You are on page 1of 6

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. Blood Brothers are trained to be extremely aggressive and
focus on crushing their enemies before they can set up a solid
If you’d like to support the continued development of our
defence again them.
games you can donate on patreon.com/onepagerules.
Dark Brothers are masters of rapid manoeuvres, going to
Thank you for playing! battle with large formations of assault bikes and tactically
inserted destroyers.

Knight Brothers train to be masters of psychic disciplines in


tight-knit groups all their lives and are they able to cast
extremely powerful spells.

Watch Brothers are trained on highly classified and hidden


planets. Their focus is on spec-ops missions as well as
advanced and experimental equipment.

Wolf Brothers are brought up on icy planets and train to


operate in extreme conditions where not even the elite of Battle
Brothers are ready to fight.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Blood Priest [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fearless, Furious, Hero, Tough(3) A 80pts
Death Brothers [5] 3+ 2+ Assault Rifles (24”, A1), CCWs (A1) Fearless, Furious, Regeneration B 195pts
Guardian Brothers [5] 3+ 2+ Assault Pistols (12”, A2), CCWs (A2) Ambush, Fearless, Flying, Furious C 255pts
Blood Tank [1] 3+ 2+ Flamethrower Cannon (12”, A6, AP(2)) Fast, Fearless, Impact(6), Tough(12) D 340pts
Blood Walker [1] 3+ 2+ 2x Walker Fists (A4, AP(4)), Fear, Fearless, Furious, Tough(12) E 380pts
2x Storm Rifles (24”, A2), Stomp (A2, AP(1))

A Replace Assault Rifle and CCW: E Replace any Storm Rifle:


Pistol (12”, A1) and CCW (A2) Free Heavy Flamethrower (12”, A6, AP(1)) +10pts
Replace Pistol: Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts
Plasma Pistol (12”, A1, AP(2)) +5pts Replace any Walker Fist:
Gravity Pistol (12”, A2, Rending) +5pts Blood Fist (A4, AP(2), Rending) Free
Storm Rifle (24”, A2) +5pts Replace one Walker Fist and Storm Rifle:
Flamethrower Pistol (6”, A6) +5pts Frag-Blaster +20pts
Fusion Pistol(6”,A1,AP(4),Deadly(6)) +10pts (12”, A12, AP(1), Rending)
Replace CCW: Upgrade with:
Energy Sword (A2, AP(1), Rending) +5pts Psychic(1) +20pts
Energy Fist (A2, AP(3)) +10pts
Take one Assault Rifle attachment: Blood Brothers
Gravity Rifle (18”, A2, Rending) +10pts When taking Blood Brothers you can buy
Plasma Rifle (24”, A1, AP(2)) +15pts Battle Brothers and Prime Brothers units and
Flamethrower (12”, A6) +15pts upgrade them as shown below. Psychic units
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts may replace the spell list from their army
Upgrade with one: with the spell list from this army.
Jetpack (Ambush, Flying) +15pts
Combat Bike (Fast, Impact(1), +20pts Upgrade with Furious:
Heroes +5pts
Twin Assault Rifle (24”, A2))
Units of [3] with Tough(6) +10pts
Destroyer Armor +80pts
Units of [5] with Tough(3) +10pts
(Ambush, Tough(+3))
Units of [1] with Tough(12) +10pts
Upgrade with:
All other units +5pts
Holy Chalice +60pts

