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GF - Prime Brothers v2.15
GF - Prime Brothers v2.15
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Name [size] Qua Def Equipment Special Rules Upgrades Cost
Captain [1] 3+ 2+ Auto-Rifle (24”, A3), CCW (A2) Hero, Prime, Tough(3) A, B, C 105pts
Judge [1] 3+ 2+ Pistol (12”, A1), Relic Sword (A3, AP(2), Deadly(3)) Hero, Prime, Tough(3) A, B 115pts
Psychic [1] 3+ 2+ Auto-Rifle (24”, A3), CCW (A2) Hero, Prime, Psychic(1), A, B, D 125pts
Tough(3)
Assault Squad [5] 3+ 2+ Pistols (12”, A1), CCWs (A3) Prime E, F 185pts
Prime Brothers [5] 3+ 2+ Auto-Rifles (24”, A3), CCWs (A2) Prime A, E, G 225pts
Raider Squad [5] 3+ 2+ Heavy Pistols (12”, A1, AP(1)), CCWs (A3) Furious, Prime E, H 205pts
Blaster Squad [5] 3+ 2+ Heavy Plasma Rifles (30”, A1, AP(2)), CCWs (A2) Prime E, I 215pts
Infiltration Squad [5] 3+ 2+ Heavy Carbines (18”, A1, Rending), CCWs (A2) Prime, Scout E 230pts
Guard Squad [3] 3+ 2+ Pistols (12”,A1), Energy Swords (A3,AP(1),Rending) Prime, Shield Wall - 145pts
Eradication Squad [3] 3+ 2+ Fusion Rifles (12”,A1,AP(4),Deadly(6)), CCWs (A2) Prime, Relentless - 180pts
Elimination Squad [3] 3+ 2+ Sniper Rifles (36”, A1, AP(1), Sniper), CCWs (A2) Prime, Scout, Stealth J 180pts
Jetpack Squad [3] 3+ 2+ 2x Plasma Carbines (18”, A1, AP(2)), CCWs (A2) Ambush, Flying, Prime K 185pts
Suppression Squad [3] 3+ 2+ Autocannons (48”, A2, AP(2)), CCWs (A2) Ambush, Flying, Prime - 245pts
Aggro Squad [3] 3+ 2+ 2x Fist-Carbines (18”, A3), Energy Fists (A2, AP(3)) Prime, Tough(3) L 345pts
Prime Bikers [3] 3+ 2+ Pistols (12”, A1), CCWs (A3) Fast, Impact(1), Prime M 145pts
Prime ATV [1] 3+ 2+ Twin Auto-Rifles (24”, A6), Fast, Impact(3), Prime, N 170pts
Gatling Gun (24”, A6, AP(1)) Strider, Tough(3)
A Replace one Auto-Rifle and CCW: G Replace any Auto-Rifle: M Upgrade all models with:
Pistol (12”, A1) and CCW (A4) -10pts Rifle (30”, A2) Free Twin Rifles (30”, A4) +60pts
Energy Sword (A2, AP(1), Rending), +15pts Precision Rifle (36”, A1, AP(1)) Free
Energy Fist (A2, AP(3)), Replace one Auto-Rifle: N Replace Gatling Gun:
Fist-Pistol (12”, A3) Flamethrower (12”, A6) Free Heavy Fusion Rifle +10pts
Replace one Pistol: Gravity Rifle (18”, A2, Rending) Free (24”, A1, AP(4), Deadly(6))
Shred Pistol (6”, A2, Rending) +5pts Plasma Rifle (24”, A1, AP(2)) Free
Plasma Pistol (12”, A1, AP(2)) +5pts Fusion Rifle +10pts Special Rules
Heavy Carbine (18”, A1, Rending) +5pts (12”, A1, AP(4), Deadly(6)) Battle Rites: The hero and his unit get +1 to
Rifle (30”, A2) +5pts Heavy Machinegun (36”, A3, AP(1)) +15pts their melee rolls.
Precision Rifle (36”, A1, AP(1)) +5pts One model may take one Medical Training: This model and his unit get
Flamethrower Pistol (12”, A6) +10pts the Regeneration rule.
Auto-Rifle attachment:
Replace one CCW: Precision Shots: The hero and his unit get
GrenadeLauncher–pick one to fire: +10pts
AP(+1) when shooting.
Energy Sword (A4, AP(1), Rending) +5pts HE (24”, A1, Blast(3)) Prime: Counts as having the Fearless rule, as
Energy Fist (A4, AP(3)) +10pts AT (24”, A1, AP(1), Deadly(3)) well as having Regeneration against non-
EnergyHammer(A4,AP(1),Deadly(3)) +10pts Upgrade all models with any: spell attacks (this stacks with Regeneration).
