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GF - 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
GF - 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 65pts
Dark Elite Pathfinder [1] 4+ 4+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Grim, Hero, Strider, Tough(3) A, C, D 50pts
Dark Pathfinders [5] 4+ 4+ Heavy Rifles (24”, A1, AP(1)), CCWs (A1) Grim, Strider A, E 125pts
Dark Assault Brothers [5] 3+ 3+ Heavy Pistols (12”, A1, AP(1)), CCWs (A2) Grim A, F 150pts
Dark Brothers [5] 3+ 3+ Heavy Rifles (24”, A1, AP(1)), CCWs (A1) Grim A, G 155pts
Dark Support Brothers [3] 3+ 3+ Heavy Flamethrowers (12”, A6, AP(1)), CCWs (A1) Grim, Relentless H 175pts
Dark Destroyers [3] 3+ 3+ Dual Energy Claws (A6, Rending) Dark Assault, Grim, Tough(3) I 290pts
A Replace one Heavy Rifle and CCW: G
Heavy Pistol (12", A1, AP(1)), CCW (A2) free Veteran Infantry
Upgrade all models with:
+100pts Advanced Tactics: Special Rules
Dual Energy Claws (A4, Rending) +5pts Upgrade one model with one: Once per activation, before
Heavy Chainsaw Sword (A4, AP(1)) +10pts Battle Standard (Fear) +20pts attacking, pick one other friendly unit within 12”
Replace one Heavy Pistol: Medical Training +55pts ofDark this model, which may move by up to 6".
Assault: This unit counts as having
Combat Shield (Shield Wall) +5pts Replace one Heavy Rifle:
Plasma Pistol (12”, A1, AP(4)) +5pts Plasma Rifle (24", A1, AP(4)) +10pts Ambush and may be deployed on any round.
Fusion Pistol (6", A1, AP(4), Deadly(3)) +10pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +15pts Grim: Whenever this unit fails a morale test, it
Flamethrower Pistol (6", A6) +10pts Gravity Cannon +15pts takes one automatic wound, and the morale test
counts as passed instead.
Gravity Pistol (12”, A3, Rending) +10pts (24", A1, Blast(3), Rending)
Storm Rifle (24”, A3, AP(1)) +30pts Flamethrower (12”, A6) +15pts Medical
the
Training: This model and its unit get
Regeneration rule.
Replace one CCW: Heavy Flamethrower (12”,A6,AP(1)) +25pts
Energy Hammer (A1, Blast(3)) +5pts Heavy Machinegun (30”, A3, AP(1)) +30pts Repair: Once per activation, if within 2” of a unit
Energy Sword (A2, AP(1), Rending) +10pts Gravity Cannon (18”, A6, Rending) +35pts withwoundsTough, roll one die. On a 2+ you may repair
Energy Fist (A2, AP(4)) +15pts Missile Launcher +45pts D3 from the target.
Shield Wall: Attacks targeting units where all
Chain-Fist (A1, AP(2), Deadly(3)) +15pts (30", A1, AP(2), Deadly(3), Lock-On)
Take one Heavy Rifle attachment: Plasma Cannon +50pts models have this rule count as having AP(-1), to
a min. of AP(0).
Plasma-Mod (12”, A1, AP(4)) +10pts (30”, A1, Blast(3), AP(4))
Fusion-Mod (6", A1, AP(4), Deadly(3)) +15pts Heavy Fusion Rifle +50pts Veteran Infantry: This model gets +1 to hit rolls
Flamer-Mod (6”, A6) +15pts (18", A1, AP(4), Deadly(6)) in melee and shooting.
Gravity-Mod (9”, A3, Rending) +15pts Laser Cannon +55pts War Chant: For each unmodified result of 6 to
B Upgrade with one: (36”, A1, AP(3), Deadly(3)) hit when attacking in melee, the hero and its
Jetpack (Ambush, Flying) +20pts H Replace any Heavy Flamethrower: unit may roll 2 extra attacks. This rule doesn’t
Destroyer Armor (Dark Assault,  +80pts Gravity Cannon -10pts apply to newly generated attacks.
Tough(+3))
Combat Bike (Fast, Tough(+3), 
(24", A1, Blast(3), Rending)
+95pts Heavy Machinegun (30”, A3, AP(1))
Psychic Spells
+5pts Blurred Sight (4+): Target 2 enemy units within
Twin Heavy Rifle (24", A2, AP(1))) Missile Launcher +25pts 12” get -1 to hit next time they shoot.
Upgrade with: (30", A1, AP(2), Deadly(3), Lock-On)
Veteran Infantry +20pts Plasma Cannon +25pts Psychic
takes 3
Terror (4+): Target enemy unit within 6”
hits with AP(2).
