17.01.2025, 20.
22 OPR Army Forge
War Disciples • 1145pts War Disciples 3.4.1
War Destroyer Champion [1] - 165pts War APC [1] - 210pts
Joined to Chosen War Brothers
Quality 3+ Defense 2+ Tough 6
Quality 3+ Defense 3+ Tough 6
Fast, Impact(5), Tough(6), Transport(11)
Ambush, Hero, Tough(6), Furious, War Chant
Weapon RNG ATK AP SPE
Weapon RNG ATK AP SPE Storm Rifle 24" A3 1 -
Dual Energy Claw - A8 - Rending Upgrade SPE
Upgrade SPE Spiked Ram Impact(+2)
Apostle War Chant
War Infernal Brute [1] - 440pts
Chosen War Brothers [6] - 330pts
Quality 3+ Defense 2+ Tough 12
Quality 3+ Defense 3+
Fear(2), Tough(12), Furious
Chosen Veteran, Furious Weapon RNG ATK AP SPE
Weapon RNG ATK AP SPE Stomp - A4 1 -
6x Dual Energy Claws - A4 - Rending 2x Brute Fists - A4 4 -
2x Heavy Flamers 12" A1 1 Blast(3), Reliable
Special Rules
AP: Targets get -X to Defense rolls when blocking hits. Ignores Regeneration: This weapon ignores Regeneration.
Ambush: May be set aside before deployment. At the start of any round after Impact: Roll X dice when attacking after charging, unless fatigued. For each 2+
the first, may be deployed anywhere over 9” away from enemy units. Players the target takes one hit.
alternate in placing Ambush units, starting with the player that activates next. Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
Units that deploy via Ambush can’t seize or contest objectives on the round
Reliable: Attacks at Quality 2+.
they deploy.
Blast: Ignores cover, and after resolving other special rules, each hit is Rending: Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4).
multiplied by X, where X is up to as many hits as models in the target unit. Tough: This model must take X wounds before being killed. If a model with
tough joins a unit without it, then it is removed last when the unit takes
Chosen Veteran: Gets +1 to hit in melee and shooting.
wounds. Note that you must continue to put wounds on the tough model with
Defense: Gets +X to Defense rolls. most wounds in the unit until it is killed, before starting to put them on the next
Fast: Moves +2" when using Advance, and +4” when using Rush/Charge. tough model (heroes must be assigned wounds last).
Fear: This model counts as having dealt +X wounds when checking who won Transport: May transport up to X models or Heroes with up to Tough(6), and
melee. non-Heroes with up to Tough(3) which occupy 3 spaces each. Transports may
deploy with units inside, and units may enter/exit by using any move action, but
Furious: When charging, unmodified rolls of 6 to hit in melee deal one extra hit
(only the original hit counts as a 6 for special rules). must stay fully within 6" of it when exiting. When a transport is destroyed, units
inside must take a dangerous terrain test, are Shaken, and must be placed fully
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit within 6” of the transport before removing it.
without another Hero. The hero may take morale tests on behalf of the unit, but
must use the unit’s Defense until all other models have been killed. War Chant: This model and its unit get Furious. If they already had Furious, they
get extra hits from Furious on unmodified rolls of 5-6 to hit instead.
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