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50
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.