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GFF - Dark Brothers v2.

50

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. Dark Brothers are masters of rapid manoeuvres, going to battle
with large formations of assault bikes and tactically inserted
If you’d like to support the continued development of our games destroyers.
you can donate on patreon.com/onepagerules.
Thank you for playing!

Gaetano Ferrara
Brandon Gillam
Game Design:

Illustrations:

1
GFF - Dark Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Dark Master Brother [1] 3+ 3+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Grim, Hero, Tough(3) A, B, C 70pts
Dark Elite Pathfinder [1] 4+ 4+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Grim, Hero, Strider, Tough(3) A, C, D 55pts
Dark Pathfinder [1] 4+ 4+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Grim, Strider A, E 25pts
Dark Assault Brother [1] 3+ 3+ Heavy Pistol (12”, A1, AP(1)), CCW (A2) Grim A, F 30pts
A Replace Heavy Rifle and CCW:
Heavy Pistol (12", A1, AP(1)), CCW (A2) free Advanced Tactics: Special Rules
Dual Energy Claws (A4, Rending) +5pts attacking, pick oneOnce per activation, before
Heavy Chainsaw Sword (A4, AP(1)) +5pts this model. That unit, and allunit
friendly within 12” of
friendly unit
Replace Heavy Pistol:
Fusion Pistol (6", A1, AP(4), Deadly(3)) +10pts within
Grim:
6" may move by up to 6".
This unit counts as having Fearless, and
Plasma Pistol (12”, A1, AP(4)) +5pts
Flamethrower Pistol (6", A6) +10pts whenever it fails a morale test it takes one
Combat Shield (Shield Wall) +10pts automatic
passed
wound and the morale test counts as
instead.
Gravity Pistol (12”, A3, Rending) +10pts
Storm Rifle (24”, A3, AP(1)) +30pts Repair:
unit with
Once per activation, if within 2” of a
Tough, roll one die. On a 2+ you may
Replace CCW: repair D3 wounds from the target.
Energy Hammer (A1, Blast(3)) +5pts
Energy Sword (A2, AP(1), Rending) +10pts Shield Wall: Enemies get -1 to hit when they
Energy Fist (A2, AP(4)) +15pts attack units where all models have this rule.
Chain-Fist (A1, AP(2), Deadly(3)) +15pts in meleeInfantry:
Veteran This model gets +1 to hit rolls
and shooting.
Take one Heavy Rifle attachment:
Plasma-Mod (12”, A1, AP(4)) +10pts War Chant: This model and all friendly units
Fusion-Mod (6", A1, AP(4), Deadly(3)) +15pts within 12” get +1 attack in melee when
Flamer-Mod (6”, A6) +15pts charging.
Gravity-Mod (9”, A3, Rending) +15pts Psychic Spells
B Upgrade with one: Blurred Sight (4+):
Target 2 enemy units within
Jetpack (Ambush, Flying) +25pts 12” get -1 to hit next time they shoot.
Upgrade with: Psychic Terror (4+):
Target enemy unit within
Veteran Infantry +20pts 6” takes 3 hits with AP(2).
C Upgrade with one: Cerebral Trauma (5+):
Target enemy model
Preacher (War Chant) +15pts within 12”Ground
takes 2 hits with AP(4).
Interrogator (Fear) +20pts Cursed (5+):
Target 2 enemy units
Archivist (Psychic(1)) +25pts within 6” get -2" next time they Advance, or -4"
Engineer (Repair) +25pts next time they Charge/Rush.
Captain (Advanced Tactics) +35pts Lightning Fog (6+):
Target 2 enemy units within
6” take 8 hits each.
D Upgrade with any: Time Passage (6+):
Target friendly unit within
Camo Cloak (Stealth) +5pts 12” gets Impact(1) next time it charges.
Forward Sentry (Scout) +10pts
E Replace Heavy Rifles and CCW:
Heavy Pistols (12", A1, AP(1)),  free
CCWs (A2)
Replace any Heavy Rifle:
Shotgun (12”, A2, AP(1)) free
Sniper Rifle (30”, A1, AP(1), Sniper) +25pts
Replace Heavy Rifle:
Plasma Rifle (24”, A1, AP(4)) +5pts
Flamethrower (12”, A6) +10pts
Gravity Rifle (18”, A3, Rending) +10pts
Heavy Machinegun (30", A3, AP(1)) +25pts
Missile Launcher +35pts
(30", A1, AP(2), Deadly(3), Lock-On)
Upgrade with any:
Camo Cloaks (Stealth) +5pts
Forward Sentries (Scout) +5pts
F Upgrade with any:
Jetpacks (Ambush, Flying) +10pts
Veteran Infantry +20pts
Replace any Heavy Pistol:
Plasma Pistol (12”, A1, AP(4)) +5pts
Flamethrower (12”, A6) +20pts
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)) +10pts
Heavy Pistol (12", A1, AP(1)),  +10pts
Energy Fist (A2, AP(4))

