Professional Documents
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50
Gaetano Ferrara
Brandon Gillam
Game Design:
Illustrations:
1
GFF - Battle Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Master Brother [1] 3+ 3+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Fearless, Hero, Tough(3) A, B, C 55pts
Elite Pathfinder [1] 4+ 4+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Fearless, Hero, Strider, Tough(3) A, C, D 45pts
Pathfinder [1] 4+ 4+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Fearless, Strider A, E 25pts
Assault Brother [1] 3+ 3+ Heavy Pistol (12”, A1, AP(1)), CCW (A2) Fearless A, F 30pts
Battle Brother [1] 3+ 3+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Fearless A, G 30pts
Support Brother [1] 3+ 3+ Heavy Flamethrower (12”, A6, AP(1)), CCW (A1) Fearless, Relentless H 55pts
Pathfinder Biker [1] 4+ 4+ Grenade Launcher (24”, A1, Blast(3)), Fast, Fearless, Scout, Tough(3) A, I 75pts
Heavy Pistol (12”, A1, AP(1)), CCW (A2)
Destroyer [1] 3+ 3+ Dual Energy Claws (A6, Rending) Ambush, Fearless, Tough(3) J 85pts
Brother Biker [1] 3+ 3+ Twin Heavy Rifle (24”, A2, AP(1)), Heavy Pistol (12”, A1, AP(1)), Fast, Fearless, Tough(3) A, K 90pts
CCW (A2)
A Replace Heavy Rifle and CCW: G
Heavy Pistol (12", A1, AP(1)), CCW (A2) free Veteran Infantry
Upgrade with:
+20pts Advanced Tactics: Special Rules
Dual Energy Claws (A4, Rending) +10pts Upgrade with one: Once per activation, before
Heavy Chainsaw Sword (A4, AP(1)) +10pts Battle Standard (Fear) +20pts attacking, pick one friendly unit within 12” of this
model. That unit, and all friendly unit within 6"
Replace Heavy Pistol: Replace Heavy Rifle:
Plasma Pistol (12”, A1, AP(4)) +5pts Plasma Rifle (24", A1, AP(4)) +5pts may moveOnce by up to 6".
Combat Shield (Shield Wall) +10pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts Repair: per activation, if within 2” of a unit
Gravity Pistol (12”, A3, Rending) +10pts Gravity Rifle (18”, A3, Rending) +10pts with Tough, roll one die. On a 2+ you may repair
Storm Rifle (24”, A3, AP(1)) +30pts Flamethrower (12”, A6) +10pts D3 wounds from the target.
Replace CCW: Heavy Flamethrower (12”,A6,AP(1)) +20pts Shield Wall: Enemies get -1 to hit when they
Energy Hammer (A1, Blast(3)) +10pts Heavy Machinegun (30”, A3, AP(1)) +30pts attack units where all models have this rule.
Energy Sword (A2, AP(1), Rending) +10pts Gravity Cannon (18”, A6, Rending) +35pts Veteran Infantry: This model gets +1 to hit rolls
Chain-Fist (A1, AP(2), Deadly(3)) +15pts Missile Launcher +45pts inWarmelee and shooting.
Chant: This model and all friendly units
Energy Fist (A2, AP(4)) +15pts (30", A1, AP(2), Deadly(3), Lock-On)
Take one Heavy Rifle attachment: Plasma Cannon +45pts within 12” get +1 attack in melee when charging.
Plasma-Mod (12”, A1, AP(4)) +10pts (30”, A1, Blast(3), AP(4))
Fusion-Mod (6", A1, AP(4), Deadly(3)) +15pts H Psychic Spells
Flamer-Mod (6”, A6) Replace any
+15pts Heavy Machinegun (30”, A3, AP(1))Heavy Flamethrower: Blurred Sight (4+): Target 2 enemy units within
Gravity-Mod (9”, A3, Rending) +15pts Gravity Cannon (18”, A6, Rending) +10pts 12” get -1 to hit next time they shoot.
