You are on page 1of 3

GF - Dark Brothers v2.

50

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Battle Brother Detachments are battle companies trained on
which are designed to be fast to learn and easy to play. particularly hostile planets to foster special combat traits and
military strategies.
This project was made by gamers for gamers and it can only
exist thanks to the support of our awesome community. Dark Brothers are masters of rapid manoeuvres, going to battle
with large formations of assault bikes and tactically inserted
If you’d like to support the continued development of our games destroyers.
you can donate on patreon.com/onepagerules.
Thank you for playing!

Gaetano Ferrara
Brandon Gillam
Game Design:

Illustrations:

1
GF - Dark Brothers v2.50
Name [size] Qua DefEquipment Special Rules Upgrades Cost
Dark Master Brother [1] 3+ 3+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Grim, Hero, Tough(3) A, B, C 80pts
Dark Elite Pathfinder [1] 4+ 4+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Grim, Hero, Strider, Tough(3) A, C 65pts
Dark Pathfinders [5] 4+ 4+ Heavy Rifles (24”, A1, AP(1)), CCWs (A1) Grim, Strider A, D 145pts
Dark Assault Brothers [5] 3+ 3+ Heavy Pistols (12”, A1, AP(1)), CCWs (A2) Grim A, E 180pts
Dark Brothers [5] 3+ 3+ Heavy Rifles (24”, A1, AP(1)), CCWs (A1) Grim A, F 185pts
Dark Support Brothers [5] 3+ 3+ Heavy Flamethrowers (12”, A6, AP(1)), CCWs (A1) Grim, Relentless A, G 320pts
Dark Destroyers [3] 3+ 3+ Dual Energy Claws (A6, Rending) Dark Assault, Grim, Tough(3) H 400pts
Dark Pathfinder Bikers [3] 4+ 4+ Grenade Launchers (24”, A1, Blast(3)), Fast, Grim, Scout, Tough(3) A, I 275pts
Heavy Pistols (12”, A1, AP(1)), CCWs (A2)
Dark Brother Bikers [3] 3+ 3+ Twin Heavy Rifles (24”, A2, AP(1)), Fast, Grim, Tough(3) A, J 340pts
Heavy Pistols (12”, A1, AP(1)), CCWs (A2)
A Replace one Heavy Rifle and CCW: F Upgrade all models with: J Replace all Heavy Pistols and CCWs:
Heavy Pistol (12", A1, AP(1)), CCW (A2) free Veteran Infantry +75pts Heavy Rifles (24", A1, AP(1)), CCWs (A1) +5pts
Dual Energy Claws (A4, Rending) +10pts Upgrade one model with one: Replace up to two Heavy Rifles:
Heavy Chainsaw Sword (A4, AP(1)) +10pts Battle Standard (Fear) +20pts Plasma Rifle (24”, A1, AP(4)) +10pts
Replace one Heavy Pistol: Medical Training +40pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts
Fusion Pistol (6", A1, AP(4), Deadly(3)) +5pts Replace one Heavy Rifle: Flamethrower (12”, A6) +15pts
Plasma Pistol (12”, A1, AP(4)) +5pts Plasma Rifle (24", A1, AP(4)) +10pts Gravity Rifle (18”, A3, Rending) +15pts
Flamethrower Pistol (6", A6) +5pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +15pts Replace all Twin Heavy Rifles:
Combat Shield (Shield Wall) +10pts Gravity Rifle (18”, A3, Rending) +15pts Twin Plasma Carbines (18", A2, AP(4)) +20pts
Gravity Pistol (12”, A3, Rending) +10pts Flamethrower (12”, A6) +15pts Replace one Twin Plasma Carbine:
Storm Rifle (24”, A3, AP(1)) +30pts Heavy Flamethrower (12”,A6,AP(1)) +25pts Twin Grenade Launcher +10pts
Replace one CCW: Heavy Machinegun (30”, A3, AP(1)) +35pts (24", A2, Blast(3))
Energy Hammer (A1, Blast(3)) +10pts Gravity Cannon (18”, A6, Rending) +35pts Replace any CCW:
Energy Sword (A2, AP(1), Rending) +10pts Missile Launcher +45pts Energy Hammer (A1, Blast(3)) +5pts
Energy Fist (A2, AP(4)) +15pts (30”, A1, AP(2), Deadly(3), Anti-Air) Energy Sword (A2, AP(1), Rending) +5pts
Chain-Fist (A1, AP(2), Deadly(3)) +15pts Plasma Cannon +50pts Upgrade all models with:
Take one Heavy Rifle attachment: (30”, A1, Blast(3), AP(4)) Black Bikers (Scout) +40pts
Plasma-Mod (12”, A1, AP(4)) +10pts Heavy Fusion Rifle +55pts
Fusion-Mod (6", A1, AP(4), Deadly(3)) +15pts (18", A1, AP(4), Deadly(6))
Flamer-Mod (6”, A6) +15pts Laser Cannon
Special Rules
+55pts Advanced Tactics: Once per activation, before