2
GFF - Dark Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Dark Brother [1] 3+ 3+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Grim A, B 35pts
Dark Support Brother [1] 3+ 3+ Heavy Flamethrower (12”, A6, AP(1)), CCW (A1) Grim, Relentless C 60pts
Dark Pathfinder Biker [1] 4+ 4+ Grenade Launcher (24”, A1, Blast(3)),  Fast, Grim, Scout, Tough(3) A, D 80pts
Heavy Pistol (12”, A1, AP(1)), CCW (A2)
A Replace Heavy Rifle and CCW:
Heavy Pistol (12", A1, AP(1)), CCW (A2) free
Dual Energy Claws (A4, Rending) +5pts
Heavy Chainsaw Sword (A4, AP(1)) +5pts
Replace Heavy Pistol:
Fusion Pistol (6", A1, AP(4), Deadly(3)) +10pts
Plasma Pistol (12”, A1, AP(4)) +5pts
Flamethrower Pistol (6", A6) +10pts
Combat Shield (Shield Wall) +10pts
Gravity Pistol (12”, A3, Rending) +10pts
Storm Rifle (24”, A3, AP(1)) +30pts
Replace CCW:
Energy Hammer (A1, Blast(3)) +5pts
Energy Sword (A2, AP(1), Rending) +10pts
Energy Fist (A2, AP(4)) +15pts
Chain-Fist (A1, AP(2), Deadly(3)) +15pts
Take one Heavy Rifle attachment:
Plasma-Mod (12”, A1, AP(4)) +10pts
Fusion-Mod (6", A1, AP(4), Deadly(3)) +15pts
Flamer-Mod (6”, A6) +15pts
Gravity-Mod (9”, A3, Rending) +15pts
B Upgrade with:
Veteran Infantry +20pts
Upgrade with one:
Battle Standard (Fear) +20pts
Replace Heavy Rifle:
Plasma Rifle (24", A1, AP(4)) +5pts
Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts
Gravity Rifle (18”, A3, Rending) +10pts
Flamethrower (12”, A6) +10pts
Heavy Flamethrower (12”,A6,AP(1)) +20pts
Heavy Machinegun (30”, A3, AP(1)) +30pts
Gravity Cannon (18”, A6, Rending) +35pts
Missile Launcher +45pts
(30", A1, AP(2), Deadly(3), Lock-On)
Plasma Cannon +45pts
(30”, A1, Blast(3), AP(4))
C Replace any Heavy Flamethrower:
Heavy Machinegun (30”, A3, AP(1)) +10pts
Gravity Cannon (18”, A6, Rending) +15pts
Missile Launcher +25pts
(30", A1, AP(2), Deadly(3), Lock-On)
Plasma Cannon +25pts
(30”, A1, Blast(3), AP(4))
Heavy Fusion Rifle +30pts
(18", A1, AP(4), Deadly(6))
Laser Cannon +35pts
(36”, A1, AP(3), Deadly(3))
D Replace any Grenade Launcher:
Twin Heavy Rifle (24", A2, AP(1)) +5pts
Replace Heavy Pistols and CCW:
Heavy Rifles (24", A1, AP(1)), CCWs (A1) +5pts
Special Rules
Grim: This unit counts as having Fearless, and
whenever it fails a morale test it takes one
automatic wound and the morale test counts as
passed instead.
Shield Wall: Enemies get -1 to hit when they
attack units where all models have this rule.
Veteran Infantry: This model gets +1 to hit rolls
in melee and shooting.

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