C Upgrade with one: (30”, A1, Blast(3), AP(4)) Cerebral Trauma (5+): Target enemy model
Preacher (War Chant) +10pts Heavy Fusion Rifle +30pts within 12” takes 2 hits with AP(4).
Interrogator (Fear) +20pts (18", A1, AP(4), Deadly(6)) Cursed Ground (5+): Target 2 enemy units within
Archivist (Psychic(1)) +25pts Laser
(36”,
Cannon
A1, AP(3), Deadly(3))
+30pts 6” get -2" next time they Advance,
time they Charge/Rush.
or -4" next
Engineer (Repair) +25pts Lightning Fog (6+): Target 2 enemy units within
Captain (Advanced Tactics) +35pts I Replace all Dual Energy Claws: 6” take 8 hits each.
D Upgrade with any: Combat Shields (Shield Wall),  -5pts
Camo Cloak (Stealth) Energy Hammers (A2, Blast(3))
+10pts Heavy Maces (A3, AP(2), Rending),  Time Passage (6+): Target friendly unit within
Forward Sentry (Scout) +10pts Combat Shields (Shield Wall) +5pts 12” gets Impact(1) next time it charges.
E Replace all Heavy Rifles and CCWs: Storm Rifles (24", A3, AP(1)), CCWs (A3) +45pts
Heavy Pistols (12", A1, AP(1)), CCWs (A2) -5pts Heavy Flail Replace one Heavy Mace:
(A2, Blast(3), AP(2)) +10pts
Replace any Heavy Rifle: Replace one Storm Rifle:
Shotgun (12”, A2, AP(1)) free Heavy Flamethrower (12”,A6,AP(1)) free
Replace one Heavy Rifle:
Plasma Rifle (24”, A1, AP(4)) +5pts Minigun (24”, A4, AP(1)) +15pts
Flamethrower (12”, A6) +10pts Plasma Cannon +25pts
Gravity Rifle (18”, A3, Rending) +10pts (30", A1, Blast(3),Replace
AP(4))
any CCW:
Heavy Machinegun (30", A3, AP(1)) +25pts
Missile Launcher +35pts Energy Sword (A3, AP(1), Rending)
Energy Fist (A3, AP(4))
+20pts
+30pts
(30", A1, AP(2), Deadly(3), Lock-On) Chain-Fist (A2, AP(2), Deadly(3)) +40pts
Replace up to three Heavy Rifles: Upgrade one model with:
Sniper Rifle (30", A1, AP(1), Sniper) +25pts Cyclone Missiles +45pts
Upgrade all models with any:
Camo Cloaks (Stealth) +15pts (24", A1, AP(2), Deadly(3), Lock-On)
Forward Sentries (Scout) +15pts
F Upgrade all models with any:
Jetpacks (Ambush, Flying) +40pts
Veteran Infantry +100pts
Replace up to two Heavy Pistols:
Plasma Pistol (12”, A1, AP(4)) +5pts
Flamethrower (12”, A6) +20pts
Replace one 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
GF - Dark Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Dark Pathfinder Bikers [3] 4+ 4+ Grenade Launchers (24”, A1, Blast(3)),  Fast, Grim, Scout, Tough(3) A, B 240pts
Heavy Pistols (12”, A1, AP(1)), CCWs (A2)
Dark Brother Bikers [3] 3+ 3+ Twin Heavy Rifles (24”, A2, AP(1)),  Fast, Grim, Tough(3) A, C 290pts
Heavy Pistols (12”, A1, AP(1)), CCWs (A2)
Dark Support Bike [1] 3+ 3+ Twin Heavy Rifle (24”, A2, AP(1)),  Fast, Grim, Tough(6) D 195pts
Heavy Flamethrower (12”, A6, AP(1)), 
Heavy Pistol (12”, A1, AP(1)), CCW (A3)
Dark APC [1] 3+ 2+ Storm Rifle (24”, A3, AP(1)) Fast, Grim, Impact(6), Tough(6), E 235pts
Transport(11)
Dark Attack APC [1] 3+ 2+ Twin Heavy Flamethrower (12”, A12, AP(1)) Fast, Grim, Impact(6), Tough(6), E, F 255pts
Transport(6)
Dark Drop Pod [1] 3+ 2+ Death Launcher (18”, A1, Blast(6)) Ambush, Grim, Immobile, Tough(6), G 155pts
Transport(11)
