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GF - Blood Brothers v2.

50

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Battle 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. Blood Brothers are trained to be extremely aggressive and focus
on crushing their enemies before they can set up a solid defence
If you’d like to support the continued development of our games again them.
you can donate on patreon.com/onepagerules.
Thank you for playing!

Gaetano Ferrara
Brandon Gillam
Game Design:

Illustrations:

1
GF - Blood Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Blood Master Brother [1] 3+ 3+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Fearless, Furious, Hero, Tough(3) A, B, C 60pts
Blood Elite Pathfinder [1] 4+ 4+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Fearless, Furious, Hero, Strider, A, C 45pts
Tough(3)
Blood Pathfinders [5] 4+ 4+ Heavy Rifles (24”, A1, AP(1)), CCWs (A1) Fearless, Furious, Strider A, D 120pts
Blood Assault Brothers [5] 3+ 3+ Heavy Pistols (12”, A1, AP(1)), CCWs (A2) Fearless, Furious A, E 150pts
Blood Brothers [5] 3+ 3+ Heavy Rifles (24”, A1, AP(1)), CCWs (A1) Fearless, Furious A, F 155pts
Blood Death Brothers [5] 3+ 3+ Heavy Rifles (24”, A1, AP(1)), CCWS (A1) Fearless, Furious, Regeneration G 180pts
Blood Guard Brothers [5] 3+ 3+ Assault Pistols (12”, A2), CCWS (A2) Ambush, Fearless, Flying, Furious H 200pts
Blood Support Brothers [5] 3+ 3+ Heavy Flamethrowers (12”, A6, AP(1)), CCWs (A1) Fearless, Furious, Relentless A, I 290pts
Blood Pathfinder Bikers [3] 4+ 4+ Grenade Launchers (24”, A1, Blast(3)), Fast, Fearless, Furious, Scout, A, J 225pts
Heavy Pistols (12”, A1, AP(1)), CCWs (A2) Tough(3)
Blood Brother Bikers [3] 3+ 3+ Twin Heavy Rifles (24”, A2, AP(1)), Fast, Fearless, Furious, Tough(3) A, K 275pts
Heavy Pistols (12”, A1, AP(1)), CCWs (A2)
A Replace one Heavy Rifle and CCW: F Upgrade all models with: K Replace all Heavy Pistols and CCWs:
Heavy Pistol (12", A1, AP(1)), CCW (A2) free Veteran Infantry +75pts Heavy Rifles (24", A1, AP(1)), CCWs (A1) +5pts
Dual Energy Claws (A4, Rending) +10pts Upgrade one model with one: Replace up to two Heavy Rifles:
Heavy Chainsaw Sword (A4, AP(1)) +10pts Battle Standard (Fear) +20pts Plasma Rifle (24”, A1, AP(4)) +5pts
Replace one Heavy Pistol: Medical Training +40pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts
Plasma Pistol (12”, A1, AP(4)) +5pts Replace one Heavy Rifle: Flamethrower (12”, A6) +10pts
Combat Shield (Shield Wall) +10pts Plasma Rifle (24", A1, AP(4)) +10pts Gravity Rifle (18”, A3, Rending) +10pts
Fusion Pistol (6", A1, AP(4), Deadly(3)) +10pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +15pts
Flamethrower Pistol (6", A6)
Gravity Pistol (12”, A3, Rending)
+10pts Gravity Rifle (18”, A3, Rending)
+10pts Flamethrower (12”, A6)
+15pts Special Rules
+15pts Advanced Tactics: Once per activation, before
Storm Rifle (24”, A3, AP(1)) +30pts Heavy Flamethrower (12”,A6,AP(1)) +25pts attacking, pick one friendly unit within 12” of
Replace one CCW: Heavy Machinegun (30”, A3, AP(1)) +30pts this model, which may move by up to 6".
Energy Hammer (A1, Blast(3)) +10pts Gravity Cannon (18”, A6, Rending) +35pts
Energy Sword (A2, AP(1), Rending) +10pts Missile Launcher +45pts Holyin
Chalice: The hero and its unit get +1 to hit
melee and the Regeneration rule.
Chain-Fist (A1, AP(2), Deadly(3)) +20pts (30”, A1, AP(2), Deadly(3), Anti-Air) Medical Training: This model and its unit get
Energy Fist (A2, AP(4)) +20pts Heavy Fusion Rifle +50pts the Regeneration rule.
Take one Heavy Rifle attachment: (18", A1, AP(4), Deadly(6))
