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GF - Blood 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. Blood Brothers are trained to be extremely aggressive and focus
on crushing their enemies before they can set up a solid defence
If you’d like to support the continued development of our games again them.
you can donate on patreon.com/onepagerules.
Thank you for playing!

Gaetano Ferrara
Brandon Gillam
Game Design:

Illustrations:

1
GF - Blood Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Blood Master Brother [1] 3+ 3+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Fearless, Furious, Hero, Tough(3) A, B, C 60pts
Blood Elite Pathfinder [1] 4+ 4+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Fearless, Furious, Hero, Strider, A, C, D 50pts
Tough(3)
Blood Pathfinders [5] 4+ 4+ Heavy Rifles (24”, A1, AP(1)), CCWs (A1) Fearless, Furious, Strider A, E 125pts
Blood Assault Brothers [5] 3+ 3+ Heavy Pistols (12”, A1, AP(1)), CCWs (A2) Fearless, Furious A, F 150pts
Blood Brothers [5] 3+ 3+ Heavy Rifles (24”, A1, AP(1)), CCWs (A1) Fearless, Furious A, G 160pts
Blood Death Brothers [5] 3+ 3+ Heavy Rifles (24”, A1, AP(1)), CCWS (A1) Fearless, Furious, Regeneration H 195pts
Blood Guard Brothers [5] 3+ 3+ Assault Pistols (12”, A2), CCWS (A2) Ambush, Fearless, Flying, Furious I 205pts
Blood Support Brothers [3] 3+ 3+ Heavy Flamethrowers (12”, A6, AP(1)), CCWs (A1) Fearless, Furious, Relentless J 175pts
Blood Pathfinder Bikers [3] 4+ 4+ Grenade Launchers (24”, A1, Blast(3)),  Fast, Fearless, Furious, Scout, A, K 225pts
Heavy Pistols (12”, A1, AP(1)), CCWs (A2) Tough(3)
Blood Brother Bikers [3] 3+ 3+ Twin Heavy Rifles (24”, A2, AP(1)),  Fast, Fearless, Furious, Tough(3) A, L 280pts
Heavy Pistols (12”, A1, AP(1)), CCWs (A2)
A Replace one Heavy Rifle and CCW: F Upgrade all models with any: J Replace any Heavy Flamethrower:
Heavy Pistol (12", A1, AP(1)), CCW (A2) free Veteran Infantry +100pts Gravity Cannon -10pts
Dual Energy Claws (A4, Rending) +10pts Jetpacks (Ambush, Flying) +40pts (24", A1, Blast(3), Rending)
Heavy Chainsaw Sword (A4, AP(1)) +10pts Replace up to two Heavy Pistols: Heavy Machinegun (30”, A3, AP(1)) +10pts
Replace one Heavy Pistol: Plasma Pistol (12”, A1, AP(4)) +5pts Missile Launcher +25pts
Combat Shield (Shield Wall) +5pts Flamethrower (12”, A6) +20pts (30", A1, AP(2), Deadly(3), Lock-On)
Plasma Pistol (12”, A1, AP(4)) +5pts Replace one Heavy Pistol and CCW: Plasma Cannon +25pts
Fusion Pistol (6", A1, AP(4), Deadly(3)) +5pts Heavy Pistol (12", A1, AP(1)),  +5pts (30”, A1, Blast(3), AP(4))
Flamethrower Pistol (6", A6) +5pts Energy Hammer (A1, Blast(3)) Heavy Fusion Rifle +30pts
Gravity Pistol (12”, A3, Rending) +10pts Heavy Pistol (12", A1, AP(1)),  +5pts (18", A1, AP(4), Deadly(6))
Storm Rifle (24”, A3, AP(1)) +30pts Energy Sword (A2, AP(1), Rending) Laser Cannon +30pts
Replace one CCW: Heavy Chainsaw Sword (A4, AP(1)) +10pts (36”, A1, AP(3), Deadly(3))
Energy Hammer (A1, Blast(3)) +10pts Heavy Pistol (12", A1, AP(1)),  +15pts K Replace any Grenade Launcher:
Energy Sword (A2, AP(1), Rending) +10pts Energy Fist (A2, AP(4)) Twin Heavy Rifle (24", A2, AP(1)) +5pts
Chain-Fist (A1, AP(2), Deadly(3)) +25pts G Upgrade all models with: Replace all Heavy Pistols and CCWs:
Energy Fist (A2, AP(4)) +20pts Veteran Infantry +100pts Heavy Rifles (24", A1, AP(1)), CCWs (A1) +5pts
Take one Heavy Rifle attachment: Upgrade one model with one:
Plasma-Mod (12”, A1, AP(4)) +10pts Battle Standard (Fear) +20pts LHeavy RiflesReplace all Heavy Pistols and CCWs:
Fusion-Mod (6", A1, AP(4), Deadly(3)) +15pts Medical Training +55pts (24", A1, AP(1)), CCWs (A1) +5pts
Flamer-Mod (6”, A6) +15pts Replace up to two Heavy Rifles:
Gravity-Mod (9”, A3, Rending) +15pts Plasma RifleReplace one Heavy Rifle:
(24", A1, AP(4)) +10pts Plasma Rifle (24”, A1, AP(4)) +5pts
B Upgrade with one: Fusion Rifle (12", A1, AP(4), Deadly(3)) +15pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts
Jetpack (Ambush, Flying) +25pts Gravity Cannon +15pts Flamethrower (12”, A6)
Gravity Rifle (18”, A3, Rending)
+10pts
+10pts
Destroyer Armor (Ambush, Tough(+3)) +65pts (24", A1, Blast(3), Rending)
Combat Bike (Fast, Tough(+3),  +90pts Flamethrower (12”, A6) +15pts Special Rules
Twin Heavy Rifle (24", A2, AP(1))) Heavy Flamethrower (12”,A6,AP(1)) +25pts
Upgrade with: Heavy Machinegun (30”, A3, AP(1)) +35pts Advanced Tactics: Once per activation, before
Veteran Infantry +20pts Gravity Cannon (18”, A6, Rending) +35pts attacking, pick one other friendly unit within 12”
of this model, which may move by up to 6".
C Upgrade with one: Missile Launcher +45pts Holy Chalice: The hero and its unit get +1 to hit
Preacher (War Chant) +10pts (30",Heavy
A1, AP(2), Deadly(3), Lock-On)
Fusion Rifle +55pts in melee and the Regeneration rule.
Archivist (Psychic(1)) +25pts (18", A1, AP(4), Deadly(6)) Medical Training: This model and its unit get
Engineer (Repair) +25pts Plasma Cannon +50pts the Regeneration rule.
Captain (Advanced Tactics) +35pts (30”, A1, Blast(3), AP(4)) Repair: Once per activation, if within 2” of a unit
Blood Priest (Holy Chalice) +65pts Laser Cannon +55pts with Tough, roll one die. On a 2+ you may repair
D Upgrade with any: (36”, A1, AP(3), Deadly(3)) D3 wounds from the target.
Camo Cloak (Stealth) +10pts H Replace all Heavy Rifles and CCWs: Shield Wall: Attacks targeting units where all
Forward Sentry (Scout) +5pts Heavy Pistols (12", A1, AP(1)), CCWs (A2) -10pts models a min. of
have this rule count as having AP(-1), to
AP(0).
E Replace all Heavy Rifles and CCWs: Replace any Heavy Pistol: Veteran Infantry: This model gets +1 to hit rolls
Heavy Pistol (12", A1, AP(1)), CCW (A2) -5pts Fusion Pistol (6", A1, AP(4), Deadly(3)) +10pts in melee and shooting.
Flamethrower Pistol (6", A6) +10pts
Replace any Heavy Rifle: +5pts War Chant: For each unmodified result of 6 to
Shotgun (12”, A2, AP(1)) free Plasma Pistol (12", A1, AP(4))
Gravity Pistol (12", A3, Rending) +10pts unit may attacking
hit when in melee, the hero and its
Replace one Heavy Rifle: Replace any CCW: roll 2 extra attacks. This rule doesn’t
Plasma Rifle (24”, A1, AP(4)) +5pts Energy Hammer (A1, Blast(3)) +10pts apply to newly generated attacks.
Flamethrower (12”, A6) +10pts Energy Sword (A2, AP(1), Rending)
+15pts Fear (4+): TargetPsychic Spells
Gravity Rifle (18”, A3, Rending) +10pts +10pts
Heavy Machinegun (30", A3, AP(1)) +25pts Energy Fist Upgrade(A2, AP(4))
all models with: 2 enemy units within 6” get -1"
Missile Launcher +35pts Jetpacks (Ambush, Flying) +40pts next time they Advance, or -2" next time they
(30", A1, AP(2), Deadly(3), Lock-On) Charge/Rush.
Replace up to three Heavy Rifles:
Sniper Rifle (30", A1, AP(1), Sniper) +25pts Fusion Pistol (6", A1, AP(4), Deadly(3)) +5pts Lance
I Replace any Assault Pistol: (4+): Target enemy model within 12” takes
1 hit with AP(4).
Upgrade all models with any: +5pts Blood Curse (5+): Target 2 enemy units within 6”
Camo Cloaks (Stealth) +15pts Plasma Pistol (12", A1, AP(4))
Replace any CCW: take 6 hits each.