+15pts Psychic Terror (4+): Target enemy unit within 6”
B Upgrade with one: Missile Launcher +25pts takes 3 hits with AP(2).
Jetpack (Ambush, Flying) +25pts (30", A1, AP(2), Deadly(3), Lock-On) Cerebral Trauma (5+): Target enemy model
Upgrade with: Plasma Cannon +30pts within 12” takes 2 hits with AP(4).
Veteran Infantry +20pts (30”, A1, Blast(3), AP(4)) Cursed Ground (5+): Target 2 enemy units within
C Upgrade with one: Heavy Fusion Rifle +35pts 6” get -2" next time they Advance, or -4" next
(18", A1, AP(4), Deadly(6))
Preacher (War Chant)
Archivist (Psychic(1))
+15pts
+25pts Laser Cannon +35pts time they Charge/Rush.
Lightning Fog (6+): Target 2 enemy units within
Engineer (Repair) +25pts (36”, A1, AP(3), Deadly(3)) 6” take 8 hits each.
Time Passage (6+): Target friendly unit within
Captain (Advanced Tactics) +35pts I Replace any Grenade Launcher: 12” gets Impact(1) next time it charges.
D Upgrade with any: Twin Heavy Rifle (24", A2, AP(1)) +5pts
Camo Cloak (Stealth) +5pts Replace Heavy Pistols and CCW:
Forward Sentry (Scout) +10pts Heavy Rifles (24", A1, AP(1)), CCWs (A1) +5pts
E Replace Heavy Rifles and CCW: J Replace Dual Energy Claws:
Combat Shields (Shield
Heavy Pistols (12", A1, AP(1)), CCWs (A2) -5pts Energy Hammers (A2, Blast(3)) Wall), +5pts
Replace any Heavy Rifle:
Shotgun (12”, A2, AP(1)) free Storm Rifles (24", A3, AP(1)), CCWs (A3) +15pts
Replace Storm Rifle:
Sniper Rifle (30”, A1, AP(1), Sniper) +20pts Heavy Flamethrower (12”,A6,AP(1)) free
Replace Heavy Rifle: Minigun (24”, A4, AP(1)) +10pts
Plasma Rifle (24”, A1, AP(4)) +5pts Replace any CCW:
Flamethrower (12”, A6) +10pts Energy Sword (A3, AP(1), Rending) +20pts
Gravity Rifle (18”, A3, Rending) +10pts Energy Fist (A3, AP(4)) +25pts
Heavy Machinegun (30", A3, AP(1)) +20pts Chain-Fist (A2, AP(2), Deadly(3)) +35pts
Missile Launcher +30pts Upgrade with:
(30", A1, AP(2), Deadly(3), Lock-On) Cyclone Missiles +45pts
Upgrade with any: (24", A1, AP(2), Deadly(3), Lock-On)
Camo Cloaks (Stealth) +5pts
Forward Sentries (Scout) +5pts K Replace Heavy Pistols and CCW:
F Upgrade with any: Heavy Rifles (24", A1, AP(1)), CCWs (A1) +5pts
Jetpacks (Ambush, Flying) +5pts Replace any Heavy Rifle:
Veteran Infantry +20pts PlasmaFusion
Rifle (24”, A1, AP(4))
Rifle (12", A1, AP(4), Deadly(3))
+10pts
+15pts
Replace any Heavy Pistol: Flamethrower (12”, A6) +15pts
Plasma Pistol (12”, A1, AP(4)) +5pts Gravity Rifle (18”, A3, Rending) +15pts
Flamethrower (12”, A6) +15pts
Replace Heavy Pistol and CCW:
Heavy Pistol (12", A1, AP(1)), +5pts
Energy Hammer (A1, Blast(3))
Heavy Pistol (12", A1, AP(1)), +5pts
Energy Sword (A2, AP(1), Rending)
Heavy Chainsaw Sword (A4, AP(1)) +5pts
Heavy Pistol (12", A1, AP(1)), +10pts
Energy Fist (A2, AP(4))