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GFF - Prime Brothers 3.1.

2
Background Story
Battle Brothers were created by a visionary scientist, known as
the Founder, who used a series of gene-mods in order to
enhance soldiers beyond their human limits. The Battle
Brothers were quickly deployed to maintain unity and peace over
Earth and its nearby colonies. The gene-mods proved wildly
successful and many sought to join their ranks.
When humanity arrived in Sirius, they encountered new
challenges, as previously unknown phenomena, technology and
threats were commonplace in Sirius. In order to adapt, the gene-
mods of the Battle Brothers were experimented upon in order to
further increase their capacities. The results of these
experiments were soon rolled out and distributed to each
Detachment, to allow them to train and equip these recruits to
become Prime Brothers.
Once their training was completed, the Prime Brothers were
formed into new Detachments and deployed to the Frontier.
Rather than reinforcing the existing Battle Brothers forces, they
were assigned to explore and fight far from the core of the
galaxy.
Many Prime Brothers began to show damage to their muscles,
joints and bones, as their bodies were unable to adapt to the
gene-mods. These flaws were found in every Prime Brother, but
for some the deterioration was much slower than others, with it
taking decades for the worst effects to show in some, but until
then, each Prime Brother remained a highly effective warrior.
The Prime Brothers carried on even after these side effects were
discovered, however, despite the wishes of the Custodians, they
Intro revealed the side effects of their gene-mods publicly. Despite
this, many recruits were still willing to accept the risks in order
The Prime Brothers represent the pinnacle of gene science, a to join their ranks. Prime Brothers know their enhancements
small number of super human individuals with advanced armour mean that they are more likely to die from deterioration than in
and weaponry, which rely on their skill and durability to achieve battle, as a result many are willing to take risks others would
victory against any odds. deem unacceptable. This has only further built their reputation
Prime Brothers are enhanced with the latest gene-mods, as heroes and drawn in more recruits who idolize them.
adapted from discoveries made after arriving in Sirius. The Due to their shortened life spans, Prime Brothers often lack the
process that creates Prime Brothers gradually destroys the organization and personal experience of the Battle Brothers, so
body, leaving them with significantly shortened lifespans. they rely on their advanced technology and individual heroism to
Despite this, many young soldiers still choose to become Prime overcome this disadvantage. While some Battle Brothers may
Brothers, proudly dedicating their short lives to the Conduit and view them as reckless, others have developed a keen respect for
his cause. the bravery and sense of sacrifice common to the Prime
Brothers.
About OPR How will your short lifetime serve the Founder’s vision?
OPR (www.onepagerules.com) is the home of many free games
which are designed to be fast to learn and easy to play.
This project was made by gamers for gamers and it can only
exist thanks to the support of our awesome community.
If you want to help us in making more awesome content, you can
support us on www.patreon.com/onepagerules.
Thank you for playing!

Gaetano Ferrara
Francisco Fernandez
Created by:

Illustrations:

1
GFF - Prime Brothers 3.1.2
Name [size] Qua Def Equipment Special Rules Cost
Prime Master [1] 3+ 2+ Master Heavy Pistol (12", A2, AP(1)), CCW (A2) Fearless, Hero, Tough(3) 75pts
Elite Raider [1] 4+ 3+ Master Heavy Pistol (12", A2, AP(1)), CCW (A2) Fearless, Furious, Hero, Strider, Tough(3) 60pts
Infiltrator [1] 4+ 3+ Marksman Carbine (18", A1, Rending), CCW (A1) Fearless, Scout, Strider 25pts
Raider [1] 4+ 3+ Heavy Pistol (12", A1, AP(1)), CCW (A2) Fearless, Furious, Strider 25pts
Assault Prime Brother [1] 3+ 2+ Heavy Pistol (12", A1, AP(1)), CCW (A2) Fearless 30pts
Prime Brother [1] 3+ 2+ Heavy Rifle (24", A1, AP(1)), CCW (A1) Fearless 35pts
Desolator [1] 3+ 2+ HE-Launcher (30", A2), CCW (A1) Fearless 40pts
Infernal [1] 3+ 2+ Flamer (12", A1, Blast(3), Reliable), CCW (A1) Fearless, Relentless 40pts
Blaster Prime Brother [1] 3+ 2+ Plasma Rifle (24", A1, AP(4)), CCW (A1) Fearless 45pts
Eliminator [1] 3+ 3+ Sniper Rifle (30", A1, AP(1), Reliable), CCW (A1) Fearless, Scout, Stealth 45pts
Eradicator [1] 3+ 2+ Fusion Rifle (12", A1, AP(4), Deadly(3)), CCW (A2) Fearless, Tough(3) 90pts
Guardian [1] 3+ 2+ Heavy Pistol (12", A1, AP(1)), Fearless, Heavy Shield, Tough(3) 90pts
Energy Sword (A3, AP(1), Rending)
Heavy Prime Brother [1] 3+ 2+ Grave Auto-Rifle (18", A4), CCW (A2) Fearless, Tough(3) 95pts
Special Rules
Battle Rites: this model and all friendly units
that are within 12” at the beginning of the round
get +1 to hit when shooting. This effect lasts until
the end of the round.
Heavy Shield: Attacks targeting units where all
models have this rule count as having AP(-1), to
a min. of AP(0).
Medical Training: this model and all friendly
units that are within 12” at the beginning of the
round get Regeneration. This effect lasts until
the end of the round.
Precision Shots: this model and all friendly
units that are within 12” at the beginning of the
round get AP(+1) when shooting. This effect lasts
until the end of the round.
Repair: Once per activation, if within 2” of a
model with Tough, roll one die. On a 2+ you may
remove D3 wounds from that model.
Veteran Infantry: Gets +1 to hit in melee and
shooting.
War Chant: this model and all friendly units that
are within 12” at the beginning of the round get
Furious. If they already had Furious, they get
extra hits on unmodified rolls of 5-6 instead.
This effect lasts until the end of the round.
Prime Brothers Army Spells
Blurred Sight (1): Target 2 enemy units within
12" get -1 to hit rolls next time they shoot.
Psychic Terror (1): Target enemy unit within 6"
takes 1 hit with AP(2).
Cerebral Trauma (2): Target enemy model
within 12" takes 1 hit with AP(2).
Cursed Ground (2): Target 4 enemy units within
12" get -2" next time they Advance, or -4" next
time they Charge/Rush.
Lightning Fog (3): Target 2 enemy units within
12" take 2 hits each.
Time Passage (3): Target 4 friendly units within
18" get AP(+2) next time they charge.

