Professional Documents
Culture Documents
50
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))