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GF - Prime Brothers v2.

50
Background Story
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 quickly deployed to maintain unity and peace over
Earth and its nearby colonies. The gene-mods proved wildly
successful and many sought to join their ranks.
When humanity arrived in Sirius, they encountered new
challenges, as previously unknown phenomena, technology and
threats were commonplace in Sirius. In order to adapt, the
gene-mods of the Battle Brothers were experimented upon in
order to further increase their capacities. The results of these
experiments were soon rolled out and distributed to each
Detachment, to allow them to train and equip these recruits to
become Prime Brothers.
Once their training was completed, the Prime Brothers were
formed into new Detachments and deployed to the Frontier.
Rather than reinforcing the existing Battle Brothers forces, they
were assigned to explore and fight far from the core of the
galaxy.
Many Prime Brothers began to show damage to their muscles,
joints and bones, as their bodies were unable to adapt to the
gene-mods. These flaws were found in every Prime Brother, but
for some the deterioration was much slower than others, with it
taking decades for the worst effects to show in some, but until
then, each Prime Brother remained a highly effective warrior.
The Prime Brothers carried on even after these side effects
were discovered, however, despite the wishes of the Custodians,
they revealed the side effects of their gene-mods publicly.
Intro Despite this, many recruits were still willing to accept the risks
in order to join their ranks. Prime Brothers know their
The Prime Brothers represent the pinnacle of gene science, a enhancements mean that they are more likely to die from
small number of super human individuals with advanced deterioration than in battle, as a result many are willing to take
armour and weaponry, which rely on their skill and durability to risks others would deem unacceptable. This has only further
achieve victory against any odds. built their reputation as heroes and drawn in more recruits who
idolize them.
Prime Brothers are enhanced with the latest gene-mods, Due to their shortened life spans, Prime Brothers often lack the
adapted from discoveries made after arriving in Sirius. The organization and personal experience of the Battle Brothers, so
process that creates Prime Brothers gradually destroys the they rely on their advanced technology and individual heroism to
body, leaving them with significantly shortened lifespans. overcome this disadvantage. While some Battle Brothers may
Despite this, many young soldiers still choose to become Prime view them as reckless, others have developed a keen respect for
Brothers, proudly dedicating their short lives to the Conduit and the bravery and sense of sacrifice common to the Prime
his cause. Brothers.
About OPR How will your short lifetime serve the Founder’s vision?
OPR (www.onepagerules.com) is the home of many free 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
GF - Prime Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Prime Master [1] 3+ 2+ Heavy Rifle (24”, A1, AP(1)), CCW (A2) Fearless, Hero, Tough(3) A, B, C 75pts
Elite Raider [1] 4+ 3+ Heavy Pistol (12”, A1, AP(1)), CCW (A3) Fearless, Furious, Hero, Strider, A, C, D 55pts
Tough(3)
Raider Squad [5] 4+ 3+ Heavy Pistols (12”, A1, AP(1)), CCWs (A3) Fearless, Furious, Strider E, F 145pts
Infiltration Squad [5] 4+ 3+ Marksman Carbines (18”, A1, Rending), CCWs (A2) Fearless, Scout, Strider E, G 145pts
Assault Squad [5] 3+ 2+ Heavy Pistols (12”, A1, AP(1)), CCWs (A3) Fearless A, E, H 180pts
Prime Brothers [5] 3+ 2+ Heavy Rifles (24”, A1, AP(1)), CCWs (A2) Fearless A, E, I 185pts
