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GFF - Havoc Brothers 3.1.

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Background Story
On arriving in the Sirius Sector, the Founder’s fleet was
scattered and damaged. Many of these ships and their crews
were discounted as destroyed, but had in fact arrived in Sirius far
from the rest of humanity. Many of these ships believed
themselves to be the sole survivors of the fleet, and that they
were likely the only humans in this strange new galaxy. Without
any idea of how they might return to Earth, most of these
scattered Battle Brothers were forced to contend with their
inevitable deaths in a strange new galaxy.
Humanity was not alone in this galaxy however, and the arrival of
these strange interlopers drew the eyes of powerful entities in
Sirius: the Havoc Gods. These gods bid their time, and reached
out to the Battle Brothers in their most desperate moments. The
Havoc Gods offered a chance at survival in their new home,
provided that they were willing to swear their allegiance to their
new patrons, and renounce their ties to their Founder.
Many readily accepted the pact, becoming the first Havoc
Brothers. These Havoc Brothers sought out their scattered kin
and offered them the same choice that they had been given:
hope for survival through the powers of the Havoc Gods, or
death. These Havoc Brothers survived through scavenging and
Intro piracy, taking anything that they could find from vulnerable alien
ships and any former comrades who refused to join them.
Havoc Brothers are what remains of Battle Brothers which have
been corrupted by the forces of havoc. Havoc Brothers are Eventually, the Havoc Brothers encountered the rest of
effective and resistant, bringing a variety of warriors and Humanity and their long estranged kin in the Battle Brothers.
monsters to battle, each endowed with unique blessings by the Conflict quickly followed as the Battle Brothers realized the
god they follow. depth of their former comrades’ betrayal. Yet, some outcasts
among Battle Brothers took the opportunity to join the Havoc
When the Founder’s fleet was scattered throughout the Sirius Brothers and adopt their Gods. Some joined as individuals,
Sector, they faced new dangers in a strange galaxy, and some others defected as entire Detachments. Soon, the domains of
desperate survivors found new patrons who offered them the the Havoc Brothers grew into a patchwork of raiders, planets
chance to adapt, in exchange for their allegiance. The Havoc and fiefdoms scattered throughout the Sirius Sector.
Brothers embraced the philosophies of their godly masters,
carving out a new home for themselves amongst unfamiliar The Havoc Brothers operate largely as independent warbands,
stars. loosely allied to others who follow the same Havoc God.
Warbands vary in scale from system spanning empires to
About OPR piratical raiders and mercenaries. Many fear that a time will
come when, driven by necessity, a powerful ruler, or the will of
OPR (www.onepagerules.com) is the home of many free games their Gods, these warbands will unite and threaten to overrun
which are designed to be fast to learn and easy to play. the entire Sirius Sector. Yet for now, most Havoc Brother
This project was made by gamers for gamers and it can only warbands have remained divided, determined to forge their own
exist thanks to the support of our awesome community. path in Sirius.
How will you earn the favour of your god?
If you want to help us in making more awesome content, you can
support us on www.patreon.com/onepagerules.
Thank you for playing!

Created by: Gaetano Ferrara

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GFF - Havoc Brothers 3.1.0
Name [size] Qua Def Equipment Special Rules Cost
Havoc Champion [1] 3+ 3+ Champion Heavy Rifle (24", A2, AP(1)), CCW (A1) Hero, Tough(3) 65pts
Cultist Champion [1] 5+ 5+ Champion Rifle (24", A2), CCW (A1) Hero, Tough(3) 30pts
Mutated Brother [1] 3+ 3+ Dual Claws (A2) Fast, Mutations 25pts
Havoc Brother [1] 3+ 3+ Heavy Rifle (24", A1, AP(1)), CCW (A1) - 30pts
Talon Raptor [1] 3+ 3+ Dual Energy Claws (A2, Rending) Ambush, Flying, Furious 30pts
Cultists [3] 5+ 5+ Rifle (24", A1), CCW (A1) - 35pts
Havoc Destroyer [1] 3+ 3+ Dual Energy Claws (A4, Rending) Ambush, Tough(3) 65pts
Greater Mutated [1] 3+ 3+ Dual Heavy Claws (A4) Fast, Mutations, Tough(3) 70pts
Havoc Support [1] 3+ 3+ Heavy Machinegun (30", A3, AP(1)), CCW (A1) Relentless 70pts
Havoc Biker [1] 3+ 3+ Twin Heavy Rifle (24", A2, AP(1)), Heavy Pistol (12", A1, AP(1)), CCW (A2) Fast, Tough(3) 90pts
Special Rules
Chosen Veteran: Gets +1 to hit in melee and
shooting.
Daemon: This model may be deployed as if it
had the Ambush or the Scout rule (pick one).
Dark Tactics: Once per activation, before
attacking, pick one other friendly unit within 12”,
which may move by up to 6".
Mutations: When in melee, roll one die and
apply one bonus to models with this rule:
1-3: Attacks get Rending
4-6: Attacks get AP(+1)
Repair: Once per activation, if within 2” of a
model with Tough, roll one die. On a 2+ you may
remove D3 wounds from that model.
Resistance: When taking a wound, roll one die,
and on a 6+ it is ignored. If the wound was from
a spell, then it is ignored on a 4+ instead.
War Chant: this model and all friendly units that
are within 12” at the beginning of the round get
Furious. If they already had Furious, they get
extra hits on unmodified rolls of 5-6 instead.
This effect lasts until the end of the round.
Havoc Brothers Army Spells
Dark Sight (1): Target 2 enemy units within 12"
get -1 to hit rolls next time they shoot.
Havoc Terror (1): Target enemy unit within 6"
takes 1 hit with AP(2).
Cursed Sludge (2): Target 4 enemy units within
12" get -2" next time they Advance, or -4" next
time they Charge/Rush.
Havoc Trauma (2): Target enemy model within
12" takes 1 hit with AP(2).
Daemon Fog (3): Target 2 enemy units within 12"
take 2 hits each.
Warp Passage (3): Target 4 friendly units within
18" get AP(+2) next time they charge.