B Replace all Assault Rifles and CCWs: Upgrade with Very Fast:
Units of [1] with Tough(6) and Fast +10pts
Pistols (12”, A1) and CCWs (A2) Free
Units of [1] with Tough(12) and Fast +10pts
Replace any Pistol:
Units of [1] with Tough(18) and Fast +10pts
Plasma Pistol (12”, A1, AP(2)) +5pts
Flamethrower Pistol (6”, A6) +5pts
Special Rules
Fusion Pistol(6”,A1,AP(4),Deadly(6)) +10pts
Holy Chalice: The hero and his unit get +1 to
Replace any CCW:
melee rolls and the Regeneration rule.
Energy Sword (A2, AP(1), Rending) +5pts Very Fast: This model moves 12” when using
Energy Fist (A2, AP(3)) +10pts Advance and 24” when using Rush/Charge.
EnergyHammer(A2,AP(1),Deadly(3)) +10pts
Upgrade all models with: Psychic Spells
Jetpacks (Ambush, Flying) +80pts Fear (4+): Target enemy unit within 12” gets
-3” next time it moves.
C Replace any Assault Pistol: Lance (4+): Target enemy model within 12”
Plasma Pistol (12”, A1, AP(2)) Free takes 1 automatic hit with AP(2).
Fusion Pistol(6”,A1,AP(4),Deadly(6)) +10pts Quickness (5+): Target friendly unit within 12”
Replace any CCW: may immediately charge by up to 6”.
Energy Sword (A2, AP(1), Rending) +5pts Blood Curse (5+): Target 2 enemy units within
Energy Fist (A2, AP(3)) +10pts 6” take 6 hits each.
Upgrade one model with: Break Shields (6+): Target enemy unit within
Battle Standard (Fear) +20pts 12” gets -2 to defense next time it takes hits.
Rage Burst (6+): Target enemy unit within 12”
D Upgrade with any: takes 3 automatic hits with AP(3).
Dozer Blade (Strider) +5pts
Overcharged Engines (Very Fast) +10pts
Storm Rifle (24”, A2) +10pts
Hunter Missiles +40pts
(48”, A1, AP(3), Deadly(3))
Replace Flamethrower Cannon:
Twin Minigun (24”, A8, AP(1)) +25pts
Upgrade with one:
2x Heavy Flamethrowers +35pts
(12”, A6, AP(1))
2xHeavyMachineguns(36”,A3,AP(1)) +55pts

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Interrogator [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fear, Grim, Hero, Tough(3) A 105pts
Dark Destroyers [5] 3+ 2+ Storm Rifles (24”, A2), Energy Fists (A2, AP(3)) Dark Assault, Grim, Tough(3) B 575pts
Destroyer 3+ 2+ Heavy Maces (A2, AP(2), Rending) Dark Assault, Grim, Shield Wall, C 605pts
Knights [5] Tough(3)
Black Bikers [3] 3+ 2+ Pistols (12”, A1), CCWs (A2) Fast, Grim, Impact(1), Scout D 155pts
Shroud Speeder [1] 3+ 2+ Heavy Machinegun (36”, A3, AP(1)) Ambush, Fast, Grim, Impact(6), E, F 240pts
Strider, Stealth, Tough(6)
Vengeance 3+ 2+ Plasma Burst-Cannon (24”, A3, AP(2)), Ambush, Fast, Grim, Impact(6), E 250pts
Speeder[1] Heavy Machinegun (36”, A3, AP(1)) Strider, Tough(6)
Dark Gunship [1] 3+ 2+ Rift Beam (18”, A1, AP(1), Blast(3)), Aircraft, Grim, Tough(6) - 230pts
Twin Assault Rifle Arrays (24”, A12),
Dark Bombs (6”, A1, AP(1), Blast(6))
Angel Jet [1] 3+ 2+ Sword Missiles (36”, A1, AP(1)), Aircraft, Grim, Tough(6) G 295pts
Avenger Minigun (48”, A6, AP(1)),
Twin Heavy Machinegun (36”, A6, AP(1))

A Replace Assault Rifle and CCW: E Replace Heavy Machinegun:


