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