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About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Battle Brothers are the most elite and feared fighting force in
which are designed to be fast to learn and easy to play. the galaxy. Massive genetically modified soldiers equipped with
heavy battle armor and deadly weapons, they are ready to take
This project was made by gamers for gamers and it can only
on even the most dangerous missions in the name of their
exist thanks to the support of our awesome community.
immortal god-king.
If you’d like to support the continued development of our
Soon after reaching the Sirius sector the immortal god-king
games you can donate on patreon.com/onepagerules.
created the Battle Brothers in order to conquer even the most
Thank you for playing! inhospitable of planets. Born in vats and trained for war all
their lives, these fine soldiers are solely focused on victory.

As jacks of all trades they are able to do pretty much anything


reasonably well with no particular weakness. Their troops are
armed with a variety of advanced weapons and are designed to
exploit the enemy’s weak spots mercilessly.

They are the ultimate weapon in the god-king’s quest for power
and only find peace in death.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

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Name [size] Qua Def Equipment Special Rules Upgrades Cost
Captain [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fearless, Hero, Relentless, Tough(3) A, B, C 90pts
Champion [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fearless, Hero, Tough(3) A, B, C 80pts
Engineer [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fearless, Hero, Repair, Tough(3) A, B 90pts
Psychic [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fearless, Hero, Psychic(1), Tough(3) A, B, D 100pts
Pathfinder [1] 3+ 4+ Assault Rifle (24”, A1), CCW (A1) Fearless, Strider A, E 30pts
Battle Brother [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fearless A, F 30pts
Assault Brother [1] 3+ 2+ Pistol (12”, A1), CCW (A2) Fearless A, G 30pts
Support Brother [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fearless, Relentless A, H 35pts
Brother Biker [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fast, Fearless, Impact(1) A, I 40pts
Pathfinder Biker [1] 3+ 4+ Assault Rifle (24”, A1), CCW (A1) Fast, Fearless, Impact(1), Scout A, J 45pts
Support Bike [1] 3+ 2+ Heavy Flamethrower (12”, A6, AP(1)), Fast, Fearless, Impact(3), Tough(3) A, K 115pts
Assault Rifle (24”, A1), CCW (A1)
Destroyer [1] 3+ 2+ Storm Rifle (24”,A2), Energy Fist (A2,AP(3)) Ambush, Fearless, Tough(3) L 100pts

