Download as pdf or txt
Download as pdf or txt
You are on page 1of 3

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Prime Brothers are the newest invention of the mighty god-
which are designed to be fast to learn and easy to play. king, and they are even more elite and feared than their
brethren. These soldiers have gone through enhanced
This project was made by gamers for gamers and it can only
genetical modification to become even stronger, and have been
exist thanks to the support of our awesome community.
equipped with the deadliest weapons available.
If you’d like to support the continued development of our
When faced with the ever-increasing threats of the Sirius
games you can donate on patreon.com/onepagerules.
sector the elite scientists of the god-king created the Prime
Thank you for playing! Brothers as a response, making them even more adaptable
than their brethren.

To give them an edge over their opponents they are able to


bring in a high variety of weapons, some of which can be
customized to ensure that there is no enemy they are not
prepared for.

The Prime Brothers are ready to take on the most impossible


of missions without hesitating, all in the name of their
immortal god-king.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

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

L Replace all 2x Fist-Carbines:


2x Fist-Flamethrowers (12”, A6) +20pts
Upgrade all models with:
Grenade Launchers(18”,A1,Blast(3)) +25pts

2

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)

A Replace Twin Storm Rifle: E Replace Gatling Gun:


Twin HE-Launcher (18”,A2,Blast(3)) +5pts Fusion Destroyer +10pts
Upgrade with: (24”, A1, AP(4), Deadly(6))
Machinegun (36”, A3) +20pts Heavy Laser Talon +35pts
Upgrade with one: (36”, A2, AP(4), Deadly(3))
Twin AA-MG (36”, A6, Anti-Air) +45pts Upgrade with one:
Artillery Relay (48”, A1, Blast(6)) +50pts Twin AA-Rocket Pod +10pts
Shield Projector (Regeneration) +70pts (24”, A2, AP(2), Anti-Air)
Missile Array Twin Machinegun (36”, A6) +20pts
+145pts
(48”, A3, AP(2), Blast(3)) Strike Missiles +95pts
(36”, A2, AP(3), Deadly(3))
B Replace Twin Laser Talon: Upgrade with one:
Twin Heavy Gatling Gun +85pts 2x HE-Launcher (18”, A1, Blast(3)) +35pts
(30”, A24, AP(1)) Fury Missiles +50pts
Twin Heavy Laser Cannon +95pts (48”, A1, AP(4), Deadly(6))
(48”, A2, AP(4), Deadly(6)) 2x AT-Launchers (18”, A1, AP(1)) +70pts
Replace 2x Storm Rifles:
2x HE-Launcher (18”, A1, Blast(3)) Free F Replace Incendiary Cannon:
2x Tempest Rifles (24”, A4) +15pts Twin Iron-Cannon (48”, A6, AP(2)) +60pts
2x Heavy Fusion Rifles +80pts Upgrade with any:
(24”, A1, AP(4), Deadly(6)) HE-Launcher (18”, A1, Blast(3)) +10pts
Upgrade with any: Heavy MG Pistol (36”, A3, AP(1)) +25pts
AA-Rocket Pod +10pts 2x Machineguns (36”, A3) +35pts
(24”, A1, AP(2), Anti-Air)
Machinegun (36”, A3) +20pts G Replace Heavy Gatling Gun:
Heavy Plasma Cannon -20pts
C Replace Laser Talon: (36”, A1, AP(2), Blast(6))
Heavy Gatling Gun (30”, A12, AP(1)) +60pts Replace Twin Storm Rifle:
Replace Twin Heavy Machinegun: Twin HE-Launcher (18”,A2,Blast(3)) +5pts
Twin Laser Cannon +40pts Upgrade with one:
Heavy Flamethrower (12”, A6, AP(1)) +20pts
(48”, A2, AP(4), Deadly(3))
Upgrade with one: Gatling Gun (24”, A6, AP(1)) +35pts
Machinegun (36”, A3) +20pts Upgrade with one:
Gatling Gun (24”, A6, AP(1)) +35pts AA-Rocket Pod +10pts
Upgrade with one: (24”, A1, AP(2), Anti-Air)
Storm Rifle (24”, A2) +10pts
HE-Launcher (18”, A1, Blast(3)) +10pts
H Replace Twin Heavy Autocannon:
Twin Laser Talon Free
AA-Rocket Pod +10pts
(24”, A4, AP(4), Deadly(3))
(24”, A1, AP(2), Anti-Air)
AA-Machinegun (36”, A3, Anti-Air) +25pts Special Rules
Upgrade with one: Prime: Counts as having the Fearless rule, as
2x Storm Rifles (24”, A2) +15pts well as having Regeneration against non-
2x HE-Launchers (18”, A1, Blast(3)) +20pts spell attacks (this stacks with Regeneration).
Upgrade with:
2x AT-Launchers (18”, A1, AP(1)) +10pts

D Replace Heavy Plasma Cannon:


Heavy Laser Cannon +120pts
(48”, A2, AP(4), Deadly(6))
Upgrade with any:
AA-Rocket Pod +10pts
(24”, A1, AP(2), Anti-Air)
2x Storm Rifles (24”, A2) +15pts
Machinegun (36”, A3) +20pts
Twin AA-Machinegun +50pts
(36”, A6, Anti-Air)

You might also like