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GFF - Dark Prime Brothers v2.50
GFF - Dark Prime Brothers v2.50
GFF - Dark Prime Brothers v2.50
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Gaetano Ferrara
Brandon Gillam
Game Design:
Illustrations:
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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
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