Dark Battle Tank [1] 3+ 2+ Twin Heavy Machineguns (30”, A6, AP(1)),  Fast, Grim, Impact(6), Tough(12) E, H 510pts
Demolition Cannon (24”, A1, Blast(6), AP(4),
Indirect)
Dark Heavy Tank [1] 3+ 2+ Twin Heavy Machinegun (30”, A6, AP(1)),  Fast, Grim, Impact(6), Tough(18), E, I 675pts
Twin Flamethrower Cannons (18”, A12, AP(1)) Transport(11)
A Replace one Heavy Rifle and CCW: F Replace Twin Heavy Flamethrower:
Heavy Pistol (12", A1, AP(1)), CCW (A2) free Twin Heavy Machinegun +15pts
Dual Energy Claws (A4, Rending) +5pts (30”, A6, AP(1))
Heavy Chainsaw Sword (A4, AP(1)) +10pts Twin Minigun (24”, A8, AP(1)) +20pts
Replace one Heavy Pistol: Laser Cannon +30pts
Combat Shield (Shield Wall) +5pts (36", A1, AP(3), Deadly(3)), 
Plasma Pistol (12”, A1, AP(4)) +5pts Twin Plasma Rifle (24", A2, AP(4))
Fusion Pistol (6", A1, AP(4), Deadly(3)) +10pts Twin Laser Cannon +55pts
Flamethrower Pistol (6", A6) +10pts (36”, A2, AP(3), Deadly(3))
Gravity Pistol (12”, A3, Rending) +10pts Replace Death Launcher:
Storm Rifle (24”, A3, AP(1)) +30pts GStorm Rifle (24", A3, AP(1)) +10pts
Replace one CCW:
Energy Hammer (A1, Blast(3)) +5pts H
Energy Sword (A2, AP(1), Rending) +10pts Spear MissileReplace Demolition Cannon:
Launcher +5pts
Energy Fist (A2, AP(4)) +15pts (30", A1, AP(3), Deadly(6), Lock-On)
Chain-Fist (A1, AP(2), Deadly(3)) +15pts Twin Laser Cannon +10pts
Take one Heavy Rifle attachment: (36", A2, AP(3), Deadly(3))
Plasma-Mod (12”, A1, AP(4)) +10pts
Fusion-Mod (6", A1, AP(4), Deadly(3)) +15pts Rapid Twin
Autocannon (36", A6, AP(2))
Storm Cannon
+15pts
+20pts
Flamer-Mod (6”, A6) +15pts (30", A6, AP(2), Lock-On)
Gravity-Mod (9”, A3, Rending) +15pts Wind Missile Launcher +90pts
B Replace any Grenade Launcher: (36”, A3, Blast(3), AP(1), Indirect)
Twin Heavy Rifle (24", A2, AP(1)) +5pts Twin Laser Replace Twin Heavy Machineguns:
Replace all Heavy Pistols and CCWs: Cannons +45pts
Heavy Rifles (24", A1, AP(1)), CCWs (A1) +5pts (36”, A2, AP(3), Deadly(3))
C Replace all Heavy Pistols and CCWs: I Replace Twin Flamethrower Cannons:
Heavy Rifles (24", A1, AP(1)), CCWs (A1) +5pts Twin Heavy Rifle Arrays
(24", A12, AP(1))
+30pts
Replace up to two Heavy Rifles:
Plasma Rifle (24”, A1, AP(4)) +5pts Quad Laser Cannons +150pts
Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts (36”, A4,Replace AP(3), Deadly(3))
Flamethrower (12”, A6) +10pts Twin Minigun (24”,TwinA8,HeavyAP(1))
Machinegun:
+5pts
Gravity Rifle (18”, A3, Rending) +10pts Upgrade with:
Replace all Twin Heavy Rifles:
Twin Plasma Carbines (18", A2, AP(4)) +15pts Heavy Fusion Rifle
(18", A1, AP(4), Deadly(6))
+60pts
Replace one Twin Plasma Carbine:
Twin Grenade Launcher +15pts Special Rules
(24", A2, Blast(3)) Grim: Whenever this unit fails a morale test, it
Replace any CCW:
Energy Hammer (A1, Blast(3)) +5pts takes one automatic wound, and the morale test
Energy Sword (A2, AP(1), Rending) +5pts counts as passed instead.
Shield Wall: Attacks targeting units where all
Upgrade all models with:
Black Bikers (Scout) +35pts models have this rule count as having AP(-1), to
a min. of AP(0).