Gravity-Mod (9”, A3, Rending) +15pts (36”, A1, AP(3), Deadly(3)) attacking, pick one friendly unit within 12” of
B Upgrade with one: G Replace any Heavy Flamethrower: this model, which may move by up to 6".
Jetpack (Ambush, Flying) +25pts Heavy Machinegun (30”, A3, AP(1)) +10pts Dark Assault: This unit counts as having
Combat Bike (Fast, Tough(+3), +115pts Gravity Cannon (18”, A6, Rending) +15pts Ambush and may be deployed on any round.
Twin Heavy Rifle (24", A2, AP(1))) Missile Launcher +25pts Grim: This unit counts as having Fearless, and
whenever it fails a morale test it takes one
Destroyer Armor (Dark Assault, +140pts (30”, A1, AP(2), Deadly(3), Anti-Air)
Tough(+3)) Plasma Cannon +25pts automatic wound and the morale test counts as
passed instead.
Upgrade with: (30”, A1, Blast(3), AP(4))
Veteran Infantry +15pts Heavy Fusion Rifle +30pts Medical Training: This model and its unit get
the Regeneration rule.
C Upgrade with one: (18", A1, AP(4), Deadly(6))
Preacher (War Chant) +15pts Laser Cannon +30pts Repair: Once per activation, if within 2” of a
unit with Tough, roll one die. On a 2+ you may
Interrogator (Fear) +20pts (36”, A1, AP(3), Deadly(3)) repair D3 wounds from the target.
Engineer (Repair) +25pts H Replace all Dual Energy Claws:
Archivist (Psychic(1)) +35pts Combat Shields (Shield Wall), +5pts Shield
attack
Wall: Enemies get -1 to hit when they
units where all models have this rule.
Captain (Advanced Tactics) +55pts Energy Hammers (A2, Blast(3)) Veteran Infantry: This model gets +1 to its
D Replace all Heavy Rifles and CCWs: Heavy Maces (A3, AP(2), Rending), +10pts attack rolls for melee and shooting.
Heavy Pistols (12", A1, AP(1)), -5pts Combat Shields (Shield Wall)
Storm Rifles (24", A3, AP(1)), CCWs (A3) +45pts in melee when charging. its unit get +1 attack
War Chant: The hero and
CCWs (A2) Replace one Heavy Mace:
Replace any Heavy Rifle:
Shotgun (12”, A2, AP(1)) free Heavy Flail (A2, Blast(3), AP(2)) +15pts Psychic Spells
Replace one
Sniper Rifle (30”, A1, AP(1), Sniper) +20pts Heavy Flamethrower (12”,A6,AP(1)) Storm Rifle: Blurred Sight (4+): Target enemy unit within
Replace one Heavy Rifle: free 12” gets -1 to hit next time it shoots.
Plasma Rifle (24”, A1, AP(4)) +5pts Minigun (24”, A4, AP(1)) +10pts Psychic Terror (4+): Target enemy unit within
Flamethrower (12”, A6) +10pts Plasma Cannon +20pts 12” takes 2 automatic hits with AP(2).
Gravity Rifle (18”, A3, Rending) +10pts (30", A1, Blast(3),Replace
AP(4)) Cerebral Trauma (5+): Target enemy model
Heavy Machinegun (30", A3, AP(1)) +20pts Energy Sword (A3, AP(1),any CCW: within 12” takes 1 automatic hit with AP(3).
Missile Launcher +35pts Energy Fist (A3, AP(4)) Rending) +25pts +15pts Cursed Ground (5+): Target enemy unit within
(30”, A1, AP(2), Deadly(3), Anti-Air)
Upgrade all models with any: Chain-Fist (A2, AP(2), Deadly(3)) +35pts 18” moves -6” next time it charges.
Lightning Fog (6+): Target 2 enemy units within
Camo Cloaks (Stealth) +10pts Cyclone MissilesUpgrade one model with: 6” take 8 automatic hits each.
Forward Sentries (Scout) +15pts (24”, A1, AP(2), Deadly(3), Anti-Air) +45pts Time Passage (6+): Target friendly unit within
E Upgrade all models with any: 12” may immediately move by up to 6”.
Jetpacks (Ambush, Flying) I Replace any Grenade
+40pts Twin Heavy Rifle (24", A2, AP(1)) Launcher:
Veteran Infantry +75pts +5pts
Replace up to two Heavy Pistols: Replace all Heavy Pistols and CCWs:
Plasma Pistol (12”, A1, AP(4)) +5pts Heavy Rifles (24", A1, AP(1)), CCWs (A1) +5pts
Flamethrower (12”, A6) +20pts
Replace one Heavy Pistol and CCW:
Heavy Pistol (12", A1, AP(1)), +5pts
Energy Hammer (A1, Blast(3))
Heavy Pistol (12", A1, AP(1)), +5pts
Energy Sword (A2, AP(1), Rending)
Heavy Chainsaw Sword (A4, AP(1)) +10pts
Heavy Pistol (12", A1, AP(1)), +10pts
Energy Fist (A2, AP(4))

