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GF - Wolf 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. Wolf Brothers are brought up on icy planets and train to operate
in extreme conditions where not even the elite of Prime
If you’d like to support the continued development of our games Brothers are ready to fight.
you can donate on patreon.com/onepagerules.
Thank you for playing!

Gaetano Ferrara
Brandon Gillam
Game Design:

Illustrations:

1
GF - Wolf Prime Brothers v2.50
Name [size] Qua DefEquipment Special Rules Upgrades Cost
Wolf Prime Master [1] 3+ 2+ Heavy Rifle (24”, A1, AP(1)), CCW (A2) Counter, Fearless, Hero, Tough(3) A, B, C 75pts
Wolf Elite Raider [1] 4+ 3+ Heavy Pistol (12”, A1, AP(1)), CCW (A3) Counter, Fearless, Furious, Hero, A, C 55pts
Strider, Tough(3)
Wolf Raider Squad [5] 4+ 3+ Heavy Pistols (12”, A1, AP(1)), CCWs (A3) Counter, Fearless, Furious, Strider D, E 150pts
Wolf Infiltration Squad [5] 4+ 3+ Carbines (18”, A1, Rending), CCWs (A2) Counter, Fearless, Scout, Strider D, F 150pts
Wolf Assault Squad [5] 3+ 2+ Heavy Pistols (12”, A1, AP(1)), CCWs (A3) Counter, Fearless A, D, G 190pts
Wolf Prime Brothers [5] 3+ 2+ Heavy Rifles (24”, A1, AP(1)), CCWs (A2) Counter, Fearless A, D, H 195pts
Wolf Blaster Squad [5] 3+ 2+ Plasma Rifles (24”, A1, AP(4)), CCWs (A2) Counter, Fearless D, I 230pts
Wolf Guard Squad [3] 3+ 2+ Heavy Pistols (12”, A1, AP(1)), Counter, Fearless, Shield Wall - 150pts
Energy Swords (A3, AP(1), Rending)
Wolf Elimination Squad [3] 3+ 2+ Sniper Rifles (30”, A1, AP(1), Sniper), CCWs (A2) Counter, Fearless, Scout, Stealth J 195pts
Wolf Eradication Squad [3] 3+ 2+ Fusion Rifles (12”, A1, AP(4), Deadly(3)), Counter, Fearless, Relentless, Tough(3) K 270pts
CCWs (A2)
Wolf Heavy Prime Brothers [3] 3+ 2+ Grave Auto-Rifles (18”, A4), CCWs (A3) Counter, Fearless, Tough(3) L 275pts
Wolf Suppression Squad [3] 3+ 2+ Autocannons (36”, A3, AP(2)), CCWs (A2) Ambush, Counter, Fearless, Flying - 300pts
Wolf Jetpack Squad [3] 3+ 2+ Twin Assault Blasters (12”, A4), CCWs (A2) Ambush, Counter, Fearless, Flying, M 310pts
Tough(3)
Wolf Aggro Squad [3] 3+ 2+ Twin Fist-Pistols (12”, A4), Counter, Fearless, Tough(3) N 335pts
Dual Energy Fists (A4, AP(4))
Wolf Prime Bikers [3] 3+ 2+ Twin Auto-Rifles (18”, A4), Counter, Fast, Fearless, Tough(3) - 330pts
Heavy Pistols (12”, A1, AP(1)), CCWs (A3)
Wolf Prime ATV [1] 3+ 2+ Twin Auto-Rifles (18”, A4), Fast, Fearless, Scout, Strider, Tough(6) O 245pts
Gatling Gun (18”, A9)
+75pts Battle Rites: TheSpecial Rules
A Replace one Heavy Rifle and CCW: G Upgrade all models with:
Heavy Pistol (12", A1, AP(1)), CCW (A3) free Veteran Infantry hero and its unit get +1 to hit
Auto-Rifle (18", A2), CCW (A2) +5pts Replace one Heavy Pistol:
Precision Rifle (24", A1, Sniper), +10pts Plasma Pistol (12”, A1, AP(4)) +5pts when shooting.
Counter: Enemies charging this unit don’t
CCW (A2) Replace one CCW:
Replace one Heavy Pistol: Energy Sword (A3, AP(1), Rending) +5pts count as having charged for the purpose of
Plasma Pistol (12”, A1, AP(4)) +5pts Energy Hammer (A2, Blast(3)) +10pts special rules, and they must take a dangerous
Carbine (18", A1, Rending) +5pts Energy Fist (A3, AP(4)) +15pts terrain test before attacking (only roll up to as
many dice as models with counter).
Heavy Rifle (24”, A1, AP(1)) +5pts H Medical Training: This model and its unit get
Flamethrower Pistol (6”, A6) +5pts Auto-Rifle (18",ReplaceA2)