Pistol (12”, A1) and CCW (A2) Free Minigun (24”, A4, AP(1)) Free
Replace Pistol:
Plasma Pistol (12”, A1, AP(2)) +5pts F Upgrade with:
Storm Rifle (24”, A2) +5pts Dark Shroud +30pts
Flamethrower Pistol (6”, A6) +5pts
Fusion Pistol(6”,A1,AP(4),Deadly(6)) +10pts G Replace Avenger Minigun:
Replace CCW: Twin Laser Cannon +25pts
Energy Sword (A2, AP(1), Rending) +5pts (48”, A2, AP(4), Deadly(3))
Energy Fist (A2, AP(3)) +10pts
Take one Assault Rifle attachment: Dark Brothers
Plasma Rifle (24”, A1, AP(2)) +10pts When taking Dark Brothers you can buy
Flamethrower (12”, A6) +10pts Battle Brothers and Prime Brothers units and
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +20pts upgrade them as shown below.
Upgrade with one:
Jetpack (Ambush, Flying) +15pts Upgrade with Dark Assault:
Heroes with Ambush +10pts
Combat Bike (Fast, Impact(1), +20pts
Units of [3] with Ambush +25pts
Twin Assault Rifle (24”, A2))
Units of [5] with Ambush +40pts
Destroyer Armor +80pts
(Ambush, Tough(+3))
Upgrade with Grim:
Heroes with Tough(3) +10pts
B Replace all Storm Rifles
Heroes with Tough(6) +20pts
and Energy Fists:
Units of [3] +10pts
2x Energy Claws (A2,AP(1),Rending) +10pts
Units of [5] +15pts
EnergyHammer(A2,AP(1),Deadly(3)) +40pts
Units of [3] with Tough(3) +25pts
and Combat Shield (Shield Wall)
Units of [3] with Tough(6) +55pts
Replace one Storm Rifle:
Units of [5] with Tough(3) +45pts
Heavy Flamethrower (12”, A6, AP(1)) +10pts
Units of [1] with Tough(3) +10pts
Minigun (24”, A4, AP(1)) +15pts
Units of [1] with Tough(6) +20pts
Plasma Cannon +30pts
Units of [1] with Tough(12) +35pts
(36”, A1, AP(2), Blast(3))
Units of [1] with Tough(18) +55pts
Replace any Energy Fist:
Energy Sword (A2, AP(1), Rending) -5pts
Special Rules
Chainsaw Fist (A4, AP(3)) +15pts
Dark Assault: This unit counts as having
Upgrade one model with:
Ambush and may be deployed on any round.
Cyclone Missiles – pick one to fire: +80pts Dark Shroud: When this unit is activated you
HE (48”, A2, Blast(3)) may pick 2 friendly units within 6”, which get
AT (48”, A2, AP(3), Deadly(3)) Stealth next time they are shot at.
Grim: This unit counts as having Fearless and
C Replace one Heavy Mace: whenever it fails a morale test roll one die, on
Heavy Flail (A4, AP(1), Impact(3)) +10pts a 4+ it passes it instead.
Shield Wall: Enemies get -1 to hit when they
D Upgrade all models with: attack units where all models have this rule.
TwinPlasmaCarbines(18”,A2,AP(2)) +35pts
Replace one Twin Plasma Carbine:
Grenade Launcher–pick one to fire: Free
HE (24”, A1, Blast(3))
AT (24”, A1, AP(1), Deadly(3))
Replace any CCW:
Energy Sword (A2, AP(1), Rending) +5pts
EnergyHammer(A2,AP(1),Deadly(3)) +10pts

3

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Knight Champion [1] 3+ 2+ Storm Rifle (24”, A2), Aegis, Combat Master, Fearless, - 135pts
Energy Sword (A4, AP(1), Rending) Hero, Psychic(1), Tough(3)
Knight Brothers [5] 3+ 2+ Storm Rifles (24”, A2), Aegis, Fearless A, B, E 215pts
Energy Swords (A2, AP(1), Rending)
Purgation Brothers [5] 3+ 2+ Storm Rifles (24”, A2), Aegis, Fearless, Relentless C, E 225pts
Energy Swords (A2, AP(1), Rending)
Knight Destroyers [5] 3+ 2+ Storm Rifles (24”, A2), Aegis, Ambush, Fearless, A, D, E 495pts
Energy Swords (A2, AP(1), Rending) Tough(3)
Knight Walker [1] 3+ 2+ 2x Knight Fists (A2, AP(4)), Stomp (A3, AP(2)) Aegis, Ambush, Fear, Fearless, F 525pts
Psychic(1), Tough(18)

