GF - Wolf Brothers v2.50

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GF - Wolf 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. Wolf Brothers are brought up on icy planets and train to operate
in extreme conditions where not even the elite of Battle Brothers
If you’d like to support the continued development of our games 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 Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Wolf Master Brother [1] 3+ 3+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Counter, Fearless, Hero, Tough(3) A, B, C 60pts
Wolf Elite Pathfinder [1] 4+ 4+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Counter, Fearless, Hero, Strider, A, C, D 45pts
Tough(3)
Wolf Rookies [5] 4+ 4+ Heavy Pistols (12”, A1, AP(1)), CCWs (A2) Counter, Fearless, Furious A, E 120pts
Wolf Pathfinders [5] 4+ 4+ Heavy Rifles (24”, A1, AP(1)), CCWs (A1) Counter, Fearless, Strider A, F 120pts
Wolf Brothers [5] 3+ 3+ Heavy Rifles (24”, A1, AP(1)), CCWs (A1) Counter, Fearless A, G 155pts
Werewolf Brothers [5] 3+ 4+ Claws (A2, AP(1)) Counter, Fast, Fearless, Regeneration H 180pts
Wolf Support Brothers [3] 3+ 3+ Heavy Flamethrowers (12”, A6, AP(1)), CCWs (A1) Counter, Fearless, Relentless I 175pts
Hunting Wolves [5] 4+ 4+ Vicious Bites (A2, AP(1)) Counter, Fast, Strider J 120pts
Wolf Riders [3] 3+ 3+ Heavy Pistols (12”, A1, AP(1)), CCWs (A2), Counter, Fast, Fearless, Strider, K 280pts
Heavy Claws (A3, AP(1)) Tough(3)
A Replace one Heavy Rifle and CCW: F Replace all Heavy Rifles and CCWs: K Replace any Heavy Pistol and CCW:
Heavy Pistol (12", A1, AP(1)), CCW (A2) free Heavy Pistols (12", A1, AP(1)), CCWs (A2) -5pts Dual Energy Claws (A4, Rending) +5pts
Dual Energy Claws (A4, Rending) +10pts Replace any Heavy Rifle: Replace any Heavy Pistol:
Heavy Chainsaw Sword (A4, AP(1)) +10pts Shotgun (12”, A2, AP(1)) free Plasma Pistol (12", A1, AP(4)) +5pts
Replace one Heavy Pistol: Replace one Heavy Rifle: Combat Shield (Shield Wall) +5pts
Combat Shield (Shield Wall) +5pts Plasma Rifle (24”, A1, AP(4)) +5pts Replace any CCW:
Plasma Pistol (12”, A1, AP(4)) +5pts Flamethrower (12”, A6) +10pts Energy Hammer (A1, Blast(3)) +5pts
Gravity Pistol (12”, A3, Rending) +10pts Gravity Rifle (18”, A3, Rending) +10pts Energy Sword (A2, AP(1), Rending) +5pts
Storm Rifle (24”, A3, AP(1)) +30pts Heavy Machinegun (30", A3, AP(1)) +25pts Energy Fist (A2, AP(4)) +10pts
Replace one CCW: Missile Launcher +35pts
Energy Hammer (A1, Blast(3))
Energy Sword (A2, AP(1), Rending)
+10pts (30", A1, AP(2), Deadly(3), Lock-On)
+10pts
Special Rules
Replace up to three Heavy Rifles: Advanced Tactics: Once per activation, before
Energy Fist (A2, AP(4)) +20pts Sniper Rifle (30", A1, AP(1), Sniper) +25pts attacking, pick one other friendly unit within 12”
Chain-Fist (A1, AP(2), Deadly(3)) +20pts Upgrade all models with any: of this model, which may move by up to 6".
Take one Heavy Rifle attachment: Camo Cloaks (Stealth) +20pts Counter: Gets +1 attack with a weapon of your
Plasma-Mod (12”, A1, AP(4)) +10pts Forward Sentries (Scout) +15pts choice when charged.
Fusion-Mod (6", A1, AP(4), Deadly(3)) +15pts G Upgrade all models with: Medical Training: This model and its unit get
Flamer-Mod (6”, A6) +15pts Veteran Infantry +100pts the Regeneration rule.