any Heavy Rifle:
+5pts the Regeneration rule.
Gravity Pistol (12”, A3, Rending) +10pts Precision Rifle (24”, A1, Sniper) +5pts Precision Shots: The hero and its unit get
Precision Rifle (24”, A1, Sniper) +15pts AP(+1) when shooting.
Fist-Pistol (12", A2), +20pts Plasma RifleReplace one Heavy Rifle:
(24”, A1, AP(4)) +5pts Repair: Once per activation, if within 2” of a
Energy Fist (A2, AP(4)) Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts unit with Tough, roll one die. On a 2+ you may
Replace one CCW:
Energy Sword (A3, AP(1), Rending) +10pts Flamethrower (12”, A6) +10pts repair D3 wounds from the target.
Energy Hammer (A2, Blast(3)) +15pts Gravity Rifle (18”, A3, Rending) +10pts
+30pts Shield Wall: Enemies get -1 to hit when they
Energy Fist (A3, AP(4)) +20pts HeavyOne Machinegun (30”, A3, AP(1))
model may take one Auto-Rifle
attack units where all models have this rule.
Relic Sword (A2, AP(2), Deadly(3)) +35pts attachment: Veteran Infantry: This model gets +1 to its
B Upgrade with one: Grenade-Mod (12”, A1, Blast(3)) +10pts attack
War
rolls for melee and shooting.
Chant: The hero and his unit get +1 attack
Combat Shield (Shield Wall) +10pts Upgrade all models with any:
Orbital Drop (Ambush) +10pts Veteran Infantry +75pts in melee when charging.
Infiltration Gear (Scout)
Jetpack (Ambush, Flying)
+10pts Grave Armor (Tough(3))
+25pts I
+180pts Psychic Spells
Grave Armor (Tough(+3)) +55pts Heavy PlasmaReplace any Plasma Rifle: Fury (4+): Target friendly unit within 12” gets
Combat Bike (Fast, Tough(+3), +100pts Plasma Auto-Rifle Rifle (30”, A1, AP(4)) Furious next time
+5pts Hurricane (4+): Target it charges.
Twin Auto-Rifle (18", A4)) (24”, A2, AP(2)) +10pts 2 enemy units within 6”
Upgrade with: take 4 automatic hits each.
Veteran Infantry +15pts JLaser SniperReplace any Sniper Rifle: Storm (5+): Target enemy unit within 18” gets
Rifle +70pts -1 to hit rolls next time it shoots.
C Upgrade with one: (30”, A1, AP(2), Deadly(3), Sniper) Thunder (5+): Target enemy unit within 12”
Lieutenant (Precision Shots) +15pts K takes 3 automatic hits with AP(2).
Judge (War Chant) +15pts Heavy FusionReplace Rifle
any Fusion Rifle:
+45pts Lightning (6+): Target enemy model within 12”
takes 2 automatic hits with AP(3).
Ancient Banner (Fear) +20pts (18", A1, AP(4), Deadly(6))
Engineer (Repair) +25pts Wrath (6+): Target enemy unit within 12” may
Captain (Battle Rites) +30pts L Replace any Grave Auto-Rifle: be forced to move by up to 6” in any direction.
Archivist (Psychic(1)) +35pts Grave Heavy Rifle (24", A3, AP(1)) +10pts
D Upgrade one model with: Grave Precision Rifle (24", A2, Sniper) +15pts
Medical Training +40pts Grave Heavy Replace one Grave Auto-Rifle:
Machinegun +35pts
E Replace one Heavy Pistol and CCW: (30", A4, AP(1))
Heavy Chainsaw Sword (A4, AP(1)) +5pts M Replace all Twin Assault Blasters:
Heavy Pistol (12", A1, AP(1)), +5pts Twin Plasma Blasters (12", A2, AP(4)) +10pts
Energy Sword (A3, AP(1), Rending)
Heavy Pistol (12", A1, AP(1)), +10pts N Replace all Twin Fist-Pistols:
Energy Hammer (A2, Blast(3)) Twin Fist-Flamers (6”, A8) free
Heavy Pistol (12", A1), +15pts Upgrade all models with:
Energy Fist (A3, AP(4)) Shoulder-GLs (18”, A1, Blast(3)) +45pts
Upgrade all models with: Replace Gatling Gun:
Orbital Drop (Ambush) +15pts OHeavy Fusion Rifle +10pts
F Replace all Carbines: (18", A1, AP(4), Deadly(6))
Scoped Carbines +50pts
(18", A1, Rending, Sniper)