2
GF - Dark Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Dark Support Bike [1] 3+ 3+ Twin Heavy Rifle (24”, A2, AP(1)), Fast, Grim, Tough(6) A 230pts
Heavy Flamethrower (12”, A6, AP(1)),
Heavy Pistol (12”, A1, AP(1)), CCW (A3)
Dark APC [1] 3+ 2+ Storm Rifle (24”, A3, AP(1)) Fast, Grim, Impact(6), Tough(6), B 265pts
Transport(11)
Dark Attack APC [1] 3+ 2+ Twin Heavy Flamethrower (12”, A12, AP(1)) Fast, Grim, Impact(6), Tough(6), B, C 285pts
Transport(6)
Dark Drop Pod [1] 3+ 2+ Death Launcher (18”, A1, Blast(6)) Ambush, Grim, Immobile, Tough(6), D 190pts
Transport(11)
Dark Battle Tank [1] 3+ 2+ Twin Heavy Machineguns (30”, A6, AP(1)), Fast, Grim, Impact(6), Tough(12) B, E 580pts
Demolition Cannon (24”, A1, Blast(6), AP(4),
Indirect)
Dark Heavy Tank [1] 3+ 2+ Twin Heavy Machinegun (30”, A6, AP(1)), Fast, Grim, Impact(6), Tough(18), B, F 775pts
Twin Flamethrower Cannons (18”, A12, AP(1)) Transport(11)
Dark Attack Speeder [1] 3+ 2+ 2x Heavy Flamethrowers (12”, A6, AP(1)) Ambush, Fast, Grim, Impact(6), Strider, G 300pts
Tough(6)
Dark Shroud Speeder [1] 3+ 2+ Heavy Machinegun (30”, A3, AP(1)) Ambush, Dark Shroud, Fast, Grim, H 320pts
Impact(6), Stealth, Strider, Tough(6)
Dark Attack Walker [1] 3+ 2+ Stomp (A4, AP(1)), 2x Walker Fists (A4, AP(4)) Fear, Grim, Tough(12) I 430pts
Dark Light Gunship [1] 3+ 2+ Twin Typhoon Missiles (24”, A4, AP(2), Anti-Air), Aircraft, Grim, Tough(6) J 340pts
Twin Minigun (24”, A8, AP(1))
Dark Heavy Gunship [1] 3+ 2+ Storm Missiles (36”, A1, AP(3), Deadly(3)), Aircraft, Grim, Tough(12), Transport(11) K 620pts
Twin Minigun (24”, A8, AP(1)),
Twin Typhoon Missiles (24”, A4, AP(2), Anti-Air)
A Replace Heavy Flamethrower: G Replace any Heavy Flamethrower: K Replace Twin Minigun:
Heavy Machinegun (30”, A3, AP(1)) +10pts Heavy Machinegun (30”, A3, AP(1)) +10pts Twin Plasma Cannon +25pts
Heavy Fusion Rifle +30pts Minigun (24”, A4, AP(1)) +10pts (30”, A2, Blast(3), AP(4))
(18", A1, AP(4), Deadly(6)) Heavy Fusion Rifle +30pts Twin Laser Cannon +35pts
Replace Heavy Pistol: (18", A1, AP(4), Deadly(6)) (36”, A2, AP(3), Deadly(3))
Heavy Rifle (24", A1, AP(1)) +5pts Replace one Heavy Flamethrower: Replace Twin Typhoon Missiles:
B Upgrade with any: Twin Typhoon Missiles +40pts Twin Heavy Machinegun +10pts
Storm Rifle (24”, A3, AP(1)) (24”, A4, AP(2), Anti-Air) (30",
+35pts Twin Plasma Battery (24", A4, AP(4)) +40pts Twin Heavy Fusion Rifle A6, AP(1))
Dozer Blade (Strider) +35pts +50pts
Hunter Missiles Upgrade
+45pts Open Sides (Transport(6)) with: (18", A2, AP(4), Deadly(6))
(24”, A1, AP(2), Deadly(3), Anti-Air) +20pts Upgrade with any:
H Replace Heavy Machinegun: Rear Grapples +25pts
C Replace Twin Heavy Flamethrower: Minigun (24", A4, AP(1)) +5pts Twin Heavy Rifle Arrays +130pts
