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17/8/23, 12:52 OPR Army Forge

Battle Brothers • 2000pts


Master Brother [1] - 75pts Destroyers [3] - 255pts Attack Walker [1] - 360pts

Quality 3+ Defense 3+ Tough 3 Quality 3+ Defense 3+ Tough 3 Quality 3+ Defense 2+ Tough 12


Fearless, Hero, Tough(3), Veteran Infantry Ambush, Fearless, Tough(3) Fear, Fearless, Tough(12)

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

CCW - A1 - - 3x Dual Energy Stomp - A4 1 -


- A6 - Rending
Claws
Heavy Rifle 24" A1 1 - Walker Fist - A4 4 -

Battle Tank [1] - 490pts Twin Heavy


2x Battle Brothers [5] - 245pts Flamethrower
12" A12 1 -

Quality 3+ Defense 2+ Tough 12


Quality 3+ Defense 3+ Attack Walker [1] - 330pts
Fast, Fearless, Impact(6), Tough(12)
Fearless, Veteran Infantry
Weapon RNG ATK AP SPE Quality 3+ Defense 2+ Tough 12
Weapon RNG ATK AP SPE
Twin Heavy Fear, Fearless, Tough(12)
5x CCWs - A1 - - 30" A6 1 -
Machinegun
Weapon RNG ATK AP SPE
5x Heavy Rifles 24" A1 1 -
Demolition Blast(6),
24" A1 4 Stomp - A4 1 -
Cannon Indirect
2x Walker Fists - A4 4 -

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Hero: May be deployed as part of one friendly unit, which may use its Quality

Ambush: This model may be kept in reserve instead of deploying. At the start value for morale tests. When taking hits, you must use the unit’s Defense
value, until all non-hero models are killed.
of any round after the first, you may place the model anywhere, over 9” away
from enemy units. If both player have Ambush, they roll-off to see who Impact: Deals X melee hits when charging (must be in striking range).
deploys first, and then alternate in placing them. Indirect: May target enemies that are not in line of sight, and ignores cover
Blast: Ignores cover and multiplies hits by X, but can’t deal more than one hit from sight obstructions, but gets -1 to hit rolls when shooting after moving.
per model in the target unit. Rending: Unmodified results of 6 to hit count as having AP(4), and ignore the
Defense: Gets +X to Defense rolls. regeneration rule.

Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. Tough: This model must take X wounds before being killed. If a model with
tough joins a unit without it, then it is removed last when the unit takes
Fear: Always counts as having dealt +D3 wounds when checking who won
melee. wounds. Note that you must continue to put wounds on the tough model
with most wounds in the unit until it is killed, before starting to put them on
Fearless: Gets +1 to morale tests. the next tough model (heroes must be assigned wounds last).

Veteran Infantry: This model gets +1 to hit rolls in melee and shooting.

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