Professional Documents
Culture Documents
50
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