2
GFF - Prime Brothers 3.1.2
Prime Master [1] - 75 pts Raider [1] - 25 pts Desolator [1] - 40 pts
Quality 3+ Defense 2+ Quality 4+ Defense 3+ Quality 3+ Defense 2+
Master Heavy Pistol (12", A2, AP(1)) Heavy Pistol (12", A1, AP(1)) HE-Launcher (30", A2)
CCW (A2) CCW (A2) CCW (A1)
Fearless, Hero, Tough(3) Fearless, Furious, Strider Fearless
Replace Master Heavy Pistol: Upgrade with: Upgrade with:
-5pts Flamer Pistol +30pts Medical Training +30pts Medical Training
(6", A1, Blast(3), Reliable) Replace Heavy Pistol and CCW: Replace any HE-Launcher:
+5pts Master Gravity Pistol (9", A4, Rending) +5pts Heavy Pistol (12", A1, AP(1)), +5pts AT-Launcher (30", A1, AP(2), Lock-On)
+10pts Master Auto-Rifle (18", A3) Energy Hammer (A1, Blast(3)) Replace HE-Launcher:
+10pts Master Plasma Pistol (12", A2, AP(4)) +5pts Heavy Pistol (12", A1, AP(1)), +20pts Vengeance HE-Launcher
+15pts Master Heavy Rifle (24", A2, AP(1)) Energy Sword (A2, AP(1), Rending) (30", A1, Blast(3), Indirect)
+15pts Master Precision Rifle +10pts Heavy Chainsaw Sword (A4, AP(1)) +30pts Vengeance AT-Launcher
(24", A2, Reliable) +10pts Heavy Pistol (12", A1, AP(1)), (30", A1, AP(2), Deadly(3))
+15pts Master Marksman Carbine Energy Fist (A2, AP(4)) Upgrade with:
(18", A2, Reliable, Rending) Upgrade with: +10pts Mini-GL (18", A1, Indirect)
Replace CCW: +5pts Orbital Drop (Ambush)
+5pts Energy Hammer (A1, Blast(3)) Infernal [1] - 40 pts
+5pts Energy Sword (A2, AP(1), Rending) Assault Prime Brother [1] - 30 pts Quality 3+ Defense 2+
+15pts Energy Fist (A2, AP(4)) Quality 3+ Defense 2+ Flamer (12", A1, Blast(3), Reliable)
+15pts Relic Sword (A1, AP(2), Deadly(3)) Heavy Pistol (12", A1, AP(1)) CCW (A1)
Upgrade with one: CCW (A2) Fearless, Relentless
+10pts Combat Shield (Heavy Shield) Fearless
+15pts Jetpack (Ambush, Flying) Upgrade with: Blaster Prime Brother [1] - 45 pts
+100pts Combat Bike (Fast, Tough(+3), +30pts Medical Training Quality 3+ Defense 2+
Twin Heavy Rifle (24", A2, AP(1))) Upgrade with: Plasma Rifle (24", A1, AP(4))
Upgrade with: +10pts Veteran Infantry CCW (A1)
+15pts Veteran Infantry Replace Heavy Pistol: Fearless
Upgrade with one: +5pts Flamer Pistol Upgrade with:
+10pts Judge (War Chant) (6", A1, Blast(3), Reliable) +30pts Medical Training
+15pts Engineer (Repair) +5pts Plasma Pistol (12", A1, AP(4)) Replace any Plasma Rifle:
+30pts Ancient Banner (Fear(+3)) Replace CCW: +5pts Heavy Plasma Rifle (30", A1, AP(4))
+40pts Archivist (Caster(2)) +5pts Energy Hammer (A1, Blast(3)) +25pts Plasma Auto-Rifle (24", A2, AP(4))
+50pts Captain (Battle Rites) +5pts Energy Sword (A2, AP(1), Rending) Eliminator [1] - 45 pts
+60pts Lieutenant (Precision Shots) +15pts Energy Fist (A2, AP(4)) Quality 3+ Defense 3+
+60pts Master Archivist (Caster(3)) Prime Brother [1] - 35 pts Sniper Rifle (30", A1, AP(1), Reliable)
