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Grimdark Future Battle Brother Detachments v1.

4
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Background About OPR


Detachments are sub-factions of the Battle Brothers which OPR (onepagerules) is the home of many free games which
are trained on particularly hostile planets to foster special are designed to be fast to learn and easy to play. This project
combat traits and strategies. was made by gamers for games and it can only exist thanks to
the generous support of our awesome community!
Blood Brothers are trained to be extremely aggressive in war
and focus on melee combat and powerful spells in order to If youd like to support the continued development of our
crush the enemy before it can set up a solid defense. games you can donate on patreon.com/onepagerules.

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:

Dark Brothers are masters of rapid manoeuvres, going to Facebook: facebook.com/onepagerules


battle with large formations of bikes and tactically inserted Reddit: reddit.com/r/onepagerules
destroyers always ready for deployment. Twitter: twitter.com/OnePageRules

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.

Wolf Brothers are brought up on hostile icy planets and train


to operate in extreme conditions where not even the elite of
Battle Brothers are ready to fight.
Grimdark Future Battle Brother Detachments v1.4
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Blood Priest [1] 3+ 6+ Assault Rifle (24, A1) Chalice, Fearless, Furious, Hero, Tough(3) A 85pts
Death Brothers [5] 3+ 6+ Assault Rifles (24, A1) Fearless, Furious, Regeneration B 135pts
Guardian Brothers [5] 3+ 7+ Assault Pistols (12, A2), CCWs (A2) Ambush, Fearless, Flying, Furious C 205pts
Blood Tank [1] 3+ 8+ Flamethrower Cannon (12, A6, AP(2)) Fast, Fearless, Tough(6), Vehicle D 170pts
Blood Walker [1] 3+ 8+ 2x Storm Rifles (24, A2), Fearless, Furious, Tough(6), Vehicle E 180pts
2x Walker Fists (A4, AP(6))

A Replace one Assault Rifle: E Replace any Storm Rifle:


