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GF - Battle Brothers v2.50
GF - Battle Brothers v2.50
50
Gaetano Ferrara
Brandon Gillam
Game Design:
Illustrations:
1
GF - Battle Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Master Brother [1] 3+ 3+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Fearless, Hero, Tough(3) A, B, C 55pts
Elite Pathfinder [1] 4+ 4+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Fearless, Hero, Strider, Tough(3) A, C, D 45pts
Pathfinders [5] 4+ 4+ Heavy Rifles (24”, A1, AP(1)), CCWs (A1) Fearless, Strider A, E 115pts
Assault Brothers [5] 3+ 3+ Heavy Pistols (12”, A1, AP(1)), CCWs (A2) Fearless A, F 140pts
Battle Brothers [5] 3+ 3+ Heavy Rifles (24”, A1, AP(1)), CCWs (A1) Fearless A, G 145pts
Support Brothers [3] 3+ 3+ Heavy Flamethrowers (12”, A6, AP(1)), CCWs (A1) Fearless, Relentless H 165pts
Destroyers [3] 3+ 3+ Dual Energy Claws (A6, Rending) Ambush, Fearless, Tough(3) I 255pts
Pathfinder Bikers [3] 4+ 4+ Grenade Launchers (24”, A1, Blast(3)), Fast, Fearless, Scout, Tough(3) A, J 220pts
Heavy Pistols (12”, A1, AP(1)), CCWs (A2)
Brother Bikers [3] 3+ 3+ Twin Heavy Rifles (24”, A2, AP(1)), Fast, Fearless, Tough(3) A, K 270pts
Heavy Pistols (12”, A1, AP(1)), CCWs (A2)
Support Bike [1] 3+ 3+ Twin Heavy Rifle (24”, A2, AP(1)), Fast, Fearless, Tough(6) L 180pts
Heavy Flamethrower (12”, A6, AP(1)),
Heavy Pistol (12”, A1, AP(1)), CCW (A3)
A Replace one Heavy Rifle and CCW: F Upgrade all models with any: J Replace any Grenade Launcher:
Heavy Pistol (12", A1, AP(1)), CCW (A2) free Jetpacks (Ambush, Flying) +40pts Twin Heavy Rifle (24", A2, AP(1)) +5pts
Dual Energy Claws (A4, Rending) +10pts Veteran Infantry +100pts Replace all Heavy Pistols and CCWs:
Heavy Chainsaw Sword (A4, AP(1)) +10pts Replace up to two Heavy Pistols: Heavy Rifles (24", A1, AP(1)), CCWs (A1) +5pts
Replace one Heavy Pistol: Plasma Pistol (12”, A1, AP(4)) +5pts K Replace all Heavy Pistols and CCWs:
Combat Shield (Shield Wall) +5pts Flamethrower (12”, A6) +15pts Heavy Rifles (24", A1, AP(1)), CCWs (A1) +5pts
Plasma Pistol (12”, A1, AP(4)) +5pts Replace one Heavy Pistol and CCW: Replace up to two Heavy Rifles:
Gravity Pistol (12”, A3, Rending) +10pts Heavy Pistol (12", A1, AP(1)), +5pts Plasma Rifle (24”, A1, AP(4)) +10pts
Storm Rifle (24”, A3, AP(1)) +30pts Energy Hammer (A1, Blast(3))
Replace one CCW: Heavy Pistol (12", A1, AP(1)), +5pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +15pts
Flamethrower (12”, A6) +15pts
Energy Hammer (A1, Blast(3)) +10pts Energy Sword (A2, AP(1), Rending)
Energy Sword (A2, AP(1), Rending) +10pts Heavy Chainsaw Sword (A4, AP(1)) +5pts Gravity Rifle (18”, A3, Rending) +15pts
Chain-Fist (A1, AP(2), Deadly(3)) +15pts Heavy Pistol (12", A1, AP(1)), +10pts L Replace Heavy Flamethrower:
Energy Fist (A2, AP(4)) +15pts Energy Fist (A2, AP(4)) Heavy Machinegun (30”, A3, AP(1)) +10pts
Take one Heavy Rifle attachment: Upgrade all models with: Heavy Fusion Rifle +30pts
Plasma-Mod (12”, A1, AP(4)) +10pts G +100pts (18", A1, AP(4),ReplaceDeadly(6))
Fusion-Mod (6", A1, AP(4), Deadly(3)) +15pts Veteran Infantry Upgrade one model with one: Heavy Pistol:
Flamer-Mod (6”, A6) +15pts Battle Standard (Fear) +20pts Heavy Rifle (24", A1, AP(1)) +5pts
Gravity-Mod (9”, A3, Rending) +15pts Medical Training +55pts
B Upgrade with one: Replace one Heavy Rifle: Special Rules
Jetpack (Ambush, Flying) +25pts Plasma Rifle (24", A1, AP(4)) +5pts Advanced Tactics: Once per activation, before
Destroyer Armor (Ambush, Tough(+3)) +70pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts attacking, pick one other friendly unit within 12”
Combat Bike (Fast, Tough(+3), +90pts Gravity Rifle (18”, A3, Rending) +10pts ofMedical
this model, which may move by up to 6".