A Replace one Storm Rifle: Knight Brothers


Incinerator (12”, A6, AP(1)) +10pts When taking Knight Brothers you can buy
Psychic Silencer (24”, A6) +15pts Battle Brothers and Prime Brothers units and
Psychic Cannon +30pts upgrade them as shown below. Psychic units
(24”, A3, AP(2), Rending) may replace the spell list from their army
Replace any Energy Sword: with the spell list from this army.
Energy Staff (A2, AP(1), Poison) Free
Energy Halberd (A2, AP(2)) Free Upgrade with Aegis:
2x Energy Falchions (A2, Rending) +5pts All units +10pts
Daemon Hammer +15pts
(A2, AP(4), Deadly(3))
Special Rules
Aegis: This unit may block spells as if it had
B Upgrade all models with one: the Psychic(2) special rule. If it is a Psychic
then it gets +2 to spell block rolls.
Purifiers (Impact(1)) +15pts
Combat Master: When the hero fights in
Strikers (Ambush) +40pts melee pick one of the following stances:
Interceptors (Teleport) +80pts • Ox: +1 to hit
• Plow: AP(+1)
C Replace any Storm Rifle: • Fool: Poison
Incinerator (12”, A6, AP(1)) +15pts • Roof: Impact(1)
Psychic Silencer (24”, A6) +20pts
Psychic Cannon +35pts Medical Training: This model and his unit get
(24”, A3, AP(2), Rending) the Regeneration rule.
Teleport: When this model is activated it may
D Upgrade one model with one: teleport by up to 6” in any direction, ignoring
Battle Standard (Fear) +20pts all units and terrain.
Medical Training +90pts
Upgrade all models with: Psychic Spells
Paladins (Impact(3)) +45pts Ward (4+): Target enemy unit within 12” gets
-1 to melee rolls next time it fights.
E Upgrade one model with: Cleanse (4+): Target enemy unit within 12”
Psychic(1) +20pts takes 2 automatic hits with AP(2).
Warp (5+): Target enemy unit within 12” gets
F Upgrade with up to two: -1 to defense next time it takes hits.
Heavy Incinerator (18”, A6, AP(1)) +25pts Doom (5+): Target enemy model within 12”
Gatling Psychic Silencer (24”, A12) +50pts takes 1 automatic hit with AP(3).
Heavy Psychic Cannon +70pts Strike (6+): Target friendly unit within 12” may
(24”, A1, AP(2), Blast(6), Rending) immediately shoot.
Replace one Knight Fist: Purge (6+): Target 2 enemy units within 6”
Energy Greatsword +10pts take 6 automatic hits with AP(1) each.
(A4, AP(2), Rending)
Daemon Hammer +10pts
(A2, AP(4), Deadly(3))
Upgrade with any:
Teleport +15pts
Regeneration +110pts

4

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Death Watcher [1] 3+ 2+ Pistol (12”, A1), CCW (A2) Fearless, Hero, Tough(3) A, B 80pts
Watch Brothers [5] 3+ 2+ Pistols (12”, A1), CCWs (A2) Fearless B 150pts
Watch Vanguard [5] 3+ 2+ Pistols (12”, A1), CCWs (A2) Ambush, Fast, Fearless, Flying C 270pts
Watch Destroyers[5] 3+ 2+ Storm Rifles (24”, A2), Energy Fists (A2, AP(3)) Ambush, Fearless, Tough(3) D 490pts
Watch Star Jet [1] 3+ 2+ Twin Minigun (24”, A8, AP(1)), Aircraft, Fearless, Tough(6) E 250pts
Death Rockets (30”, A3, AP(2), Anti-Air),
Cluster Bombs (6”, A1, Blast(6))