Pistol (12, A1) and CCW (A2) Free Fusion Rifle (12, A1, AP(7), Deadly) +20pts
Replace one Pistol: Heavy Flamethrower (12, A6, AP(1)) +20pts
Plasma Pistol (12, A1, AP(3)) +5pts Replace any Walker Fist:
Gravity Pistol (12, A1, AP(D3+1)) +5pts Blood Fist (A4, AP(6), Rending) +10pts
Storm Rifle (24, A2) +10pts Replace Walker Fist and Storm Rifle:
Hand Flamethrower (6, A6) +10pts Frag-Blaster (12, A12, AP(2), Rending) +50pts
Fusion Pistol (6, A1, AP(7), Deadly) +15pts Upgrade with any:
Replace one CCW: Psychic(1) +15pts
Energy Sword (A2, AP(2)) +10pts
Energy Fist (A2, AP(4)) +15pts Blood Brothers
Take one Assault Rifle attachment: When taking a detachment of Blood Brothers you
Gravity Rifle +5pts can buy units from the Battle Brothers army and
(18, A1, AP(D3+1), Limited) upgrade them as described below. All units with
Plasma Rifle (24, A1, AP(3), Limited) +5pts the Psychic special rule may use the spells from
Flamethrower (12, A6, Limited) +5pts this army page instead of their own.
Fusion Rifle +10pts
Upgrade all models with Furious:
(12, A1, AP(7), Deadly, Limited)
Captain [1] +5pts
Upgrade with one:
Champion [1] +5pts
Jetpack (Ambush, Flying) +10pts
Engineer [1] +5pts
Bike (Fast,Linked Assault Rifle(24,A1)) +15pts
Psychic [1] +5pts
Destroyer Armor +20pts
Battle Brothers [5] +10pts
(Ambush, Defense(+1))
Assault Brothers [5] +10pts
Support Brothers [5] +10pts
B Replace all Assault Rifles:
Pathfinders [5] +10pts
Pistols (12, A1) and CCWs (A2) Free
Destroyers [5] +10pts
Replace any Pistol:
Brother Bikers [3] +10pts
Plasma Pistol (12, A1, AP(3)) +5pts
Pathfinder Bikers [3] +10pts
Hand Flamethrower (6, A6) +10pts
Support Bike [1] +5pts
Fusion Pistol (6, A1, AP(7), Deadly) +15pts
Replace any CCW:
Upgrade with Very Fast:
Energy Sword (A2, AP(2)) +10pts
APC [1] +5pts
Energy Fist (A2, AP(4)) +15pts
Attack APC [1] +5pts
Energy Hammer (A2, AP(5)) +20pts
Battle Tank [1] +5pts
Upgrade all models with:
Heavy Battle Tank [1] +5pts
Jetpacks (Ambush, Flying) +40pts
Attack Speeder [1] +5pts
C Replace any Assault Pistol:
Special Rules
Plasma Pistol (12, A1, AP(3)) Free
Chalice: The hero and his unit get +1 to melee
Fusion Pistol (6, A1, AP(7), Deadly) +10pts
rolls and the Regeneration rule.
Replace any CCW: Very Fast: This model moves 12 when using
Energy Sword (A2, AP(2)) +10pts Advance and 24 when using Rush/Charge.
Energy Fist (A2, AP(4)) +15pts
Upgrade all models with: Psychic Spells
Angel Masks (Fear) +10pts Fear (2+): Target enemy unit within 12 must
Upgrade one model with: immediately take a morale test.
Battle Standard +15pts Blood Curse (2+): Target enemy model within 18
(unit can ignore being Pinned on 4+) takes one automatic hit with Poison(3).
Quickness (3+): Target friendly unit within 12
D Upgrade with any: gets Fast until the end of the round.
Dozer Blade (Strider) +5pts Shield (3+): Target friendly unit within 6 gets
Overcharged Engines (Very Fast) +5pts Regeneration until the end of the round.
Storm Rifle (24, A2) +15pts Rage (3+): Target friendly unit within 18 gets +1A
Hunter Missile +25pts when charging until the end of the round.
(48, A1, AP(4), Deadly, Limited) Lance (6+): Target enemy unit within 12 takes
Replace Flamethrower Cannon: one automatic hit with AP(7) and Deadly.
Linked Minigun(24,A4,AP(2),Rending) +40pts
Upgrade with one:
2xHeavy Flamethrowers(12,A6,AP(1)) +70pts
2x Heavy Machineguns (36, A3,AP(1)) +110pts
Grimdark Future Battle Brother Detachments v1.4
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Custodian Captain [1] 3+ 8+ Spear-Rifle (24, A1), Spear (A5, AP(2)) Ambush, Fearless, Hero, Regeneration, A 110pts
Tough(3)
Custodian Brothers [5] 3+ 8+ Spear-Rifle (24, A1), Spear (A3, AP(2)) Ambush, Fearless, Regeneration B 280pts
Prosecution Sisters [5] 4+ 5+ Assault Rifles (24, A1), CCWs (A2) Anti-Psychic, Fear, Fearless - 130pts
Vigilant Sisters [5] 4+ 5+ Energy Swords (A2, AP(2)) Anti-Psychic, Fear, Fearless - 130pts
Witch Hunter Sisters [5] 4+ 5+ Flamethrowers (12, A6), CCWs (A2) Anti-Psychic, Fear, Fearless - 210pts
Custodian Walker [1] 3+ 9+ Storm Rifle (24, A2), Ambush, Fearless, Tough(6), Vehicle C 280pts
Walker Fist (A4, AP(6)),
Heavy Fusion Rifle (24, A1, AP(7), Deadly)