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GFF - Havoc Brothers 3.1.0
Havoc Champion [1] - 65 pts Havoc Brother [1] - 30 pts Greater Mutated [1] - 70 pts
Quality 3+ Defense 3+ Quality 3+ Defense 3+ Quality 3+ Defense 3+
Champion Heavy Rifle (24", A2, AP(1)) Heavy Rifle (24", A1, AP(1)) Dual Heavy Claws (A4)
CCW (A1) CCW (A1) Fast, Mutations, Tough(3)
Hero, Tough(3) Upgrade with:
Replace Champion Heavy Rifle and CCW: +10pts Chosen Veteran Havoc Support [1] - 70 pts
-10pts Champion Heavy Pistol Replace any Heavy Rifle and CCW: Quality 3+ Defense 3+
(12", A2, AP(1)), free Heavy Pistol (12", A1, AP(1)), CCW (A2) Heavy Machinegun (30", A3, AP(1))
CCW (A2) Replace Heavy Rifle: CCW (A1)
-10pts Dual Energy Claws (A4, Rending) +5pts Shred Rifle (18", A2, Rending) Relentless
Replace Champion Heavy Pistol: +5pts Flamer (12", A1, Blast(3), Reliable) Replace any Heavy Machinegun:
-5pts Flamer Pistol +10pts Plasma Rifle (24", A1, AP(4)) +10pts Reaper Cannon (24", A4, AP(1))
(6", A1, Blast(3), Reliable) +15pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +20pts Missile Launcher
+10pts Champion Plasma Pistol +35pts Heavy Machinegun (30", A3, AP(1)) (30", A1, AP(2), Deadly(3), Lock-On)
(12", A2, AP(4)) +45pts Reaper Cannon (24", A4, AP(1)) +20pts Laser Cannon
+10pts Heavy Rifle (24", A1, AP(1)), +55pts Missile Launcher (36", A1, AP(3), Deadly(3))
Flamer-Mod (6", A1, Blast(3), Reliable) (30", A1, AP(2), Deadly(3), Lock-On) +25pts Autocannon (36", A3, AP(2))
+45pts Champion Storm Rifle (24", A4, AP(1)) +55pts Autocannon (36", A3, AP(2)) Havoc Biker [1] - 90 pts
Replace Flamer-Mod: +55pts Laser Cannon Quality 3+ Defense 3+
+5pts Plasma-Mod (12", A1, AP(4)) (36", A1, AP(3), Deadly(3)) Twin Heavy Rifle (24", A2, AP(1))
+5pts Fusion-Mod (6", A1, AP(4), Deadly(3)) Replace Heavy Rifle and CCW: Heavy Pistol (12", A1, AP(1))
Replace CCW: free Sgt. Heavy Pistol (12", A1, AP(1)), CCW (A2)
+10pts Energy Hammer (A1, Blast(3)) Sgt. Hand Weapon (A2) Fast, Tough(3)
+10pts Energy Sword (A2, AP(1), Rending) Replace Sgt. Heavy Pistol:
+20pts Energy Axe (A1, AP(2), Deadly(3)) +5pts Plasma Pistol (12", A1, AP(4)) Replace Heavy Pistols and CCW:
+20pts Energy Fist (A2, AP(4)) Replace Sgt. Hand Weapon: +5pts Heavy Rifle (24", A1, AP(1)), CCW (A1)
Upgrade with one: +5pts Energy Sword (A2, AP(1), Rending) Replace any Heavy Rifle:
+15pts Jetpack (Ambush, Flying) +15pts Energy Fist (A2, AP(4)) +5pts Flamer (12", A1, Blast(3), Reliable)
+80pts Combat Bike (Tough(3), Fast, +10pts Plasma Rifle (24", A1, AP(4))
Twin Heavy Rifle (24", A2, AP(1))) Talon Raptor [1] - 30 pts +15pts Fusion Rifle (12", A1, AP(4), Deadly(3))