A Replace Pistol and CCW: C Replace any Pistol: Watch Brothers


Spear-Rifle (24”, A1) +5pts Gravity Pistol (12”, A2, Rending) +5pts When taking Watch Brothers you can buy
and Spear (A2, AP(1)) Plasma Pistol (12”, A1, AP(2)) +5pts Battle Brothers and Prime Brothers units and
Upgrade with one: Flamethrower Pistol (6”, A6) +5pts upgrade them as shown below.
Jetpack (Ambush, Flying) +15pts Fusion Pistol(6”,A1,AP(4),Deadly(6)) +10pts
Destroyer Armor +80pts Replace any CCW: Upgrade with Tactical Master:
(Ambush, Tough(+3)) Energy Sword (A2, AP(1), Rending) +5pts Heroes +30pts
Upgrade with: Energy Fist (A2, AP(3)) +10pts
Tactical Master +30pts EnergyHammer(A2,AP(1),Deadly(3)) +10pts Special Rules
Replace any Pistol and CCW: Shield Wall: Enemies get -1 to hit when they
B Replace any Pistol: Heavy Energy Hammer +5pts attack units where all models have this rule.
Assault Rifle (24”, A1) +5pts (A2, AP(2), Deadly(3)) Tactical Master: When the hero and his unit
Gravity Pistol (12”, A2, Rending) +5pts shoot Pistols, Assault Rifles or Storm Rifles,
2x Energy Claws (A2,AP(1),Rending) +10pts
pick one of the following ammo types, and
Plasma Pistol (12”, A1, AP(2)) +5pts Upgrade all models with: they get one of these special rules until the
Flamethrower Pistol (6”, A6) +5pts Combat Shields (Shield Wall) +20pts end of the round:
Death Shotgun (12”, A2, Rending) +5pts • Guided: +1 to hit
Storm Rifle (24”, A2) +5pts D Replace all Storm Rifles • Explosive: Rending
Gravity Rifle (18”, A2, Rending) +10pts and Energy Fists: • Flechette: +6” range
Plasma Rifle (24”, A1, AP(2)) +10pts 2x Energy Claws (A2,AP(1),Rending) +10pts • Incendiary: AP(1)
Fusion Pistol(6”,A1,AP(4),Deadly(6)) +10pts EnergyHammer(A2,AP(1),Deadly(3)) +40pts
Flamethrower (12”, A6) +10pts and Combat Shield (Shield Wall)
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +20pts Replace any Storm Rifle:
Stalker Rifle (30”, A2, AP(1), Sniper) +25pts Heavy Flamethrower (12”, A6, AP(1)) +10pts
Any model may take one Minigun (24”, A4, AP(1)) +15pts
Assault Rifle attachment: Replace any Energy Fist:
Gravity Rifle (18”, A2, Rending) +10pts Energy Sword (A2, AP(1), Rending) -5pts
Plasma Rifle (24”, A1, AP(2)) +15pts Chainsaw Fist (A4, AP(3)) +15pts
Flamethrower (12”, A6) +15pts Any model may take one
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts Energy Fist attachment:
Replace any CCW: Gravity Rifle (18”, A2, Rending) +10pts
Energy Sword (A2, AP(1), Rending) +5pts Plasma Rifle (24”, A1, AP(2)) +15pts
Energy Fist (A2, AP(3)) +10pts Flamethrower (12”, A6) +15pts
EnergyHammer(A2,AP(1),Deadly(3)) +10pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts
Replace any Pistol and CCW: Upgrade any model with:
Heavy Energy Hammer +5pts Cyclone Missiles – pick one to fire: +80pts
(A2, AP(2), Deadly(3)) HE (48”, A2, Blast(3))
2x Energy Claws (A2,AP(1),Rending) +10pts AT (48”, A2, AP(3), Deadly(3))
Replace up to two Pistols:
Heavy Flamethrower (12”, A6, AP(1)) +15pts E Replace Twin Minigun:
Heavy Machinegun (36”, A3, AP(1)) +25pts Twin Laser Cannon +25pts
Missile Launcher – pick one to fire: +40pts (48”, A2, AP(4), Deadly(3))
HE (48”, A1, Blast(3)) Replace Death Rockets:
AT (48”, A1, AP(3), Deadly(3)) Storm Missiles +5pts
Frag-Blaster +50pts (48”, A1, AP(3), Deadly(3))
(12”, A12, AP(1), Rending) Upgrade with any:
Any model may take one Cargo Space (Transport (11)) +20pts
Heavy Machinegun attachment: Assault Rifle Array (24”, A6) +25pts
Heavy Flamethrower (12”, A6, AP(1)) +20pts
Upgrade all models with:
Combat Shields (Shield Wall) +20pts