Forward Sentries (Scout) +15pts Energy Sword (A2, AP(1), Rending) +5pts Quickness (5+): Target friendly unit within 6”
Energy Fist (A2, AP(4)) +15pts gets Impact(1) next time it charges.
Upgrade one model with: Break Shields (6+): Target 2 enemy units within
Battle Standard (Fear) +20pts 6” get -2 to defense next time they take hits.
Rage Burst (6+): Target enemy unit within 6”
takes 5 hits with AP(2).

2
GF - Blood Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Blood Destroyers [3] 3+ 3+ Dual Energy Claws (A6, Rending) Ambush, Fearless, Furious, Tough(3) A 265pts
Blood Support Bike [1] 3+ 3+ Twin Heavy Rifle (24”, A2, AP(1)),  Fast, Fearless, Furious, Tough(6) B 185pts
Heavy Flamethrower (12”, A6, AP(1)), 
Heavy Pistol (12”, A1, AP(1)), CCW (A3)
Blood APC [1] 3+ 2+ Storm Rifle (24”, A3, AP(1)) Fearless, Impact(6), Tough(6), Transport(11), C 245pts
Very Fast
Blood Attack APC [1] 3+ 2+ Twin Heavy Flamethrower (12”, A12, AP(1)) Fearless, Impact(6), Tough(6), Transport(6), C, D 265pts
Very Fast
Blood Drop Pod [1] 3+ 2+ Death Launcher (18”, A1, Blast(6)) Ambush, Fearless, Immobile, Tough(6), E 145pts
Transport(11)
Blood Battle Tank [1] 3+ 2+ Twin Heavy Machineguns (30”, A6, AP(1)),  Fearless, Impact(6), Tough(12), Very Fast C, F 535pts
Demolition Cannon (24”, A1, Blast(6), AP(4),
Indirect)
Blood Heavy Tank [1] 3+ 2+ Twin Heavy Machinegun (30”, A6, AP(1)),  Fearless, Impact(6), Tough(18), C, G 710pts
Twin Flamethrower Cannons (18”, A12, AP(1)) Transport(11), Very Fast
Blood Attack Speeder [1] 3+ 2+ 2x Heavy Flamethrowers (12”, A6, AP(1)) Ambush, Fearless, Impact(6), Strider, H 285pts
Tough(6), Very Fast
Blood Attack Walker [1] 3+ 2+ Stomp (A4, AP(1)), 2x Walker Fists (A4, AP(4)) Fear, Fearless, Furious, Tough(12) I 340pts
Blood Light Gunship [1] 3+ 2+ Twin Typhoon Missiles (24”, A4, AP(2), Lock-On),  Aircraft, Fearless, Tough(6) J 335pts
Miniguns (24”, A4, AP(1))
Blood Heavy Gunship [1] 3+ 2+ Storm Missiles (36”, A1, AP(3), Deadly(3)),  Aircraft, Fearless, Tough(9), Transport(11) K 545pts
Twin Minigun (24”, A8, AP(1)), 
Typhoon Missiles (24”, A2, AP(2), Lock-On)
A Replace all Dual Energy Claws: G Replace Twin Flamethrower Cannons: J Upgrade with one:
Combat Shields (Shield Wall),  +5pts Twin Heavy Rifle Arrays +35pts Laser Talon (24”, A3, AP(3)) +50pts
Energy Hammers (A2, Blast(3)) (24", A12, AP(1)) Storm Cannon +65pts
Storm Rifles (24", A3, AP(1)), CCWs (A3) +40pts Quad Laser Cannons +150pts (30", A3, AP(2), Lock-On)
Replace one Storm Rifle: (36”, A4, AP(3), Deadly(3)) Replace Twin Typhoon Missiles:
Heavy Flamethrower (12”,A6,AP(1)) free Replace Twin Heavy Machinegun: Twin Heavy Machinegun +10pts
Minigun (24”, A4, AP(1)) +15pts Twin Minigun (24”, A8, AP(1)) +5pts (30", A6, AP(1))
Replace any CCW: Upgrade with: Twin Laser Cannon +50pts
Energy Fist (A3, AP(4)) +35pts Heavy Fusion Rifle +60pts (36”, A2, AP(3), Deadly(3))
Energy Sword (A3, AP(1), Rending) +20pts (18", A1, AP(4), Deadly(6)) Twin Hammer Missiles +85pts
Chain-Fist (A2, AP(2), Deadly(3)) +45pts H Replace any Heavy Flamethrower: (36", A2, AP(3), Deadly(3), Lock-On)
Upgrade one model with:
Cyclone Missiles +45pts Minigun (24”, A4, AP(1))
Heavy Machinegun (30”, A3, AP(1))
+10pts K
+5pts Twin Plasma Cannon
Replace Twin Minigun:
+25pts