Plasma-Mod (12”, A1, AP(4)) +10pts Plasma Cannon +50pts Repair:
unit with
Once per activation, if within 2” of a
Tough, roll one die. On a 2+ you may
Fusion-Mod (6", A1, AP(4), Deadly(3)) +15pts (30”, A1, Blast(3), AP(4))
Flamer-Mod (6”, A6) +15pts Laser Cannon +55pts Shield Wall:wounds
repair D3 from the target.
Enemies get -1 to hit when they
Gravity-Mod (9”, A3, Rending) +15pts (36”, A1, AP(3), Deadly(3)) attack units where all models have this rule.
B Upgrade with one: G Replace all Heavy Rifles and CCWs: Veteran Infantry: This model gets +1 to its
Jetpack (Ambush, Flying) +25pts Heavy Pistols (12", A1, AP(1)), -5pts attack rolls for melee and shooting.
Destroyer Armor (Ambush, Tough(+3)) +65pts CCWs (A2) War Chant: The hero and its unit get +1 attack
Combat Bike (Fast, Tough(+3), +90pts Replace any Heavy Pistol: in melee when charging.
Twin Heavy Rifle (24", A2, AP(1))) Fusion Pistol (6", A1, AP(4), Deadly(3)) +5pts
Upgrade with: Flamethrower Pistol (6", A6) +5pts Fear (4+): TargetPsychic Spells
Veteran Infantry +15pts Plasma Pistol (12", A1, AP(4)) +5pts next time it moves.enemy unit within 12” gets -3”
C Upgrade with one: Gravity Pistol (12", A3, Rending) +10pts Lance (4+): Target enemy model within 12”
Preacher (War Chant) +15pts Energy HammerReplace any CCW:
+10pts takes 1 automatic hit with AP(2).
Engineer (Repair) +25pts Energy Sword (A2,(A1,AP(1), Blast(3))
Rending) +10pts Blood Curse (5+): Target 2 enemy units within
Archivist (Psychic(1)) +35pts Energy Fist (A2, AP(4)) +20pts 6” take 6 hits each.
Captain (Advanced Tactics) +55pts Upgrade all models with: Quickness (5+): Target friendly unit within 12”
Blood Priest (Holy Chalice) +70pts Jetpacks (Ambush, Flying) +40pts may immediately charge by up to 6”.
D Upgrade all models with any: Break Shields (6+): Target enemy unit within
Camo Cloaks (Stealth) +10pts HFusion PistolReplace(6", A1,
any Assault Pistol:
AP(4), Deadly(3)) +5pts Rage Burst (6+): Target enemy unit within 12”
takes 3 automatic hits with AP(3).
Forward Sentries (Scout) +15pts Plasma Pistol (12", A1, AP(4)) +5pts
Replace any Heavy Rifle and CCW: Replace any CCW:
Heavy Pistol (12", A1, AP(1)), CCW (A2) free Energy Sword (A2, AP(1), Rending) +5pts
Replace any Heavy Rifle: Energy Fist (A2, AP(4)) +15pts
Shotgun (12”, A2, AP(1)) free Upgrade one model with:
Sniper Rifle (30”, A1, AP(1), Sniper) +25pts Battle Standard (Fear) +20pts
Replace one Heavy Rifle:
Plasma Rifle (24”, A1, AP(4)) +5pts I Replace any Heavy Flamethrower:
Flamethrower (12”, A6) +10pts Heavy Machinegun (30”, A3, AP(1)) +10pts
Gravity Rifle (18”, A3, Rending) +10pts Gravity Cannon (18”, A6, Rending) +15pts
Heavy Machinegun (30", A3, AP(1)) +25pts Missile Launcher +25pts
Missile Launcher +35pts (30”, A1, AP(2), Deadly(3), Anti-Air)
(30”, A1, AP(2), Deadly(3), Anti-Air) Plasma Cannon +25pts
E Upgrade all models with any: (30”, A1, Blast(3), AP(4))
Veteran Infantry +75pts Heavy
(18",
Fusion Rifle
A1, AP(4), Deadly(6))
+30pts
Jetpacks (Ambush, Flying) +40pts Laser Cannon +30pts
Replace up to two Heavy Pistols:
Plasma Pistol (12”, A1, AP(4)) +5pts (36”, A1, AP(3), Deadly(3))
Flamethrower (12”, A6) +20pts J Replace any Grenade Launcher:
Replace one Heavy Pistol and CCW: Twin Heavy Rifle (24", A2, AP(1)) +5pts
Heavy Pistol (12", A1, AP(1)), +5pts Replace all Heavy Pistols and CCWs:
Energy Hammer (A1, Blast(3)) Heavy Rifles -10pts
Heavy Pistol (12", A1, AP(1)), +5pts (24", A1, AP(1) ), CCWs (A1)
Energy Sword (A2, AP(1), Rending)
Heavy Chainsaw Sword (A4, AP(1)) +10pts
Heavy Pistol (12", A1, AP(1)), +15pts
Energy Fist (A2, AP(4))

