GFF - Dark Prime Brothers v2.50

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GFF - Dark Prime Brothers v2.

50

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Prime Brother Detachments are battle companies trained on
which are designed to be fast to learn and easy to play. particularly hostile planets to foster special combat traits and
military strategies.
This project was made by gamers for gamers and it can only
exist thanks to the support of our awesome community. Dark Brothers are masters of rapid manoeuvres, going to battle
with large formations of assault bikes and tactically inserted
If you’d like to support the continued development of our games destroyers.
you can donate on patreon.com/onepagerules.
Thank you for playing!

Gaetano Ferrara
Brandon Gillam
Game Design:

Illustrations:

1
GFF - Dark Prime Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Dark Prime Master [1] 3+ 2+ Heavy Rifle (24”, A1, AP(1)), CCW (A2) Grim, Hero, Tough(3) A, B, C 85pts
Dark Elite Raider [1] 4+ 3+ Heavy Pistol (12”, A1, AP(1)), CCW (A3) Furious, Grim, Hero, Strider, Tough(3) A, C, D 65pts
Dark Infiltrator [1] 4+ 3+ Marksman Carbine (18”, A1, Rending), CCW (A2) Grim, Scout, Strider E 30pts
Dark Raider [1] 4+ 3+ Heavy Pistol (12”, A1, AP(1)), CCW (A3) Furious, Grim, Strider F 30pts
Dark Assault Prime Brother [1] 3+ 2+ Heavy Pistol (12”, A1, AP(1)), CCW (A3) Grim A, G 40pts
Dark Prime Brother [1] 3+ 2+ Heavy Rifle (24”, A1, AP(1)), CCW (A2) Grim A, H 40pts
Dark Blaster Prime Brother [1] 3+ 2+ Plasma Rifle (24”, A1, AP(4)), CCW (A2) Grim I 50pts
Dark Eliminator [1] 3+ 2+ Sniper Rifle (30”, A1, AP(1), Sniper), CCW (A2) Grim, Scout, Stealth - 70pts
A Replace Heavy Rifle and CCW: I Replace any Plasma Rifle:
Heavy Pistol (12", A1, AP(1)), CCW (A3) free Heavy Plasma Rifle (30”, A1, AP(4)) +5pts
Auto-Rifle (18", A2), CCW (A2) +5pts Plasma Auto-Rifle (24”, A2, AP(2)) +10pts
Precision Rifle (24", A1, Sniper),  +10pts
CCW (A2) Special Rules
Replace Heavy Pistol: Battle Rites: This model and all friendly units
Plasma Pistol (12”, A1, AP(4)) +5pts within 12” get +1 to hit when shooting.
Marksman Carbine (18", A1, Rending) +5pts Dark Assault: This unit counts as having
Heavy Rifle (24”, A1, AP(1)) +5pts Ambush and may be deployed on any round.
Flamethrower Pistol (6”, A6) +5pts
Gravity Pistol (12”, A3, Rending) +10pts Grim: This unit counts as having Fearless, and
Precision Rifle (24”, A1, Sniper) +15pts automatic itwound
whenever fails a morale test it takes one
Fist-Pistol (12", A2),  +20pts passed instead. and the morale test counts as
Energy Fist (A2, AP(4)) Precision Shots: This model and all friendly
Replace CCW:
Energy Sword (A3, AP(1), Rending) +10pts units within 12” get AP(+1) when shooting.
Repair: Once per activation, if within 2” of a
Energy Hammer (A2, Blast(3)) +15pts
Energy Fist (A3, AP(4)) +20pts unit with Tough, roll one die. On a 2+ you may
Relic Sword (A2, AP(2), Deadly(3)) +30pts repair D3 wounds from the target.
Shield Wall: Enemies get -1 to hit when they
B Upgrade with one: attack units where all models have this rule.
Combat Shield (Shield Wall) +10pts Veteran Infantry: This model gets +1 to hit rolls
Upgrade with: in melee and shooting.
Veteran Infantry +20pts War Chant: This model and all friendly units
C Upgrade with one: within 12” get +1 attack in melee when
Judge (War Chant) +15pts charging.
Ancient Banner (Fear) +20pts Psychic Spells
Captain (Battle Rites) +20pts Blurred Sight (4+):
Target 2 enemy units within
Archivist (Psychic(1)) +25pts 12” get -1 to hit next time they shoot.
Lieutenant (Precision Shots) +25pts Psychic Terror (4+):
Target enemy unit within
Engineer (Repair) +25pts 6” takes 3 hits with AP(2).
D Upgrade with one: Cerebral Trauma (5+):
Target enemy model
Infiltration Gear (Scout) +10pts within 12” takes 2 hits with AP(4).
Orbital Drop (Dark Assault) +25pts Cursed Ground (5+):
Target 2 enemy units
within 6” get -2" next time they Advance, or -4"
E Upgrade all Marksman Carbines with: next time they Charge/Rush.
Scopes (Sniper) +10pts Lightning Fog (6+):
Target 2 enemy units within
F Replace Heavy Pistol and CCW: 6” take 8 hits each.
Heavy Chainsaw Sword (A4, AP(1)) +5pts Time
12”
Passage (6+):
Target friendly unit within
gets Impact(1) next time it charges.
Heavy Pistol (12", A1, AP(1)),  +10pts
Energy Sword (A3, AP(1), Rending)
Heavy Pistol (12", A1, AP(1)),  +10pts
Energy Hammer (A2, Blast(3))
Heavy Pistol (12", A1),  +15pts
Energy Fist (A3, AP(4))
Upgrade with:
Orbital Drop (Dark Assault) +10pts
G Upgrade with:
Veteran Infantry +20pts
Replace Heavy Pistol:
Plasma Pistol (12”, A1, AP(4)) +5pts
Replace CCW:
Energy Sword (A3, AP(1), Rending) +5pts
Energy Hammer (A2, Blast(3)) +10pts
Energy Fist (A3, AP(4)) +15pts
H Replace any Heavy Rifle:
Auto-Rifle (18", A2) +5pts
Precision Rifle (24”, A1, Sniper) +10pts
Replace Heavy Rifle:
Plasma Rifle (24”, A1, AP(4)) +10pts
Fusion Rifle (12", A1, AP(4), Deadly(3)) +15pts
Gravity Rifle (18”, A3, Rending) +15pts
Flamethrower (12”, A6) +15pts
Heavy Machinegun (30”, A3, AP(1)) +30pts
Take one Auto-Rifle attachment:
Grenade-Mod (12”, A1, Blast(3)) +10pts
Upgrade with any:
Veteran Infantry +20pts
2

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