Gravity-Mod (9”, A3, Rending) +15pts Upgrade one model with one: Repair: Once per activation, if within 2” of a unit
B Upgrade with one: Battle Standard (Fear) +20pts with Tough, roll one die. On a 2+ you may repair
Jetpack (Ambush, Flying) +25pts Medical Training +55pts D3 wounds from the target.
Shield Wall: Attacks targeting units where all
Destroyer Armor (Ambush, Tough(+3)) +65pts Replace all Heavy Rifles and CCWs:
Combat Bike (Fast, Tough(+3), +90pts Heavy Pistols (12", A1, AP(1)), CCWs (A2) -5pts models have this rule count as having AP(-1), to
a min. of AP(0).
Twin Heavy Rifle (24", A2, AP(1))) Replace one Heavy Rifle:
Great Wolf Mount (Tough(+3), Strider, +95pts Plasma Rifle (24", A1, AP(4)) +10pts Veteran Infantry: This model gets +1 to hit rolls
Fast, Heavy Claws (A3, AP(1))) Fusion Rifle (12", A1, AP(4), Deadly(3)) +15pts in melee and shooting.
Upgrade with any: Gravity Rifle (18”, A3, Rending) +15pts War Chant: For each unmodified result of 6 to
Pet Wolf (Warning Cry) +10pts Flamethrower (12”, A6) +15pts hit when attacking in melee, the hero and its
Veteran Infantry +20pts Gravity Cannon +15pts unit may roll 2 extra attacks. This rule doesn’t
C Upgrade with one: (24", A1, Blast(3), Rending) apply to newly generated attacks.
Preacher (War Chant) +10pts Heavy Flamethrower (12”,A6,AP(1)) +25pts Warning Cry: Enemy units can’t be set up within
Archivist (Psychic(1)) +25pts Heavy Machinegun (30”, A3, AP(1)) +30pts 18” of this model when using Ambush.
Engineer (Repair) +25pts Missile
(30", A1,
Launcher
AP(2), Deadly(3), Lock-On)
+45pts Psychic Spells
Captain (Advanced Tactics) +35pts Heavy Fusion Rifle +50pts Furious next time2they
Fury (4+): Target friendly units within 6” get
D Upgrade with any: (18", A1, AP(4), Deadly(6)) charge.
Camo Cloak (Stealth) +10pts Plasma Cannon +50pts Hurricane (4+): Target 2 enemy units within 6”
Forward Sentry (Scout) +10pts (30”, A1, Blast(3), AP(4)) take 4 hits each.
Laser Cannon +55pts Storm (5+): Target 2 enemy units within 18” get
E Upgrade all models with: (36”, A1, AP(3), Deadly(3)) -1 to hit next time they shoot.
Jetpacks (Ambush, Flying) +30pts H Replace all Claws: Thunder (5+): Target enemy unit within 6” takes
Replace one Heavy Pistol: +15pts 4Lightning
hits with AP(2).
Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts Combat Energy
Shields (Shield Wall),
Hammers (A1, Blast(3)) (6+): Target enemy model within 12”
Flamethrower (12", A6) +10pts Replace any Claws: takes 3 hits with AP(4).
Plasma Rifle (24", A1, AP(4)) +10pts Heavy Energy Axe Wrath (6+): Target 2 enemy units within 6” get
Gravity Rifle (18", A3, Rending) +15pts Dual Energy Claws(A2, (A4,
AP(4))
Rending)
+10pts -3" next time they Advance,
+10pts or -6" next time they
Replace one Heavy Pistol: Upgrade any model with: Charge/Rush.