Blaster Squad [5] 3+ 2+ Plasma Rifles (24”, A1, AP(4)), CCWs (A2) Fearless E, J 220pts
Desolator Squad [5] 3+ 2+ HE-Launchers (30”, A2), CCWs (A2) Fearless E, K 230pts
Elimination Squad [3] 3+ 3+ Sniper Rifles (30”, A1, AP(1), Sniper), CCWs (A2) Fearless, Scout, Stealth L 185pts
Guard Squad [3] 3+ 2+ Heavy Pistols (12”, A1, AP(1)), Fearless, Shield Wall, Tough(3) - 260pts
Energy Swords (A3, AP(1), Rending)
Eradication Squad [3] 3+ 2+ Fusion Rifles (12”, A1, AP(4), Deadly(3)), CCWs (A2) Fearless, Tough(3) M 255pts
Heavy Prime Brothers [3] 3+ 2+ Grave Auto-Rifles (18”, A4), CCWs (A3) Fearless, Tough(3) N 270pts
Hover Squad [3] 3+ 2+ Suppressor Cannons (24”, A3, AP(2), Indirect), Fearless, Relentless, Strider - 275pts
CCWs (A1)
Jetpack Squad [3] 3+ 2+ Twin Assault Blasters (12”, A4), CCWs (A2) Ambush, Fearless, Flying, Tough(3) O 305pts
Aggro Squad [3] 3+ 2+ Twin Fist-Pistols (12”, A4), Fearless, Tough(3) P 320pts
Dual Energy Fists (A4, AP(4))
Prime Bikers [3] 3+ 2+ Twin Auto-Rifles (18”, A4), Fast, Fearless, Tough(3) - 325pts
Heavy Pistols (12”, A1, AP(1)), CCWs (A3)
Prime ATV [1] 3+ 2+ Twin Auto-Rifles (18”, A4), Gatling Gun (18”, A9) Fast, Fearless, Scout, Strider, Tough(6) Q 245pts
A Replace one Heavy Rifle and CCW: H Upgrade all models with: Q Replace Gatling Gun:
Heavy Pistol (12", A1, AP(1)), CCW (A3) free Veteran Infantry +100pts Heavy Fusion Rifle +10pts
Auto-Rifle (18", A2), CCW (A2) +5pts Replace one Heavy Pistol: (18", A1, AP(4), Deadly(6))
Precision Rifle (24", A1, Sniper), +10pts Plasma Pistol (12”, A1, AP(4)) +5pts
CCW (A2) Replace one CCW:
Energy Sword (A3, AP(1), Rending)
Special Rules
+5pts Battle Rites: The hero and its unit get +1 to hit
Replace one Heavy Pistol:
Plasma Pistol (12”, A1, AP(4)) +5pts Energy Hammer (A2, Blast(3)) +10pts when shooting.
Marksman Carbine (18", A1, Rending) +5pts Energy Fist (A3, AP(4)) +15pts Medical Training: This model and its unit get
Heavy Rifle (24”, A1, AP(1)) +5pts I the Regeneration rule.
Flamethrower Pistol (6”, A6) +10pts Auto-Rifle (18",ReplaceA2)
any Heavy Rifle:
+5pts Precision Shots: The hero and its unit get AP(+1)
Gravity Pistol (12”, A3, Rending) +10pts Precision Rifle (24”, A1, Sniper) +10pts when shooting.
Precision Rifle (24”, A1, Sniper) +15pts Repair: Once per activation, if within 2” of a unit
Fist-Pistol (12", A2), +20pts Plasma RifleReplace (24”, A1,
one Heavy Rifle:
AP(4)) +10pts with Tough, roll one die. On a 2+ you may repair
Energy Fist (A2, AP(4)) Fusion Rifle (12", A1, AP(4), Deadly(3)) +15pts D3 wounds from the target.
Replace one CCW: Flamethrower (12”, A6) +15pts Shield Wall: Attacks targeting units where all
Energy Sword (A3, AP(1), Rending) +15pts Gravity Rifle (18”, A3, Rending) +15pts models have this rule count as having AP(-1), to
Energy Hammer (A2, Blast(3)) +15pts Heavy Machinegun (30”, A3, AP(1)) +35pts a min. of AP(0).
Energy Fist (A3, AP(4)) +20pts One model may take one Auto-Rifle attachment: Veteran Infantry: This model gets +1 to hit rolls
Relic Sword (A2, AP(2), Deadly(3)) +30pts Grenade-Mod (12”, A1, Blast(3)) +10pts in melee and shooting.
B Upgrade with one: Upgrade all models with any: War Chant: For each unmodified result of 6 to
Combat Shield (Shield Wall) +5pts Veteran Infantry +100pts hit when attacking in melee, the hero and its
Jetpack (Ambush, Flying) +20pts unit may roll 2 extra attacks. This rule doesn’t
Grave Armor (Tough(+3)) +50pts JHeavy PlasmaReplace any Plasma Rifle:
Rifle (30”, A1, AP(4)) +5pts apply to newly generated attacks.
Combat Bike (Fast, Tough(+3), +100pts Plasma Auto-Rifle (24”, A2, AP(2)) +10pts Psychic Spells
Twin Auto-Rifle (18", A4)) Blurred Sight (4+): Target 2 enemy units within
Upgrade with:
Veteran Infantry +20pts KAT-LauncherReplace any HE-Launcher:
(30", A1, AP(2), Lock-On) +5pts 12” get -1 to hit next time they shoot.
