Professional Documents
Culture Documents
4
by Gaetano Ferrara (http://onepagerules.wordpress.com/)
Custodian Brothers are one of the oldest detachments, and Find more of our games at onepagerules.wordpress.com.
the only one to still enlist female warriors. They bear ancient
armor of formidable toughness unmatched by their brethren. Join the community by following us here:
Death Brothers have been trained in highly classified facilities If you want to give us your feedback or have any questions
on hidden planets. Their focus is on spec-ops missions and feel free to contact us:
they have access to advanced and experimental equipment.
Forum: onepagerules.proboards.com
Knight Brothers train to be masters of psychic disciplines in E-Mail: onepageanon@gmail.com
tight-knit groups all their lives. Their bond is unlike any other,
Thank you for playing and happy wargaming!
and together they can cast extremely powerful spells.
Gaetano Ferrara (onepageanon)
Prime Brothers are a newly formed detachment of ultra-
soldiers which are even more powerful than regular battle
brothers and are armed with experimental gear.
A Replace any Pistol: C Replace all Storm Rifles and Energy Fists: Death Brothers
Assault Rifle (24, A1) +5pts Energy Hammers (A2, AP(5)) and -50pts When taking a detachment of Death Brothers you
Gravity Pistol (12, A1, AP(D3+1)) +5pts Shields (Defense +1) can buy units from the Battle Brothers army and
Plasma Pistol (12, A1, AP(3)) +5pts Replace any Storm Rifle and Energy Fist: upgrade them as described below.
Hand Flamethrower (6, A6) +10pts 2x Energy Claws (A2, AP(2), Rending) +5pts
Death Shotgun (12, A2, Rending) +10pts Replace any Storm Rifle: Upgrade with Tactical Master:
Storm Rifle (24, A2) +10pts Heavy Flamethrower (12, A6, AP(1)) +20pts Captain [1] +55pts
Gravity Rifle (18, A1, AP(D3+1)) +10pts Minigun (24, A4, AP(2), Rending) +60pts
Fusion Pistol (6, A1, AP(7), Deadly) +15pts Replace any Energy Fist: Special Rules
Plasma Rifle (24, A1, AP(3)) +15pts Energy Sword (A2, AP(2)) -10pts Tactical Master: The hero and his unit get
Flamethrower (12, A6) +20pts Any model may take one Defense +1 in melee or shooting (pick one at the
beginning of each round).
Fusion Rifle (12, A1, AP(7), Deadly) +30pts Energy Fist attachment:
Stalker Rifle (30, A2, AP(2), Sniper) +60pts Gravity Rifle +5pts
Any model may take one (18, A1, AP(D3+1), Limited)
Assault Rifle attachment: Plasma Rifle (24, A1, AP(3), Limited) +5pts
Gravity Rifle +5pts Flamethrower (12, A6, Limited) +5pts
(18, A1, AP(D3+1), Limited) Fusion Rifle +10pts
Plasma Rifle (24, A1, AP(3), Limited) +5pts (12, A1, AP(7), Deadly, Limited)
Flamethrower (12, A6, Limited) +5pts Upgrade any model with:
Fusion Rifle +10pts Cyclone Missiles pick one each turn: +190pts
(12, A1, AP(7), Deadly, Limited) AT (48, A2, AP(4), Deadly)
Replace any CCW: HE (48, A2, Blast(3))
Energy Sword (A2, AP(2)) +10pts
Energy Claw (A2, AP(2), Rending) +15pts D Replace Linked Minigun:
Energy Fist (A2, AP(4)) +15pts Linked Laser Cannon +50pts
Energy Hammer (A2, AP(5)) +20pts (48, A1, AP(5), Deadly)
Replace any Pistol and CCW: Replace Death Rockets:
Heavy Energy Hammer +20pts 4x Storm Missiles +30pts
(A2, AP(5), Rending) (48, A1, AP(4), Deadly, Limited)
Replace two Assault Rifles: Upgrade with any:
Heavy Flamethrower (12, A6, AP(1)) +30pts Transport (11) +10pts
Heavy Machinegun (36, A3, AP(1)) +45pts Assault Rifle Array (24, A3, Linked) +30pts
Flame-MG pick one each turn: +50pts
Flame (12, A6, AP(1))
MG (36, A3, AP(1))
Missile Launcher pick one each turn: +90pts
AT (48, A1, AP(4), Deadly)
HE (48, A1, Blast(3))
Frag-Blaster (12, A12, AP(2), Rending) +125pts
Upgrade all models with:
Shields (Defense +1) +25pts
Prime Brothers
When taking a detachment of Prime Brothers you
can buy units from the Battle Brothers army.
Special Rules
Ancient Banner: The hero and his unit may ignore
being pinned on a roll of 3+.
Battle Rites: The hero and his unit get +1 attack
when fighting in melee.
Precision Shots: The hero and his unit get AP(+1)
when shooting.