5

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Lone Wolf [1] 3+ 2+ Pistol (12”, A1), CCW (A2) Counter, Fearless, Hero, Tough(3) A, B 80pts
Wolf Rookies [5] 4+ 2+ Pistols (12”, A1), CCWs (A2) Counter, Fearless A, C 130pts
Wolf Brothers [5] 3+ 2+ Pistols (12”, A1), CCWs (A2) Counter, Fearless A, C, D 155pts
Werewolves [5] 3+ 3+ CCWs (A3, AP(1)) Counter, Fast, Fearless, Regeneration E 225pts
Wolf 3+ 2+ Storm Rifles (24”, A2), Ambush, Counter, Fearless, Tough(3) H 495pts
Destroyers [5] Energy Swords (A2, AP(1), Rending)
Wolves [5] 3+ 5+ Claws (A3) Counter, Fast, Impact(1), Strider G 170pts
Wolf Riders [3] 3+ 2+ Pistols (12”, A1), CCWs (A2), Claws (A3, AP(1)) Counter, Fast, Fearless, Impact(3), F 315pts
Tough(3)
Wolf Walker [1] 3+ 2+ Frost Cannon (24”, A1, AP(2), Blast(3)), Fear, Fearless, Tough(12) I 370pts
Walker Fist (A4, AP(4)), Storm Rifle (24”, A2),
Stomp (A2, AP(1))
Fang Gunship [1] 3+ 2+ Heavy Frost Cannon (24”, A1, AP(2), Blast(6)), Aircraft, Fearless, Tough(6) J, K 245pts
Storm Missiles (48”, A1, AP(3), Deadly(3))
Wolf Jet [1] 3+ 2+ Twin Frost Cannon (24”, A2, AP(2), Blast(3)), Aircraft, Fearless, Tough(6) K 305pts
Twin Laser Cannon (48”, A2, AP(4), Deadly(3))