Training: This model and its unit get
Twin Heavy Rifle (24", A2, AP(1))) Flamethrower (12”, A6) +10pts the Regeneration rule.
Upgrade with: Gravity Cannon +15pts
Veteran Infantry +20pts (24", A1, Blast(3), Rending) Repair: Once per activation, if within 2” of a unit
C Upgrade with one: Heavy Flamethrower (12", A6, AP(1)) +20pts with Tough, roll one die. On a 2+ you may repair
Preacher (War Chant) +10pts Heavy Machinegun (30”, A3, AP(1)) +30pts D3 wounds from the target.
Archivist (Psychic(1)) Missile Launcher
+25pts (30", A1, AP(2), Deadly(3), Lock-On) +45pts Shield Wall: Attacks targeting units where all
Engineer (Repair) +25pts Plasma Cannon models have this rule count as having AP(-1), to
Captain (Advanced Tactics) +35pts (30”, A1, Blast(3), AP(4)) +45pts a min. of AP(0).
Veteran Infantry: This model gets +1 to hit rolls
D Upgrade with any: Heavy Fusion Rifle +50pts in melee and shooting.
Camo Cloak (Stealth) +10pts (18", A1, AP(4), Deadly(6))
+50pts War Chant: For each unmodified result of 6 to
Forward Sentry (Scout) +10pts Laser Cannon
(36”, A1, AP(3), Deadly(3)) hit when attacking in melee, the hero and its
unit may roll 2 extra attacks. This rule doesn’t
E Replace all Heavy Rifles and CCWs: Replace any Heavy Flamethrower: apply to newly generated attacks.
Heavy Pistols (12", A1, AP(1)), CCWs (A2) -5pts HGravity Cannon -10pts Psychic Spells
Replace any Heavy Rifle:
Shotgun (12”, A2, AP(1)) free (24", A1, Blast(3), Rending)
Heavy Machinegun (30”, A3, AP(1)) +10pts 12” get -1 to hit nextTarget
Blurred Sight (4+): 2 enemy units within
Replace one Heavy Rifle: Missile Launcher +25pts time they shoot.
Plasma Rifle (24”, A1, AP(4)) +5pts Psychic Terror (4+): Target enemy unit within 6”
Flamethrower (12”, A6) +10pts (30", A1, AP(2), Deadly(3), Lock-On)
+30pts takes 3 hits with AP(2).
Gravity Rifle (18”, A3, Rending) +10pts Plasma
(30”, A1,
Cannon
Blast(3), AP(4)) Cerebral Trauma (5+): Target enemy model
Heavy Machinegun (30", A3, AP(1)) +20pts Heavy Fusion Rifle +35pts within 12” takes 2 hits with AP(4).
Missile Launcher +30pts (18", A1, AP(4), Deadly(6)) Cursed Ground (5+): Target 2 enemy units within
(30", A1, AP(2), Deadly(3), Lock-On) Laser Cannon +35pts 6” get -2" next time they Advance, or -4" next
Replace up to three Heavy Rifles: (36”, A1, AP(3), Deadly(3)) time they Charge/Rush.
Sniper Rifle (30", A1, AP(1), Sniper) +20pts Lightning Fog (6+): Target 2 enemy units within
Upgrade all models with any: Replace all Dual Energy Claws: 6” take 8 hits each.