A Replace Spear-Rifle and Spear: Custodian Brothers


Sword-Rifle (12, A2) and -10pts When taking a detachment of Custodian Brothers
Sword (A5, AP(1)) you can buy units from the Battle Brothers army
Upgrade with: and upgrade them as described below.
Shield (Defense +1) +5pts
Upgrade all models with Regeneration:
B Replace any Spear-Rifle and Spear: Captain [1] +10pts
Sword-Rifle (12, A2) and -10pts Champion [1] +10pts
Sword (A3, AP(1)) Battle Brothers [5] +15pts
Upgrade any model with: Destroyers [5] +15pts
Shield (Defense +1) +5pts APC [1] +10pts
Upgrade one model with:
Battle Standard +15pts Special Rules
(unit can ignore being Pinned on 4+) Anti-Psychic: This model gets +2 to melee and
shooting when targeting units with Psychics
C Replace Heavy Fusion Rifle: models in them.
Heavy Minigun +40pts
(24, A6, AP(2), Rending)
Grimdark Future Battle Brother Detachments v1.4
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Interrogator [1] 3+ 6+ Assault Rifle (24, A1) Dark Resolve, Hero, Tough(3) A 50pts
Destroyer Knights [5] 3+ 8+ Heavy Maces (A2, AP(3), Impact(1)) Dark Assault, Dark Resolve - 255pts
Dark Destroyers [5] 3+ 7+ Storm Rifles (24, A2), Energy Fists (A2, AP(4)) Dark Assault, Dark Resolve B 330pts
Black Knight Bikers [3] 3+ 6+ Linked Plasma Carbines (18, A1, AP(3)) Dark Resolve, Fast, Scout C 130pts
Shroud Speeder [1] 3+ 6+ Heavy Machinegun (36, A3, AP(1)) Ambush, Dark Resolve, Dark Shroud, Fast, D 135pts
Strider, Scout, Stealth, Tough(3), Vehicle
Vengeance Speeder [1] 3+ 6+ Plasma Burst-Cannon (24, A3, AP(3)), Ambush, Dark Resolve, Fast, Strider, D 180pts
Heavy Machinegun (36, A3, AP(1)) Tough(3), Vehicle
Dark Gunship [1] 3+ 7+ Rift Beam (18, A1, AP(1), Blast(3)), Dark Resolve, Flyer, Tough(3), Vehicle - 150pts
2x Assault Rifle Arrays (24, A3, Linked),
Dark Bomb (6, A1, AP(2), Blast(6), Limited)
Angel Jet [1] 3+ 7+ Linked Heavy Machinegun (36, A3, AP(1)), Dark Resolve, Flyer, Tough(3), Vehicle E 300pts
Linked Laser Cannon (48, A1, AP(5), Deadly),
6x Sword Missiles (36, A1, AP(2), Limited)

A Replace Assault Rifle: Dark Brothers


Pistol (12, A1) and CCW (A2) Free When taking a detachment of Dark Brothers you
Replace Pistol: can buy units from the Battle Brothers army and
Plasma Pistol (12, A1, AP(3)) +5pts upgrade them as described below.
Storm Rifle (24, A2) +10pts
Hand Flamethrower (6, A6) +10pts Upgrade all models with Dark Assault
Fusion Pistol (6, A1, AP(7), Deadly) +15pts and Dark Resolve:
Replace one CCW: Captain [1] +15pts
Energy Sword (A2, AP(2)) +10pts Champion [1] +15pts
Energy Fist (A2, AP(4)) +15pts Engineer [1] +15pts
Take one Assault Rifle attachment: Psychic [1] +15pts
Plasma Rifle (24, A1, AP(3), Limited) +5pts Destroyers [5] +35pts
Flamethrower (12, A6, Limited) +5pts
Fusion Rifle +10pts Upgrade all models with Dark Resolve:
(12, A1, AP(7), Deadly, Limited) Captain [1] +10pts
Upgrade with one: Champion [1] +10pts
Jetpack (Ambush, Flying) +10pts Engineer [1] +10pts
Bike (Fast,Linked Assault Rifle(24,A1)) +15pts Psychic [1] +10pts
Destroyer Armor +25pts Battle Brothers [5] +15pts
(Ambush, Dark Assault, Defense(+1)) Assault Brothers [5] +15pts
Support Brothers [5] +15pts
B Replace all Storm Rifles and Energy Fists: Pathfinders [5] +15pts
Energy Hammers (A2, AP(5)) and -50pts Brother Bikers [3] +10pts
Shields (Defense +1) Pathfinder Bikers [3] +10pts
2x Energy Claws (A2, AP(2), Rending) +20pts Support Bike [1] +10pts
Replace one Storm Rifle: APC [1] +10pts
Heavy Flamethrower (12, A6, AP(1)) +20pts Attack APC [1] +10pts
Minigun (24, A4, AP(2), Rending) +60pts Drop Pod [1] +20pts
Plasma Cannon (36,A1,AP(3),Blast(3)) +75pts Battle Tank [1] +20pts
Upgrade one model with: Heavy Battle Tank [1] +25pts
Cyclone Missiles pick one each turn: +190pts Attack Speeder [1] +10pts
AT (48, A2, AP(4), Deadly) Attack Walker [1] +20pts
HE (48, A2, Blast(3))
Replace one Energy Fist: Special Rules
Energy Sword (A2, AP(2)) -10pts Dark Assault: This unit counts as having Ambush,
but may pick to be deployed on any round and
C Replace one Linked Plasma Carbine: doesnt have to roll to arrive.
Dark Resolve: This unit counts as Fearless and it
Grenade Launcherpick one each turn: +5pts
can ignore being Pinned on a roll of 4+.
AT (24, A1, AP(2)) Dark Shroud: When this unit is activated you may
HE (24, A1, Blast(3)) nominate 2 friendly Infantry units within 6,
which get Stealth until the end of the round.
D Replace Heavy Machinegun:
Minigun (24, A4, AP(2), Rending) +20pts

