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GFF - 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
GFF - 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, D 55pts
Strider, Tough(3)
Wolf Infiltrator [1] 4+ 3+ Marksman Carbine (18”, A1, Rending), Counter, Fearless, Scout, Strider E 30pts
CCW (A2)
Wolf Raider [1] 4+ 3+ Heavy Pistol (12”, A1, AP(1)), CCW (A3) Counter, Fearless, Furious, Strider F 30pts
Wolf Assault Prime Brother [1] 3+ 2+ Heavy Pistol (12”, A1, AP(1)), CCW (A3) Counter, Fearless A, G 40pts
Wolf Prime Brother [1] 3+ 2+ Heavy Rifle (24”, A1, AP(1)), CCW (A2) Counter, Fearless A, H 40pts
Wolf Blaster Prime Brother [1] 3+ 2+ Plasma Rifle (24”, A1, AP(4)), CCW (A2) Counter, Fearless I 45pts
Wolf Eliminator [1] 3+ 2+ Sniper Rifle (30”, A1, AP(1), Sniper), CCW (A2) Counter, Fearless, Scout, Stealth - 65pts
Wolf Eradicator [1] 3+ 2+ Fusion Rifle (12”, A1, AP(4), Deadly(3)), Counter, Fearless, Relentless, Tough(3) - 90pts
CCW (A2)
Wolf Heavy Prime Brother [1] 3+ 2+ Grave Auto-Rifle (18”, A4), CCW (A3) Counter, Fearless, Tough(3) J 90pts
Wolf Guardian [1] 3+ 2+ Heavy Pistol (12”, A1, AP(1)), Counter, Fearless, Shield Wall, Tough(3) - 95pts
Energy Sword (A3, AP(1), Rending)
A Replace Heavy Rifle and CCW: H Replace any Heavy Rifle:
Heavy Pistol (12", A1, AP(1)), CCW (A3) free Auto-Rifle (18", A2) +5pts
Auto-Rifle (18", A2), CCW (A2) +5pts Precision Rifle (24”, A1, Sniper) +5pts
Precision Rifle (24", A1, Sniper), +10pts Replace Heavy Rifle:
CCW (A2) Plasma Rifle (24”, A1, AP(4)) +5pts
Replace Heavy Pistol: Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts
Plasma Pistol (12”, A1, AP(4)) +5pts Flamethrower (12”, A6) +10pts
Marksman Carbine (18", A1, Rending) +5pts Gravity Rifle (18”, A3, Rending) +10pts
Heavy Rifle (24”, A1, AP(1)) +5pts Heavy Machinegun (30”, A3, AP(1)) +30pts
Flamethrower Pistol (6”, A6) +5pts Take one Auto-Rifle attachment:
Gravity Pistol (12”, A3, Rending) +10pts Grenade-Mod (12”, A1, Blast(3)) +10pts
Precision Rifle (24”, A1, Sniper) +15pts Upgrade with any:
Fist-Pistol (12", A2), +20pts Veteran Infantry +20pts
Energy Fist (A2, AP(4)) I Replace any Plasma Rifle:
Replace CCW:
Energy Sword (A3, AP(1), Rending) +10pts Heavy Plasma Rifle (30”, A1, AP(4)) +5pts
Energy Hammer (A2, Blast(3)) +15pts Plasma Auto-Rifle (24”, A2, AP(2)) +10pts
Energy Fist (A3, AP(4)) +20pts J Replace any Grave Auto-Rifle:
Relic Sword (A2, AP(2), Deadly(3)) +35pts Grave Heavy Rifle (24", A3, AP(1)) +10pts
B Upgrade with one: Grave Precision Rifle (24", A2, Sniper) +15pts
Combat Shield (Shield Wall) +10pts Replace Grave Auto-Rifle:
Jetpack (Ambush, Flying) +25pts Grave Heavy Machinegun
(30", A4, AP(1))
+35pts
Upgrade with:
Veteran Infantry +20pts Special Rules
C Upgrade with one: Battle Rites: This model and all friendly units
Judge (War Chant) +15pts within 12” get +1 to hit when shooting.
Ancient Banner (Fear) +20pts Counter: Gets +1 attack with a weapon of your
Captain (Battle Rites) +20pts choice when charged.
Archivist (Psychic(1)) +25pts Precision Shots: This model and all friendly
Lieutenant (Precision Shots) +25pts units within 12” get AP(+1) when shooting.
Engineer (Repair) +25pts Repair: Once per activation, if within 2” of a
D Upgrade with one: unit with Tough, roll one die. On a 2+ you may
Orbital Drop (Ambush) +10pts repair D3 wounds from the target.
Infiltration Gear (Scout) +10pts Shield Wall: Enemies get -1 to hit when they
attack units where all models have this rule.
E Upgrade all Marksman Carbines with: Veteran Infantry: This model gets +1 to hit rolls
Scopes (Sniper) +10pts in melee and shooting.
F Replace Heavy Pistol and CCW: War Chant: This model and all friendly units
Heavy Chainsaw Sword (A4, AP(1)) +5pts within 12” get +1 attack in melee when
charging.
Heavy Pistol (12", A1, AP(1)), +5pts
+10pts Fury (4+): TargetPsychic Spells
Energy Sword (A3, AP(1), Rending)
Heavy Pistol (12", A1, AP(1)), 2 friendly units within 6” get
Energy Hammer (A2, Blast(3)) Furious next time they charge.
Heavy Pistol (12", A1), +15pts Hurricane (4+): Target 2 enemy units within 6”
Energy Fist (A3, AP(4)) take 4 hits each.
Upgrade with:
Orbital Drop (Ambush) +5pts Storm (5+): Target 2 enemy units within 18” get
-1 to hit next time they shoot.
G Upgrade with: Thunder (5+): Target enemy unit within 6”
Veteran Infantry +20pts takes 4 hits with AP(2).
Replace Heavy Pistol: Lightning (6+): Target enemy model within 12”
Plasma Pistol (12”, A1, AP(4)) +5pts takes 3 hits with AP(4).
Replace CCW: Wrath (6+): Target 2 enemy units within 6” get
Energy Sword (A3, AP(1), Rending) +5pts -3" next time they Advance, or -6" next time
Energy Hammer (A2, Blast(3)) +10pts they Charge/Rush.
Energy Fist (A3, AP(4)) +15pts

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