Camo Cloaks (Stealth) +15pts ICombat Shields (Shield Wall), -5pts Time Passage (6+): Target friendly unit within
Forward Sentries (Scout) +15pts Energy Hammers (A2, Blast(3)) 12” gets Impact(1) next time it charges.
Storm Rifles (24", A3, AP(1)), CCWs (A3) +45pts
Replace one Storm Rifle:
Heavy Flamethrower (12”,A6,AP(1)) free
Minigun (24”, A4, AP(1)) +10pts
Replace any CCW:
Energy Sword (A3, AP(1), Rending) +20pts
Energy Fist (A3, AP(4)) +25pts
Chain-Fist (A2, AP(2), Deadly(3)) +35pts
Upgrade one model with:
Cyclone Missiles +45pts
(24", A1, AP(2), Deadly(3), Lock-On)
2
GF - Battle Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
APC [1] 3+ 2+ Storm Rifle (24”, A3, AP(1)) Fast, Fearless, Impact(6), Tough(6), A 225pts
Transport(11)
Attack APC [1] 3+ 2+ Twin Heavy Flamethrower (12”, A12, AP(1)) Fast, Fearless, Impact(6), Tough(6), A, B 240pts
Transport(6)
Drop Pod [1] 3+ 2+ Death Launcher (18”, A1, Blast(6)) Ambush, Fearless, Immobile, Tough(6), C 145pts
Transport(11)
Battle Tank [1] 3+ 2+ Twin Heavy Machineguns (30”, A6, AP(1)), Fast, Fearless, Impact(6), Tough(12) A, D 490pts
Demolition Cannon (24”, A1, Blast(6), AP(4), Indirect)
Heavy Tank [1] 3+ 2+ Twin Heavy Machinegun (30”, A6, AP(1)), Fast, Fearless, Impact(6), Tough(18), A, E 640pts
Twin Flamethrower Cannons (18”, A12, AP(1)) Transport(11)
Artillery Gun [1] 3+ 2+ Heavy Flak Cannon (30”, A2, AP(3), Deadly(3), Lock- Fearless, Repair, Slow, Tough(6) F 260pts
On),
Engineer Crew (A3, AP(2))
Attack Speeder [1] 3+ 2+ 2x Heavy Flamethrowers (12”, A6, AP(1)) Ambush, Fast, Fearless, Impact(6), Strider, G 260pts
Tough(6)
Heavy Exo-Suit [1] 3+ 2+ Twin Fusion Rifle (12”, A2, AP(4), Deadly(3)), Fear, Fearless, Tough(6) H 185pts
Stomp (A2, AP(1))
Attack Walker [1] 3+ 2+ Stomp (A4, AP(1)), 2x Walker Fists (A4, AP(4)) Fear, Fearless, Tough(12) I 330pts
Light Gunship [1] 3+ 2+ Twin Typhoon Missiles (24”, A4, AP(2), Lock-On), Aircraft, Fearless, Tough(6) J 335pts
Miniguns (24”, A4, AP(1))
Heavy Gunship [1] 3+ 2+ Storm Missiles (36”, A1, AP(3), Deadly(3)), Aircraft, Fearless, Tough(9), Transport(11) K 545pts
Twin Minigun (24”, A8, AP(1)),
Typhoon Missiles (24”, A2, AP(2), Lock-On)
A Upgrade with any: G Replace any Heavy Flamethrower: J Upgrade with one:
Storm Rifle (24”, A3, AP(1)) +35pts Heavy Machinegun (30”, A3, AP(1)) +10pts Laser Talon (24”, A3, AP(3)) +50pts
Dozer Blade (Strider) +35pts Minigun (24”, A4, AP(1)) +10pts Storm Cannon +65pts
Hunter Missiles +45pts Heavy Fusion Rifle +30pts (30", A3, AP(2), Lock-On)
(24", A1, AP(2), Deadly(3), Lock-On) (18", A1, AP(4), Deadly(6)) Replace Twin Typhoon Missiles:
B Replace Twin Heavy Flamethrower: Replace one Heavy Flamethrower: Twin Heavy Machinegun +10pts
Twin Heavy Machinegun Twin Typhoon Missiles
+20pts (24", A4, AP(2), Lock-On) +40pts (30", A6, AP(1))
(30”, A6, AP(1)) Twin Laser Cannon +50pts