2
GF - Wolf Prime Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Wolf Anti-Grav APC [1] 3+ 2+ Twin Frag-GLs (18”, A4, Blast(3)) Fast, Fearless, Impact(6), Strider, A 325pts
Tough(9), Transport(11)
Anti-Grav Tank [1] 3+ 2+ Twin Laser Talon (24”, A6, AP(3)), Fast, Fearless, Impact(6), Strider, B 540pts
Twin Frag-GLs (18”, A4, Blast(3)) Tough(15)
Heavy Anti-Grav Transport Tank [1] 3+ 2+ 2x Heavy Machineguns (30”, A3, AP(1)), Fast, Fearless, Impact(6), Strider, C 700pts
Twin Heavy Machinegun (30”, A6, AP(1)), Tough(18), Transport(11)
Laser Talon (24”, A3, AP(3))
Wolf Heavy Anti-Grav Destroyer Tank [1] 3+ 2+ 2x Heavy Machineguns (30”, A3, AP(1)), Fast, Fearless, Impact(6), Strider, D 740pts
Heavy Plasma Cannon (30”, A1, Blast(6), Tough(18), Transport(6)
AP(4)),
Twin Heavy Machinegun (30”, A6, AP(1))
Wolf Attack Speeder [1] 3+ 2+ Twin Strike Missiles (18”, A2, AP(3), Ambush, Fast, Fearless, Impact(6), E 380pts
Deadly(3)), Strider, Tough(9)
Fusion Destroyer (12”, A2, AP(4),
Deadly(3))
Wolf Light Walker [1] 3+ 2+ Incendiary Cannon (12”, A12, AP(1)), Counter, Fear, Fearless, Scout, F 325pts
Light Fist (A4, AP(1)), Stomp (A3, AP(1)) Tough(9)
Wolf Attack Walker [1] 3+ 2+ Gatling Cannon (24”, A12), Counter, Fear, Fearless, Tough(15) G 495pts
Heavy Flamethrower (12”, A6, AP(1)),
Stomp (A5, AP(2)), Walker Fist (A4, AP(3))
Wolf Support Turret [1] 3+ 2+ Twin Laser Talon (24”, A6, AP(3)), Counter, Fearless, Immobile, H 175pts
Turret Crew (A3) Tough(6)
A Replace Twin Frag-GLs: E Replace Fusion Destroyer:
Twin Storm Rifle (24", A6, AP(1)) +10pts Gatling Gun (18", A9) +5pts
Upgrade with one: Laser Talon (24”, A3, AP(3)) +5pts
Shield Projector (Regeneration) +45pts Replace Twin Strike Missiles:
Twin AA-MG (30”, A6, Anti-Air) +75pts Twin AA-Pod (24", A4, AP(2), Anti-Air) +10pts
Artillery Relay +90pts Twin Heavy Machinegun +20pts
(36”, A1, Blast(6), Indirect) (30”, A6, AP(1))
Missile Array +105pts Upgrade with one:
(30”, A2, AP(3), Deadly(3)) Twin Frag-GLs (18”, A2, Blast(3)) +30pts
Upgrade with one: Twin Rocket-GLs (18”, A4, AP(2)) +40pts
Heavy Machinegun (30”, A3, AP(1)) +45pts Twin Fury Missiles +70pts
B Replace Twin Laser Talon: (24”, A2, AP(2), Deadly(3))
Twin Gatling Gun (18”, A18) +5pts F Replace Incendiary Cannon:
Twin Laser Cannon +25pts Twin Iron-Cannon (36”, A6, AP(2)) +65pts
(36”, A2, AP(3), Deadly(3)) Upgrade with any:
Replace Twin Frag-GLs: Frag-GL (18”, A1, Blast(3)) +15pts
Twin Storm Rifles (24", A6, AP(1)) +5pts Heavy MG Pistol (18”, A3, AP(1)) +25pts
Twin Tempest Rifles (18”,A12,AP(1)) +40pts Twin Walker-MG (24”, A4, AP(1)) +45pts
Twin Heavy Fusion Rifles +65pts G Replace Gatling Cannon:
(18", A2, AP(4), Deadly(6)) Heavy Plasma Cannon +5pts
Upgrade with any:
AA-Pod (24”, A2, AP(2), Anti-Air) +35pts (30”, A1, Blast(6), AP(4))
Replace Heavy Flamethrower:
Heavy Machinegun (30”, A3, AP(1)) +40pts Gatling Gun (18", A9) +20pts
C Replace Laser Talon: Upgrade with one:
Gatling Cannon (24”, A12) +45pts Chest-GLs (18”, A2, Blast(3)) +30pts
Replace one Heavy Machinegun: Chest-Guns (24”, A4, AP(1)) +45pts
Gatling Gun (18”, A9) +15pts Upgrade with:
Replace Twin Heavy Machinegun: AA-Pod (24”, A2, AP(2), Anti-Air) +35pts
Twin Laser Cannon +45pts H Replace Twin Laser Talon:
(36”, A2, AP(3), Deadly(3)) Twin Autocannon (36", A6, AP(2)) +30pts
Upgrade with:
Proximity Defense Array +65pts Special Rules
(18”, A6, AP(1), Anti-Air) Counter: Enemies charging this unit don’t
D Replace Heavy Plasma Cannon: count as having charged for the purpose of
Heavy Laser Cannon +10pts special rules, and they must take a dangerous
(36”, A1, AP(3), Deadly(6)) terrain test before attacking (only roll up to as
Replace one Heavy Machinegun: many dice as models with counter).
Gatling Cannon (24”, A12) +55pts
Replace one Heavy Machinegun:
Gatling Gun (18”, A9) +10pts
Replace Twin Heavy Machinegun:
Twin Laser Cannon +40pts
(36”, A2, AP(3), Deadly(3))
Upgrade with:
Proximity Defense Array +65pts
(18”, A6, AP(1), Anti-Air)

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