A Replace Assault Rifle and CCW: F Upgrade with: K Replace Heavy Flamethrower:
Pistol (12”, A1) and CCW (A2) Free Veteran Infantry +10pts Heavy Machinegun (36”, A3, AP(1)) +10pts
Heavy Chainsaw Sword (A6, AP(1)) +10pts Upgrade with one: Heavy Fusion Rifle +30pts
2x Energy Claws (A2,AP(1),Rending) +10pts Battle Standard (Fear) +20pts (24”, A1, AP(4), Deadly(6))
Replace Pistol: Medical Training +45pts Upgrade with:
Gravity Pistol (12”, A2, Rending) +5pts Replace Assault Rifle: Twin Assault Rifles (24”, A2) +10pts
Plasma Pistol (12”, A1, AP(2)) +5pts Gravity Rifle (18”, A2, Rending) +5pts
Storm Rifle (24”, A2) +5pts Plasma Rifle (24”, A1, AP(2)) +5pts L Replace Storm Rifle and Energy Fist:
Combat Shield (Shield Wall) +10pts Flamethrower (12”, A6) +10pts 2x Energy Claws (A2,AP(1),Rending) +5pts
Replace CCW: Heavy Flamethrower (12”, A6, AP(1)) +15pts EnergyHammer(A2,AP(1),Deadly(3)) +10pts
Energy Sword (A2, AP(1), Rending) +5pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +20pts and Combat Shield (Shield Wall)
Energy Fist (A2, AP(3)) +10pts Gravity Cannon (24”, A4, Rending) +20pts Replace Storm Rifle:
EnergyHammer(A2,AP(1),Deadly(3)) +10pts Heavy Machinegun (36”, A3, AP(1)) +25pts Heavy Flamethrower (12”, A6, AP(1)) +10pts
Chainsaw Fist (A4, AP(3)) +20pts Plasma Cannon +30pts Minigun (24”, A4, AP(1) +15pts
Take one Assault Rifle attachment: (36”, A1, Blast(3), AP(2)) Replace Energy Fist:
Gravity Rifle (18”, A2, Rending) +10pts Missile Launcher – pick one to fire: +35pts Energy Sword (A2, AP(1), Rending) -5pts
Plasma Rifle (24”, A1, AP(2)) +15pts HE (48”, A1, Blast(3)) Chainsaw Fist (A4, AP(3) +15pts
Flamethrower (12”, A6) +15pts AT (48”, A1, AP(3), Deadly(3)) Upgrade with:
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts Heavy Fusion Rifle +45pts Cyclone Missiles – pick one to fire: +80pts
(24”, A1, AP(4), Deadly(6)) HE (48”, A2, Blast(3))
B Upgrade with one: Laser Cannon +45pts AT (48”, A2, AP(3), Deadly(3))
Jetpack (Ambush, Flying) +15pts (48”, A1, AP(4), Deadly(3))
Combat Bike (Fast, Impact(1), +20pts Special Rules
Twin Assault Rifle (24”,A2)) G Upgrade with any: Advanced Tactics: The hero and all friendly
Destroyer Armor +80pts Veteran Infantry +10pts units within 12” get +3” range when shooting
(Ambush, Tough(+3)) Jetpack (Ambush, Flying) +15pts and +3” range when using charge actions.
Upgrade with: Replace Pistol: Medical Training: This model and all friendly
Veteran Infantry +10pts Flamethrower (12”, A6) +10pts units within 12” get the Regeneration rule.
Repair: Once per turn, if within 2” of a unit
Replace Pistol and CCW:
with Tough, roll one die. On a 2+ you may
C Upgrade with one: Heavy Chainsaw Sword (A6, AP(1)) +10pts
repair 1 wound from the target.
War Chant +10pts
Shield Wall: Enemies get -1 to hit when they
Advanced Tactics +45pts H Replace Assault Rifle: attack units where all models have this rule.
Heavy Flamethrower (12”, A6, AP(1)) +20pts Veteran Infantry: This model gets +1 to its
D Upgrade Psychic(1) Gravity Cannon (24”, A4, Rending) +25pts attack rolls for melee and shooting.
Psychic(2) +15pts Heavy Machinegun (36”, A3, AP(1)) +30pts War Chant: The hero and all friendly units
Plasma Cannon +35pts within 12” get +1 attack when charging.
E Upgrade with: (36”,A1,Blast(3),AP(2))
Stealth Cloak (Stealth) +5pts Missile Launcher – pick one to fire: +40pts Psychic Spells
Forward Sentry (Scout) +10pts HE (48”, A1, Blast(3)) Blurred Sight (4+): Target enemy unit within
Replace Assault Rifle: AT (48”, A1, AP(3), Deadly(3)) 12” gets -1 to hit next time it shoots.
Shotgun (12”, A2) Free Heavy Fusion Rifle +50pts Psychic Terror (4+): Target enemy unit within
Gravity Rifle (18”, A2, Rending) +5pts (24”, A1, AP(4), Deadly(6)) 12” takes 2 automatic hits with AP(2).
Plasma Rifle (24”, A1, AP(2)) +5pts Laser Cannon +50pts Cursed Ground (5+): Target enemy unit within
Flamethrower (12”, A6) +10pts (48”, A1, AP(4), Deadly(3)) 18” moves -6” next time it charges.
Sniper Rifle (36”, A1, AP(1), Sniper) +15pts Cerebral Trauma (5+): Target enemy model
Heavy Machinegun (36", A3, AP(1)) +25pts I Upgrade with: within 12” takes 1 automatic hit with AP(3).
Missile Launcher – pick one to fire: +35pts Twin Assault Rifles (24”, A2) +10pts Time Passage (6+): Target friendly unit within
HE (48”, A1, Blast(3)) Replace Assault Rifle: 12” may immediately move by up to 6”.
AT (48”, A1, AP(3), Deadly(3)) Gravity Rifle (18”, A2, Rending) +5pts Lightning Fog (6+): Target 2 enemy units
Plasma Rifle (24”, A1, AP(2)) +5pts within 6” take 8 automatic hits each.
Flamethrower (12”, A6) +10pts
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +20pts

J Upgrade with one:


Twin Assault Rifles (24”, A2) +10pts
Grenade Launcher–pick one to fire: +10pts
HE (24”, A1, Blast(3))
AT (24”, A1, AP(1), Deadly(3))

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