Twin Minigun (24”, A8, AP(1)) +25pts Upgrade with: (36”, A2, AP(3), Deadly(3))
Laser Cannon +35pts Open Sides (Transport(6)) +15pts Twin Hammer Missiles
(36", A2, AP(3), Deadly(3), Lock-On)
+85pts
(36", A1, AP(3), Deadly(3)), H Replace Twin Fusion Rifle:
Twin Plasma Rifle (24", A2, AP(4)) Twin Flamethrower (12", A12) +5pts K Replace Twin Minigun:
Twin Laser Cannon +60pts Twin Gravity Cannon +5pts Twin Plasma Cannon +25pts
(36”, A2, AP(3), Deadly(3)) (24", A2, Blast(3), Rending) (30”, A2, Blast(3), AP(4))
C Replace Death Launcher: Twin Heavy Machinegun +40pts Twin Laser Cannon +35pts
Storm Rifle (24", A3, AP(1)) +5pts (30”, A6, AP(1))
Twin Laser Cannon +80pts
(36”, A2, AP(3), Deadly(3))
Replace Typhoon Missiles:
D Replace Demolition Cannon: (36”, A2, AP(3), Deadly(3)) Boosted Fusion Rifles free
Spear Missile Launcher +5pts Dual Heavy FistsUpgrade with one: (18", A1, AP(4), Deadly(3))
(30", A1, AP(3), Deadly(6), Lock-On) (A2, Blast(3)) +20pts Heavy Machineguns (30", A3, AP(1)) +5pts
Twin Laser Cannon +10pts Dual Combat Drills (A4, AP(4))
Upgrade with one:
+35pts Upgrade with:
Heavy Rifle Arrays (24", A6, AP(1)) +70pts
(36", A2, AP(3), Deadly(3))
Rapid Autocannon (36", A6, AP(2)) +10pts Heavy Rifle Array (24”, A6, AP(1)) +65pts
Special Rules
Twin Storm Cannon +15pts Cyclone Missiles Array
(24", A2, AP(2), Deadly(3), Lock-On)
+90pts
Repair: Once per activation, if within 2” of a unit
(30", A6, AP(2), Lock-On) with Tough, roll one die. On a 2+ you may repair
Wind Missile Launcher +85pts I Replace one Walker Fist: D3 wounds from the target.
(36”, A3, Blast(3), AP(1), Indirect) Missile Array (30", A4, AP(2), Lock-On) +55pts Veteran Walker: This model gets +1 to its attack
Replace Twin Heavy Machineguns: Twin Autocannon (36”, A6, AP(2)) +95pts rolls for melee and shooting.
Twin Laser Cannons +40pts Replace one Walker Fist:
(36”, A2, AP(3), Deadly(3)) Heavy Fusion Rifle +25pts
E Replace Twin Flamethrower Cannons: (18", A1, AP(4), Deadly(6))
Twin Heavy Rifle Arrays +30pts Twin Heavy Flamethrower
(12”, A12, AP(1))
+30pts
(24", A12, AP(1))
Quad Laser Cannons +150pts Heavy Rifle Array (24”, A6, AP(1))
Heavy Minigun (24”, A6, AP(2))
+30pts
+50pts
(36”, A4, AP(3), Deadly(3)) Twin Heavy Machinegun +50pts
Replace Twin Heavy Machinegun:
Twin Minigun (24”, A8, AP(1)) +5pts (30", A6, AP(1))
Heavy Plasma Cannon +70pts
Upgrade with:
Heavy Fusion Rifle +60pts (30”, A1, Blast(6), AP(4))
Twin Laser Cannon +90pts
(18", A1, AP(4), Deadly(6)) (36”, A2, AP(3), Deadly(3))
F Replace Heavy Flak Cannon: Upgrade any Walker Fist with one:
Heavy Gatling Cannon (24", A12, AP(1)) +5pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +25pts
Heavy Thunder Cannon +5pts Heavy Flamethrower (12", A6, AP(1)) +35pts
(30", A2, Blast(3), AP(2), Indirect) Storm Rifle (24”, A3, AP(1)) +35pts
Heavy Crack Cannon +80pts Upgrade with:
(30”, A9, AP(1), Rending, Indirect) Veteran Walker +70pts