Elite Raider [1] - 60 pts Quality 3+ Defense 2+ CCW (A1)
Quality 4+ Defense 3+ Heavy Rifle (24", A1, AP(1)) Fearless, Scout, Stealth
Master Heavy Pistol (12", A2, AP(1)) CCW (A1) Replace any Sniper Rifle:
CCW (A2) Fearless +55pts Laser Sniper Rifle
Fearless, Furious, Hero, Strider, Tough(3) Upgrade with: (30", A1, AP(2), Deadly(3), Reliable)
Replace Master Heavy Pistol: +30pts Medical Training
free Flamer Pistol Replace any Heavy Rifle:
(6", A1, Blast(3), Reliable) +5pts Auto-Rifle (18", A2)
+5pts Master Gravity Pistol (9", A4, Rending) +5pts Precision Rifle (24", A1, Reliable)
+5pts Master Auto-Rifle (18", A3) Replace Heavy Rifle:
+5pts Master Plasma Pistol (12", A2, AP(4)) +5pts Flamer (12", A1, Blast(3), Reliable)
+10pts Master Heavy Rifle (24", A2, AP(1)) +5pts Gravity Rifle (18", A2, Rending)
+20pts Master Precision Rifle +10pts Plasma Rifle (24", A1, AP(4))
(24", A2, Reliable) +15pts Heavy Rifle (24", A1, AP(1)),
+20pts Master Marksman Carbine Grenade-Mod (12", A1, Blast(3))
(18", A2, Reliable, Rending) +15pts Fusion Rifle (12", A1, AP(4), Deadly(3))
Replace CCW: +35pts Heavy Machinegun (30", A3, AP(1))
+5pts Energy Hammer (A1, Blast(3)) Upgrade with any:
+5pts Energy Sword (A2, AP(1), Rending) +10pts Veteran Infantry
+10pts Energy Fist (A2, AP(4)) Replace Heavy Rifle and CCW:
+10pts Relic Sword (A1, AP(2), Deadly(3)) free Sgt. Heavy Pistol (12", A1, AP(1)),
Upgrade with one: Sgt. Hand Weapon (A2)
+10pts Judge (War Chant) Replace Sgt. Heavy Pistol:
+15pts Engineer (Repair) +5pts Gravity Pistol (9", A2, Rending)
+30pts Ancient Banner (Fear(+3)) +5pts Plasma Pistol (12", A1, AP(4))
+40pts Archivist (Caster(2)) Replace Sgt. Hand Weapon:
+50pts Captain (Battle Rites) +5pts Energy Sword (A2, AP(1), Rending)
+60pts Lieutenant (Precision Shots) +15pts Energy Fist (A2, AP(4))
+60pts Master Archivist (Caster(3))
Upgrade with one:
+5pts Infiltration Gear (Scout)
+5pts Orbital Drop (Ambush)
Infiltrator [1] - 25 pts
Quality 4+ Defense 3+
Marksman Carbine (18", A1, Rending)
CCW (A1)
Fearless, Scout, Strider
Upgrade with:
+30pts Medical Training
Upgrade all Marksman Carbines with:
+5pts Scopes (Reliable)

3
GFF - Prime Brothers 3.1.2
Eradicator [1] - 90 pts
Quality 3+ Defense 2+
Fusion Rifle (12", A1, AP(4), Deadly(3))
CCW (A2)
Fearless, Tough(3)
Replace any Fusion Rifle:
+15pts Heavy Fusion Rifle
(18", A1, AP(4), Deadly(3))
Guardian [1] - 90 pts
Quality 3+ Defense 2+
Heavy Pistol (12", A1, AP(1))
Energy Sword (A3, AP(1), Rending)
Fearless, Heavy Shield, Tough(3)
Heavy Prime Brother [1] - 95 pts
Quality 3+ Defense 2+
Grave Auto-Rifle (18", A4)
CCW (A2)
Fearless, Tough(3)
Replace any Grave Auto-Rifle:
+5pts Grave Precision Rifle
(24", A2, Reliable)
+15pts Grave Heavy Rifle (24", A3, AP(1))
Replace Grave Auto-Rifle:
+35pts Grave Heavy Machinegun
(30", A4, AP(1))

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