 3+ 2+ Stomp (A4, AP(1)), 2x Walker Fists (A4, AP(4)) Aegis, Fear, Fearless, Tough(12) D 355pts
Knight Nemesis Walker [1] 3+ 2+ Heavy Psychic Cannons (18”, A2, Blast(3), Aegis, Ambush, Fear, Fearless, E 635pts
AP(1)), Psychic(1), Tough(18)
2x Knight Fists (A4, AP(4)), Stomp (A6, AP(2))
Knight Light Gunship [1] 3+ 2+ Twin Typhoon Missiles (24”, A4, AP(2), Anti-Air), Aegis, Aircraft, Fearless, Tough(6) F 320pts
Twin Minigun (24”, A8, AP(1))
Knight Heavy Gunship [1] 3+ 2+ Storm Missiles (36”, A1, AP(3), Deadly(3)), Aegis, Aircraft, Fearless, Tough(12), G 545pts
Twin Minigun (24”, A8, AP(1)), Transport(11)
Twin Typhoon Missiles (24”, A4, AP(2), Anti-Air)
A Upgrade with any: F Upgrade with one:
Storm Rifle (24”, A3, AP(1)) +35pts Laser Talon (24”, A3, AP(3)) +50pts
Dozer Blade (Strider) +40pts Storm Cannon (30”, A3, AP(2), Anti-Air) +65pts
Hunter Missiles +45pts Replace Twin Typhoon Missiles:
(24”, A1, AP(2), Deadly(3), Anti-Air) Twin Heavy Machinegun +10pts
B Replace Twin Heavy Flamethrower: (30", A6, AP(1))
Twin Heavy Machinegun +15pts Twin
(36”,
Laser Cannon
A2, AP(3), Deadly(3))
+55pts
(30”, A6, AP(1))
Twin Minigun (24”, A8, AP(1)) +25pts Twin Hammer Missiles +85pts
Twin Laser Cannon +60pts (36”, A2, AP(3), Deadly(3), Anti-Air)
(36”, A2, AP(3), Deadly(3)) G Replace Twin Minigun:
Laser Cannon +95pts Twin Plasma Cannon +25pts
(36", A2, AP(3), Deadly(3)), (30”, A2, Blast(3), AP(4))
Twin Plasma Rifle (24", A2, AP(4)) Twin Laser Cannon +40pts
C Replace Twin Flamethrower Cannons: (36”, A2, AP(3), Deadly(3))
Twin Heavy Rifle Arrays +35pts Twin Heavy Replace Twin Typhoon Missiles:
(24", A12, AP(1)) Machinegun +15pts
Quad Laser Cannons (30", A6, AP(1))
+155pts Twin Heavy Fusion Rifle
(36”, A4, AP(3), Deadly(3)) +55pts
Replace Twin Heavy Machinegun: (18", A2, AP(4), Deadly(6))
Twin Minigun (24”, A8, AP(1)) +5pts Rear GrapplesUpgrade with any: +25pts
Upgrade with: Twin Heavy Rifle Arrays +135pts
Heavy Fusion Rifle +65pts (24”, A12, AP(1))
(18", A1, AP(4), Deadly(6))
D Replace one Walker Fist: Special Rules
Missile Array (30”, A4, AP(2), Anti-Air) +55pts Aegis: This unit may block spells as if it had
Twin Autocannon (36”, A6, AP(2)) +95pts the Psychic(2) special rule. If it is a Psychic
then it gets +2 to spell block rolls.
Replace one Walker Fist:
Heavy Fusion Rifle +25pts Rear Grapples: This unit may transport a
single Attack Walker in addition to any other
(18", A1, AP(4), Deadly(6))
Twin Heavy Flamethrower +30pts units that it is transporting.
(12”, A12, AP(1)) Teleport: Once per activation, before attacking,
Heavy Rifle Array (24”, A6, AP(1)) +30pts place this model anywhere within 6”.
Heavy Minigun (24”, A6, AP(2)) +50pts Veteran Walker: This model gets +1 to its
Heavy Plasma Cannon +70pts attack rolls for melee and shooting.
(30”, A1, Blast(6), AP(4)) Psychic Spells
Twin Laser Cannon +90pts Cleanse (4+): Target enemy unit within 12”
(36”, A2, AP(3), Deadly(3)) takes 2 automatic hits with AP(2).
Upgrade any Walker Fist with one:
Fusion Rifle (12", A1, AP(4), Deadly(3)) +25pts Ward (4+): Target enemy unit within 12” gets -1
Heavy Flamethrower (12", A6, AP(1)) +35pts to melee rolls next time it fights.
Storm Rifle (24”, A3, AP(1)) +35pts Doom (5+): Target enemy model within 12”
Upgrade with: takes 1 automatic hit with AP(3).
Veteran Walker +95pts Warp (5+): Target enemy unit within 12” gets -1
E Replace any Heavy Psychic Cannon: to defense next time it takes hits.
Heavy Incinerator (12", A6, AP(2)) +5pts Purge (6+): Target 2 enemy units within 6” take
Gatling Psychic Silencer +40pts 6Strike
automatic hits with AP(1) each.
(6+): Target friendly unit within 12” may
(24", A8, Rending) immediately shoot.
Replace one Knight Fist:
Knight Daemon Slayer Hammer free
(A2, AP(2), Deadly(3))
Knight Great Sword +5pts
(A6, AP(1), Rending)
Upgrade with any:
Dislocator Engine (Teleport) +70pts
Power Shields (Regeneration) +90pts