(24", A1, AP(2), Deadly(3), Lock-On) Heavy Fusion Rifle +25pts (30”, A2, Blast(3), AP(4))
B Replace Heavy Flamethrower: (18", A1, AP(4), Deadly(6)) Twin Laser Cannon +35pts
Heavy Machinegun (30”, A3, AP(1)) +10pts Replace one Heavy Flamethrower: (36”, A2, AP(3), Deadly(3))
Heavy Fusion Rifle +30pts Twin Typhoon Missiles +35pts Replace Typhoon Missiles:
(18", A1, AP(4), Deadly(6)) (24", A4, AP(2), Lock-On) Boosted Fusion Rifles free
C Upgrade with any: Upgrade with: (18", A1, AP(4), Deadly(3))
Dozer Blade (Strider) +35pts Open Sides (Transport(6)) +15pts Heavy Machineguns (30", A3, AP(1)) +5pts
Upgrade with:
Storm Rifle (24”, A3, AP(1)) +35pts I Replace any Walker Fist: Heavy Rifle Arrays (24", A6, AP(1)) +70pts
Hunter Missiles +45pts Walker Claw (A6, AP(1), Rending) +5pts
(24", A1, AP(2), Deadly(3), Lock-On)
Missile Array
Replace one Walker Fist:
(30", A4, AP(2), Lock-On) +50pts Shield Wall: Attacks Special Rules
D Replace Twin Heavy Flamethrower:
Twin Heavy Machinegun +15pts Twin Autocannon (36”, A6, AP(2)) +90pts models have this ruletargetingcount as
units where all
having AP(-1), to
(30”, A6, AP(1)) Replace one Walker Fist: a min. of AP(0).
Twin Minigun (24”, A8, AP(1)) +25pts Heavy Fusion Rifle +25pts Very Fast: This model moves +4” when using
Laser Cannon +35pts (18", A1, AP(4), Deadly(6))
Twin Heavy Flamethrower +30pts Advance and +8” when using Rush/Charge.
(36", A1, AP(3), Deadly(3)),  (12”, A12, AP(1)) Veteran Walker: This model gets +1 to its attack
Twin Plasma Rifle (24", A2, AP(4))
Twin Laser Cannon +60pts Heavy Rifle Array (24”, A6, AP(1)) +30pts rolls for melee and shooting.
(36”, A2, AP(3), Deadly(3)) Frag-Blaster Cannon
(12", A12, AP(1), Rending)
+35pts Psychic Spells
Heavy Minigun (24”, A6, AP(2)) Fear (4+): Target
+50pts next time they Advance, 2 enemy units within 6” get -1"
E Replace Death Launcher: Twin Heavy Machinegun +45pts or -2" next time they
Storm Rifle (24", A3, AP(1)) +5pts (30", A6, AP(1)) Charge/Rush.
F Replace Demolition Cannon: Heavy Plasma Cannon +65pts Lance (4+): Target enemy model within 12” takes
1 hit with AP(4).
Flamethrower Cannon (18", A6, AP(1)) -65pts (30”, A1, Blast(6), AP(4))
Twin Minigun (24", A8, AP(1)) -25pts Twin Laser Cannon +85pts Blood Curse (5+): Target 2 enemy units within 6”
take 6 hits each.
Spear Missile Launcher +5pts (36”, A2, AP(3), Deadly(3)) Quickness (5+): Target friendly unit within 6”
(30", A1, AP(3), Deadly(6), Lock-On) Upgrade any Walker Fist with one:
Twin Laser Cannon +10pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +20pts gets Impact(1) next time it charges.
(36", A2, AP(3), Deadly(3)) Heavy Flamethrower (12", A6, AP(1)) +30pts Break Shields (6+): Target 2 enemy units within
Rapid Autocannon (36", A6, AP(2)) +15pts Storm Rifle (24”, A3, AP(1)) +30pts 6”Rage get -2 to defense next time they take hits.
Burst (6+): Target enemy unit within 6”
Twin Storm Cannon +20pts Upgrade with:
(30", A6, AP(2), Lock-On) Veteran Walker +70pts takes 5 hits with AP(2).
Wind Missile Launcher +85pts Upgrade with one:
(36”, A3, Blast(3), AP(1), Indirect) Archivist Pilot (Psychic(1)) +25pts
Replace Twin Heavy Machineguns: Death Pilot (Regeneration) +105pts
Twin Heavy Flamethrowers -15pts
(12", A12, AP(1))
Twin Laser Cannons +45pts
(36”, A2, AP(3), Deadly(3))

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