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GFF - Wolf Prime Brothers v2.50
GFF - Wolf Prime Brothers v2.50
50
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