D Replace Heavy Flamethrower:
Heavy Machinegun (30”, A3, AP(1)) +5pts
Heavy Fusion Rifle +25pts
(18", A1, AP(4), Deadly(6))
Replace Heavy Pistol:
Heavy Rifle (24", A1, AP(1)) +5pts
E Upgrade with any:
Storm Rifle (24”, A3, AP(1)) +35pts
Dozer Blade (Strider) +35pts
Hunter Missiles +45pts
(24", A1, AP(2), Deadly(3), Lock-On)

3
GF - Dark Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Dark Attack Speeder [1] 3+ 2+ 2x Heavy Flamethrowers (12”, A6, AP(1)) Ambush, Fast, Grim, Impact(6), Strider, A 270pts
Tough(6)
Dark Shroud Speeder [1] 3+ 2+ Heavy Machinegun (30”, A3, AP(1)) Ambush, Dark Shroud, Fast, Grim, B 320pts
Impact(6), Stealth, Strider, Tough(6)
Dark Attack Walker [1] 3+ 2+ Stomp (A4, AP(1)), 2x Walker Fists (A4, AP(4)) Fear, Grim, Tough(12) C 355pts
Dark Light Gunship [1] 3+ 2+ Twin Typhoon Missiles (24”, A4, AP(2), Lock-On),  Aircraft, Grim, Tough(6) D 335pts
Miniguns (24”, A4, AP(1))
Dark Heavy Gunship [1] 3+ 2+ Storm Missiles (36”, A1, AP(3), Deadly(3)),  Aircraft, Grim, Tough(9), Transport(11) E 545pts
Twin Minigun (24”, A8, AP(1)), 
Typhoon Missiles (24”, A2, AP(2), Lock-On)
A Replace any Heavy Flamethrower:
Heavy Machinegun (30”, A3, AP(1)) +10pts Dark Shroud: Once Special Rules
Minigun (24”, A4, AP(1)) +10pts per activation, pick 2 friendly
Heavy Fusion Rifle +30pts units within 6”, which get the Stealth rule next
time they are shot at.
(18", A1, AP(4), Deadly(6)) Grim: Whenever this unit fails a morale test, it
Replace one Heavy Flamethrower:
Twin Typhoon Missiles +40pts takes one automatic wound, and the morale test
counts as passed instead.
(24", A4, AP(2), Lock-On)
Twin Plasma Battery (24", A4, AP(4)) +40pts Veteran rolls for
Walker: This model gets +1 to its attack
melee and shooting.
Upgrade with:
Open Sides (Transport(6)) +20pts
B Replace Heavy Machinegun:
Minigun (24", A4, AP(1)) +5pts
C Replace one Walker Fist:
Missile Array (30", A4, AP(2), Lock-On) +55pts
Twin Autocannon (36”, A6, AP(2)) +95pts
Replace one Walker Fist:
Heavy Fusion Rifle +25pts
(18", A1, AP(4), Deadly(6))
Twin Heavy Flamethrower +30pts
(12”, A12, AP(1))
Heavy Rifle Array (24”, A6, AP(1)) +30pts
Twin Heavy Machinegun +50pts
(30", A6, AP(1))
Heavy Minigun (24”, A6, AP(2)) +50pts
Heavy Plasma Cannon +70pts
(30”, A1, Blast(6), AP(4))
Twin Laser Cannon +90pts
(36”, A2, AP(3), Deadly(3))
Upgrade any Walker Fist with one:
Fusion Rifle (12", A1, AP(4), Deadly(3)) +25pts
Heavy Flamethrower (12", A6, AP(1)) +35pts
Storm Rifle (24”, A3, AP(1)) +35pts
Upgrade with:
Veteran Walker +70pts
D Upgrade with one:
Dark Bombs (6", A2, Blast(3), Rending) +10pts
Laser Talon (24”, A3, AP(3)) +50pts
Sword Missiles +50pts
(36", A2, AP(2), Lock-On)
Storm Cannon +65pts
(30", A3, AP(2), Lock-On)
Replace Twin Typhoon Missiles:
Twin Dark Rifle Arrays (24", A6, AP(1)) -5pts
Twin Heavy Machinegun +10pts
(30", A6, AP(1))
Twin Laser Cannon +50pts
(36”, A2, AP(3), Deadly(3))
Twin Hammer Missiles +85pts
(36", A2, AP(3), Deadly(3), Lock-On)
Replace Miniguns:
Dark Rift Cannon -15pts
(18", A1, AP(3), Deadly(3))
Avenger Minigun (30", A4, AP(2)) +25pts
E Replace Twin Minigun:
Twin Plasma Cannon +25pts
(30”, A2, Blast(3), AP(4))
Twin Laser Cannon +35pts
(36”, A2, AP(3), Deadly(3))
Replace Typhoon Missiles:
Boosted Fusion Rifles free
(18", A1, AP(4), Deadly(3))
Heavy Machineguns (30", A3, AP(1)) +5pts
Upgrade with:
Heavy Rifle Arrays (24", A6, AP(1)) +70pts

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