E Replace Linked Laser Cannon:


Avenger Minigun (48, A5, AP(2)) +20pts
Grimdark Future Battle Brother Detachments v1.4
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Death Watcher [1] 3+ 6+ Assault Rifle (24, A1), Spear (A4, AP(1)) Fearless, Hero, Tactical Master, Tough(3) - 115pts
Death Brothers [5] 3+ 6+ Pistols (12, A1), CCWs (A2) Fearless A 110pts
Death Vanguard [5] 3+ 6+ Pistols (12, A1), CCWs (A2) Ambush, Fast, Fearless, Flying B 170pts
Death Destroyers [5] 3+ 7+ Storm Rifles (24, A2), Energy Fists (A2, AP(4)) Ambush, Fearless C 295pts
Death Star Jet [1] 3+ 8+ Linked Minigun (24, A4, AP(2), Rending), Fearless, Flyer, Tough(6), Vehicle D 280pts
Death Rockets (30, A3, AP(2), Anti-Air),
Cluster Bombs (6, A1, Blast(6))

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

B Replace any Pistol:


Gravity Pistol (12, A1, AP(D3+1)) +5pts
Plasma Pistol (12, A1, AP(3)) +5pts
Hand Flamethrower (6, A6) +10pts
Fusion Pistol (6, A1, AP(7), Deadly) +15pts
Replace any CCW:
Energy Sword (A2, AP(2)) +10pts
Energy Claw (A2, AP(2), Rending) +15pts
Energy Fist (A2, AP(4)) +15pts
Energy Hammer (A2, AP(5)) +20pts
Replace any Pistol and CCW:
Heavy Energy Hammer +20pts
(A2, AP(5), Rending)
Upgrade all models with:
Shields (Defense +1) +25pts
Grimdark Future Battle Brother Detachments v1.4
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Chosen Knight [1] 3+ 7+ Storm Rifle (24, A2), Energy Sword (A4, AP(2)) Aegis, Fearless, Hero, Psychic(1), Tough(3) - 115pts
Knight Brothers [5] 3+ 6+ Storm Rifles (24, A2), Energy Swords (A2, AP(2)) Aegis, Brotherhood, Fearless A, B 235pts
Purgation Brothers [5] 3+ 6+ Incinerators (12, A6, AP(2)) Aegis, Brotherhood, Fearless C 335pts
Knight Destroyers [5] 3+ 7+ Storm Rifles (24, A2), Energy Swords (A2, AP(2)) Aegis, Ambush, Brotherhood, Fearless A, D 280pts
Knight Walker [1] 3+ 9+ 2x Knight Fists (A2, AP(6)) Aegis, Ambush, Fearless, Psychic(1), E 165pts
Regeneration, Tough(3), Vehicle

A Replace one Storm Rifle: Knight Brothers


Incinerator (12, A6, AP(2)) +30pts When taking a detachment of Knight Brothers
Psychic Silencer (24, A6) +30pts you can buy units from the Battle Brothers army
Psychic Cannon +50pts and upgrade them as described below. All units
(24, A3, AP(3), Rending) with the Psychic special rule may use the spells
Replace any Energy Sword: from this army page instead of their own.
Energy Staff (A2, AP(1), Impact(1)) Free
Energy Halberd (A2, AP(3)) +5pts Upgrade with Aegis:
Captain [1] +5pts
2x Energy Falchions (A2, AP(1)) +10pts
Champion [1] +5pts
Daemon Hammer (A2, AP(6)) +15pts
Engineer [1] +5pts
B Upgrade all models with one: Psychic [1] +5pts
Strikers (Ambush) +20pts APC [1] +5pts
Interceptors (Teleport) +20pts Attack APC [1] +5pts
Purifiers (+1A in melee) +40pts Heavy Battle Tank [1] +15pts
Attack Walker [1] +10pts
C Replace any Incinerator: Raven Heavy +10pts
Psychic Silencer (24, A6) Free Gunship [1]
Psychic Cannon +20pts
Special Rules
(24, A3, AP(3), Rending)
Aegis: This unit counts as having Regeneration
against wounds from spells.
D Upgrade one model with one:
Brotherhood: This unit counts has having the
Battle Standard +15pts Psychic(1) special rule, however only 1 model
(unit can ignore being Pinned on 4+) may cast spells per round.
Medic (unit gets Regeneration) +45pts Teleport: This model may teleport instead of
Upgrade all models with: moving normally. Place the model within 2D6 of
Paladins (Tough(3)) +90pts its starting position, ignoring units and terrain.