Plasma Pistol (12", A1, AP(4)) +5pts Backpack-GL (12", A2, AP(1)) +10pts
Replace one Heavy Pistol and CCW:
Heavy Pistol (12", A1, AP(1)), +5pts I Replace any Heavy Flamethrower:
Energy Hammer (A1, Blast(3)) Gravity Cannon -10pts
Heavy Pistol (12", A1, AP(1)), +5pts (24", A1, Blast(3), Rending)
Energy Sword (A2, AP(1), Rending)
Heavy Chainsaw Sword (A4, AP(1)) +5pts Heavy
Missile
Machinegun (30”, A3, AP(1))
Launcher
+5pts
+25pts
Heavy Pistol (12", A1, AP(1)), +10pts (30", A1, AP(2), Deadly(3), Lock-On)
Energy Fist (A2, AP(4)) Plasma Cannon +25pts
(30”, A1, Blast(3), AP(4))
Heavy Fusion Rifle +30pts
(18", A1, AP(4), Deadly(6))
Laser Cannon +30pts
(36”, A1, AP(3), Deadly(3))
J Upgrade all models with:
Cyborg Bodies (Regeneration) +25pts

2
GF - Wolf Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Wolf Destroyers [3] 3+ 3+ Dual Energy Claws (A6, Rending) Ambush, Counter, Fearless, Tough(3) A 260pts
Wolf Pathfinder Bikers [3] 4+ 4+ Grenade Launchers (24”, A1, Blast(3)), Counter, Fast, Fearless, Scout, Tough(3) B, C 225pts
Heavy Pistols (12”, A1, AP(1)), CCWs (A2)
Wolf Brother Bikers [3] 3+ 3+ Twin Heavy Rifles (24”, A2, AP(1)), Counter, Fast, Fearless, Tough(3) B, D 275pts
Heavy Pistols (12”, A1, AP(1)), CCWs (A2)
Wolf Support Bike [1] 3+ 3+ Twin Heavy Rifle (24”, A2, AP(1)), Counter, Fast, Fearless, Tough(6) E 185pts
Heavy Flamethrower (12”, A6, AP(1)),
Heavy Pistol (12”, A1, AP(1)), CCW (A3)
Wolf APC [1] 3+ 2+ Storm Rifle (24”, A3, AP(1)) Fast, Fearless, Impact(6), Tough(6), F 225pts
Transport(11)
Wolf Attack APC [1] 3+ 2+ Twin Heavy Flamethrower (12”, A12, AP(1)) Fast, Fearless, Impact(6), Tough(6), F, G 240pts
Transport(6)
Wolf Drop Pod [1] 3+ 2+ Death Launcher (18”, A1, Blast(6)) Ambush, Fearless, Immobile, Tough(6), H 145pts
Transport(11)
Wolf Battle Tank [1] 3+ 2+ Twin Heavy Machineguns (30”, A6, AP(1)), Fast, Fearless, Impact(6), Tough(12) F, I 490pts
Demolition Cannon (24”, A1, Blast(6), AP(4),
Indirect)
Wolf Heavy Tank [1] 3+ 2+ Twin Heavy Machinegun (30”, A6, AP(1)), Fast, Fearless, Impact(6), Tough(18), F, J 640pts
Twin Flamethrower Cannons (18”, A12, AP(1)) Transport(11)
A Replace all Dual Energy Claws: F Upgrade with any:
Combat Shields (Shield Wall), +5pts Storm Rifle (24”, A3, AP(1)) +35pts
Energy Hammers (A2, Blast(3)) Dozer Blade (Strider) +35pts
Storm Rifles (24", A3, AP(1)), CCWs (A3) +45pts Hunter Missiles +45pts
Replace any Storm Rifle: (24", A1, AP(2), Deadly(3), Lock-On)
Heavy Rifle (24", A1, AP(1)) -20pts G Replace Twin Heavy Flamethrower:
Any model may take one Heavy Rifle attachment: Twin Heavy Machinegun +20pts