Psychic Terror (4+): Target enemy unit within 6”
C Upgrade with one: Replace one HE-Launcher:
Judge (War Chant) +10pts Vengeance HE-Launcher +20pts takes 3 hits with AP(2).
Cerebral Trauma (5+): Target enemy model
Ancient Banner (Fear) (30", A1, Blast(3),
+20pts Vengeance AT-Launcher Indirect) within 12” takes 2 hits with AP(4).
Captain (Battle Rites) +20pts (30", A1, AP(2), Deadly(3)) +25pts Cursed Ground (5+): Target 2 enemy units within
Archivist (Psychic(1)) +25pts Upgrade all models with: 6” get -2" next time they Advance, or -4" next
Lieutenant (Precision Shots) +25pts Mini-GLs (24", A1, Indirect) +55pts time they Charge/Rush.
Engineer (Repair) +25pts Lightning Fog (6+): Target 2 enemy units within
D Upgrade with one: L Replace any Sniper Rifle: 6” take 8 hits each.
Orbital Drop (Ambush) +10pts Laser Sniper Rifle +70pts Time Passage (6+): Target friendly unit within
Infiltration Gear (Scout) +10pts (30”, A1, AP(2), Deadly(3), Sniper) 12” gets Impact(1) next time it charges.
E Upgrade one model with: M Replace any Fusion Rifle:
Medical Training +55pts Heavy Fusion Rifle
(18", A1, AP(4), Deadly(6))
+40pts
F Replace one Heavy Pistol and CCW:
Heavy Pistol (12", A1, AP(1)), +5pts NGrave HeavyReplace any Grave Auto-Rifle:
Rifle (24", A3, AP(1)) +10pts
Energy Sword (A3, AP(1), Rending)
Heavy Pistol (12", A1, AP(1)), +10pts Grave Precision Rifle (24", A2, Sniper) +10pts
Replace one Grave Auto-Rifle:
Energy Hammer (A2, Blast(3))
Heavy Pistol (12", A1), +10pts Grave Heavy Machinegun
(30", A4, AP(1))
+30pts
Energy Fist (A3, AP(4))
Heavy Chainsaw Sword (A6, AP(1)) +10pts O Replace all Twin Assault Blasters:
Upgrade all models with: Twin Plasma Blasters (12", A2, AP(4)) +10pts
Orbital Drop (Ambush) +15pts
G Upgrade all Marksman Carbines with: PTwin Fist-Flamers Replace all Twin Fist-Pistols:
Scopes (Sniper) +50pts (6”, A8) free
Upgrade all models with:
Shoulder-GLs (18”, A1, Blast(3)) +45pts

2
GF - Prime Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Anti-Grav APC [1] 3+ 2+ Twin Frag-GLs (18”, A4, Blast(3)) Fast, Fearless, Impact(6), Strider, A 335pts
Tough(9), Transport(11)
Anti-Grav Tank [1] 3+ 2+ Twin Laser Talon (24”, A6, AP(3)), Fast, Fearless, Impact(6), Strider, B 545pts
Twin Frag-GLs (18”, A4, Blast(3)) Tough(15)
Heavy Anti-Grav Transport Tank [1] 3+ 2+ 2x Heavy Machineguns (30”, A3, AP(1)), Fast, Fearless, Impact(6), Strider, C 705pts
Twin Heavy Machinegun (30”, A6, AP(1)), Tough(18), Transport(11)
Laser Talon (24”, A3, AP(3))
Heavy Anti-Grav Destroyer Tank [1] 3+ 2+ 2x Heavy Machineguns (30”, A3, AP(1)), Fast, Fearless, Impact(6), Strider, D 745pts
Heavy Plasma Cannon (30”, A1, Blast(6), Tough(18), Transport(6)
AP(4)),
Twin Heavy Machinegun (30”, A6, AP(1))
Attack Speeder [1] 3+ 2+ Twin Strike Missiles (18”, A2, AP(3), Ambush, Fast, Fearless, Impact(6), E 385pts
Deadly(3)), Strider, Tough(9)
Fusion Destroyer (12”, A2, AP(4), Deadly(3))