Veteran Infantry +50pts Repair: Once per turn, if within 2” of a unit
B Upgrade with one: Grave Armor (Tough(+3)) +290pts with Tough, roll one die. On a 2+ you may
Camo Cloak (Scout, Stealth) +10pts repair 1 wound from the target.
Combat Shield (Shield Wall) +10pts H Replace all Heavy Pistols and CCWs: Shield Wall: Enemies get -1 to hit when they
Combat Bike (Fast, Impact(1), +25pts Assault Rifles (24”, A1), CCWs (A2) Free attack units where all models have this rule.
Twin Rifle (30””,A4)) Replace one Heavy Pistol and CCW: Veteran Infantry: This model gets +1 to its
Grave Armor (Tough(+3)) +85pts Heavy Pistol (12”, A1, AP(1)) and +5pts attack rolls for melee and shooting.
Upgrade with: Energy Sword (A3, AP(1), Rending) War Chant: The hero and his unit get +1 attack
Veteran Infantry +10pts Heavy Pistol (12”, A1, AP(1))) and +5pts in melee when charging.
Energy Fist (A3, AP(3))
C Upgrade with one: Heavy Pistol (12”, A1, AP(1)) and +10pts
Psychic Spells
Repair +10pts Blurred Sight (4+): Target enemy unit within
EnergyHammer(A3,AP(1),Deadly(3))
War Chant +10pts 12” gets -1 to hit next time it shoots.
Heavy Chainsaw Sword (A9, AP(1)) +20pts
Battle Rites +15pts Psychic Terror (4+): Target enemy unit within
Upgrade all models with any:
Ancient Banner (Fear) +20pts 12” takes 2 automatic hits with AP(2).
Grapnels (Strider) +20pts
Precision Shots +45pts Cursed Ground (5+): Target enemy unit within
Orbital Deployment (Ambush) +40pts
18” moves -6” next time it charges.
D Upgrade Psychic(1) I Replace all Heavy Plasma Rifles: Cerebral Trauma (5+): Target enemy model
Psychic(2) +15pts Plasma Auto-Rifles (24”, A2, AP(1)) +10pts within 12” takes 1 automatic hit with AP(3).
Light Plasma Cannons +10pts Time Passage (6+): Target friendly unit within
E Upgrade one model with: (36”, A1, AP(2)) 12” may immediately move by up to 6”.
Medical Training +45pts Lightning Fog (6+): Target 2 enemy units
J Replace any Sniper Rifle: within 6” take 8 automatic hits each.
F Replace one Pistol: Laser Rifle (36”,A1,AP(3),Deadly(3)) +10pts
Plasma Pistol (12”, A1, AP(2)) +5pts
Upgrade all models with: K Replace all 2x Plasma Carbines:
Veteran Infantry +50pts 2x Assault Carbines (18”, A3) +20pts
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Name [size] Qua Def Equipment Special Rules Upgrades Cost
Anti-Grav APC [1] 3+ 2+ Twin Storm Rifle (24”, A4) Fast, Impact(6), Prime, A 240pts
Strider, Tough(6), Transport(11)
Anti-Grav Tank [1] 3+ 2+ Twin Laser Talon (24”, A4, AP(4), Deadly(3)), Fast, Impact(6), Prime, B 490pts
2x Storm Rifles (24”, A2) Strider, Tough(12)
Heavy Anti-Grav 3+ 2+ Twin Heavy Machinegun (36”, A6, AP(1)), Fast, Impact(6), Prime, C 695pts
Transport Tank [1] Laser Talon (24”, A2, AP(4), Deadly(3)), Strider,Tough(18),Transport(11)
Machinegun (36”, A3)
Heavy Anti-Grav 3+ 2+ Heavy Plasma Cannon (36”, A1, AP(2), Blast(6)), Fast, Impact(6), Prime, D 780pts
Destroyer Tank [1] Twin Heavy Machinegun (36”, A6, AP(1)), Strider,Tough(18),Transport(6)
Heavy Gatling Gun (30”, A12, AP(1))
Prime Speeder [1] 3+ 2+ Gatling Gun (24”, A6, AP(1)) Ambush, Fast, Impact(6), E 250pts
Prime, Strider, Tough(6)
Prime Light Walker [1] 3+ 2+ Incendiary Cannon (12”, A12, AP(1)), Fear, Prime, Scout, Tough(6) F 260pts
Walker Fist (A3, AP(3)), Stomp (A2, AP(1))
Prime Attack 3+ 2+ Heavy Gatling Gun (30”, A12, AP(1)), Fear, Prime, Tough(12) G 500pts
Walker [1] Walker Fist (A4, AP(4)), Stomp (A2, AP(1)),
Twin Storm Rifle (24”, A4)
Support Turret [1] 3+ 2+ Twin Heavy Autocannon (48”, A6, AP(2)). Immobile, Prime, Tough(3) H 165pts
Turret Crew (A3)