Plasma-Mod (12", A1, AP(4)) +10pts
Fusion-Mod (6", A1, AP(4), Deadly(3)) +15pts (30”, A6, AP(1))
Flamer-Mod (6", A6) +15pts Twin Minigun (24”, A8, AP(1)) +25pts
Gravity-Mod (9", A3, Rending) +15pts Laser Cannon
(36", A1, AP(3), Deadly(3)),
+35pts
Replace one Storm Rifle:
Heavy Flamethrower (12”,A6,AP(1)) free Twin Plasma Rifle (24", A2, AP(4))
Minigun (24”, A4, AP(1)) +15pts Twin Laser Cannon
(36”, A2, AP(3), Deadly(3))
+60pts
Replace any CCW:
Combat Shield (Shield Wall) +10pts Replace Death Launcher:
Energy Sword (A3, AP(1), Rending) +20pts HStorm Rifle (24", A3, AP(1)) +5pts
Energy Fist (A3, AP(4)) +30pts
Chain-Fist (A2, AP(2), Deadly(3)) +45pts I Replace Demolition Cannon:
Upgrade one model with: Spear Missile Launcher +5pts
Cyclone Missiles +45pts (30", A1, AP(3), Deadly(6), Lock-On)
(24", A1, AP(2), Deadly(3), Lock-On) Twin Laser Cannon +10pts
B Replace one Heavy Rifle and CCW: (36”, A2, AP(3), Deadly(3))
Heavy Pistol (12", A1, AP(1)), CCW (A2) free Rapid Twin
Autocannon (36", A6, AP(2))
Storm Cannon
+10pts
+15pts
Dual Energy Claws (A4, Rending) +10pts (30", A6, AP(2), Lock-On)
Heavy Chainsaw Sword (A4, AP(1)) +10pts Wind Missile Launcher +85pts
Replace one Heavy Pistol: (36”, A3, Blast(3), AP(1), Indirect)
Combat Shield (Shield Wall) +5pts Replace Twin Heavy Machineguns:
Plasma Pistol (12”, A1, AP(4)) +5pts
Gravity Pistol (12”, A3, Rending) +10pts Twin(36”,
Laser Cannons
A2, AP(3), Deadly(3))
+40pts
Storm Rifle (24”, A3, AP(1)) +30pts
Replace one CCW: J Replace Twin Flamethrower Cannons:
Energy Hammer (A1, Blast(3)) +10pts Twin Heavy Rifle Arrays +30pts
Energy Sword (A2, AP(1), Rending) +10pts (24", A12, AP(1))
Energy Fist (A2, AP(4)) +20pts Quad Laser Cannons +150pts
Chain-Fist (A1, AP(2), Deadly(3)) +20pts (36”, A4, AP(3), Deadly(3))
Take one Heavy Rifle attachment: Replace Twin Heavy Machinegun:
Plasma-Mod (12”, A1, AP(4)) +10pts Twin Minigun (24”, A8, AP(1)) +5pts
Fusion-Mod (6", A1, AP(4), Deadly(3)) +15pts Upgrade with:
Flamer-Mod (6”, A6) +15pts Heavy Fusion Rifle +60pts
Gravity-Mod (9”, A3, Rending) +15pts (18", A1, AP(4), Deadly(6))
+5pts Counter: Gets +1Special Rules
C Replace any Grenade Launcher:
Twin Heavy Rifle (24", A2, AP(1)) attack with a weapon of your
Replace all Heavy Pistols and CCWs: choice when charged.
Heavy Rifles (24", A1, AP(1)), CCWs (A1) +5pts Shield Wall: Attacks targeting units where all
D Replace all Heavy Pistols and CCWs: models have this rule count as having AP(-1), to
Heavy Rifles (24", A1, AP(1)), CCWs (A1) +5pts a min. of AP(0).