Upgrade with: Quality 3+ Defense 3+ Replace Heavy Pistol and CCW:
+20pts Chosen Veteran Dual Energy Claws (A2, Rending) free Sgt. Heavy Pistol (12", A1, AP(1)),
Upgrade with one: Ambush, Flying, Furious Sgt. Hand Weapon (A2)
+10pts Apostle (War Chant) Upgrade with: Replace Sgt. Heavy Pistol:
+15pts Dark Smith (Repair) +5pts Chosen Veteran +5pts Plasma Pistol (12", A1, AP(4))
+25pts Havoc Lord (Dark Tactics) Replace Dual Energy Claws: Replace Sgt. Hand Weapon:
+40pts Warlock (Caster(2)) +5pts Heavy Pistol (12", A1, AP(1)), CCW (A2) +5pts Energy Sword (A2, AP(1), Rending)
+60pts Master Warlock (Caster(3)) Replace Heavy Pistol: +15pts Energy Fist (A2, AP(4))
+5pts Plasma Pistol (12", A1, AP(4))
Cultist Champion [1] - 30 pts +15pts Flamer (12", A1, Blast(3), Reliable)
Quality 5+ Defense 5+ +15pts Plasma Rifle (24", A1, AP(4))
Champion Rifle (24", A2) +25pts Fusion Rifle (12", A1, AP(4), Deadly(3))
CCW (A1)
Hero, Tough(3) Cultists [3] - 35 pts
Upgrade with one: Quality 5+ Defense 5+
+10pts Apostle (War Chant) Rifle (24", A1)
+15pts Dark Smith (Repair) CCW (A1)
+25pts Havoc Lord (Dark Tactics) Replace any Rifle and CCW:
+40pts Warlock (Caster(2)) free Pistol (12", A1), CCW (A2)
+60pts Master Warlock (Caster(3)) Replace one Rifles:
Replace Champion Rifle and CCW: +5pts Shotgun (12", A2, AP(1))
-5pts Champion Pistol (12", A2), CCW (A2) +5pts Shred Rifle (18", A2, Rending)
Replace Champion Pistol: +5pts Plasma Rifle (24", A1, AP(4))
+5pts Champion Shred Pistol +10pts Grenade Launcher (24", A1, Blast(3))
(9", A3, Rending) +15pts Flamer (12", A1, Blast(3), Reliable)
+5pts Flamer Pistol +15pts Machinegun (30", A3)
(6", A1, Blast(3), Reliable) +20pts Sniper Rifle (30", A1, AP(1), Reliable)
+10pts Champion Shotgun (12", A4, AP(1)) Havoc Destroyer [1] - 65 pts
+45pts Champion Sniper Rifle Quality 3+ Defense 3+
(30", A2, AP(1), Reliable) Dual Energy Claws (A4, Rending)
Replace CCW: Ambush, Tough(3)
+5pts Energy Sword (A2, AP(1), Rending)
Replace Dual Energy Claws:
Mutated Brother [1] - 25 pts +25pts Storm Rifle (24", A3, AP(1)), CCW (A1)
Quality 3+ Defense 3+ Replace any Storm Rifle:
Dual Claws (A2) -20pts Heavy Rifle (24", A1, AP(1)),
Fast, Mutations Flamer-Mod (6", A1, Blast(3), Reliable)
Upgrade with: Replace any Flamer-Mod:
+5pts Wings (Ambush, Flying) +5pts Plasma-Mod (12", A1, AP(4))
+5pts Fusion-Mod (6", A1, AP(4), Deadly(3))
Replace Storm Rifle:
-15pts Heavy Flamer
(12", A1, AP(1), Blast(3), Reliable)
+15pts Reaper Cannon (24", A4, AP(1))
Replace any CCW:
+10pts Energy Hammer (A1, Blast(3))
+20pts Energy Axe (A1, AP(2), Deadly(3))
+20pts Energy Sword (A3, AP(1), Rending)
+30pts Energy Fist (A3, AP(4))

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