Light Walker [1] 3+ 2+ Incendiary Cannon (12”, A12, AP(1)), Fear, Fearless, Scout, Tough(9) F 330pts
Light Fist (A4, AP(2)), Stomp (A3, AP(1))
Attack Walker [1] 3+ 2+ Chest-GLs (18”, A1, Blast(3)), Fear, Fearless, Tough(15) G 415pts
Stomp (A5, AP(2)),
2x Walker Claws (A6, AP(1), Rending)
Support Turret [1] 3+ 2+ Twin Laser Talon (24”, A6, AP(3)), Fearless, Immobile, Tough(6) H 175pts
Turret Crew (A3)
A Replace Twin Frag-GLs: E Replace Fusion Destroyer:
Twin Storm Rifle (24", A6, AP(1)) +5pts Gatling Gun (18", A9) +10pts
Upgrade with one: Laser Talon (24”, A3, AP(3)) +5pts
Shield Projector (Stealth) +50pts Replace Twin Strike Missiles:
Twin AA-MG (30", A6, Lock-On) +75pts Twin AA-Pod (24", A4, AP(2), Lock-On) +10pts
Artillery Relay +85pts Twin Heavy Machinegun +20pts
(36”, A1, Blast(6), Indirect) (30”, A6, AP(1))
Missile Array (30”, A2, AP(3), Deadly(3)) +105pts Upgrade with one:
Upgrade with one: Twin Frag-GLs (18”, A2, Blast(3)) +30pts
Heavy Machinegun (30”, A3, AP(1)) +40pts Twin Rocket-GLs (18”, A4, AP(2)) +45pts
B Replace Twin Laser Talon: Twin Fury Missiles +70pts
Twin Gatling Gun (18”, A18) +5pts (24”, A2, AP(2), Deadly(3))
Twin Laser Cannon +25pts F Replace Incendiary Cannon:
(36”, A2, AP(3), Deadly(3)) Twin Iron-Cannon (36”, A6, AP(2)) +65pts
Replace Twin Frag-GLs: Upgrade with any:
Twin Storm Rifles (24", A6, AP(1)) +5pts Frag-GL (18”, A1, Blast(3)) +15pts
Twin Tempest Rifles (18", A12, AP(1)) +40pts Heavy MG Pistol (18”, A3, AP(1)) +25pts
Twin Heavy Fusion Rifles +65pts Twin Walker-MG (24”, A4, AP(1)) +45pts
(18", A2, AP(4), Deadly(6)) G Replace any Walker Claw:
Upgrade with any:
AA-Pod (24", A2, AP(2), Lock-On) +35pts Twin Heavy Rifle (24", A2, AP(1)), +20pts
Heavy Machinegun (30”, A3, AP(1)) +40pts Walker Fist (A4, AP(3))
Gatling Cannon (24", A12) +60pts
C Replace Laser Talon: Heavy Plasma Cannon +65pts
Gatling Cannon (24”, A12) +50pts (30”, A1, Blast(6), AP(4))
Replace one Heavy Machinegun: Replace any Twin Heavy Rifle:
Gatling Gun (18”, A9) +15pts Heavy Flamethrower (12", A6, AP(1)) +10pts
Replace Twin Heavy Machinegun: Gatling Gun (18", A9) +30pts
Twin Laser Cannon +45pts Replace Chest-GLs:
(36”, A2, AP(3), Deadly(3)) Chest-Fusers (12", A1, AP(4), Deadly(3)) +10pts
Upgrade with: Chest-Guns (24", A2, AP(1)) +10pts
Proximity Defense Array +65pts Chest-MGs (30", A3, AP(1)) +30pts
(18", A6, AP(1), Lock-On) Upgrade with one:
D Replace Heavy Plasma Cannon: AA-Pod (24", A2, AP(2), Lock-On) +35pts
Heavy Laser Cannon +10pts AA-MG (30", A3, AP(1), Lock-On) +55pts
(36”, A1, AP(3), Deadly(6)) H Replace Twin Laser Talon:
Replace one Heavy Machinegun: Twin Autocannon (36", A6, AP(2)) +25pts
Gatling Cannon (24”, A12) +55pts
Replace one Heavy Machinegun:
Gatling Gun (18”, A9) +15pts
Replace Twin Heavy Machinegun:
Twin Laser Cannon +45pts
(36”, A2, AP(3), Deadly(3))
Upgrade with:
Proximity Defense Array +65pts
(18", A6, AP(1), Lock-On)

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