Replace up to two Heavy Rifles:
Plasma Rifle (24”, A1, AP(4)) +5pts
Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts
Flamethrower (12”, A6) +10pts
Gravity Rifle (18”, A3, Rending) +10pts
E Replace Heavy Flamethrower:
Heavy Machinegun (30”, A3, AP(1)) +5pts
Heavy Fusion Rifle +25pts
(18", A1, AP(4), Deadly(6))
Replace Heavy Pistol:
Heavy Rifle (24", A1, AP(1)) +5pts

3
GF - Wolf Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Wolf Attack Speeder [1] 3+ 2+ 2x Heavy Flamethrowers (12”, A6, AP(1)) Ambush, Fast, Fearless, Impact(6), Strider, A 260pts
Tough(6)
Wolf Attack Walker [1] 3+ 2+ Stomp (A4, AP(1)), 2x Walker Fists (A4, AP(4)) Fear, Fearless, Tough(12) B 330pts
Wolf Light Gunship [1] 3+ 2+ Twin Typhoon Missiles (24”, A4, AP(2), Lock-On), Aircraft, Fearless, Tough(6) C 335pts
Miniguns (24”, A4, AP(1))
Wolf Heavy Gunship [1] 3+ 2+ Storm Missiles (36”, A1, AP(3), Deadly(3)), Aircraft, Fearless, Tough(9), Transport(11) D 545pts
Twin Minigun (24”, A8, AP(1)),
Typhoon Missiles (24”, A2, AP(2), Lock-On)
A Replace any Heavy Flamethrower: D Replace Storm Missiles:
Heavy Machinegun (30”, A3, AP(1)) +10pts Boosted Laser Cannons +5pts
Minigun (24”, A4, AP(1)) +10pts (36", A1, AP(4), Deadly(3))
Heavy Fusion Rifle +30pts Replace Twin Minigun:
(18", A1, AP(4), Deadly(6)) Heavy Frost Cannon -50pts
Replace one Heavy Flamethrower: (18", A2, Blast(3), Rending)
Twin Typhoon Missiles +40pts Twin Plasma Cannon +25pts
(24", A4, AP(2), Lock-On) (30”, A2, Blast(3), AP(4))
Upgrade with: Twin Laser Cannon +35pts
Open Sides (Transport(6)) +15pts (36”, A2, AP(3), Deadly(3))
B Replace 2x Walker Fists: Replace Typhoon Missiles:
Combat Shield (Shield Wall), free Boosted Fusion Rifles
(18", A1, AP(4), Deadly(3))
free
Walker Axe (A2, AP(2), Deadly(3)) Heavy Machineguns (30", A3, AP(1)) +5pts
Replace one Walker Fist: Upgrade with:
Walker Claw (A6, AP(1), Rending) +5pts
Missile Array (30", A4, AP(2), Lock-On) +55pts Heavy Rifle Arrays (24", A6, AP(1)) +70pts
Twin Autocannon (36”, A6, AP(2))
Replace one Walker Fist:
+95pts Special Rules
Walker Claw (A6, AP(1), Rending) +5pts models have this ruletargeting
Shield Wall: Attacks units where all
count as having AP(-1), to
Twin Frost Cannon +5pts a min. of AP(0).
(18", A2, Blast(3), Rending)
Heavy Fusion Rifle +25pts Veteran Walker: This model gets +1 to its attack
rolls for melee and shooting.
(18", A1, AP(4), Deadly(6))
Twin Heavy Flamethrower +30pts
(12”, A12, AP(1))
Heavy Rifle Array (24”, A6, AP(1)) +30pts
Heavy Minigun (24”, A6, AP(2)) +50pts
Twin Heavy Machinegun +50pts
(30", A6, AP(1))
Heavy Plasma Cannon +70pts
(30”, A1, Blast(6), AP(4))
Twin Laser Cannon +90pts
(36”, A2, AP(3), Deadly(3))
Upgrade any Walker Fist with one:
Fusion Rifle (12", A1, AP(4), Deadly(3)) +25pts
Heavy Flamethrower (12", A6, AP(1)) +35pts
Storm Rifle (24”, A3, AP(1)) +35pts
Upgrade any Walker Claw with one:
Heavy Flamethrower (12", A6, AP(1)) +30pts
Storm Rifle (24", A3, AP(1)) +30pts
Upgrade with:
Veteran Walker +70pts
C Upgrade with one:
Laser Talon (24”, A3, AP(3)) +50pts
Storm Cannon +65pts
(30", A3, AP(2), Lock-On)
Replace Twin Minigun:
Twin Laser Cannon ?
(36", A2, AP(3), Deadly(3))
Replace Twin Typhoon Missiles:
Heavy Fusion Rifles -10pts
(18", A1, AP(4), Deadly(6))
Twin Heavy Machinegun +10pts
(30", A6, AP(1))
Twin Laser Cannon +50pts
(36”, A2, AP(3), Deadly(3))
Twin Hammer Missiles +85pts
(36", A2, AP(3), Deadly(3), Lock-On)
Upgrade with:
Cargo Space (Transport(11)) +30pts

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