Grimdark Future Battle Brother Detachments v1.4
by Gaetano Ferrara (http://onepagerules.wordpress.com/)
A Replace any Pistol: G Replace any Storm Rifle: J Replace 2x Storm Missiles:
Plasma Pistol (12, A1, AP(3)) +5pts Assault Rifle (24, A1) -10pts Linked Laser Cannon +90pts
Assault Rifle (24, A1) +5pts Energy Claw (A2, AP(2), Rending) +5pts (48, A1, AP(5), Deadly)
Storm Rifle (24, A2) +10pts Energy Hammer (A2, AP(5)) +10pts
Any model may take one Heavy Flamethrower (12, A6, AP(1)) +20pts Wolf Brothers
Assault Rifle attachment: Minigun (24, A4, AP(2), Rending) +60pts When taking a detachment of Wolf Brothers you
Plasma Rifle (24, A1, AP(3), Limited) +5pts Any model may take one can buy units from the Battle Brothers army and
Flamethrower (12, A6, Limited) +5pts Assault Rifle attachment: upgrade them as described below. All units with
Fusion Rifle +10pts Plasma Rifle (24, A1, AP(3), Limited) +5pts the Psychic special rule may use the spells from
(12, A1, AP(7), Deadly, Limited) Flamethrower (12, A6, Limited) +5pts this army page instead of their own.
Replace any CCW: Fusion Rifle +10pts
Upgrade all models with Counter-Attack:
Energy Sword (A2, AP(2)) +10pts (12, A1, AP(7), Deadly, Limited)
Captain [1] +5pts
Energy Fist (A2, AP(4)) +15pts Replace any Energy Sword:
Champion [1] +5pts
Energy Claw (A2, AP(2), Rending) +15pts Shield (Defense +1) -10pts
Engineer [1] +5pts
Energy Hammer (A2, AP(5)) +20pts Energy Claw (A2, AP(2), Rending) +5pts
Psychic [1] +5pts
Replace any Pistol and CCW: Energy Fist (A2, AP(4)) +10pts
Battle Brothers [5] +20pts
2x Energy Claws (A2, AP(2), Rending) +30pts Energy Hammer (A2, AP(5)) +15pts
Assault Brothers [5] +20pts
Upgrade any model with:
Support Brothers [5] +20pts
B Upgrade with: Cyclone Missiles pick one each turn: +190pts
Pathfinders [5] +20pts
Destroyer Armor +20pts AT (48, A2, AP(4), Deadly)
Destroyers [5] +20pts
(Ambush, Defense(+1)) HE (48, A2, Blast(3))
Brother Bikers [3] +10pts
Upgrade with up to two:
Support Bike [1] +5pts
Cyborg Wolf (A2) +10pts H Replace Linked Heavy Flamethrower:
Frost Cannon (24, A1, AP(3), Blast(3)) +15pts
C Upgrade all models with one:
Special Rules
Linked Heavy Machinegun +25pts
Jetpacks (Ambush, Flying) +40pts Counter-Attack: When this model is charged it
(36, A3, AP(1))
may resolve its attacks at the same time as the
Bikes(Fast,LinkedAssaultRifles(24,A1)) +70pts Heavy Fusion Rifle +25pts charging unit.
(24, A1, AP(7), Deadly)
D Replace one Pistol: Minigun (24, A4, AP(2), Rending) +30pts Psychic Spells
Plasma Pistol (12, A1, AP(3)) +5pts Plasma Cannon (36,A1,AP(3),Blast(3)) +45pts Storm (2+): The psychic and his unit get Stealth
Upgrade one model with one: Linked Autocannon (48, A2, AP(3)) +55pts until the end of the round.
Energy Sword (A2, AP(2)) +10pts Linked Laser Cannon +95pts Thunder (3+): Target enemy unit within 12 takes
Energy Fist (A2, AP(4)) +15pts (48, A1, AP(5), Deadly) D6 automatic hits.
Replace one Pistol: Replace Walker Claw and Storm Rifle: Wrath (5+): Target enemy unit within 18 gets
Plasma Rifle (24, A1, AP(3)) +10pts Walker Claw (A4, AP(6), Rending) and +10pts -1 to shooting until the end of the round.
Flamethrower (12, A6) +15pts Storm Rifle (24, A2) Fury (5+): Target enemy model within 18 takes
Fusion Rifle (12, A1, AP(7), Deadly) +25pts Missile Launcher pick one each turn: +15pts D3 automatic hits with AP(2)
AT (48, A1, AP(4), Deadly) Hurricane (5+): Target enemy unit within 18
E Replace any CCW: HE (48, A1, Blast(3)) takes D6 automatic hits with Rending.
Energy Hammer (A3, AP(6)) and +35pts Linked Autocannon (48, A2, AP(3)) +20pts Lightning (5+): Target enemy unit within 18
Shield (Defense +1) Replace Storm Rifle: takes D3 automatic hits with AP(3).
Energy Axe (A3, AP(5), Linked) +35pts Heavy Flamethrower (12, A6, AP(1)) +20pts
2x Energy Claws (A3, AP(3), Rending) +60pts Replace Linked Heavy Flamethrower,
Upgrade any model with: Walker Fist and Storm Rifle:
Backpack Grenade Launcher (12, A2) +10pts Walker Axe (A4, AP(6), Linked) and -35pts
Shield (Defense +1)
F Replace any Pistol:
Plasma Pistol (12, A1, AP(3)) +5pts I Upgrade with one:
Assault Rifle (24, A1) +5pts 2x Linked Heavy Machineguns +110pts
Replace any CCW: (36, A3, AP(1))
Energy Sword (A4, AP(3)) +10pts Hammer Missiles (48, A3, AP(3)) +120pts
Energy Fist (A4, AP(5)) +15pts 2x Linked Heavy Fusion Rifles +180pts
Energy Claw (A4, AP(3), Rending) +15pts (24, A1, AP(7), Deadly)
Energy Hammer (A4, AP(6)) +20pts Upgrade with:
Transport (11) +10pts