2
GF - Blood Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Blood Destroyers [3] 3+ 3+ Dual Energy Claws (A6, Rending) Ambush, Fearless, Furious, Tough(3) A 260pts
Blood Support Bike [1] 3+ 3+ Twin Heavy Rifle (24”, A2, AP(1)), Fast, Fearless, Furious, Tough(6) B 185pts
Heavy Flamethrower (12”, A6, AP(1)),
Heavy Pistol (12”, A1, AP(1)), CCW (A3)
Blood APC [1] 3+ 2+ Storm Rifle (24”, A3, AP(1)) Fearless, Impact(6), Tough(6), C 240pts
Transport(11), Very Fast
Blood Attack APC [1] 3+ 2+ Twin Heavy Flamethrower (12”, A12, AP(1)) Fearless, Impact(6), Tough(6), C, D 260pts
Transport(6), Very Fast
Blood Drop Pod [1] 3+ 2+ Death Launcher (18”, A1, Blast(6)) Ambush, Fearless, Immobile, Tough(6), E 145pts
Transport(11)
Blood Battle Tank [1] 3+ 2+ Twin Heavy Machineguns (30”, A6, AP(1)), Fearless, Impact(6), Tough(12), Very Fast C, F 530pts
Demolition Cannon (24”, A1, Blast(6), AP(4),
Indirect)
Blood Heavy Tank [1] 3+ 2+ Twin Heavy Machinegun (30”, A6, AP(1)), Fearless, Impact(6), Tough(18), C, G 705pts
Twin Flamethrower Cannons (18”, A12, AP(1)) Transport(11), Very Fast
Blood Attack Speeder [1] 3+ 2+ 2x Heavy Flamethrowers (12”, A6, AP(1)) Ambush, Fearless, Impact(6), Strider, H 275pts
Tough(6), Very Fast
Blood Attack Walker [1] 3+ 2+ Stomp (A4, AP(1)), 2x Walker Fists (A4, AP(4)) Fear, Fearless, Furious, Tough(12) I 335pts
Blood Light Gunship [1] 3+ 2+ Twin Typhoon Missiles (24”, A4, AP(2), Anti-Air), Aircraft, Fearless, Tough(6) J 295pts
Twin Minigun (24”, A8, AP(1))
Blood Heavy Gunship [1] 3+ 2+ Storm Missiles (36”, A1, AP(3), Deadly(3)), Aircraft, Fearless, Tough(12), Transport(11) K 520pts
Twin Minigun (24”, A8, AP(1)),
Twin Typhoon Missiles (24”, A4, AP(2), Anti-Air)
A Replace all Dual Energy Claws: G Replace Twin Flamethrower Cannons: J Upgrade with one:
Combat Shields (Shield Wall), +15pts Twin Heavy Rifle Arrays +30pts Laser Talon (24”, A3, AP(3)) +50pts
Energy Hammers (A2, Blast(3)) (24", A12, AP(1)) Storm Cannon (30”, A3, AP(2), Anti-Air) +65pts
Storm Rifles (24", A3, AP(1)), CCWs (A3) +45pts Quad Laser Cannons +150pts Replace Twin Typhoon Missiles:
Replace one Storm Rifle: (36”, A4, AP(3), Deadly(3)) Twin Heavy Machinegun +10pts
Heavy Flamethrower (12”,A6,AP(1)) free Replace Twin Heavy Machinegun: (30", A6, AP(1))
Minigun (24”, A4, AP(1)) +15pts Twin Minigun (24”, A8, AP(1)) +5pts Twin Laser Cannon +55pts
Replace any CCW: Upgrade with: (36”, A2, AP(3), Deadly(3))
Energy Fist (A3, AP(4)) +30pts Heavy Fusion Rifle +60pts Twin Hammer Missiles +85pts
Energy Sword (A3, AP(1), Rending) +20pts (18", A1, AP(4), Deadly(6)) (36”, A2, AP(3), Deadly(3), Anti-Air)
Chain-Fist (A2, AP(2), Deadly(3)) +45pts H Replace any Heavy Flamethrower: K Replace Twin Minigun:
Upgrade one model with:
Cyclone Missiles +45pts Minigun (24”, A4, AP(1))
Heavy Machinegun (30”, A3, AP(1))
+15pts Twin Plasma Cannon
+10pts (30”, A2, Blast(3), AP(4))
+25pts
(24”, A1, AP(2), Deadly(3), Anti-Air) Heavy Fusion Rifle +30pts Twin Laser Cannon +40pts
B Replace Heavy Flamethrower: (18", A1, AP(4), Deadly(6)) (36”, A2, AP(3), Deadly(3))
Heavy Machinegun (30”, A3, AP(1)) +5pts Replace one Heavy Flamethrower: Replace Twin Typhoon Missiles:
