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GFF - Battle Brothers v2.

50
Background Story
The Battle Brothers were created by a visionary scientist, known
as the Founder, who used a series of gene-mods in order to
enhance soldiers beyond their human limits. The Battle Brothers
were soon deployed to maintain unity and peace over Earth and
its nearby colonies, with the gene-mods proving wildly
successful, and many seeking to join their ranks.
The Founder revealed his vision of a united and uplifted
humanity, capable of thriving throughout the galaxy with the use
of advanced gene-mods. In order to overcome political obstacles
to his vision, the Founder led a daring coup to seize control of
humanity’s colonies. Many Battle Brothers followed him,
overtaking the previous administration in order to improve the
lives of many within the colonies, whilst other Battle Brothers
rejected the Founder’s ambitions, and soon a civil war erupted
that engulfed all of humanity.
The civil war proved to be incredibly destructive. On Earth, the
fighting was particularly fierce and some feared that it might
render it uninhabitable, and a portion of humanity chose to flee
the situation, commandeering one of the Founder’s fleets. The
Battle Brothers pursued these refugees, eventually meeting
them in battle at the edge of known space. They were met with a
surprisingly fierce resistance, with the Founder losing his life in
the ensuing battle shortly before a massive wormhole engulfed
both fleets, and left them stranded in the Sirius Sector.
Scattered by the wormhole, the Battle Brothers have moved
quickly to establish themselves in the Sirius Sector. Stranded far
from the rest of humanity with their Founder slain, the Brothers
still hope to carry out his vision. Even as advancements are made
Intro in gene-sciences, the Battle Brothers remain steadfast symbols
of the Founder’s dream for humanity, and the their unwavering
The Battle Brothers are superhuman warriors that have been faith has turned them into a symbol of humanity’s potential and
empowered through gene-mods and special training to bring resilience.
about their Founder’s vision of an uplifted humanity.
The Battle Brothers now serve as the highly elite army of the
Their pursuit of this vision at any cost led to a violent civil war Conduit, a genetic and mental duplicate of the original Founder.
which nearly destroyed humanity itself, and in pursuit of their They seek to reunite the shattered human factions in Sirius
enemies fleeing this conflict, they found themselves lost in the under their rule, finding a means of recontacting Earth and
Sirius Sector. The Battle Brothers have not relented however, enforcing their vision of a united humanity. Other factions and
and they go to any length to unite and uplift all of humanity. species are viewed as little more than impediments to this goal
which the Battle Brothers will overcome, and nothing will cause
About OPR them to relent in their pursuit of the Founder’s vision.
OPR (www.onepagerules.com) is the home of many free How will you unite humanity?
games which are designed to be fast to learn and easy to play.
This project was made by gamers for gamers and it can only
exist thanks to the support of our awesome community.
If you’d like to support the continued development of our games
you can donate on patreon.com/onepagerules.
Thank you for playing!

Gaetano Ferrara
Francisco Fernandez
Created by:

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) +5pts Veteran Infantry
Upgrade with: Psychic Spells
+20pts Blurred Sight (4+): Target 2 enemy units within
Dual Energy Claws (A4, Rending) +15pts Upgrade with one: 12” get -1 to hit next time they shoot.
Heavy Chainsaw Sword (A4, AP(1)) +15pts Battle Standard (Fear) +20pts Psychic Terror (4+): Target enemy unit within
Replace Heavy Pistol: Replace Heavy Rifle:
Combat Shield (Shield Wall) +5pts Plasma Rifle (24", A1, AP(4)) +5pts 6”Cerebral
takes 3 hits with AP(2).
Plasma Pistol (12”, A1, AP(4)) +5pts 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: Gravity Cannon +15pts next time they Charge/Rush. Advance, or -4"
Energy Hammer (A1, Blast(3)) +10pts (24", A1, Blast(3), Rending)
Energy Sword (A2, AP(1), Rending) +10pts Heavy Flamethrower (12", A6, AP(1)) +20pts Lightning Fog (6+): Target 2 enemy units within
Chain-Fist (A1, AP(2), Deadly(3)) +15pts Heavy Machinegun (30”, A3, AP(1)) +30pts Time Passageeach.
6” take 8 hits
(6+): Target friendly unit within
Energy Fist (A2, AP(4)) +15pts H Replace any Heavy Flamethrower: 12” gets Impact(1) next time it charges.
Take one Heavy Rifle attachment: Gravity Cannon -10pts
Plasma-Mod (12”, A1, AP(4)) +10pts
Fusion-Mod (6", A1, AP(4), Deadly(3)) +15pts (24", A1, Blast(3), Rending)
Flamer-Mod (6”, A6) +15pts Heavy Machinegun (30”, A3, AP(1)) +10pts
Gravity-Mod (9”, A3, Rending) +15pts Missile Launcher
(30", A1, AP(2), Deadly(3), Lock-On)
+25pts
B Upgrade with one: Plasma Cannon +30pts
Jetpack (Ambush, Flying) +25pts (30”, A1, Blast(3), AP(4))
Upgrade with: Laser Cannon +35pts
Veteran Infantry +20pts (36”, A1, AP(3), Deadly(3))
C Upgrade with one: I Replace any Grenade Launcher:
Preacher (War Chant) +10pts Twin Heavy Rifle (24", A2, AP(1)) +5pts
Archivist (Psychic(1)) +25pts Replace Heavy Pistols and CCW:
Engineer (Repair) +25pts Heavy Rifles (24", A1, AP(1)), CCWs (A1) +5pts
Captain (Advanced Tactics) +35pts J Replace Dual Energy Claws:
D Upgrade with any: Combat Shields (Shield Wall), free
Camo Cloak (Stealth) +10pts Energy Hammers (A2, Blast(3))
Forward Sentry (Scout) +10pts Storm Rifles (24", A3, AP(1)), CCWs (A3) +15pts
E Replace Heavy Rifles and CCW: Replace Storm Rifle:
Heavy Pistols (12", A1, AP(1)), -5pts Minigun (24”, A4, AP(1))(12”,A6,AP(1)) +10pts
Heavy Flamethrower free
CCWs (A2) Replace any CCW:
Replace any Heavy Rifle: Energy Sword (A3, AP(1), Rending) +20pts
Shotgun (12”, A2, AP(1)) free Energy Fist (A3, AP(4)) +25pts
Sniper Rifle (30", A1, AP(1), Sniper) +20pts Chain-Fist (A2, AP(2), Deadly(3)) +35pts
Replace Heavy Rifle:
Plasma Rifle (24”, A1, AP(4)) +5pts K Replace Heavy Pistols and CCW:
Flamethrower (12”, A6) +10pts Heavy Rifles (24", A1, AP(1)), CCWs (A1) +5pts
Gravity Rifle (18”, A3, Rending) +10pts Replace any Heavy Rifle:
Heavy Machinegun (30", A3, AP(1)) +20pts Plasma Rifle (24”, A1, AP(4)) +10pts
Missile Launcher +30pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +15pts
(30", A1, AP(2), Deadly(3), Lock-On) Flamethrower (12”, A6) +15pts
Upgrade with any: Gravity Rifle (18”, A3, Rending) +15pts
Camo Cloaks (Stealth) +5pts
Forward Sentries (Scout) +5pts Special Rules
F Upgrade with any: Advanced Tactics: Once per activation, before
Jetpacks (Ambush, Flying) +5pts attacking, pick one other friendly unit within
Veteran Infantry +20pts 12” of this model, which may move by up to 6".
Repair: Once per activation, if within 2” of a
Replace any Heavy Pistol:
Plasma Pistol (12”, A1, AP(4)) +5pts unit with Tough, roll one die. On a 2+ you may
Flamethrower (12”, A6) +15pts repair
Shield
D3 wounds from the target.
Wall: Attacks targeting units where all
Replace Heavy Pistol and CCW:
Heavy Pistol (12", A1, AP(1)), +5pts models have this rule count as having AP(-1),
to a min. of AP(0).
Energy Hammer (A1, Blast(3))
Heavy Pistol (12", A1, AP(1)), +5pts Veteran Infantry: This model gets +1 to hit rolls
in melee and shooting.
Energy Sword (A2, AP(1), Rending)
Heavy Chainsaw Sword (A4, AP(1)) +5pts Warwhen Chant: For each unmodified result of 6 to
Heavy Pistol (12", A1, AP(1)), +10pts hit attacking in melee, this model and all
friendly units that activate within 12” may roll 2
Energy Fist (A2, AP(4)) extra attacks. This rule doesn’t apply to newly
generated attacks.

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