E Upgrade with up to two: Psychic Spells


Heavy Incinerator (18, A6, AP(2)) +70pts Warp (4+): The psychic and his unit may arrive via
Gatling Psychic Silencer (24, A12) +95pts Ambush immediately.
Heavy Psychic Cannon +140pts Ward (4+): The psychic and his unit get the
(24, A1, AP(3), Blast(6), Rending) Regeneration rule until the end of the round.
Replace one Knight Fist: Cleanse (5+): Target enemy unit within 12 takes
Energy Greatsword (A2, AP(7)) +5pts 2D6 automatic hits.
Daemon Hammer (A2, AP(8)) +10pts Strike (5+): The psychic and his unit get AP(+2) in
Upgrade with: melee until the end of the round.
Teleporter +10pts Purge (5+): Target enemy unit within 24 must
take a morale test. If failed it takes D3 wounds.
Doom (6+): Target enemy unit within 12 takes
D3 automatic hits with AP(6) and Deadly.
Grimdark Future Battle Brother Detachments v1.4
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Prime Captain [1] 3+ 7+ Fist-Pistol (12, A3), Energy Fist (A2, AP(4)), Battle Rites, Fearless, Hero, Tough(3) - 140pts
Energy Sword (A3, AP(2))
Prime Lieutenant [1] 3+ 7+ Auto-Rifle (30, A2), CCW (A2) Fearless, Hero, Precision Shots, Tough(3) A 110pts
Prime Ancient [1] 3+ 7+ Rifle (30, A1), CCW (A2) Ancient Banner, Fearless, Hero, Tough(3) - 90pts
Prime Brothers [5] 3+ 7+ Rifles (30, A1), CCWs (A2) Fearless - 165pts
Blaster Brothers [5] 3+ 7+ Heavy Plasma Rifles (30, A1, AP(3)), CCWs (A2) Fearless - 240pts
Jetpack Brothers [3] 3+ 7+ 2x Assault Carbines (18, A3), CCWs (A2) Ambush, Fearless, Flying - 200pts

A Replace Auto-Rifle and CCW:


Pistol (12, A1) and +10pts
Energy Sword (A4, AP(2))

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/)

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Lone Wolf [1] 3+ 6+ Pistol (12, A1), CCW (A2) Counter-Attack, Fearless, Hero, Tough(3) A, B 45pts
Wolf Rookies [5] 4+ 6+ Pistols (12, A1) Counter-Attack, Fearless D 90pts
Wolf Brothers [5] 3+ 6+ Pistols (12, A1), CCWs (A2) Counter-Attack, Fearless A, C 130pts
Wolf Destroyers [5] 3+ 7+ Storm Rifles (24, A2), Energy Swords (A2, AP(2)) Ambush, Counter-Attack, Fearless G 275pts
Werewolves [5] 3+ 5+ CCWs (A3, AP(1)) Counter-Attack, Fast, Fearless, E 310pts
Regeneration, Tough(3)
Wolf Riders [3] 3+ 6+ Pistols (12, A1), CCWs (A4, AP(1)) Counter-Attack, Fast, Fearless, Tough(3) F 200pts
Cyborg Wolves [5] 3+ 4+ Claws (A2) Counter-Attack, Fast, Strider - 125pts
Wolf Walker [1] 3+ 8+ Linked Heavy Flamethrower (12, A6, AP(1)), Fearless, Tough(6), Vehicle H 240pts
Walker Fist (A4, AP(6)), Storm Rifle (24, A2)
Wolf Jet [1] 3+ 8+ Linked Frost Cannon (24, A1, AP(3), Blast(3)), Fearless, Flyer, Tough(6), Vehicle I 320pts
Linked Laser Cannon (48, A1, AP(5), Deadly)
Fang Gunship [1] 3+ 8+ Heavy Frost Cannon (24, A1, AP(3), Blast(6)), Fearless, Flyer, Tough(6), Vehicle I, J 275pts
2x Storm Missile (48,A1,AP(4),Deadly,Limited)

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

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