Heavy Fusion Rifle +25pts Twin Typhoon Missiles +40pts Twin Heavy Machinegun +15pts
(18", A1, AP(4), Deadly(6)) (24”, A4, AP(2), Anti-Air) (30", A6, AP(1))
C Upgrade with any: Upgrade with: Twin Heavy Fusion Rifle +55pts
Dozer Blade (Strider) +35pts Open Sides (Transport(6)) +20pts (18", A2, AP(4), Deadly(6))
Upgrade with any:
Storm Rifle (24”, A3, AP(1)) +35pts I Replace any Walker Fist: Rear Grapples +25pts
Hunter Missiles +45pts Walker Claw (A6, AP(1), Rending) +5pts Twin Heavy Rifle Arrays +135pts
(24”, A1, AP(2), Deadly(3), Anti-Air) Replace one Walker Fist:
D Replace Twin Heavy Flamethrower: Missile Array (30”, A4, AP(2), Anti-Air) +55pts (24”, A12, AP(1))
Twin Heavy Machinegun +15pts Twin Autocannon (36”, A6, AP(2))
Replace one Walker Fist:
+95pts Special Rules
(30”, A6, AP(1)) Rear Grapples: This unit may transport a
Twin Minigun (24”, A8, AP(1)) +20pts Heavy
(18",
Fusion Rifle
A1, AP(4), Deadly(6))
+25pts single Attack Walker
units that it is
in addition to any other
transporting.
Twin Laser Cannon +60pts Twin Heavy Flamethrower +30pts Shield Wall: Enemies get -1 to hit when they
(36”, A2, AP(3), Deadly(3))
Laser Cannon +95pts (12”, A12, AP(1))
Heavy Rifle Array (24”, A6, AP(1)) +30pts attack units where all models have this rule.
(36", A2, AP(3), Deadly(3)), Frag-Blaster Cannon +40pts Very Fast: This model moves 12” when using
Twin Plasma Rifle (24", A2, AP(4)) (12", A12, AP(1), Rending) Advance and 24” when using Rush/Charge.
E Replace Death Launcher: Heavy Minigun (24”, A6, AP(2)) +50pts Veteran Walker: This model gets +1 to its
Storm Rifle (24", A3, AP(1)) Heavy Plasma Cannon
+5pts (30”, A1, Blast(6), AP(4)) +70pts attack rolls for melee and shooting.
F Replace Demolition Cannon: Twin Laser Cannon +90pts Fear (4+): TargetPsychic enemy
Spells
unit within 12” gets -3”
Flamethrower Cannon (18", A6, AP(1)) -65pts (36”, A2, AP(3), Deadly(3)) next time it moves.
Twin Minigun (24", A8, AP(1)) -25pts Upgrade any Walker Fist with one:
Spear Missile Launcher +5pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +25pts Lance (4+): Target enemy model within 12”
(30”, A1, AP(3), Deadly(6), Anti-Air) Heavy Flamethrower (12", A6, AP(1)) +35pts takes 1 automatic hit with AP(2).
Twin Laser Cannon +10pts Storm Rifle (24”, A3, AP(1)) +35pts Blood Curse (5+): Target 2 enemy units within
6” take 6 hits each.
(36", A2, AP(3), Deadly(3)) Upgrade with:
Heavy Autocannon (36", A6, AP(2)) +15pts Veteran Walker +95pts Quickness (5+): Target friendly unit within 12”
may immediately charge by up to 6”.
Twin Storm Cannon +20pts Upgrade with one:
(30”, A6, AP(2), Anti-Air) Archivist Pilot (Psychic(1)) +35pts Break Shields (6+): Target enemy unit within
Wind Missile Launcher +85pts Death Pilot (Regeneration) +60pts Rage Burst (6+): Target enemy unit within 12”
(36”, A3, Blast(3), AP(1), Indirect) takes 3 automatic hits with AP(3).
Replace Twin Heavy Machineguns:
Twin Heavy Flamethrowers -15pts
(12", A12, AP(1))
Twin Laser Cannons +40pts
(36”, A2, AP(3), Deadly(3))

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