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GF - Hydra Brothers 1

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which are designed to be fast to learn and easy to play.

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thanks to the support of our awesome community.

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Thank you for playing!

Game Design: Gaetano Ferrara


Illustrations: Brandon Gillam
Army Book by: razgriz01
Cover Image by: Robert “TheChirurgeon” Jones
Created with: OPR Web Companion

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GF - Hydra Brothers 1
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Hydra Progenitor 2+ 2+ Spear of the Hydra (A3, AP(2)), Masterwork Fusion Pistol (6”, A2, Hero, Impact(2), Scout, Stealth, - 380pts
[1] AP(4), Deadly(6)) Tough(12)
Hydra Lord [1] 3+ 2+ CCW (A1), Assault Rifles (24”, A1) Hero, Scout, Tough(3) A, B, C 75pts
Hydra Squad [5] 3+ 2+ CCW (A1), Assault Rifles (24”, A1) Scout A, D, E 170pts
Stealth Squad [5] 3+ 2+ CCW (A1), Sniper Rifle (36”, A1, AP(1), Sniper) Scout, Stealth E, F 245pts
Terror Squad [5] 3+ 2+ Heavy Pistols (12”, A1, AP(1)), CCWs (A3) Furious, Scout E, G 190pts
Hydra Destroyers 3+ 2+ Fusion Pistols (6”, A1, AP(4), Deadly(6)), Energy Axes (A3, AP(2)) Ambush, Scout, Tough(3) E, H 500pts
[5]

A| Replace one Assault Rifle and CCW:: G| Upgrade all models with::
Pistol (12”, A1) and CCW (A2) free Fear +100pts
2x Energy Claws [A2, AP(1), Rending] +10pts Replace all Heavy Pistols and CCWs:
Replace Assault Rifle:: Assault Rifles [24", A1], CCWs [A2] free
Sniper Rifle [36", A1, AP(1), Sniper] +20pts Replace one Heavy Pistol and CCW::
Twin Assault Rifle [24", A2] +5pts Heavy Pistol (12”, A1, AP(1)) and Energy +5pts
Replace one Pistol:: Sword (A3, AP(1), Rending)
Plasma Pistol [12" A1, AP(2) +5pts Heavy Pistol (12”, A1, AP(1))) and Energy +10pts
Replace one CCW:: Fist (A2, AP(3))
Energy Sword [A2, AP(1), Rending] +5pts Heavy Pistol (12”, A1, AP(1)) and Energy +10pts
Energy Fist [A2, AP(3)] +10pts Axe (A3, AP(2))
Energy Hammer [A2, AP(1), Deadly(3)] +10pts Heavy Pistol (12”, A1, AP(1)) and +10pts
Take one Assault Rifle Attachment:: EnergyHammer(A3,AP(1),Deadly(3))
Plasma Rifle (24”, A1, AP(2)) +15pts Heavy Chainsaw Sword (A9, AP(1)) +20pts
Flamethrower (12”, A6) +15pts Upgrade all models with any::
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts Grappling Hooks [Strider] +20pts
B| Upgrade with one: H| Upgrade one model with:
Jetpack (Ambush, Flying) +15pts Heat Cannon (18”, A2, Poison) -5pts
Combat Bike (Fast, Impact(1), Twin +20pts
Assault Rifle (24”,A2)) Special Rules
Destroyer Armor (Ambush, Tough(+3)) +70pts ** Personal Teleporter(s):** Ambush
Upgrade with: Adaptive Tactics: When the hero and his unit are
Chosen Veteran +10pts activated pick one of the following orders, and
they get one of these special rules until the end
C| Upgrade with one: of the round:
Shifting Cloak +5pts • Make Haste: +3” when moving
Faceless +25pts • Draw a Bead: +1 to shooting rolls
Adaptive Tactics +15pts • Make Waste: AP(+1) when shooting
Cult Leader +50pts • Bare Teeth: +1 to melee rolls
Replace Scout with: Cult Leader: Friendly Cultists units within 6” of
Personal Teleporter +10pts this unit have Fearless and Relentless
D| Upgrade all models with:: Faceless: Can't be targeted by Sniper weapons
Chosen Veteran +50pts Shifting Cloak: Stealth
Replace any Assault Rifle and CCW:: Psychic Spells
Pistol (12”, A1) and CCW (A2) free
Many-Headed Strike (4+): Target enemy unit
Replace one Assault Rifle::
within 12” takes 2 automatic hits with AP(2)
Shred Rifle (18”, A2, Rending) +5pts
Obscuring Mist (4+): Target friendly unit within
Plasma Rifle (24”, A1, AP(2)) +5pts
12” gets Stealth next time it is shot at.
Flamethrower (12”, A6) +10pts
Hydra's Bite (5+): Target enemy unit within 12”
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +20pts
takes 1 automatic hit with AP(4) and Deadly(3)
Heavy Machinegun (36”, A3, AP(1)) +25pts
Serpent's Coils (5+): Target enemy unit within 18”
Autocannon (48”, A2, AP(2)) +30pts
moves -6” next time it charges
Missile Launcher – pick one to fire: HE +35pts
(48”, A1, Blast(3)) or AT (48”, A1, AP(3), Befuddling Pheromones (6+): Target enemy unit
Deadly(3)) within 12” gets -3 to melee rolls next time it
Laser Cannon (48”, A1, AP(4), Deadly(3)) +45pts fights.
Sniper Rifle [36", A1, AP(1), Sniper] +20pts Mental Domination (6+): Target enemy unit within
12” must take a morale test. If failed you may
E| Upgrade all models with any:: force it to shoot at another enemy unit.
Shifting Cloaks +25pts
Personal Teleporters +40pts
F| Replace any Sniper Rifle::
Laser Rifle [36", A1, AP(3), Deadly(3)] +10pts
Replace one Sniper Rifle::
Carbine [18", A3] CCW -5pts

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