A Replace one Pistol: G Upgrade all models with: K Upgrade with one:
Plasma Pistol (12”, A1, AP(2)) +5pts Cyborg Bodies (Defense +1) +10pts Hammer Missiles (48”, A3, AP(2)) +50pts
Assault Rifle (24”, A1) +5pts 2x Twin Heavy Machineguns +110pts
Storm Rifle (24”, A2) +10pts H Replace all Storm Rifles (36”, A6, AP(1))
Take one Assault Rifle attachment: and Energy Swords: 2x Twin Heavy Fusion Rifles +190pts
Plasma Rifle (24”, A1, AP(2)) +15pts 2x Energy Claws (A2,AP(1),Rending) +10pts (24”, A2, AP(4), Deadly(6))
Flamethrower (12”, A6) +15pts EnergyHammer(A2,AP(1),Deadly(3)) +40pts Upgrade with:
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts and Combat Shield (Shield Wall) Transport (11) +20pts
Replace one CCW: Replace any Storm Rifle:
Energy Sword (A2, AP(1), Rending) +5pts Assault Rifle (24”, A1) -5pts Wolf Brothers
Energy Fist (A2, AP(3)) +10pts Heavy Flamethrower (12”, A6, AP(1)) +10pts When taking Wolf Brothers you can buy Battle
EnergyHammer(A2,AP(1),Deadly(3)) +10pts Minigun (24”, A4, AP(1)) +15pts Brothers and Prime Brothers units and
Replace one Pistol and CCW: Any model may take one upgrade them as shown below. Psychic units
2x Energy Claws (A2,AP(1),Rending) +10pts Assault Rifle attachment: may replace the spell list from their army
Plasma Rifle (24”, A1, AP(2)) +15pts with the spell list from this army.
B Upgrade with one: Flamethrower (12”, A6) +15pts
Great Wolf Mount +25pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts Upgrade with Counter:
(Claws (A3,AP(1)), Fast, Impact(3)) Replace any Energy Sword: Heroes +5pts
Destroyer Armor +80pts Energy Fist (A2, AP(3)) +5pts Units of [3] with Tough(6) +10pts
Units of [5] with Tough(3) +10pts
(Ambush, Tough(+3)) Chainsaw Fist (A4, AP(3)) +15pts
Upgrade with up to two: Upgrade any model with: Units of [1] with Tough(12) +10pts
Guard Wolf (A3) +5pts Cyclone Missiles – pick one to fire: +80pts All other units +5pts
HE (48”, A2, Blast(3))
C Replace one Pistol: AT (48”, A2, AP(3), Deadly(3))
Special Rules
Plasma Pistol (12”, A1, AP(2)) +5pts Counter: This model gets +1 melee attack
Replace one Pistol: I Replace Frost Cannon: with a weapon of your choice when charged.
Shield Wall: Enemies get -1 to hit when they
Flamethrower (12”, A6) +10pts Walker Fist (A4, AP(4)) +10pts
attack units where all models have this rule.
Plasma Rifle (24”, A1, AP(2)) +10pts and Storm Rifle (24”, A2)
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +20pts Twin Heavy Flamethrower +10pts Psychic Spells
(12”, A12, AP(1)) Fury (4+): Target friendly unit within 12” gets
D Upgrade all models with one: Heavy Minigun (24”, A6, AP(1)) +10pts Furious next time it charges.
Jetpacks (Ambush, Flying) +80pts Plasma Cannon +10pts Hurricane (4+): Target 2 enemy units within 6”
Combat Bikes (Fast, Impact(1), +95pts (36”,A1,AP(2),Blast(3)) take 4 automatic hits each.
Twin Assault Rifles (24”, A2)) Heavy Fusion Rifle +25pts Storm (5+): Target enemy unit within 18” gets
Upgrade one model with: (24”, A1, AP(4), Deadly(6)) -1 to hit rolls next time it shoots.
Battle Standard (Fear) +20pts Twin Heavy Machinegun +30pts Thunder (5+): Target enemy unit within 12”
(36”, A6, AP(1)) takes 3 automatic hits with AP(2).
E Replace all CCWs: Twin Autocannon (48”, A4, AP(2)) +40pts Wrath (6+): Target enemy unit within 12” may
EnergyHammer(A3,AP(1),Deadly(3)) +65pts Twin Laser Cannon +70pts be forced to move by up to 6” in any direction.
and Combat Shield (Shield Wall) (48”, A2, AP(4), Deadly(3)) Lightning (6+): Target enemy model within 12”
Replace any CCW: Replace one Walker Fist and Storm Rifle: takes 2 automatic hits with AP(3).
Heavy Energy Axe +10pts Missile Launcher – pick one to fire: Free
(A3, AP(2), Rending) HE (48”, A1, Blast(3))
2x Energy Claws (A3,AP(1),Rending) +20pts AT (48”, A1, AP(3), Deadly(3))
Upgrade any model with: Twin Autocannon (48”, A4, AP(2)) +20pts
Backpack GL (12”, A1, Blast(3)) +5pts Replace any Walker Fist:
Walker Claw (A6, AP(2), Rending) +10pts
F Replace any Pistol: Replace Storm Rifle:
Plasma Pistol (12”, A1, AP(2)) +5pts Heavy Flamethrower (12”, A6, AP(1)) +10pts
Assault Rifle (24”, A1) +5pts Replace Frost Cannon,
Replace any CCW: Walker Fist and Storm Rifle:
Energy Sword (A2, AP(1), Rending) +5pts Walker Axe (A2, AP(4), Deadly(3)) +40pts
Energy Fist (A2, AP(3)) +10pts and Combat Shield (Shield Wall)
EnergyHammer(A2,AP(1),Deadly(3)) +10pts
Replace any Pistol and CCW: J Replace Storm Missiles:
2x Energy Claws (A2,AP(1),Rending) +10pts Twin Laser Cannon +55pts
(48”, A2, AP(4), Deadly(3))

You might also like