Twin Heavy Machinegun +15pts (24”, A12, AP(1))
(30”, A6, AP(1)) I Replace one Walker Fist: Special Rules
Twin Minigun (24”, A8, AP(1)) +20pts Missile Array (30”, A4, AP(2), Anti-Air) +50pts Dark Shroud: Once
Twin Laser Cannon +55pts Twin Autocannon (36”, A6, AP(2)) +90pts friendly units within per activation, pick 2
6”, which get the Stealth
(36”, A2, AP(3), Deadly(3)) Replace one Walker Fist:
Laser Cannon +95pts Heavy Fusion Rifle +25pts rule next time they are shot at.
Grim: This unit counts as having Fearless, and
(36", A2, AP(3), Deadly(3)), (18", A1, AP(4), Deadly(6))
Twin Plasma Rifle (24", A2, AP(4)) Twin Heavy Flamethrower +30pts whenever it fails a morale test it takes one
automatic wound and the morale test counts as
D Replace Death Launcher: (12”, A12, AP(1))
Storm Rifle (24", A3, AP(1)) +10pts Heavy Rifle Array (24”, A6, AP(1)) +30pts passed instead.
Heavy Minigun (24”, A6, AP(2)) +50pts Rear Grapples: This unit may transport a
E Replace Demolition Cannon: Heavy Plasma Cannon +65pts single Attack Walker in addition to any other
Spear Missile Launcher (30”, A1, Blast(6),
+5pts Twin Laser Cannon AP(4)) units that it is transporting.
(30”, A1, AP(3), Deadly(6), Anti-Air) +85pts Veteran Walker: This model gets +1 to its
Twin Laser Cannon +10pts (36”, A2,Upgrade
AP(3), Deadly(3))
any Walker Fist with one:
attack rolls for melee and shooting.
(36", A2, AP(3), Deadly(3))
Heavy Autocannon (36", A6, AP(2)) +10pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +20pts
Twin Storm Cannon +15pts Heavy Flamethrower (12", A6, AP(1)) +30pts
Storm Rifle (24”, A3, AP(1)) +30pts
(30”, A6, AP(2), Anti-Air)
Wind Missile Launcher +85pts Veteran Walker Upgrade with: +95pts
(36”, A3, Blast(3), AP(1), Indirect)
Replace Twin Heavy Machineguns:
Twin Laser Cannons +40pts JDark Bombs Upgrade with one: +15pts
(36”, A2, AP(3), Deadly(3)) (6", A2, Blast(3), Rending)
F Replace Twin Flamethrower Cannons: Laser Talon (24”, A3, AP(3)) +50pts
Twin Heavy Rifle Arrays +35pts Sword Missiles
(36", A2, AP(2), Anti-Air)
+55pts
(24", A12, AP(1))
Quad Laser Cannons +150pts Storm Cannon (30”, A3, AP(2), Anti-Air) +70pts
Replace Twin Typhoon Missiles:
(36”, A4, AP(3), Deadly(3)) Twin Dark Rifle Arrays (24", A6, AP(1)) -5pts
Replace Twin Heavy Machinegun:
Twin Minigun (24”, A8, AP(1)) +5pts Twin Heavy Machinegun
(30", A6, AP(1))
+15pts
Upgrade with:
Heavy Fusion Rifle +65pts Twin Laser Cannon
(36”, A2, AP(3), Deadly(3))
+55pts
(18", A1, AP(4), Deadly(6)) Twin Hammer Missiles +85pts
(36”, A2, AP(3), Deadly(3), Anti-Air)
Replace Twin Minigun:
Dark Rift Cannon +5pts
(18", A3, AP(3), Deadly(3))
Avenger Minigun (24", A8, AP(2)) +25pts

You might also like